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2 Commits

Author SHA1 Message Date
Dan Albert
34aca41461 More Python 3.9 compat.
(cherry picked from commit 1c31cffe4b)
2021-05-16 20:47:35 -07:00
Dan Albert
7d83131173 Python 3.9 compatibility.
This argument was removed and wasn't needed anyway since the file itself
is already opened UTF-8.

(cherry picked from commit b9822cd5d1)
2021-05-16 20:47:33 -07:00
1008 changed files with 15577 additions and 24280 deletions

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@@ -9,8 +9,6 @@ assignees: ''
Before filing, please search the issue tracker to see if the issue has already been reported.
If reporting a DCS AI bug, check https://github.com/dcs-liberation/dcs_liberation#dcs-bugs.
**Describe the bug**
A clear and concise description of what the bug is.

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@@ -1,28 +0,0 @@
---
name: Campaign update submission
about: Submit an update to a campaign you maintain.
title: 'Update for <campaign name>'
labels: campaign-update-submission
assignees: ''
---
This form should only be used for submitted updated miz/json files for campaigns
distributed with Liberation. If you are _requesting_ an update to a campaign, see
https://github.com/dcs-liberation/dcs_liberation/wiki/Campaign-maintenance. If the
campaign has an owner, it will be updated before release. If it does not, you can
volunteer to own it.
If you are not the owner of the campaign listed on
https://github.com/dcs-liberation/dcs_liberation/wiki/Campaign-maintenance, please start
there.
Otherwise, delete everything above the line below and fill out the following form. Note:
GitHub does not accept .miz files. You can either rename the file to .miz.txt or add the
file to a .zip file.
---
* Campaign name:
* Files:
* Update summary (optional):

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@@ -9,8 +9,6 @@ assignees: ''
Before filing, please search the issue tracker to see if this feature has already been requested.
If requesting a DCS AI feature, check If reporting a DCS AI bug, check https://github.com/dcs-liberation/dcs_liberation#dcs-bugs.
**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 [...]

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@@ -11,10 +11,10 @@ jobs:
with:
submodules: true
- name: Set up Python 3.9
- name: Set up Python 3.8
uses: actions/setup-python@v2
with:
python-version: 3.9
python-version: 3.8
- name: Install environment
run: |

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@@ -13,10 +13,10 @@ jobs:
with:
submodules: true
- name: Set up Python 3.9
- name: Set up Python 3.8
uses: actions/setup-python@v2
with:
python-version: 3.9
python-version: 3.8
- name: Install environment
run: |

1
.gitignore vendored
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@@ -12,7 +12,6 @@ resources/tools/a.miz
# User-specific stuff
.idea/
.env
env/
/kneeboards
/liberation_preferences.json

4
.gitmodules vendored Normal file
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@@ -0,0 +1,4 @@
[submodule "pydcs"]
path = pydcs
url = https://github.com/pydcs/dcs
branch = master

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@@ -11,7 +11,7 @@ Note that you may need to remove the filter for open bugs if it's something we'v
## Making content for Liberation
You can create new campaigns : See [campaign creation wiki](https://github.com/dcs-liberation/dcs_liberation/wiki/Custom-Campaigns).
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.

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@@ -1,46 +1,39 @@
![Logo](https://i.imgur.com/c2k18E1.png)
[![Donate](https://img.shields.io/badge/Donate-PayPal-green.svg?logo=paypal)](https://www.paypal.com/paypalme/KhopaDCSL)
[![Patreon](https://img.shields.io/badge/patreon-become%20a%20patron-orange?logo=patreon)](https://patreon.com/khopa)
[![Download](https://img.shields.io/github/downloads/dcs-liberation/dcs_liberation/total?label=Download)](https://github.com/dcs-liberation/dcs_liberation/releases)
[![Download](https://img.shields.io/github/downloads/khopa/dcs_liberation/total?label=Download)](https://github.com/Khopa/dcs_liberation/releases)
[![Discord](https://img.shields.io/discord/595702951800995872?label=Discord&logo=discord)](https://discord.gg/bKrtrkJ)
[![GitHub pull requests](https://img.shields.io/github/issues-pr/dcs-liberation/dcs_liberation)](https://github.com/dcs-liberation/dcs_liberation)
[![GitHub issues](https://img.shields.io/github/issues/dcs-liberation/dcs_liberation)](https://github.com/dcs-liberation/dcs_liberation/issues)
![GitHub stars](https://img.shields.io/github/stars/dcs-liberation/dcs_liberation?style=social)
[![GitHub pull requests](https://img.shields.io/github/issues-pr/khopa/dcs_liberation)](https://github.com/Khopa/dcs_liberation)
[![GitHub issues](https://img.shields.io/github/issues/khopa/dcs_liberation)](https://github.com/Khopa/dcs_liberation/issues)
![GitHub stars](https://img.shields.io/github/stars/khopa/dcs_liberation?style=social)
## About DCS Liberation
DCS Liberation is a [DCS World](https://www.digitalcombatsimulator.com/en/products/world/) turn based single-player or co-op dynamic campaign.
It is an external program that generates full and complex DCS missions and manage a persistent combat environment.
![Screenshot](https://user-images.githubusercontent.com/315852/120939254-0b4a9f80-c6cc-11eb-82f5-ce3f8d714bfe.png)
![Logo](https://i.imgur.com/4hq0rLq.png)
## Downloads
Latest release is available here : https://github.com/dcs-liberation/dcs_liberation/releases
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/dcs-liberation/dcs_liberation/wiki/Preview-builds.
## DCS bugs
These DCS bugs prevent us from improving AI behavior. Please upvote them! (But please
_don't_ spam them with comments):
* [A2A and SEAD escorts don't escort](https://forums.eagle.ru/topic/251798-options-for-alternate-ai-escort-behavior/?tab=comments#comment-4668033)
* [DEAD can't use mixed loadouts effectively](https://forums.eagle.ru/topic/271941-ai-rtbs-after-firing-decoys-despite-full-load-of-bombs/)
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/dcs-liberation/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.
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/dcs-liberation/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/dcs-liberation/dcs_liberation/wiki/Preview-builds) for that release. Items in the To do column are planned to be added to that release.
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/dcs-liberation/dcs_liberation/wiki/)
Tutorials, contributors and developer's guides are available in the project's [Wiki](https://github.com/Khopa/dcs_liberation/wiki/)
## Special Thanks

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@@ -1,107 +1,3 @@
# 4.0.0
Saves from 3.x are not compatible with 4.0.
## Features/Improvements
* **[Engine]** Support for DCS 2.7.2.7910.1 and newer, including Cyprus, F-16 JDAMs, and the Hind.
* **[Campaign]** Squadrons now (optionally, off by default) have a maximum size and killed pilots replenish at a limited rate.
* **[Campaign]** Added an option to disable levelling up of AI pilots.
* **[Campaign]** Added Russian Intervention 2015 campaign on Syria, for a small and somewhat realistic Russian COIN scenario.
* **[Campaign]** Added Operation Atilla campaign on Syria, for a reasonably large invasion of Cyprus scenario.
* **[Campaign AI]** AI will plan Tanker flights.
* **[Campaign AI]** Removed max distance for AEW&C auto planning.
* **[Economy]** Adjusted prices for aircraft to balance out some price inconsistencies.
* **[Factions]** Added more tankers to factions.
* **[Flight Planner]** Added ability to plan Tankers.
* **[Modding]** Campaign format version is now 7.0 to account for DCS map changes that made scenery strike targets incompatible with existing campaigns.
* **[Mods]** Added support for the Gripen mod.
* **[Mods]** Removes MB-339PAN support, as the mod is now deprecated and no longer works with DCS 2.7+.
* **[Mission Generation]** Added support for "Neutral Dot" label options.
* **[New Game Wizard]** Mods are now selected via checkboxes in the new game wizard, not as separate factions.
* **[UI]** Ctrl click and shift click now buy or sell 5 or 10 units respectively.
* **[UI]** Multiple waypoints can now be deleted simultaneously if multiple waypoints are selected.
* **[UI]** Carriers and LHAs now match the colour of airfields, and their destination icons are translucent.
* **[UI]** Updated intel box text for first turn.
* **[UI]** Base Capture Cheat is now usable at all bases and can also be used to transfer player-owned bases to OPFOR.
* **[UI]** Pass Turn button is relabled as "Begin Campaign" on Turn 0.
* **[UI]** Added a ruler to the map.
* **[UI]** Liberation now saves games to `<DCS user directory>/Liberation/Saves` by default to declutter the main directory.
## Fixes
* **[Campaign AI]** Fix procurement for factions that lack some unit types.
* **[Campaign AI]** Fix auto purchase of aircraft for factions that have no transport aircraft.
* **[Campaign AI]** Fix refunding of pending aircraft purchases when a side has no factory available.
* **[Mission Generation]** Fixed problem with mission load when control point name contained an apostrophe.
* **[Mission Generation]** Fixed EWR group names so they contribute to Skynet again.
* **[Mission Generation]** Fixed duplicate name error when generating convoys and cargo ships when creating manual transfers after loading a game.
* **[Mission Generation]** Fixed empty convoys not being disbanded when all units are killed/removed.
* **[Mission Generation]** Fixed player losing frontline progress when skipping from turn 0 to turn 1.
* **[Mission Generation]** Fixed issue where frontline would only search to the right for valid locations.
* **[UI]** Made non-interactive map elements less obstructive.
* **[UI]** Added support for Neutral Dot difficulty label
* **[UI]** Clear skies at night no longer described as "Sunny" by the weather widget.
* **[UI]** Removed ability to buy (useless) ground units at carriers and LHAs.
* **[UI]** Fixed enable/disable of buy/sell buttons.
* **[UI]** EWRs now appear in the custom waypoint list.
# 3.0.0
Saves from 2.5 are not compatible with 3.0.
## Features/Improvements
* **[Campaign]** Ground units can now be transferred by road, airlift, and cargo ship. See https://github.com/dcs-liberation/dcs_liberation/wiki/Unit-Transfers for more information.
* **[Campaign]** Ground units can no longer be sold. To move units to a new location, transfer them.
* **[Campaign]** Ground units must now be recruited at a base with a factory and transferred to their destination. When buying units in the UI, the purchase will automatically be fulfilled at the closest factory, and a transfer will be created on the next turn.
* **[Campaign]** Non-control point FOBs will no longer spawn.
* **[Campaign]** Added squadrons and pilots. See https://github.com/dcs-liberation/dcs_liberation/wiki/Squadrons-and-pilots for more information.
* **[Campaign]** Capturing a base now depopulates all of its attached objectives with units: air defenses, EWRs, ships, armor groups, etc. Buildings are captured.
* **[Campaign]** Ammunition Depots determine how many ground units can be deployed on the frontline by a control point.
* **[Campaign AI]** AI now considers Ju-88s for CAS, strike, and DEAD missions.
* **[Campaign AI]** AI planned AEW&C missions will now be scheduled ASAP.
* **[Campaign AI]** AI now considers the range to the SAM's threat zone rather than the range to the SAM itself when determining target priorities.
* **[Campaign AI]** Auto purchase of ground units will now maintain unit composition instead of buying randomly. The unit composition is predefined.
* **[Campaign AI]** Auto purchase will aim to purchase enough ground units to support the frontline, plus 30% reserve units.
* **[Campaign AI]** Auto purchase will now adjust its air/ground balance to favor whichever is under-funded.
* **[Flight Planner]** Desired mission length is now configurable (defaults to 60 minutes). A BARCAP will be planned every 30 minutes. Other packages will simply have their takeoffs spread out or compressed such that the last flight will take off around the mission end time.
* **[Flight Planner]** Flight plans now include bullseye waypoints.
* **[Flight Planner]** Differentiated SEAD and SEAD escort. SEAD is tasked with suppressing the package target, SEAD escort is tasked with protecting the package from all SAMs along its route.
* **[Flight Planner]** Planned airspeed increased to 0.85 mach for supersonic airframes and 85% of max speed for subsonic.
* **[Flight Planner]** Taxi time estimation for airfields increased from 5 minutes to 8 minutes.
* **[Flight Planner]** Reduce expected error margin for flight plans from 10% to 5%.
* **[Flight Planner]** SEAD flights are scheduled one minute ahead of the package's TOT so that they can suppress the site ahead of the strike.
* **[Flight Planner]** Automatic ATO generation for the player's coalition can now be disabled in the settings.
* **[Payloads]** AI flights for most air to ground mission types (CAS excluded) will have their guns emptied to prevent strafing fully armed and operational battle stations. Gun-reliant airframes like A-10s and warbirds will keep their bullets.
* **[Kneeboard]** ATC table overflow alleviated by wrapping long airfield names and splitting ATC frequency and channel into separate rows.
* **[UI]** Overhauled the map implementation. Now uses satellite imagery instead of low res map images. Display options have moved from the toolbar to panels in the map.
* **[UI]** Campaigns generated for an older or newer version of the game will now be marked as incompatible. They can still be played, but bugs may be present.
* **[UI]** DCS loadouts are now selectable in the loadout setup menu.
* **[UI]** Added global aircraft inventory view under Air Wing dialog.
* **[UI]** Base menu now shows information about ground unit deployment limits.
* **[Modding]** Campaigns now choose locations for factories to spawn.
* **[Modding]** Campaigns now choose locations for ammunition depots to spawn.
* **[Modding]** Campaigns now use map structures as strike targets.
* **[Modding]** Campaigns may now set *any* objective type to be a required spawn rather than random chance. Support for random objective generation was removed.
* **[Modding]** Campaigns may now place AAA objectives.
* **[Modding]** Can now install custom factions to <DCS saved games>/Liberation/Factions instead of the Liberation install directory.
* **[Performance Settings]** Added a settings to lower the number of smoke effects generated on frontlines. Lowered default settings for frontline smoke generators, so less smoke should be generated by default.
* **[Configuration]** Liberation preferences (DCS install and save game location) are now saved to `%LOCALAPPDATA%/DCSLiberation` to prevent needing to reconfigure each new install.
* **[Skynet]** Updated to 2.1.0.
## Fixes
* **[Campaign AI]** Fix purchase of aircraft by priority (the faction's list was being used as the priority list rather than the game's).
* **[Campaign AI]** Fixed bug causing AI to over-purchase cheap aircraft.
* **[Campaign AI]** Auto planner will no longer attempt to plan missions for which the faction has no compatible aircraft.
* **[Campaign AI]** Stop purchasing aircraft after the first unaffordable package to attempt to complete more packages rather than filling airfields with cheap escorts that will never be used.
* **[Campaign]** Fixed bug where offshore strike locations were being used to spawn ship objectives.
* **[Campaign]** EWR sites are now purchasable.
* **[Flight Planner]** AI strike flight plans now include the correct target actions for building groups.
* **[Flight Planner]** AI BAI/DEAD/SEAD flights now have tasks to attack all groups at the target location, not just the primary group (for multi-group SAM sites).
* **[Flight Planner]** Fixed some contexts where damaged runways would be used. Destroying a carrier will no longer break the game.
# 2.5.1
## Features/Improvements

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22
game/data/aaa_db.py Normal file
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@@ -0,0 +1,22 @@
from dcs.vehicles import AirDefence
AAA_UNITS = [
AirDefence.SPAAA_Gepard,
AirDefence.SPAAA_ZSU_23_4_Shilka_Gun_Dish,
AirDefence.SPAAA_Vulcan_M163,
AirDefence.AAA_ZU_23_Closed_Emplacement,
AirDefence.AAA_ZU_23_Emplacement,
AirDefence.SPAAA_ZU_23_2_Mounted_Ural_375,
AirDefence.AAA_ZU_23_Closed_Emplacement_Insurgent,
AirDefence.SPAAA_ZU_23_2_Insurgent_Mounted_Ural_375,
AirDefence.AAA_ZU_23_Insurgent,
AirDefence.AAA_8_8cm_Flak_18,
AirDefence.AAA_Flak_38_20mm,
AirDefence.AAA_8_8cm_Flak_36,
AirDefence.AAA_8_8cm_Flak_37,
AirDefence.AAA_Flak_Vierling_38_Quad_20mm,
AirDefence.AAA_SP_Kdo_G_40,
AirDefence.AAA_8_8cm_Flak_41,
AirDefence.AAA_40mm_Bofors,
AirDefence.AAA_S_60_57mm,
]

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@@ -1,40 +0,0 @@
from dcs.unit import Unit
from dcs.vehicles import AirDefence
class AlicCodes:
CODES = {
AirDefence._1L13_EWR.id: 101,
AirDefence._55G6_EWR.id: 102,
AirDefence.S_300PS_40B6MD_sr.id: 103,
AirDefence.S_300PS_64H6E_sr.id: 104,
AirDefence.SA_11_Buk_SR_9S18M1.id: 107,
AirDefence.Kub_1S91_str.id: 108,
AirDefence.Dog_Ear_radar.id: 109,
AirDefence.S_300PS_40B6M_tr.id: 110,
AirDefence.SA_11_Buk_LN_9A310M1.id: 115,
AirDefence.Osa_9A33_ln.id: 117,
AirDefence.Strela_10M3.id: 118,
AirDefence.Tor_9A331.id: 119,
AirDefence._2S6_Tunguska.id: 120,
AirDefence.ZSU_23_4_Shilka.id: 121,
AirDefence.P_19_s_125_sr.id: 122,
AirDefence.Snr_s_125_tr.id: 123,
AirDefence.Rapier_fsa_blindfire_radar.id: 124,
AirDefence.Rapier_fsa_launcher.id: 125,
AirDefence.SNR_75V.id: 126,
AirDefence.HQ_7_LN_SP.id: 127,
AirDefence.HQ_7_STR_SP.id: 128,
AirDefence.Roland_ADS.id: 201,
AirDefence.Patriot_str.id: 202,
AirDefence.Hawk_sr.id: 203,
AirDefence.Hawk_tr.id: 204,
AirDefence.Roland_Radar.id: 205,
AirDefence.Hawk_cwar.id: 206,
AirDefence.Gepard.id: 207,
AirDefence.Vulcan.id: 208,
}
@classmethod
def code_for(cls, unit: Unit) -> int:
return cls.CODES[unit.type]

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@@ -3,30 +3,37 @@ import dcs
DEFAULT_AVAILABLE_BUILDINGS = [
"fuel",
"ammo",
"comms",
"oil",
"ware",
"farp",
"fob",
"power",
"factory",
"derrick",
]
WW2_FREE = ["fuel", "ware"]
WW2_FREE = ["fuel", "factory", "ware", "fob"]
WW2_GERMANY_BUILDINGS = [
"fuel",
"factory",
"ww2bunker",
"ww2bunker",
"ww2bunker",
"allycamp",
"allycamp",
"fob",
]
WW2_ALLIES_BUILDINGS = [
"fuel",
"factory",
"allycamp",
"allycamp",
"allycamp",
"allycamp",
"allycamp",
"fob",
]
FORTIFICATION_BUILDINGS = [

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@@ -0,0 +1,51 @@
from dcs.planes import (
Bf_109K_4,
C_101CC,
FW_190A8,
FW_190D9,
F_5E_3,
F_86F_Sabre,
I_16,
L_39ZA,
MiG_15bis,
MiG_19P,
MiG_21Bis,
P_47D_30,
P_47D_30bl1,
P_47D_40,
P_51D,
P_51D_30_NA,
SpitfireLFMkIX,
SpitfireLFMkIXCW,
)
from pydcs_extensions.a4ec.a4ec import A_4E_C
"""
This list contains the aircraft that do not use the guns as the last resort weapons, but as a main weapon
They'll RTB when they don't have gun ammo left
"""
GUNFIGHTERS = [
# Cold War
MiG_15bis,
MiG_19P,
MiG_21Bis,
F_86F_Sabre,
A_4E_C,
F_5E_3,
# Trainers
C_101CC,
L_39ZA,
# WW2
P_51D_30_NA,
P_51D,
P_47D_30,
P_47D_30bl1,
P_47D_40,
SpitfireLFMkIXCW,
SpitfireLFMkIX,
Bf_109K_4,
FW_190D9,
FW_190A8,
I_16,
]

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@@ -1,20 +1,7 @@
from dataclasses import dataclass
from datetime import timedelta
from dcs.task import Reconnaissance
from game.utils import Distance, feet, nautical_miles
from game.data.groundunitclass import GroundUnitClass
@dataclass
class GroundUnitProcurementRatios:
ratios: dict[GroundUnitClass, float]
def for_unit_class(self, unit_class: GroundUnitClass) -> float:
try:
return self.ratios[unit_class] / sum(self.ratios.values())
except KeyError:
return 0.0
@dataclass(frozen=True)
@@ -63,8 +50,6 @@ class Doctrine:
sweep_distance: Distance
ground_unit_procurement_ratios: GroundUnitProcurementRatios
MODERN_DOCTRINE = Doctrine(
cap=True,
@@ -91,17 +76,6 @@ MODERN_DOCTRINE = Doctrine(
cap_engagement_range=nautical_miles(50),
cas_duration=timedelta(minutes=30),
sweep_distance=nautical_miles(60),
ground_unit_procurement_ratios=GroundUnitProcurementRatios(
{
GroundUnitClass.Tank: 3,
GroundUnitClass.Atgm: 2,
GroundUnitClass.Apc: 2,
GroundUnitClass.Ifv: 3,
GroundUnitClass.Artillery: 1,
GroundUnitClass.Shorads: 2,
GroundUnitClass.Recon: 1,
}
),
)
COLDWAR_DOCTRINE = Doctrine(
@@ -129,17 +103,6 @@ COLDWAR_DOCTRINE = Doctrine(
cap_engagement_range=nautical_miles(35),
cas_duration=timedelta(minutes=30),
sweep_distance=nautical_miles(40),
ground_unit_procurement_ratios=GroundUnitProcurementRatios(
{
GroundUnitClass.Tank: 4,
GroundUnitClass.Atgm: 2,
GroundUnitClass.Apc: 3,
GroundUnitClass.Ifv: 2,
GroundUnitClass.Artillery: 1,
GroundUnitClass.Shorads: 2,
GroundUnitClass.Recon: 1,
}
),
)
WWII_DOCTRINE = Doctrine(
@@ -167,14 +130,4 @@ WWII_DOCTRINE = Doctrine(
cap_engagement_range=nautical_miles(20),
cas_duration=timedelta(minutes=30),
sweep_distance=nautical_miles(10),
ground_unit_procurement_ratios=GroundUnitProcurementRatios(
{
GroundUnitClass.Tank: 3,
GroundUnitClass.Atgm: 3,
GroundUnitClass.Apc: 3,
GroundUnitClass.Artillery: 1,
GroundUnitClass.Shorads: 3,
GroundUnitClass.Recon: 1,
}
),
)

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@@ -1,17 +0,0 @@
from __future__ import annotations
from enum import unique, Enum
@unique
class GroundUnitClass(Enum):
Tank = "Tank"
Atgm = "ATGM"
Ifv = "IFV"
Apc = "APC"
Artillery = "Artillery"
Logistics = "Logistics"
Recon = "Recon"
Infantry = "Infantry"
Shorads = "SHORADS"
Manpads = "MANPADS"

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@@ -1,108 +1,72 @@
from dcs.ships import (
PIOTR,
MOSCOW,
VINSON,
CVN_71,
CVN_72,
CVN_73,
Stennis,
KUZNECOW,
CV_1143_5,
NEUSTRASH,
ALBATROS,
REZKY,
MOLNIYA,
LHA_Tarawa,
PERRY,
TICONDEROG,
Type_052B,
Type_052C,
Type_054A,
USS_Arleigh_Burke_IIa,
Battlecruiser_1144_2_Pyotr_Velikiy,
Cruiser_1164_Moskva,
CVN_70_Carl_Vinson,
CVN_71_Theodore_Roosevelt,
CVN_72_Abraham_Lincoln,
CVN_73_George_Washington,
CVN_74_John_C__Stennis,
CV_1143_5_Admiral_Kuznetsov,
CV_1143_5_Admiral_Kuznetsov_2017,
Frigate_11540_Neustrashimy,
Corvette_1124_4_Grisha,
Frigate_1135M_Rezky,
Corvette_1241_1_Molniya,
LHA_1_Tarawa,
FFG_Oliver_Hazzard_Perry,
CG_Ticonderoga,
Type_052B_Destroyer,
Type_052C_Destroyer,
Type_054A_Frigate,
DDG_Arleigh_Burke_IIa,
)
from dcs.vehicles import AirDefence
TELARS = {
AirDefence._2S6_Tunguska,
AirDefence.SA_11_Buk_SR_9S18M1,
AirDefence.Osa_9A33_ln,
AirDefence.Tor_9A331,
AirDefence.Roland_ADS,
}
TRACK_RADARS = {
AirDefence.Kub_1S91_str,
AirDefence.Snr_s_125_tr,
AirDefence.S_300PS_40B6M_tr,
AirDefence.Hawk_tr,
AirDefence.Patriot_str,
AirDefence.SNR_75V,
AirDefence.Rapier_fsa_blindfire_radar,
AirDefence.HQ_7_STR_SP,
}
LAUNCHER_TRACKER_PAIRS = {
AirDefence.Kub_2P25_ln: AirDefence.Kub_1S91_str,
AirDefence._5p73_s_125_ln: AirDefence.Snr_s_125_tr,
AirDefence.S_300PS_5P85C_ln: AirDefence.S_300PS_40B6M_tr,
AirDefence.S_300PS_5P85D_ln: AirDefence.S_300PS_40B6M_tr,
AirDefence.Hawk_ln: AirDefence.Hawk_tr,
AirDefence.Patriot_ln: AirDefence.Patriot_str,
AirDefence.S_75M_Volhov: AirDefence.SNR_75V,
AirDefence.Rapier_fsa_launcher: AirDefence.Rapier_fsa_blindfire_radar,
AirDefence.HQ_7_LN_SP: AirDefence.HQ_7_STR_SP,
}
UNITS_WITH_RADAR = {
UNITS_WITH_RADAR = [
# Radars
AirDefence._2S6_Tunguska,
AirDefence.SA_11_Buk_LN_9A310M1,
AirDefence.Osa_9A33_ln,
AirDefence.Tor_9A331,
AirDefence.Gepard,
AirDefence.Vulcan,
AirDefence.Roland_ADS,
AirDefence.ZSU_23_4_Shilka,
AirDefence._1L13_EWR,
AirDefence.Kub_1S91_str,
AirDefence.S_300PS_40B6M_tr,
AirDefence.S_300PS_40B6MD_sr,
AirDefence._55G6_EWR,
AirDefence.S_300PS_64H6E_sr,
AirDefence.SA_11_Buk_SR_9S18M1,
AirDefence.Dog_Ear_radar,
AirDefence.Hawk_tr,
AirDefence.Hawk_sr,
AirDefence.Patriot_str,
AirDefence.Hawk_cwar,
AirDefence.P_19_s_125_sr,
AirDefence.Roland_Radar,
AirDefence.Snr_s_125_tr,
AirDefence.SNR_75V,
AirDefence.Rapier_fsa_blindfire_radar,
AirDefence.HQ_7_LN_SP,
AirDefence.HQ_7_STR_SP,
AirDefence.FuMG_401,
AirDefence.FuSe_65,
AirDefence.SAM_SA_15_Tor_Gauntlet,
AirDefence.SAM_SA_11_Buk_Gadfly_C2,
AirDefence.SAM_Patriot_CR__AMG_AN_MRC_137,
AirDefence.SAM_Patriot_ECS,
AirDefence.SPAAA_Gepard,
AirDefence.SPAAA_Vulcan_M163,
AirDefence.SPAAA_ZSU_23_4_Shilka_Gun_Dish,
AirDefence.EWR_1L13,
AirDefence.SAM_SA_6_Kub_Long_Track_STR,
AirDefence.SAM_SA_10_S_300_Grumble_Flap_Lid_TR,
AirDefence.SAM_SA_10_S_300_Grumble_Clam_Shell_SR,
AirDefence.EWR_55G6,
AirDefence.SAM_SA_10_S_300_Grumble_Big_Bird_SR,
AirDefence.SAM_SA_11_Buk_Gadfly_Snow_Drift_SR,
AirDefence.MCC_SR_Sborka_Dog_Ear_SR,
AirDefence.SAM_Hawk_TR__AN_MPQ_46,
AirDefence.SAM_Hawk_SR__AN_MPQ_50,
AirDefence.SAM_Patriot_STR,
AirDefence.SAM_Hawk_CWAR_AN_MPQ_55,
AirDefence.SAM_P19_Flat_Face_SR__SA_2_3,
AirDefence.SAM_Roland_EWR,
AirDefence.SAM_SA_3_S_125_Low_Blow_TR,
AirDefence.SAM_SA_2_S_75_Fan_Song_TR,
AirDefence.HQ_7_Self_Propelled_STR,
# Ships
VINSON,
PERRY,
TICONDEROG,
ALBATROS,
KUZNECOW,
MOLNIYA,
MOSCOW,
NEUSTRASH,
PIOTR,
REZKY,
CV_1143_5,
Stennis,
CVN_71,
CVN_72,
CVN_73,
USS_Arleigh_Burke_IIa,
LHA_Tarawa,
Type_052B,
Type_054A,
Type_052C,
}
CVN_70_Carl_Vinson,
FFG_Oliver_Hazzard_Perry,
CG_Ticonderoga,
Corvette_1124_4_Grisha,
CV_1143_5_Admiral_Kuznetsov,
Corvette_1241_1_Molniya,
Cruiser_1164_Moskva,
Frigate_11540_Neustrashimy,
Battlecruiser_1144_2_Pyotr_Velikiy,
Frigate_1135M_Rezky,
CV_1143_5_Admiral_Kuznetsov_2017,
CVN_74_John_C__Stennis,
CVN_71_Theodore_Roosevelt,
CVN_72_Abraham_Lincoln,
CVN_73_George_Washington,
DDG_Arleigh_Burke_IIa,
LHA_1_Tarawa,
Type_052B_Destroyer,
Type_054A_Frigate,
Type_052C_Destroyer,
]

View File

@@ -4,13 +4,13 @@ import datetime
import inspect
import logging
from collections import defaultdict
from dataclasses import dataclass, field
from typing import Dict, Iterator, Optional, Set, Tuple, Union, cast
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
from game.dcs.aircrafttype import AircraftType
PydcsWeapon = Dict[str, Union[int, str]]
PydcsWeaponAssignment = Tuple[int, PydcsWeapon]
@@ -21,8 +21,8 @@ class Weapon:
"""Wraps a pydcs weapon dict in a hashable type."""
cls_id: str
name: str = field(compare=False)
weight: int = field(compare=False)
name: str
weight: int
def available_on(self, date: datetime.date) -> bool:
introduction_year = WEAPON_INTRODUCTION_YEARS.get(self)
@@ -59,9 +59,6 @@ class Weapon:
@classmethod
def from_clsid(cls, clsid: str) -> Optional[Weapon]:
data = weapon_ids.get(clsid)
if clsid == "<CLEAN>":
# Special case for a "weapon" that isn't exposed by pydcs.
return Weapon(clsid, "Clean", 0)
if data is None:
return None
return cls.from_pydcs(data)
@@ -73,19 +70,11 @@ class Pylon:
allowed: Set[Weapon]
def can_equip(self, weapon: Weapon) -> bool:
# TODO: Fix pydcs to support the <CLEAN> "weapon".
# <CLEAN> is a special case because pydcs doesn't know about that "weapon", so
# it's not compatible with *any* pylon. Just trust the loadout and try to equip
# it.
#
# A similar hack exists in QPylonEditor to forcibly add "Clean" to the list of
# valid configurations for that pylon if a loadout has been seen with that
# configuration.
return weapon in self.allowed or weapon.cls_id == "<CLEAN>"
return weapon in self.allowed
def equip(self, group: FlyingGroup, weapon: Weapon) -> None:
if not self.can_equip(weapon):
logging.error(f"Pylon {self.number} cannot equip {weapon.name}")
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:
@@ -97,12 +86,12 @@ class Pylon:
yield weapon
@classmethod
def for_aircraft(cls, aircraft: AircraftType, number: int) -> Pylon:
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.dcs_unit_type.__dict__.values()
for v in aircraft.__dict__.values()
if inspect.isclass(v) and v.__name__.startswith("Pylon")
]
@@ -121,8 +110,8 @@ class Pylon:
return cls(number, allowed)
@classmethod
def iter_pylons(cls, aircraft: AircraftType) -> Iterator[Pylon]:
for pylon in sorted(list(aircraft.dcs_unit_type.pylons)):
def iter_pylons(cls, aircraft: Type[FlyingType]) -> Iterator[Pylon]:
for pylon in sorted(list(aircraft.pylons)):
yield cls.for_aircraft(aircraft, pylon)
@@ -145,26 +134,20 @@ _WEAPON_FALLBACKS = [
Weapons.LAU_117_with_AGM_65E___Maverick_E__Laser_ASM___Lg_Whd_,
), # internal pylons harrier
# AGM-154 JSOW
(
Weapons.AGM_154A___JSOW_CEB__CBU_type_,
Weapons.AGM_62_Walleye_II___Guided_Weapon_Mk_5__TV_Guided_,
),
(Weapons.AGM_154A___JSOW_CEB__CBU_type_, Weapons.GBU_12),
(
Weapons.BRU_55_with_2_x_AGM_154A___JSOW_CEB__CBU_type_,
Weapons.AGM_62_Walleye_II___Guided_Weapon_Mk_5__TV_Guided_,
Weapons.BRU_33_with_2_x_GBU_12___500lb_Laser_Guided_Bomb,
),
(
Weapons.BRU_57_with_2_x_AGM_154A___JSOW_CEB__CBU_type_,
Weapons.AGM_62_Walleye_II___Guided_Weapon_Mk_5__TV_Guided_,
None,
), # doesn't exist on any aircraft yet
(Weapons.AGM_154B___JSOW_Anti_Armour, Weapons.CBU_105___10_x_SFW__CBU_with_WCMD),
(
Weapons.AGM_154C___JSOW_Unitary_BROACH,
Weapons.AGM_62_Walleye_II___Guided_Weapon_Mk_5__TV_Guided_,
),
(Weapons.AGM_154B___JSOW_Anti_Armour, Weapons.CBU_105___10_x_CEM__CBU_with_WCMD),
(Weapons.AGM_154C___JSOW_Unitary_BROACH, Weapons.GBU_12),
(
Weapons.BRU_55_with_2_x_AGM_154C___JSOW_Unitary_BROACH,
Weapons.AGM_62_Walleye_II___Guided_Weapon_Mk_5__TV_Guided_,
Weapons.BRU_33_with_2_x_GBU_12___500lb_Laser_Guided_Bomb,
),
# AGM-45 Shrike
(Weapons.AGM_45A_Shrike_ARM, None),
@@ -489,29 +472,29 @@ _WEAPON_FALLBACKS = [
# CBU-87 CEM
(Weapons.CBU_87___202_x_CEM_Cluster_Bomb, Weapons.Mk_82),
(
Weapons.TER_9A_with_2_x_CBU_87___202_x_CEM_Cluster_Bomb,
Weapons.TER_9A_with_2_x_CBU_87___202_x_Anti_Armor_Skeet_SFW_Cluster_Bomb,
Weapons.TER_9A_with_2_x_Mk_82___500lb_GP_Bomb_LD,
),
(
Weapons.TER_9A_with_2_x_CBU_87___202_x_CEM_Cluster_Bomb_,
Weapons.TER_9A_with_2_x_CBU_87___202_x_Anti_Armor_Skeet_SFW_Cluster_Bomb_,
Weapons.TER_9A_with_2_x_Mk_82___500lb_GP_Bomb_LD,
),
(
Weapons.TER_9A_with_3_x_CBU_87___202_x_CEM_Cluster_Bomb,
Weapons.TER_9A_with_3_x_CBU_87___202_x_Anti_Armor_Skeet_SFW_Cluster_Bomb,
Weapons.TER_9A_with_3_x_Mk_82___500lb_GP_Bomb_LD,
),
# CBU-97
(Weapons.CBU_97___10_x_SFW_Cluster_Bomb, Weapons.Mk_82),
(Weapons.CBU_97___10_x_CEM_Cluster_Bomb, Weapons.Mk_82),
(
Weapons.TER_9A_with_2_x_CBU_97___10_x_SFW_Cluster_Bomb,
Weapons.TER_9A_with_2_x_CBU_97___10_x_Anti_Armor_Skeet_SFW_Cluster_Bomb,
Weapons.TER_9A_with_2_x_Mk_82___500lb_GP_Bomb_LD,
),
(
Weapons.TER_9A_with_2_x_CBU_97___10_x_SFW_Cluster_Bomb_,
Weapons.TER_9A_with_2_x_CBU_97___10_x_Anti_Armor_Skeet_SFW_Cluster_Bomb_,
Weapons.TER_9A_with_2_x_Mk_82___500lb_GP_Bomb_LD_,
),
(
Weapons.TER_9A_with_3_x_CBU_97___10_x_SFW_Cluster_Bomb,
Weapons.TER_9A_with_3_x_CBU_97___10_x_Anti_Armor_Skeet_SFW_Cluster_Bomb,
Weapons.TER_9A_with_3_x_Mk_82___500lb_GP_Bomb_LD,
),
# CBU-99 (It's a bomb made in 1968, I'm not bothering right now with backups)
@@ -521,7 +504,7 @@ _WEAPON_FALLBACKS = [
Weapons.CBU_87___202_x_CEM_Cluster_Bomb,
),
# CBU-105
(Weapons.CBU_105___10_x_SFW__CBU_with_WCMD, Weapons.CBU_97___10_x_SFW_Cluster_Bomb),
(Weapons.CBU_105___10_x_CEM__CBU_with_WCMD, Weapons.CBU_97___10_x_CEM_Cluster_Bomb),
(
Weapons.LAU_131_pod___7_x_2_75_Hydra__Laser_Guided_Rkts_M151__HE_APKWS,
Weapons.LAU_131_pod___7_x_2_75_Hydra__UnGd_Rkts_M151__HE,
@@ -847,8 +830,6 @@ WEAPON_INTRODUCTION_YEARS = {
Weapon.from_pydcs(Weapons.LAU_115C_with_AIM_7F_Sparrow_Semi_Active_Radar): 1976,
Weapon.from_pydcs(Weapons.LAU_115C_with_AIM_7MH_Sparrow_Semi_Active_Radar): 1987,
# AIM-9 Sidewinder
Weapon.from_pydcs(Weapons.LAU_7_with_AIM_9B_Sidewinder_IR_AAM): 1956,
Weapon.from_pydcs(Weapons.LAU_7_with_2_x_AIM_9B_Sidewinder_IR_AAM): 1956,
Weapon.from_pydcs(Weapons.AIM_9L_Sidewinder_IR_AAM): 1977,
Weapon.from_pydcs(Weapons.AIM_9M_Sidewinder_IR_AAM): 1982,
Weapon.from_pydcs(Weapons.AIM_9P5_Sidewinder_IR_AAM): 1980,
@@ -977,14 +958,26 @@ WEAPON_INTRODUCTION_YEARS = {
Weapon.from_pydcs(Weapons.CBU_52B___220_x_HE_Frag_bomblets): 1970,
# CBU-87 CEM
Weapon.from_pydcs(Weapons.CBU_87___202_x_CEM_Cluster_Bomb): 1986,
Weapon.from_pydcs(Weapons.TER_9A_with_2_x_CBU_87___202_x_CEM_Cluster_Bomb): 1986,
Weapon.from_pydcs(Weapons.TER_9A_with_2_x_CBU_87___202_x_CEM_Cluster_Bomb_): 1986,
Weapon.from_pydcs(Weapons.TER_9A_with_3_x_CBU_87___202_x_CEM_Cluster_Bomb): 1986,
Weapon.from_pydcs(
Weapons.TER_9A_with_2_x_CBU_87___202_x_Anti_Armor_Skeet_SFW_Cluster_Bomb
): 1986,
Weapon.from_pydcs(
Weapons.TER_9A_with_2_x_CBU_87___202_x_Anti_Armor_Skeet_SFW_Cluster_Bomb_
): 1986,
Weapon.from_pydcs(
Weapons.TER_9A_with_3_x_CBU_87___202_x_Anti_Armor_Skeet_SFW_Cluster_Bomb
): 1986,
# CBU-97
Weapon.from_pydcs(Weapons.CBU_97___10_x_SFW_Cluster_Bomb): 1992,
Weapon.from_pydcs(Weapons.TER_9A_with_2_x_CBU_97___10_x_SFW_Cluster_Bomb): 1992,
Weapon.from_pydcs(Weapons.TER_9A_with_2_x_CBU_97___10_x_SFW_Cluster_Bomb_): 1992,
Weapon.from_pydcs(Weapons.TER_9A_with_3_x_CBU_97___10_x_SFW_Cluster_Bomb): 1992,
Weapon.from_pydcs(Weapons.CBU_97___10_x_CEM_Cluster_Bomb): 1992,
Weapon.from_pydcs(
Weapons.TER_9A_with_2_x_CBU_97___10_x_Anti_Armor_Skeet_SFW_Cluster_Bomb
): 1992,
Weapon.from_pydcs(
Weapons.TER_9A_with_2_x_CBU_97___10_x_Anti_Armor_Skeet_SFW_Cluster_Bomb_
): 1992,
Weapon.from_pydcs(
Weapons.TER_9A_with_3_x_CBU_97___10_x_Anti_Armor_Skeet_SFW_Cluster_Bomb
): 1992,
# CBU-99
Weapon.from_pydcs(
Weapons.BRU_33_with_2_x_CBU_99___490lbs__247_x_HEAT_Bomblets
@@ -1026,11 +1019,11 @@ WEAPON_INTRODUCTION_YEARS = {
Weapons.MER2_with_2_x_Mk_20_Rockeye___490lbs_CBUs__247_x_HEAT_Bomblets
): 1968,
# CBU-103
Weapon.from_pydcs(Weapons.BRU_57_with_2_x_CBU_103___202_x_CEM__CBU_with_WCMD): 2000,
Weapon.from_pydcs(Weapons.BRU_57_with_2_x_CBU_103): 2000,
Weapon.from_pydcs(Weapons.CBU_103___202_x_CEM__CBU_with_WCMD): 2000,
# CBU-105
Weapon.from_pydcs(Weapons.BRU_57_with_2_x_CBU_105___10_x_SFW__CBU_with_WCMD): 2000,
Weapon.from_pydcs(Weapons.CBU_105___10_x_SFW__CBU_with_WCMD): 2000,
Weapon.from_pydcs(Weapons.BRU_57_with_2_x_CBU_105): 2000,
Weapon.from_pydcs(Weapons.CBU_105___10_x_CEM__CBU_with_WCMD): 2000,
# APKWS
Weapon.from_pydcs(
Weapons.LAU_131_pod___7_x_2_75_Hydra__Laser_Guided_Rkts_M151__HE_APKWS

1388
game/db.py

File diff suppressed because it is too large Load Diff

View File

@@ -1,248 +0,0 @@
from __future__ import annotations
import logging
from collections import defaultdict
from dataclasses import dataclass
from functools import cached_property
from pathlib import Path
from typing import ClassVar, Type, Iterator, TYPE_CHECKING, Optional, Any
import yaml
from dcs.helicopters import helicopter_map
from dcs.planes import plane_map
from dcs.unittype import FlyingType
from game.dcs.unittype import UnitType
from game.radio.channels import (
ChannelNamer,
RadioChannelAllocator,
CommonRadioChannelAllocator,
HueyChannelNamer,
SCR522ChannelNamer,
ViggenChannelNamer,
ViperChannelNamer,
TomcatChannelNamer,
MirageChannelNamer,
SingleRadioChannelNamer,
FarmerRadioChannelAllocator,
SCR522RadioChannelAllocator,
ViggenRadioChannelAllocator,
NoOpChannelAllocator,
)
from game.utils import Distance, Speed, feet, kph, knots
if TYPE_CHECKING:
from gen.aircraft import FlightData
from gen import AirSupport, RadioFrequency, RadioRegistry
from gen.radios import Radio
@dataclass(frozen=True)
class RadioConfig:
inter_flight: Optional[Radio]
intra_flight: Optional[Radio]
channel_allocator: Optional[RadioChannelAllocator]
channel_namer: Type[ChannelNamer]
@classmethod
def from_data(cls, data: dict[str, Any]) -> RadioConfig:
return RadioConfig(
cls.make_radio(data.get("inter_flight", None)),
cls.make_radio(data.get("intra_flight", None)),
cls.make_allocator(data.get("channels", {})),
cls.make_namer(data.get("channels", {})),
)
@classmethod
def make_radio(cls, name: Optional[str]) -> Optional[Radio]:
from gen.radios import get_radio
if name is None:
return None
return get_radio(name)
@classmethod
def make_allocator(cls, data: dict[str, Any]) -> Optional[RadioChannelAllocator]:
try:
alloc_type = data["type"]
except KeyError:
return None
allocator_type: Type[RadioChannelAllocator] = {
"SCR-522": SCR522RadioChannelAllocator,
"common": CommonRadioChannelAllocator,
"farmer": FarmerRadioChannelAllocator,
"noop": NoOpChannelAllocator,
"viggen": ViggenRadioChannelAllocator,
}[alloc_type]
return allocator_type.from_cfg(data)
@classmethod
def make_namer(cls, config: dict[str, Any]) -> Type[ChannelNamer]:
return {
"SCR-522": SCR522ChannelNamer,
"default": ChannelNamer,
"huey": HueyChannelNamer,
"mirage": MirageChannelNamer,
"single": SingleRadioChannelNamer,
"tomcat": TomcatChannelNamer,
"viggen": ViggenChannelNamer,
"viper": ViperChannelNamer,
}[config.get("namer", "default")]
@dataclass(frozen=True)
class PatrolConfig:
altitude: Optional[Distance]
speed: Optional[Speed]
@classmethod
def from_data(cls, data: dict[str, Any]) -> PatrolConfig:
altitude = data.get("altitude", None)
speed = data.get("altitude", None)
return PatrolConfig(
feet(altitude) if altitude is not None else None,
knots(speed) if speed is not None else None,
)
@dataclass(frozen=True)
class AircraftType(UnitType[FlyingType]):
carrier_capable: bool
lha_capable: bool
always_keeps_gun: bool
# If true, the aircraft does not use the guns as the last resort weapons, but as a main weapon.
# It'll RTB when it doesn't have gun ammo left.
gunfighter: bool
max_group_size: int
patrol_altitude: Optional[Distance]
patrol_speed: Optional[Speed]
intra_flight_radio: Optional[Radio]
channel_allocator: Optional[RadioChannelAllocator]
channel_namer: Type[ChannelNamer]
_by_name: ClassVar[dict[str, AircraftType]] = {}
_by_unit_type: ClassVar[dict[Type[FlyingType], list[AircraftType]]] = defaultdict(
list
)
_loaded: ClassVar[bool] = False
def __str__(self) -> str:
return self.name
@property
def dcs_id(self) -> str:
return self.dcs_unit_type.id
@property
def flyable(self) -> bool:
return self.dcs_unit_type.flyable
@cached_property
def max_speed(self) -> Speed:
return kph(self.dcs_unit_type.max_speed)
def alloc_flight_radio(self, radio_registry: RadioRegistry) -> RadioFrequency:
from gen.radios import ChannelInUseError, MHz
if self.intra_flight_radio is not None:
return radio_registry.alloc_for_radio(self.intra_flight_radio)
freq = MHz(self.dcs_unit_type.radio_frequency)
try:
radio_registry.reserve(freq)
except ChannelInUseError:
pass
return freq
def assign_channels_for_flight(
self, flight: FlightData, air_support: AirSupport
) -> None:
if self.channel_allocator is not None:
self.channel_allocator.assign_channels_for_flight(flight, air_support)
def channel_name(self, radio_id: int, channel_id: int) -> str:
return self.channel_namer.channel_name(radio_id, channel_id)
def __setstate__(self, state: dict[str, Any]) -> None:
# Update any existing models with new data on load.
updated = AircraftType.named(state["name"])
state.update(updated.__dict__)
self.__dict__.update(state)
@classmethod
def register(cls, aircraft_type: AircraftType) -> None:
cls._by_name[aircraft_type.name] = aircraft_type
cls._by_unit_type[aircraft_type.dcs_unit_type].append(aircraft_type)
@classmethod
def named(cls, name: str) -> AircraftType:
if not cls._loaded:
cls._load_all()
return cls._by_name[name]
@classmethod
def for_dcs_type(cls, dcs_unit_type: Type[FlyingType]) -> Iterator[AircraftType]:
if not cls._loaded:
cls._load_all()
yield from cls._by_unit_type[dcs_unit_type]
@staticmethod
def _each_unit_type() -> Iterator[Type[FlyingType]]:
yield from helicopter_map.values()
yield from plane_map.values()
@classmethod
def _load_all(cls) -> None:
for unit_type in cls._each_unit_type():
for data in cls._each_variant_of(unit_type):
cls.register(data)
cls._loaded = True
@classmethod
def _each_variant_of(cls, aircraft: Type[FlyingType]) -> Iterator[AircraftType]:
data_path = Path("resources/units/aircraft") / f"{aircraft.id}.yaml"
if not data_path.exists():
logging.warning(f"No data for {aircraft.id}; it will not be available")
return
with data_path.open() as data_file:
data = yaml.safe_load(data_file)
try:
price = data["price"]
except KeyError as ex:
raise KeyError(f"Missing required price field: {data_path}") from ex
radio_config = RadioConfig.from_data(data.get("radios", {}))
patrol_config = PatrolConfig.from_data(data.get("patrol", {}))
try:
introduction = data["introduced"]
if introduction is None:
introduction = "N/A"
except KeyError:
introduction = "No data."
for variant in data.get("variants", [aircraft.id]):
yield AircraftType(
dcs_unit_type=aircraft,
name=variant,
description=data.get("description", "No data."),
year_introduced=introduction,
country_of_origin=data.get("origin", "No data."),
manufacturer=data.get("manufacturer", "No data."),
role=data.get("role", "No data."),
price=price,
carrier_capable=data.get("carrier_capable", False),
lha_capable=data.get("lha_capable", False),
always_keeps_gun=data.get("always_keeps_gun", False),
gunfighter=data.get("gunfighter", False),
max_group_size=data.get("max_group_size", aircraft.group_size_max),
patrol_altitude=patrol_config.altitude,
patrol_speed=patrol_config.speed,
intra_flight_radio=radio_config.intra_flight,
channel_allocator=radio_config.channel_allocator,
channel_namer=radio_config.channel_namer,
)

View File

@@ -1,97 +0,0 @@
from __future__ import annotations
import logging
from collections import defaultdict
from dataclasses import dataclass
from pathlib import Path
from typing import Type, Optional, ClassVar, Iterator
import yaml
from dcs.unittype import VehicleType
from dcs.vehicles import vehicle_map
from game.data.groundunitclass import GroundUnitClass
from game.dcs.unittype import UnitType
@dataclass(frozen=True)
class GroundUnitType(UnitType[VehicleType]):
unit_class: Optional[GroundUnitClass]
spawn_weight: int
_by_name: ClassVar[dict[str, GroundUnitType]] = {}
_by_unit_type: ClassVar[
dict[Type[VehicleType], list[GroundUnitType]]
] = defaultdict(list)
_loaded: ClassVar[bool] = False
def __str__(self) -> str:
return self.name
@property
def dcs_id(self) -> str:
return self.dcs_unit_type.id
@classmethod
def register(cls, aircraft_type: GroundUnitType) -> None:
cls._by_name[aircraft_type.name] = aircraft_type
cls._by_unit_type[aircraft_type.dcs_unit_type].append(aircraft_type)
@classmethod
def named(cls, name: str) -> GroundUnitType:
if not cls._loaded:
cls._load_all()
return cls._by_name[name]
@classmethod
def for_dcs_type(cls, dcs_unit_type: Type[VehicleType]) -> Iterator[GroundUnitType]:
if not cls._loaded:
cls._load_all()
yield from cls._by_unit_type[dcs_unit_type]
@staticmethod
def _each_unit_type() -> Iterator[Type[VehicleType]]:
yield from vehicle_map.values()
@classmethod
def _load_all(cls) -> None:
for unit_type in cls._each_unit_type():
for data in cls._each_variant_of(unit_type):
cls.register(data)
cls._loaded = True
@classmethod
def _each_variant_of(cls, vehicle: Type[VehicleType]) -> Iterator[GroundUnitType]:
data_path = Path("resources/units/ground_units") / f"{vehicle.id}.yaml"
if not data_path.exists():
logging.warning(f"No data for {vehicle.id}; it will not be available")
return
with data_path.open() as data_file:
data = yaml.safe_load(data_file)
try:
introduction = data["introduced"]
if introduction is None:
introduction = "N/A"
except KeyError:
introduction = "No data."
class_name = data.get("class")
unit_class: Optional[GroundUnitClass] = None
if class_name is not None:
unit_class = GroundUnitClass(class_name)
for variant in data.get("variants", [vehicle.id]):
yield GroundUnitType(
dcs_unit_type=vehicle,
unit_class=unit_class,
spawn_weight=data.get("spawn_weight", 0),
name=variant,
description=data.get("description", "No data."),
year_introduced=introduction,
country_of_origin=data.get("origin", "No data."),
manufacturer=data.get("manufacturer", "No data."),
role=data.get("role", "No data."),
price=data.get("price", 1),
)

View File

@@ -1,26 +0,0 @@
from dataclasses import dataclass
from functools import cached_property
from typing import TypeVar, Generic, Type
from dcs.unittype import UnitType as DcsUnitType
DcsUnitTypeT = TypeVar("DcsUnitTypeT", bound=DcsUnitType)
@dataclass(frozen=True)
class UnitType(Generic[DcsUnitTypeT]):
dcs_unit_type: Type[DcsUnitTypeT]
name: str
description: str
year_introduced: str
country_of_origin: str
manufacturer: str
role: str
price: int
def __str__(self) -> str:
return self.name
@cached_property
def eplrs_capable(self) -> bool:
return getattr(self.dcs_unit_type, "eplrs", False)

View File

@@ -14,23 +14,15 @@ from typing import (
Dict,
Iterator,
List,
Type,
TYPE_CHECKING,
)
from dcs.unittype import FlyingType, UnitType
from game import db
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.theater import Airfield, ControlPoint
from game.transfers import CargoShip
from game.unitmap import (
AirliftUnits,
Building,
ConvoyUnit,
FrontLineUnit,
GroundObjectUnit,
UnitMap,
FlyingUnit,
)
from game.unitmap import Building, FrontLineUnit, GroundObjectUnit, UnitMap
from gen.flights.flight import Flight
if TYPE_CHECKING:
@@ -41,24 +33,24 @@ DEBRIEFING_LOG_EXTENSION = "log"
@dataclass(frozen=True)
class AirLosses:
player: List[FlyingUnit]
enemy: List[FlyingUnit]
player: List[Flight]
enemy: List[Flight]
@property
def losses(self) -> Iterator[FlyingUnit]:
def losses(self) -> Iterator[Flight]:
return itertools.chain(self.player, self.enemy)
def by_type(self, player: bool) -> Dict[AircraftType, int]:
losses_by_type: Dict[AircraftType, int] = defaultdict(int)
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.flight.unit_type] += 1
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 == flight:
if loss == flight:
losses += 1
return flight.count - losses
@@ -68,15 +60,6 @@ class GroundLosses:
player_front_line: List[FrontLineUnit] = field(default_factory=list)
enemy_front_line: List[FrontLineUnit] = field(default_factory=list)
player_convoy: List[ConvoyUnit] = field(default_factory=list)
enemy_convoy: List[ConvoyUnit] = field(default_factory=list)
player_cargo_ships: List[CargoShip] = field(default_factory=list)
enemy_cargo_ships: List[CargoShip] = field(default_factory=list)
player_airlifts: List[AirliftUnits] = field(default_factory=list)
enemy_airlifts: List[AirliftUnits] = field(default_factory=list)
player_ground_objects: List[GroundObjectUnit] = field(default_factory=list)
enemy_ground_objects: List[GroundObjectUnit] = field(default_factory=list)
@@ -87,12 +70,6 @@ class GroundLosses:
enemy_airfields: List[Airfield] = field(default_factory=list)
@dataclass(frozen=True)
class BaseCaptureEvent:
control_point: ControlPoint
captured_by_player: bool
@dataclass(frozen=True)
class StateData:
#: True if the mission ended. If False, the mission exited abnormally.
@@ -117,10 +94,7 @@ class StateData:
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.
#
# Also normalize dead map objects (which are ints) to strings. The unit map
# only stores strings.
killed_ground_units=list({str(u) for u in data["killed_ground_units"]}),
killed_ground_units=list(set(data["killed_ground_units"])),
destroyed_statics=data["destroyed_objects_positions"],
base_capture_events=data["base_capture_events"],
)
@@ -131,7 +105,6 @@ class Debriefing:
self, state_data: Dict[str, Any], game: Game, unit_map: UnitMap
) -> None:
self.state_data = StateData.from_json(state_data)
self.game = game
self.unit_map = unit_map
self.player_country = game.player_country
@@ -141,28 +114,12 @@ class Debriefing:
self.air_losses = self.dead_aircraft()
self.ground_losses = self.dead_ground_units()
self.base_captures = self.base_capture_events()
@property
def front_line_losses(self) -> Iterator[FrontLineUnit]:
yield from self.ground_losses.player_front_line
yield from self.ground_losses.enemy_front_line
@property
def convoy_losses(self) -> Iterator[ConvoyUnit]:
yield from self.ground_losses.player_convoy
yield from self.ground_losses.enemy_convoy
@property
def cargo_ship_losses(self) -> Iterator[CargoShip]:
yield from self.ground_losses.player_cargo_ships
yield from self.ground_losses.enemy_cargo_ships
@property
def airlift_losses(self) -> Iterator[AirliftUnits]:
yield from self.ground_losses.player_airlifts
yield from self.ground_losses.enemy_airlifts
@property
def ground_object_losses(self) -> Iterator[GroundObjectUnit]:
yield from self.ground_losses.player_ground_objects
@@ -181,8 +138,8 @@ class Debriefing:
def casualty_count(self, control_point: ControlPoint) -> int:
return len([x for x in self.front_line_losses if x.origin == control_point])
def front_line_losses_by_type(self, player: bool) -> dict[GroundUnitType, int]:
losses_by_type: dict[GroundUnitType, int] = defaultdict(int)
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:
@@ -191,38 +148,6 @@ class Debriefing:
losses_by_type[loss.unit_type] += 1
return losses_by_type
def convoy_losses_by_type(self, player: bool) -> dict[GroundUnitType, int]:
losses_by_type: dict[GroundUnitType, int] = defaultdict(int)
if player:
losses = self.ground_losses.player_convoy
else:
losses = self.ground_losses.enemy_convoy
for loss in losses:
losses_by_type[loss.unit_type] += 1
return losses_by_type
def cargo_ship_losses_by_type(self, player: bool) -> dict[GroundUnitType, int]:
losses_by_type: dict[GroundUnitType, int] = defaultdict(int)
if player:
ships = self.ground_losses.player_cargo_ships
else:
ships = self.ground_losses.enemy_cargo_ships
for ship in ships:
for unit_type, count in ship.units.items():
losses_by_type[unit_type] += count
return losses_by_type
def airlift_losses_by_type(self, player: bool) -> dict[GroundUnitType, int]:
losses_by_type: dict[GroundUnitType, int] = defaultdict(int)
if player:
losses = self.ground_losses.player_airlifts
else:
losses = self.ground_losses.enemy_airlifts
for loss in losses:
for unit_type in loss.cargo:
losses_by_type[unit_type] += 1
return losses_by_type
def building_losses_by_type(self, player: bool) -> Dict[str, int]:
losses_by_type: Dict[str, int] = defaultdict(int)
if player:
@@ -240,14 +165,14 @@ class Debriefing:
player_losses = []
enemy_losses = []
for unit_name in self.state_data.killed_aircraft:
aircraft = self.unit_map.flight(unit_name)
if aircraft is None:
flight = self.unit_map.flight(unit_name)
if flight is None:
logging.error(f"Could not find Flight matching {unit_name}")
continue
if aircraft.flight.departure.captured:
player_losses.append(aircraft)
if flight.departure.captured:
player_losses.append(flight)
else:
enemy_losses.append(aircraft)
enemy_losses.append(flight)
return AirLosses(player_losses, enemy_losses)
def dead_ground_units(self) -> GroundLosses:
@@ -261,22 +186,6 @@ class Debriefing:
losses.enemy_front_line.append(front_line_unit)
continue
convoy_unit = self.unit_map.convoy_unit(unit_name)
if convoy_unit is not None:
if convoy_unit.convoy.player_owned:
losses.player_convoy.append(convoy_unit)
else:
losses.enemy_convoy.append(convoy_unit)
continue
cargo_ship = self.unit_map.cargo_ship(unit_name)
if cargo_ship is not None:
if cargo_ship.player_owned:
losses.player_cargo_ships.append(cargo_ship)
else:
losses.enemy_cargo_ships.append(cargo_ship)
continue
ground_object_unit = self.unit_map.ground_object_unit(unit_name)
if ground_object_unit is not None:
if ground_object_unit.ground_object.control_point.captured:
@@ -315,46 +224,17 @@ class Debriefing:
"have no effect. This may be normal behavior."
)
for unit_name in self.state_data.killed_aircraft:
airlift_unit = self.unit_map.airlift_unit(unit_name)
if airlift_unit is not None:
if airlift_unit.transfer.player:
losses.player_airlifts.append(airlift_unit)
else:
losses.enemy_airlifts.append(airlift_unit)
continue
return losses
def base_capture_events(self) -> List[BaseCaptureEvent]:
@property
def base_capture_events(self):
"""Keeps only the last instance of a base capture event for each base ID."""
blue_coalition_id = 2
seen = set()
captures = []
for capture in reversed(self.state_data.base_capture_events):
cp_id_str, new_owner_id_str, _name = capture.split("||")
cp_id = int(cp_id_str)
# Only the most recent capture event matters.
if cp_id in seen:
continue
seen.add(cp_id)
try:
control_point = self.game.theater.find_control_point_by_id(cp_id)
except KeyError:
# Captured base is not a part of the campaign. This happens when neutral
# bases are near the conflict. Nothing to do.
continue
captured_by_player = int(new_owner_id_str) == blue_coalition_id
if control_point.is_friendly(to_player=captured_by_player):
# Base is currently friendly to the new owner. Was captured and
# recaptured in the same mission. Nothing to do.
continue
captures.append(BaseCaptureEvent(control_point, captured_by_player))
return captures
reversed_captures = list(reversed(self.state_data.base_capture_events))
last_base_cap_indexes = []
for idx, base in enumerate(i.split("||")[0] for i in reversed_captures):
if base not in [x[1] for x in last_base_cap_indexes]:
last_base_cap_indexes.append((idx, base))
return [reversed_captures[idx[0]] for idx in last_base_cap_indexes]
class PollDebriefingFileThread(threading.Thread):
@@ -382,21 +262,15 @@ class PollDebriefingFileThread(threading.Thread):
else:
last_modified = 0
while not self.stopped():
try:
if (
os.path.isfile("state.json")
and os.path.getmtime("state.json") > last_modified
):
with open("state.json", "r") as json_file:
json_data = json.load(json_file)
debriefing = Debriefing(json_data, self.game, self.unit_map)
self.callback(debriefing)
break
except json.JSONDecodeError:
logging.exception(
"Failed to decode state.json. Probably attempted read while DCS "
"was still writing the file. Will retry in 5 seconds."
)
if (
os.path.isfile("state.json")
and os.path.getmtime("state.json") > last_modified
):
with open("state.json", "r") as json_file:
json_data = json.load(json_file)
debriefing = Debriefing(json_data, self.game, self.unit_map)
self.callback(debriefing)
break
time.sleep(5)

View File

@@ -1,11 +1,12 @@
from __future__ import annotations
import logging
from typing import List, TYPE_CHECKING, Type
import math
from typing import Dict, Iterator, List, TYPE_CHECKING, Tuple, Type
from dcs.mapping import Point
from dcs.task import Task
from dcs.unittype import VehicleType
from dcs.unittype import UnitType, VehicleType
from game import persistency
from game.debriefing import AirLosses, Debriefing
@@ -14,7 +15,7 @@ from game.operation.operation import Operation
from game.theater import ControlPoint
from gen import AirTaskingOrder
from gen.ground_forces.combat_stance import CombatStance
from ..dcs.groundunittype import GroundUnitType
from ..db import PRICES
from ..unitmap import UnitMap
if TYPE_CHECKING:
@@ -54,7 +55,7 @@ class Event:
@property
def is_player_attacking(self) -> bool:
return self.attacker_name == self.game.player_faction.name
return self.attacker_name == self.game.player_name
@property
def tasks(self) -> List[Type[Task]]:
@@ -121,15 +122,11 @@ class Event:
self.game.red_ato, debriefing.air_losses, for_player=False
)
def commit_air_losses(self, debriefing: Debriefing) -> None:
@staticmethod
def commit_air_losses(debriefing: Debriefing) -> None:
for loss in debriefing.air_losses.losses:
if loss.pilot is not None and (
not loss.pilot.player
or not self.game.settings.invulnerable_player_pilots
):
loss.pilot.kill()
aircraft = loss.flight.unit_type
cp = loss.flight.departure
aircraft = loss.unit_type
cp = loss.departure
available = cp.base.total_units_of_type(aircraft)
if available <= 0:
logging.error(
@@ -141,23 +138,6 @@ class Event:
logging.info(f"{aircraft} destroyed from {cp}")
cp.base.aircraft[aircraft] -= 1
@staticmethod
def _commit_pilot_experience(ato: AirTaskingOrder) -> None:
for package in ato.packages:
for flight in package.flights:
for idx, pilot in enumerate(flight.roster.pilots):
if pilot is None:
logging.error(
f"Cannot award experience to pilot #{idx} of {flight} "
"because no pilot is assigned"
)
continue
pilot.record.missions_flown += 1
def commit_pilot_experience(self) -> None:
self._commit_pilot_experience(self.game.blue_ato)
self._commit_pilot_experience(self.game.red_ato)
@staticmethod
def commit_front_line_losses(debriefing: Debriefing) -> None:
for loss in debriefing.front_line_losses:
@@ -174,47 +154,6 @@ class Event:
logging.info(f"{unit_type} destroyed from {control_point}")
control_point.base.armor[unit_type] -= 1
@staticmethod
def commit_convoy_losses(debriefing: Debriefing) -> None:
for loss in debriefing.convoy_losses:
unit_type = loss.unit_type
convoy = loss.convoy
available = loss.convoy.units.get(unit_type, 0)
convoy_name = f"convoy from {convoy.origin} to {convoy.destination}"
if available <= 0:
logging.error(
f"Found killed {unit_type} in {convoy_name} but that convoy has "
"none available."
)
continue
logging.info(f"{unit_type} destroyed in {convoy_name}")
convoy.kill_unit(unit_type)
@staticmethod
def commit_cargo_ship_losses(debriefing: Debriefing) -> None:
for ship in debriefing.cargo_ship_losses:
logging.info(
f"All units destroyed in cargo ship from {ship.origin} to "
f"{ship.destination}."
)
ship.kill_all()
@staticmethod
def commit_airlift_losses(debriefing: Debriefing) -> None:
for loss in debriefing.airlift_losses:
transfer = loss.transfer
airlift_name = f"airlift from {transfer.origin} to {transfer.destination}"
for unit_type in loss.cargo:
try:
transfer.kill_unit(unit_type)
logging.info(f"{unit_type} destroyed in {airlift_name}")
except KeyError:
logging.exception(
f"Found killed {unit_type} in {airlift_name} but that airlift "
"has none available."
)
@staticmethod
def commit_ground_object_losses(debriefing: Debriefing) -> None:
for loss in debriefing.ground_object_losses:
@@ -242,41 +181,62 @@ class Event:
for damaged_runway in debriefing.damaged_runways:
damaged_runway.damage_runway()
def commit_captures(self, debriefing: Debriefing) -> None:
for captured in debriefing.base_captures:
try:
if captured.captured_by_player:
info = Information(
f"{captured.control_point} captured!",
f"We took control of {captured.control_point}.",
self.game.turn,
)
else:
info = Information(
f"{captured.control_point} lost!",
f"The enemy took control of {captured.control_point}.",
self.game.turn,
)
self.game.informations.append(info)
captured.control_point.capture(self.game, captured.captured_by_player)
logging.info(f"Will run redeploy for {captured.control_point}")
self.redeploy_units(captured.control_point)
except Exception:
logging.exception(f"Could not process base capture {captured}")
def commit(self, debriefing: Debriefing):
logging.info("Committing mission results")
self.commit_air_losses(debriefing)
self.commit_pilot_experience()
self.commit_front_line_losses(debriefing)
self.commit_convoy_losses(debriefing)
self.commit_airlift_losses(debriefing)
self.commit_ground_object_losses(debriefing)
self.commit_building_losses(debriefing)
self.commit_damaged_runways(debriefing)
self.commit_captures(debriefing)
# ------------------------------
# Captured bases
# if self.game.player_country in db.BLUEFOR_FACTIONS:
coalition = 2 # Value in DCS mission event for BLUE
# else:
# coalition = 1 # Value in DCS mission event for RED
for captured in debriefing.base_capture_events:
try:
id = int(captured.split("||")[0])
new_owner_coalition = int(captured.split("||")[1])
captured_cps = []
for cp in self.game.theater.controlpoints:
if cp.id == id:
if cp.captured and new_owner_coalition != coalition:
for_player = False
info = Information(
cp.name + " lost !",
"The ennemy took control of "
+ cp.name
+ "\nShame on us !",
self.game.turn,
)
self.game.informations.append(info)
captured_cps.append(cp)
elif not (cp.captured) and new_owner_coalition == coalition:
for_player = True
info = Information(
cp.name + " captured !",
"We took control of " + cp.name + "! Great job !",
self.game.turn,
)
self.game.informations.append(info)
captured_cps.append(cp)
else:
continue
cp.capture(self.game, for_player)
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)
# Destroyed units carcass
@@ -435,12 +395,12 @@ class Event:
moved_units[frontline_unit] = int(count * move_factor)
total_units_redeployed = total_units_redeployed + int(count * move_factor)
destination.base.commission_units(moved_units)
destination.base.commision_units(moved_units)
source.base.commit_losses(moved_units)
# Also transfer pending deliveries.
for unit_type, count in source.pending_unit_deliveries.units.items():
if not isinstance(unit_type, GroundUnitType):
if not issubclass(unit_type, VehicleType):
continue
if count <= 0:
# Don't transfer *sales*...
@@ -458,3 +418,63 @@ class Event:
info = Information("Units redeployed", text, self.game.turn)
self.game.informations.append(info)
logging.info(text)
class UnitsDeliveryEvent:
def __init__(self, control_point: ControlPoint) -> None:
self.to_cp = control_point
self.units: Dict[Type[UnitType], int] = {}
def __str__(self) -> str:
return "Pending delivery to {}".format(self.to_cp)
def order(self, units: Dict[Type[UnitType], int]) -> None:
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 consume_each_order(self) -> Iterator[Tuple[Type[UnitType], int]]:
while self.units:
yield self.units.popitem()
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 = {}

View File

@@ -1,13 +1,14 @@
from __future__ import annotations
import itertools
import logging
from dataclasses import dataclass, field
from typing import Optional, Dict, Type, List, Any, Iterator
from typing import Optional, Dict, Type, List, Any, cast
import dcs
from dcs.countries import country_dict
from dcs.unittype import ShipType, UnitType
from dcs.planes import plane_map
from dcs.unittype import FlyingType, ShipType, VehicleType, UnitType
from dcs.vehicles import Armor, Unarmed, Infantry, Artillery, AirDefence
from game.data.building_data import (
WW2_ALLIES_BUILDINGS,
@@ -21,16 +22,11 @@ from game.data.doctrine import (
COLDWAR_DOCTRINE,
WWII_DOCTRINE,
)
from game.data.groundunitclass import GroundUnitClass
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from pydcs_extensions.mod_units import MODDED_VEHICLES, MODDED_AIRPLANES
@dataclass
class Faction:
#: List of locales to use when generating random names. If not set, Faker will
#: choose the default locale.
locales: Optional[List[str]]
# Country used by this faction
country: str = field(default="")
@@ -45,25 +41,25 @@ class Faction:
description: str = field(default="")
# Available aircraft
aircrafts: List[AircraftType] = field(default_factory=list)
aircrafts: List[Type[FlyingType]] = field(default_factory=list)
# Available awacs aircraft
awacs: List[AircraftType] = field(default_factory=list)
awacs: List[Type[FlyingType]] = field(default_factory=list)
# Available tanker aircraft
tankers: List[AircraftType] = field(default_factory=list)
tankers: List[Type[FlyingType]] = field(default_factory=list)
# Available frontline units
frontline_units: List[GroundUnitType] = field(default_factory=list)
frontline_units: List[Type[VehicleType]] = field(default_factory=list)
# Available artillery units
artillery_units: List[GroundUnitType] = field(default_factory=list)
artillery_units: List[Type[VehicleType]] = field(default_factory=list)
# Infantry units used
infantry_units: List[GroundUnitType] = field(default_factory=list)
infantry_units: List[Type[VehicleType]] = field(default_factory=list)
# Logistics units used
logistics_units: List[GroundUnitType] = field(default_factory=list)
logistics_units: List[Type[VehicleType]] = field(default_factory=list)
# Possible SAMS site generators for this faction
air_defenses: List[str] = field(default_factory=list)
@@ -114,7 +110,7 @@ class Faction:
has_jtac: bool = field(default=False)
# Unit to use as JTAC for this faction
jtac_unit: Optional[AircraftType] = field(default=None)
jtac_unit: Optional[Type[FlyingType]] = field(default=None)
# doctrine
doctrine: Doctrine = field(default=MODERN_DOCTRINE)
@@ -123,7 +119,7 @@ class Faction:
building_set: List[str] = field(default_factory=list)
# List of default livery overrides
liveries_overrides: Dict[AircraftType, List[str]] = field(default_factory=dict)
liveries_overrides: Dict[Type[UnitType], List[str]] = field(default_factory=dict)
#: Set to True if the faction should force the "Unrestricted satnav" option
#: for the mission. This option enables GPS for capable aircraft regardless
@@ -134,15 +130,10 @@ class Faction:
#: both will use it.
unrestricted_satnav: bool = False
def has_access_to_unittype(self, unit_class: GroundUnitClass) -> bool:
for vehicle in itertools.chain(self.frontline_units, self.artillery_units):
if vehicle.unit_class is unit_class:
return True
return False
@classmethod
def from_json(cls: Type[Faction], json: Dict[str, Any]) -> Faction:
faction = Faction(locales=json.get("locales"))
faction = Faction()
faction.country = json.get("country", "/")
if faction.country not in [c.name for c in country_dict.values()]:
@@ -159,26 +150,14 @@ class Faction:
faction.authors = json.get("authors", "")
faction.description = json.get("description", "")
faction.aircrafts = [AircraftType.named(n) for n in json.get("aircrafts", [])]
faction.awacs = [AircraftType.named(n) for n in json.get("awacs", [])]
faction.tankers = [AircraftType.named(n) for n in json.get("tankers", [])]
faction.aircrafts = load_all_aircraft(json.get("aircrafts", []))
faction.awacs = load_all_aircraft(json.get("awacs", []))
faction.tankers = load_all_aircraft(json.get("tankers", []))
faction.aircrafts = list(
set(faction.aircrafts + faction.awacs + faction.tankers)
)
faction.frontline_units = [
GroundUnitType.named(n) for n in json.get("frontline_units", [])
]
faction.artillery_units = [
GroundUnitType.named(n) for n in json.get("artillery_units", [])
]
faction.infantry_units = [
GroundUnitType.named(n) for n in json.get("infantry_units", [])
]
faction.logistics_units = [
GroundUnitType.named(n) for n in json.get("logistics_units", [])
]
faction.frontline_units = load_all_vehicles(json.get("frontline_units", []))
faction.artillery_units = load_all_vehicles(json.get("artillery_units", []))
faction.infantry_units = load_all_vehicles(json.get("infantry_units", []))
faction.logistics_units = load_all_vehicles(json.get("logistics_units", []))
faction.ewrs = json.get("ewrs", [])
@@ -202,7 +181,7 @@ class Faction:
faction.has_jtac = json.get("has_jtac", False)
jtac_name = json.get("jtac_unit", None)
if jtac_name is not None:
faction.jtac_unit = AircraftType.named(jtac_name)
faction.jtac_unit = load_aircraft(jtac_name)
else:
faction.jtac_unit = None
faction.navy_group_count = int(json.get("navy_group_count", 1))
@@ -236,110 +215,87 @@ class Faction:
# Load liveries override
faction.liveries_overrides = {}
liveries_overrides = json.get("liveries_overrides", {})
for name, livery in liveries_overrides.items():
aircraft = AircraftType.named(name)
faction.liveries_overrides[aircraft] = [s.lower() for s in livery]
for k, v in liveries_overrides.items():
k = load_aircraft(k)
if k is not None:
faction.liveries_overrides[k] = [s.lower() for s in v]
faction.unrestricted_satnav = json.get("unrestricted_satnav", False)
return faction
@property
def ground_units(self) -> Iterator[GroundUnitType]:
yield from self.artillery_units
yield from self.frontline_units
yield from self.logistics_units
def units(self) -> List[Type[UnitType]]:
return (
self.infantry_units
+ self.aircrafts
+ self.awacs
+ self.artillery_units
+ self.frontline_units
+ self.tankers
+ self.logistics_units
)
def infantry_with_class(
self, unit_class: GroundUnitClass
) -> Iterator[GroundUnitType]:
for unit in self.infantry_units:
if unit.unit_class is unit_class:
yield unit
def apply_mod_settings(self, mod_settings) -> Faction:
# aircraft
if not mod_settings.a4_skyhawk:
self.remove_aircraft("A-4E-C")
if not mod_settings.hercules:
self.remove_aircraft("Hercules")
if not mod_settings.f22_raptor:
self.remove_aircraft("F-22A")
if not mod_settings.jas39_gripen:
self.remove_aircraft("JAS39Gripen")
self.remove_aircraft("JAS39Gripen_AG")
if not mod_settings.su57_felon:
self.remove_aircraft("Su-57")
# frenchpack
if not mod_settings.frenchpack:
self.remove_vehicle("AMX10RCR")
self.remove_vehicle("SEPAR")
self.remove_vehicle("ERC")
self.remove_vehicle("M120")
self.remove_vehicle("AA20")
self.remove_vehicle("TRM2000")
self.remove_vehicle("TRM2000_Citerne")
self.remove_vehicle("TRM2000_AA20")
self.remove_vehicle("TRMMISTRAL")
self.remove_vehicle("VABH")
self.remove_vehicle("VAB_RADIO")
self.remove_vehicle("VAB_50")
self.remove_vehicle("VIB_VBR")
self.remove_vehicle("VAB_HOT")
self.remove_vehicle("VAB_MORTIER")
self.remove_vehicle("VBL50")
self.remove_vehicle("VBLANF1")
self.remove_vehicle("VBL-radio")
self.remove_vehicle("VBAE")
self.remove_vehicle("VBAE_MMP")
self.remove_vehicle("AMX-30B2")
self.remove_vehicle("Tracma")
self.remove_vehicle("JTACFP")
self.remove_vehicle("SHERIDAN")
self.remove_vehicle("Leclerc_XXI")
self.remove_vehicle("Toyota_bleu")
self.remove_vehicle("Toyota_vert")
self.remove_vehicle("Toyota_desert")
self.remove_vehicle("Kamikaze")
self.remove_vehicle("AMX1375")
self.remove_vehicle("AMX1390")
self.remove_vehicle("VBCI")
self.remove_vehicle("T62")
self.remove_vehicle("T64BV")
self.remove_vehicle("T72M")
self.remove_vehicle("KORNET")
# high digit sams
if not mod_settings.high_digit_sams:
self.remove_air_defenses("SA10BGenerator")
self.remove_air_defenses("SA12Generator")
self.remove_air_defenses("SA20Generator")
self.remove_air_defenses("SA20BGenerator")
self.remove_air_defenses("SA23Generator")
self.remove_air_defenses("SA17Generator")
self.remove_air_defenses("KS19Generator")
return self
def unit_loader(unit: str, class_repository: List[Any]) -> Optional[Type[UnitType]]:
"""
Find unit by name
:param unit: Unit name as string
:param class_repository: Repository of classes (Either a module, a class, or a list of classes)
:return: The unit as a PyDCS type
"""
if unit is None:
return None
elif unit in plane_map.keys():
return plane_map[unit]
else:
for mother_class in class_repository:
if getattr(mother_class, unit, None) is not None:
return getattr(mother_class, unit)
if type(mother_class) is list:
for m in mother_class:
if m.__name__ == unit:
return m
logging.error(f"FACTION ERROR : Unable to find {unit} in pydcs")
return None
def remove_aircraft(self, name):
for i in self.aircrafts:
if i.dcs_unit_type.id == name:
self.aircrafts.remove(i)
def remove_air_defenses(self, name):
for i in self.air_defenses:
if i == name:
self.air_defenses.remove(i)
def load_aircraft(name: str) -> Optional[Type[FlyingType]]:
return cast(
Optional[FlyingType],
unit_loader(name, [dcs.planes, dcs.helicopters, MODDED_AIRPLANES]),
)
def remove_vehicle(self, name):
for i in self.frontline_units:
if i.dcs_unit_type.id == name:
self.frontline_units.remove(i)
def load_all_aircraft(data) -> List[Type[FlyingType]]:
items = []
for name in data:
item = load_aircraft(name)
if item is not None:
items.append(item)
return items
def load_vehicle(name: str) -> Optional[Type[VehicleType]]:
return cast(
Optional[FlyingType],
unit_loader(
name, [Infantry, Unarmed, Armor, AirDefence, Artillery, MODDED_VEHICLES]
),
)
def load_all_vehicles(data) -> List[Type[VehicleType]]:
items = []
for name in data:
item = load_vehicle(name)
if item is not None:
items.append(item)
return items
def load_ship(name: str) -> Optional[Type[ShipType]]:
if (ship := getattr(dcs.ships, name, None)) is not None:
return ship
logging.error(f"FACTION ERROR : Unable to find {name} in dcs.ships")
return None
return cast(Optional[FlyingType], unit_loader(name, [dcs.ships]))
def load_all_ships(data) -> List[Type[ShipType]]:

View File

@@ -2,9 +2,8 @@ from __future__ import annotations
import json
import logging
from pathlib import Path
from typing import Dict, Iterator, List, Optional, Type
from typing import Dict, Iterator, Optional, Type
from game import persistency
from game.factions.faction import Faction
FACTION_DIRECTORY = Path("./resources/factions/")
@@ -24,16 +23,9 @@ class FactionLoader:
if self._factions is None:
self._factions = self.load_factions()
@staticmethod
def find_faction_files_in(path: Path) -> List[Path]:
return [f for f in path.glob("*.json") if f.is_file()]
@classmethod
def load_factions(cls: Type[FactionLoader]) -> Dict[str, Faction]:
user_faction_path = Path(persistency.base_path()) / "Liberation/Factions"
files = cls.find_faction_files_in(
FACTION_DIRECTORY
) + cls.find_faction_files_in(user_faction_path)
files = [f for f in FACTION_DIRECTORY.glob("*.json") if f.is_file()]
factions = {}
for f in files:

View File

@@ -1,24 +1,20 @@
from game.dcs.aircrafttype import AircraftType
import itertools
import logging
import random
import sys
from datetime import date, datetime, timedelta
from enum import Enum
from typing import Any, List
from typing import Any, Dict, List
from dcs.action import Coalition
from dcs.mapping import Point
from dcs.task import CAP, CAS, PinpointStrike
from dcs.vehicles import AirDefence
from pydcs_extensions.a4ec.a4ec import A_4E_C
from faker import Faker
from game import db
from game.inventory import GlobalAircraftInventory
from game.models.game_stats import GameStats
from game.plugins import LuaPluginManager
from gen import aircraft, naming
from gen.ato import AirTaskingOrder
from gen.conflictgen import Conflict
from gen.flights.ai_flight_planner import CoalitionMissionPlanner
@@ -27,21 +23,17 @@ from gen.flights.flight import FlightType
from gen.ground_forces.ai_ground_planner import GroundPlanner
from . import persistency
from .debriefing import Debriefing
from .event.event import Event
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 AircraftProcurementRequest, ProcurementAi
from .profiling import logged_duration
from .settings import Settings, AutoAtoBehavior
from .squadrons import AirWing
from .theater import ConflictTheater
from .theater.bullseye import Bullseye
from .theater.transitnetwork import TransitNetwork, TransitNetworkBuilder
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 .transfers import PendingTransfers
from .unitmap import UnitMap
from .weather import Conditions, TimeOfDay
@@ -88,8 +80,8 @@ class TurnState(Enum):
class Game:
def __init__(
self,
player_faction: Faction,
enemy_faction: Faction,
player_name: str,
enemy_name: str,
theater: ConflictTheater,
start_date: datetime,
settings: Settings,
@@ -99,59 +91,52 @@ class Game:
self.settings = settings
self.events: List[Event] = []
self.theater = theater
self.player_faction = player_faction
self.player_country = player_faction.country
self.enemy_faction = enemy_faction
self.enemy_country = enemy_faction.country
# pass_turn() will be called when initialization is complete which will
# increment this to turn 0 before it reaches the player.
self.turn = -1
self.player_name = player_name
self.player_country = db.FACTIONS[player_name].country
self.enemy_name = enemy_name
self.enemy_country = db.FACTIONS[enemy_name].country
self.turn = 0
# NB: This is the *start* date. It is never updated.
self.date = date(start_date.year, start_date.month, start_date.day)
self.game_stats = GameStats()
self.game_stats.update(self)
self.ground_planners: dict[int, GroundPlanner] = {}
self.ground_planners: Dict[int, GroundPlanner] = {}
self.informations = []
self.informations.append(Information("Game Start", "-" * 40, 0))
# Culling Zones are for areas around points of interest that contain things we may not wish to cull.
self.__culling_zones: List[Point] = []
# Culling Points are for individual theater ground objects that we don't wish to cull.
self.__culling_points: List[Point] = []
self.__destroyed_units: List[str] = []
self.savepath = ""
self.budget = player_budget
self.enemy_budget = enemy_budget
self.current_unit_id = 0
self.current_group_id = 0
self.name_generator = naming.namegen
self.conditions = self.generate_conditions()
self.blue_transit_network = TransitNetwork()
self.red_transit_network = TransitNetwork()
self.blue_procurement_requests: List[AircraftProcurementRequest] = []
self.red_procurement_requests: List[AircraftProcurementRequest] = []
self.blue_ato = AirTaskingOrder()
self.red_ato = AirTaskingOrder()
self.blue_bullseye = Bullseye(Point(0, 0))
self.red_bullseye = Bullseye(Point(0, 0))
self.aircraft_inventory = GlobalAircraftInventory(self.theater.controlpoints)
self.transfers = PendingTransfers(self)
self.sanitize_sides()
self.blue_faker = Faker(self.player_faction.locales)
self.red_faker = Faker(self.enemy_faction.locales)
self.on_load()
self.blue_air_wing = AirWing(self, player=True)
self.red_air_wing = AirWing(self, player=False)
# 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()
self.on_load(game_still_initializing=True)
red_planner = CoalitionMissionPlanner(self, is_player=False)
red_planner.plan_missions()
def __getstate__(self) -> dict[str, Any]:
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.
@@ -159,32 +144,13 @@ class Game:
del state["red_threat_zone"]
del state["blue_navmesh"]
del state["red_navmesh"]
del state["blue_faker"]
del state["red_faker"]
return state
def __setstate__(self, state: dict[str, Any]) -> None:
def __setstate__(self, state: Dict[str, Any]) -> None:
self.__dict__.update(state)
# Regenerate any state that was not persisted.
self.on_load()
def ato_for(self, player: bool) -> AirTaskingOrder:
if player:
return self.blue_ato
return self.red_ato
def procurement_requests_for(
self, player: bool
) -> List[AircraftProcurementRequest]:
if player:
return self.blue_procurement_requests
return self.red_procurement_requests
def transit_network_for(self, player: bool) -> TransitNetwork:
if player:
return self.blue_transit_network
return self.red_transit_network
def generate_conditions(self) -> Conditions:
return Conditions.generate(
self.theater, self.current_day, self.current_turn_time_of_day, self.settings
@@ -203,31 +169,19 @@ class Game:
else:
self.enemy_country = "Russia"
@property
def player_faction(self) -> Faction:
return db.FACTIONS[self.player_name]
@property
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 faker_for(self, player: bool) -> Faker:
if player:
return self.blue_faker
return self.red_faker
def air_wing_for(self, player: bool) -> AirWing:
if player:
return self.blue_air_wing
return self.red_air_wing
def country_for(self, player: bool) -> str:
if player:
return self.player_country
return self.enemy_country
def bullseye_for(self, player: bool) -> Bullseye:
if player:
return self.blue_bullseye
return self.red_bullseye
def _roll(self, prob, mult):
if self.settings.version == "dev":
# always generate all events for dev
@@ -242,17 +196,17 @@ class Game:
player_cp,
enemy_cp,
enemy_cp.position,
self.player_faction.name,
self.enemy_faction.name,
self.player_name,
self.enemy_name,
)
)
def _generate_events(self):
for front_line in self.theater.conflicts():
for front_line in self.theater.conflicts(True):
self._generate_player_event(
FrontlineAttackEvent,
front_line.blue_cp,
front_line.red_cp,
front_line.control_point_a,
front_line.control_point_b,
)
def adjust_budget(self, amount: float, player: bool) -> None:
@@ -289,79 +243,43 @@ class Game:
return (
event
and event.attacker_name
and event.attacker_name == self.player_faction.name
and event.attacker_name == self.player_name
)
else:
raise RuntimeError(f"{event} was passed when an Event type was expected")
def on_load(self, game_still_initializing: bool = False) -> None:
if not hasattr(self, "name_generator"):
self.name_generator = naming.namegen
# Hack: Replace the global name generator state with the state from the save
# game.
#
# We need to persist this state so that names generated after game load don't
# conflict with those generated before exit.
naming.namegen = self.name_generator
def on_load(self) -> None:
LuaPluginManager.load_settings(self.settings)
ObjectiveDistanceCache.set_theater(self.theater)
self.compute_conflicts_position()
if not game_still_initializing:
self.compute_threat_zones()
self.blue_faker = Faker(self.faction_for(player=True).locales)
self.red_faker = Faker(self.faction_for(player=False).locales)
self.compute_threat_zones()
def reset_ato(self) -> None:
self.blue_ato.clear()
self.red_ato.clear()
def finish_turn(self, skipped: bool = False) -> None:
def pass_turn(self, no_action: bool = False) -> None:
logging.info("Pass turn")
self.informations.append(
Information("End of turn #" + str(self.turn), "-" * 40, 0)
)
self.turn += 1
# Need to recompute before transfers and deliveries to account for captures.
# This happens in in initialize_turn as well, because cheating doesn't advance a
# turn but can capture bases so we need to recompute there as well.
self.compute_transit_networks()
# Must happen *before* unit deliveries are handled, or else new units will spawn
# one hop ahead. ControlPoint.process_turn handles unit deliveries.
self.transfers.perform_transfers()
# Needs to happen *before* planning transfers so we don't cancel them.
self.reset_ato()
for control_point in self.theater.controlpoints:
control_point.process_turn(self)
self.blue_air_wing.replenish()
self.red_air_wing.replenish()
self.process_enemy_income()
if not skipped:
self.process_player_income()
if not no_action and self.turn > 1:
for cp in self.theater.player_points():
cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)
elif self.turn > 1:
else:
for cp in self.theater.player_points():
if not cp.is_carrier and not cp.is_lha:
cp.base.affect_strength(-PLAYER_BASE_STRENGTH_RECOVERY)
self.conditions = self.generate_conditions()
self.process_enemy_income()
self.process_player_income()
def begin_turn_0(self) -> None:
self.turn = 0
self.initialize_turn()
def pass_turn(self, no_action: bool = False) -> None:
logging.info("Pass turn")
with logged_duration("Turn finalization"):
self.finish_turn(no_action)
with logged_duration("Turn initialization"):
self.initialize_turn()
# Autosave progress
persistency.autosave(self)
@@ -380,22 +298,13 @@ class Game:
return TurnState.CONTINUE
def set_bullseye(self) -> None:
player_cp, enemy_cp = self.theater.closest_opposing_control_points()
self.blue_bullseye = Bullseye(enemy_cp.position)
self.red_bullseye = Bullseye(player_cp.position)
def initialize_turn(self) -> None:
self.events = []
self._generate_events()
self.set_bullseye()
# Update statistics
self.game_stats.update(self)
self.blue_air_wing.reset()
self.red_air_wing.reset()
self.aircraft_inventory.reset()
for cp in self.theater.controlpoints:
self.aircraft_inventory.set_from_control_point(cp)
@@ -406,30 +315,17 @@ class Game:
return self.process_win_loss(turn_state)
# Plan flights & combat for next turn
with logged_duration("Computing conflict positions"):
self.compute_conflicts_position()
with logged_duration("Threat zone computation"):
self.compute_threat_zones()
with logged_duration("Transit network identification"):
self.compute_transit_networks()
self.compute_conflicts_position()
self.compute_threat_zones()
self.ground_planners = {}
self.blue_ato.clear()
self.red_ato.clear()
self.blue_procurement_requests.clear()
self.red_procurement_requests.clear()
blue_planner = CoalitionMissionPlanner(self, is_player=True)
blue_planner.plan_missions()
with logged_duration("Procurement of airlift assets"):
self.transfers.order_airlift_assets()
with logged_duration("Transport planning"):
self.transfers.plan_transports()
with logged_duration("Blue mission planning"):
if self.settings.auto_ato_behavior is not AutoAtoBehavior.Disabled:
blue_planner = CoalitionMissionPlanner(self, is_player=True)
blue_planner.plan_missions()
with logged_duration("Red mission planning"):
red_planner = CoalitionMissionPlanner(self, is_player=False)
red_planner.plan_missions()
red_planner = CoalitionMissionPlanner(self, is_player=False)
red_planner.plan_missions()
for cp in self.theater.controlpoints:
if cp.has_frontline:
@@ -437,15 +333,19 @@ class Game:
gplanner.plan_groundwar()
self.ground_planners[cp.id] = gplanner
self.plan_procurement()
self.plan_procurement(blue_planner, red_planner)
def plan_procurement(self) -> None:
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. After that the budget will be spend proportionally based on how much is already invested
# aircraft.
ground_portion = 0.3 if self.turn == 0 else 0.5
self.budget = ProcurementAi(
self,
for_player=True,
@@ -453,7 +353,8 @@ class Game:
manage_runways=self.settings.automate_runway_repair,
manage_front_line=self.settings.automate_front_line_reinforcements,
manage_aircraft=self.settings.automate_aircraft_reinforcements,
).spend_budget(self.budget)
front_line_budget_share=ground_portion,
).spend_budget(self.budget, blue_planner.procurement_requests)
self.enemy_budget = ProcurementAi(
self,
@@ -462,7 +363,8 @@ class Game:
manage_runways=True,
manage_front_line=True,
manage_aircraft=True,
).spend_budget(self.enemy_budget)
front_line_budget_share=ground_portion,
).spend_budget(self.enemy_budget, red_planner.procurement_requests)
def message(self, text: str) -> None:
self.informations.append(Information(text, turn=self.turn))
@@ -489,13 +391,6 @@ class Game:
self.current_group_id += 1
return self.current_group_id
def compute_transit_networks(self) -> None:
self.blue_transit_network = self.compute_transit_network_for(player=True)
self.red_transit_network = self.compute_transit_network_for(player=False)
def compute_transit_network_for(self, player: bool) -> TransitNetwork:
return TransitNetworkBuilder(self.theater, player).build()
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)
@@ -522,15 +417,23 @@ class Game:
:return: List of points of interests
"""
zones = []
points = []
# By default, use the existing frontline conflict position
for front_line in self.theater.conflicts():
position = Conflict.frontline_position(front_line, self.theater)
position = Conflict.frontline_position(
front_line.control_point_a, front_line.control_point_b, self.theater
)
zones.append(position[0])
zones.append(front_line.blue_cp.position)
zones.append(front_line.red_cp.position)
zones.append(front_line.control_point_a.position)
zones.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(tgo.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:
@@ -574,6 +477,7 @@ class Game:
zones.append(Point(0, 0))
self.__culling_zones = zones
self.__culling_points = points
def add_destroyed_units(self, data):
pos = Point(data["x"], data["z"])
@@ -589,12 +493,19 @@ class Game:
:param pos: Position you are tryng to spawn stuff at
:return: True if units can not be added at given position
"""
if not self.settings.perf_culling:
if self.settings.perf_culling == False:
return False
for z in self.__culling_zones:
if z.distance_to_point(pos) < self.settings.perf_culling_distance * 1000:
return False
return True
else:
for z in self.__culling_zones:
if (
z.distance_to_point(pos)
< self.settings.perf_culling_distance * 1000
):
return False
for p in self.__culling_points:
if p.distance_to_point(pos) < 2500:
return False
return True
def get_culling_zones(self):
"""
@@ -603,6 +514,13 @@ class Game:
"""
return self.__culling_zones
def get_culling_points(self):
"""
Check culling points
:return: List of culling points
"""
return self.__culling_points
# 1 = red, 2 = blue
def get_player_coalition_id(self):
return 2

View File

@@ -6,7 +6,6 @@ from typing import Dict, Iterable, Iterator, Set, Tuple, TYPE_CHECKING, Type
from dcs.unittype import FlyingType
from game.dcs.aircrafttype import AircraftType
from gen.flights.flight import Flight
if TYPE_CHECKING:
@@ -18,9 +17,9 @@ class ControlPointAircraftInventory:
def __init__(self, control_point: ControlPoint) -> None:
self.control_point = control_point
self.inventory: Dict[AircraftType, int] = defaultdict(int)
self.inventory: Dict[Type[FlyingType], int] = defaultdict(int)
def add_aircraft(self, aircraft: AircraftType, count: int) -> None:
def add_aircraft(self, aircraft: Type[FlyingType], count: int) -> None:
"""Adds aircraft to the inventory.
Args:
@@ -29,7 +28,7 @@ class ControlPointAircraftInventory:
"""
self.inventory[aircraft] += count
def remove_aircraft(self, aircraft: AircraftType, count: int) -> None:
def remove_aircraft(self, aircraft: Type[FlyingType], count: int) -> None:
"""Removes aircraft from the inventory.
Args:
@@ -43,12 +42,12 @@ class ControlPointAircraftInventory:
available = self.inventory[aircraft]
if available < count:
raise ValueError(
f"Cannot remove {count} {aircraft} from "
f"Cannot remove {count} {aircraft.id} from "
f"{self.control_point.name}. Only have {available}."
)
self.inventory[aircraft] -= count
def available(self, aircraft: AircraftType) -> int:
def available(self, aircraft: Type[FlyingType]) -> int:
"""Returns the number of available aircraft of the given type.
Args:
@@ -60,14 +59,14 @@ class ControlPointAircraftInventory:
return 0
@property
def types_available(self) -> Iterator[AircraftType]:
def types_available(self) -> Iterator[Type[FlyingType]]:
"""Iterates over all available aircraft types."""
for aircraft, count in self.inventory.items():
if count > 0:
yield aircraft
@property
def all_aircraft(self) -> Iterator[Tuple[AircraftType, int]]:
def all_aircraft(self) -> Iterator[Tuple[Type[FlyingType], int]]:
"""Iterates over all available aircraft types, including amounts."""
for aircraft, count in self.inventory.items():
if count > 0:
@@ -108,9 +107,9 @@ class GlobalAircraftInventory:
return self.inventories[control_point]
@property
def available_types_for_player(self) -> Iterator[AircraftType]:
def available_types_for_player(self) -> Iterator[Type[FlyingType]]:
"""Iterates over all aircraft types available to the player."""
seen: Set[AircraftType] = set()
seen: Set[Type[FlyingType]] = set()
for control_point, inventory in self.inventories.items():
if control_point.captured:
for aircraft in inventory.types_available:

View File

@@ -0,0 +1,13 @@
from game.theater import ControlPoint
class FrontlineData:
"""
This Data structure will store information about an existing frontline
"""
def __init__(self, from_cp: ControlPoint, to_cp: ControlPoint):
self.to_cp = to_cp
self.from_cp = from_cp
self.enemy_units_position = []
self.blue_units_position = []

View File

@@ -103,7 +103,7 @@ class NavMesh:
# currently.
p = ShapelyPoint(point.x, point.y)
for navpoly in self.polys:
if navpoly.poly.intersects(p):
if navpoly.poly.contains(p):
return navpoly
return None

View File

@@ -1,9 +1,10 @@
from __future__ import annotations
from game.theater.theatergroundobject import TheaterGroundObject
import logging
import os
from pathlib import Path
from typing import Iterable, List, Set, TYPE_CHECKING
from typing import TYPE_CHECKING, Iterable, List, Optional, Set
from dcs import Mission
from dcs.action import DoScript, DoScriptFile
@@ -13,18 +14,14 @@ from dcs.lua.parse import loads
from dcs.mapping import Point
from dcs.translation import String
from dcs.triggers import TriggerStart
from game.plugins import LuaPluginManager
from game.theater.theatergroundobject import TheaterGroundObject
from gen import Conflict, FlightType, VisualGenerator
from gen.aircraft import AircraftConflictGenerator, FlightData
from gen.aircraft import AIRCRAFT_DATA, AircraftConflictGenerator, FlightData
from gen.airfields import AIRFIELD_DATA
from gen.airsupportgen import AirSupport, AirSupportConflictGenerator
from gen.armor import GroundConflictGenerator, JtacInfo
from gen.beacons import load_beacons_for_terrain
from gen.briefinggen import BriefingGenerator, MissionInfoGenerator
from gen.cargoshipgen import CargoShipGenerator
from gen.convoygen import ConvoyGenerator
from gen.environmentgen import EnvironmentGenerator
from gen.forcedoptionsgen import ForcedOptionsGenerator
from gen.groundobjectsgen import GroundObjectsGenerator
@@ -33,8 +30,9 @@ 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 .. import db
from ..theater import Airfield, FrontLine
from ..theater import Airfield
from ..unitmap import UnitMap
if TYPE_CHECKING:
@@ -44,13 +42,18 @@ if TYPE_CHECKING:
class Operation:
"""Static class for managing the final Mission generation"""
current_mission: Mission
airgen: AircraftConflictGenerator
airsupportgen: AirSupportConflictGenerator
groundobjectgen: GroundObjectsGenerator
radio_registry: RadioRegistry
tacan_registry: TacanRegistry
game: Game
current_mission = None # type: Mission
airgen = None # type: AircraftConflictGenerator
triggersgen = None # type: TriggersGenerator
airsupportgen = None # type: AirSupportConflictGenerator
visualgen = None # type: VisualGenerator
groundobjectgen = None # type: GroundObjectsGenerator
briefinggen = None # type: BriefingGenerator
forcedoptionsgen = None # type: ForcedOptionsGenerator
radio_registry: Optional[RadioRegistry] = None
tacan_registry: Optional[TacanRegistry] = None
game = None # type: Game
environment_settings = None
trigger_radius = TRIGGER_RADIUS_MEDIUM
is_quick = None
player_awacs_enabled = True
@@ -76,9 +79,10 @@ class Operation:
for frontline in cls.game.theater.conflicts():
yield Conflict(
cls.game.theater,
frontline,
cls.game.player_faction.name,
cls.game.enemy_faction.name,
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,
@@ -94,9 +98,10 @@ class Operation:
)
return Conflict(
cls.game.theater,
FrontLine(player_cp, enemy_cp),
cls.game.player_faction.name,
cls.game.enemy_faction.name,
player_cp,
enemy_cp,
cls.game.player_name,
cls.game.enemy_name,
cls.game.player_country,
cls.game.enemy_country,
mid_point,
@@ -108,12 +113,8 @@ class Operation:
@classmethod
def _setup_mission_coalitions(cls):
cls.current_mission.coalition["blue"] = Coalition(
"blue", bullseye=cls.game.blue_bullseye.to_pydcs()
)
cls.current_mission.coalition["red"] = Coalition(
"red", bullseye=cls.game.red_bullseye.to_pydcs()
)
cls.current_mission.coalition["blue"] = Coalition("blue")
cls.current_mission.coalition["red"] = Coalition("red")
p_country = cls.game.player_country
e_country = cls.game.enemy_country
@@ -175,16 +176,13 @@ class Operation:
gen.add_dynamic_runway(dynamic_runway)
for tanker in airsupportgen.air_support.tankers:
if tanker.blue:
gen.add_tanker(tanker)
gen.add_tanker(tanker)
for aewc in airsupportgen.air_support.awacs:
if aewc.blue:
gen.add_awacs(aewc)
gen.add_awacs(aewc)
for jtac in jtacs:
if jtac.blue:
gen.add_jtac(jtac)
gen.add_jtac(jtac)
for flight in airgen.flights:
gen.add_flight(flight)
@@ -215,7 +213,23 @@ class Operation:
for flight in flights:
if not flight.client_units:
continue
flight.aircraft_type.assign_channels_for_flight(flight, air_support)
cls.assign_channels_to_flight(flight, air_support)
@staticmethod
def assign_channels_to_flight(flight: FlightData, air_support: AirSupport) -> None:
"""Assigns preset radio channels for a client flight."""
airframe = flight.aircraft_type
try:
aircraft_data = AIRCRAFT_DATA[airframe.id]
except KeyError:
logging.warning(f"No aircraft data for {airframe.id}")
return
if aircraft_data.channel_allocator is not None:
aircraft_data.channel_allocator.assign_channels_for_flight(
flight, air_support
)
@classmethod
def _create_tacan_registry(
@@ -294,7 +308,6 @@ class Operation:
# Set mission time and weather conditions.
EnvironmentGenerator(cls.current_mission, cls.game.conditions).generate()
cls._generate_ground_units()
cls._generate_transports()
cls._generate_destroyed_units()
cls._generate_air_units()
cls.assign_channels_to_flights(
@@ -308,8 +321,13 @@ class Operation:
# Setup combined arms parameters
cls.current_mission.groundControl.pilot_can_control_vehicles = cls.ca_slots > 0
cls.current_mission.groundControl.blue_tactical_commander = cls.ca_slots
cls.current_mission.groundControl.blue_observer = 1
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)
@@ -359,7 +377,6 @@ class Operation:
cls.game.settings,
cls.game,
cls.radio_registry,
cls.tacan_registry,
cls.unit_map,
air_support=cls.airsupportgen.air_support,
)
@@ -384,16 +401,16 @@ class Operation:
@classmethod
def _generate_ground_conflicts(cls) -> None:
"""For each frontline in the Operation, generate the ground conflicts and JTACs"""
cls.jtacs = []
for front_line in cls.game.theater.conflicts():
player_cp = front_line.blue_cp
enemy_cp = front_line.red_cp
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_faction.name,
cls.game.enemy_faction.name,
cls.game.player_name,
cls.game.enemy_name,
cls.current_mission.country(cls.game.player_country),
cls.current_mission.country(cls.game.enemy_country),
front_line,
player_cp,
enemy_cp,
cls.game.theater,
)
# Generate frontline ops
@@ -411,12 +428,6 @@ class Operation:
ground_conflict_gen.generate()
cls.jtacs.extend(ground_conflict_gen.jtacs)
@classmethod
def _generate_transports(cls) -> None:
"""Generates convoys for unit transfers by road."""
ConvoyGenerator(cls.current_mission, cls.game, cls.unit_map).generate()
CargoShipGenerator(cls.current_mission, cls.game, cls.unit_map).generate()
@classmethod
def reset_naming_ids(cls):
namegen.reset_numbers()
@@ -441,7 +452,7 @@ class Operation:
for tanker in airsupportgen.air_support.tankers:
luaData["Tankers"][tanker.callsign] = {
"dcsGroupName": tanker.group_name,
"dcsGroupName": tanker.dcsGroupName,
"callsign": tanker.callsign,
"variant": tanker.variant,
"radio": tanker.freq.mhz,
@@ -451,14 +462,14 @@ class Operation:
if airsupportgen.air_support.awacs:
for awacs in airsupportgen.air_support.awacs:
luaData["AWACs"][awacs.callsign] = {
"dcsGroupName": awacs.group_name,
"dcsGroupName": awacs.dcsGroupName,
"callsign": awacs.callsign,
"radio": awacs.freq.mhz,
}
for jtac in jtacs:
luaData["JTACs"][jtac.callsign] = {
"dcsGroupName": jtac.group_name,
"dcsGroupName": jtac.dcsGroupName,
"callsign": jtac.callsign,
"zone": jtac.region,
"dcsUnit": jtac.unit_name,
@@ -578,7 +589,8 @@ class Operation:
zone = data["zone"]
laserCode = data["laserCode"]
dcsUnit = data["dcsUnit"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', zone={repr(zone)}, laserCode='{laserCode}', dcsUnit='{dcsUnit}' }}, \n"
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

View File

@@ -2,18 +2,16 @@ import logging
import os
import pickle
import shutil
from pathlib import Path
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
if not save_dir().exists():
save_dir().mkdir(parents=True)
_file_abs_path = os.path.join(base_path(), "default.liberation")
def base_path() -> str:
@@ -22,20 +20,16 @@ def base_path() -> str:
return _dcs_saved_game_folder
def save_dir() -> Path:
return Path(base_path()) / "Liberation" / "Saves"
def _temporary_save_file() -> str:
return str(save_dir() / "tmpsave.liberation")
return os.path.join(base_path(), "tmpsave.liberation")
def _autosave_path() -> str:
return str(save_dir() / "autosave.liberation")
return os.path.join(base_path(), "autosave.liberation")
def mission_path_for(name: str) -> str:
return os.path.join(base_path(), "Missions", name)
return os.path.join(base_path(), "Missions", "{}".format(name))
def load_game(path):

View File

@@ -3,24 +3,22 @@ from __future__ import annotations
import math
import random
from dataclasses import dataclass
from typing import Iterator, List, Optional, TYPE_CHECKING, Tuple
from typing import Iterator, List, Optional, TYPE_CHECKING, Type
from dcs.unittype import FlyingType, VehicleType
from game import db
from game.data.groundunitclass import GroundUnitClass
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
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
FRONTLINE_RESERVES_FACTOR = 1.3
@dataclass(frozen=True)
class AircraftProcurementRequest:
@@ -45,55 +43,27 @@ class ProcurementAi:
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.air_wing = game.air_wing_for(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 calculate_ground_unit_budget_share(self) -> float:
armor_investment = 0
aircraft_investment = 0
# faction has no ground units
if (
len(self.faction.artillery_units) == 0
and len(self.faction.frontline_units) == 0
):
return 0
# faction has no planes
if len(self.faction.aircrafts) == 0:
return 1
for cp in self.owned_points:
cp_ground_units = cp.allocated_ground_units(self.game.transfers)
armor_investment += cp_ground_units.total_value
cp_aircraft = cp.allocated_aircraft(self.game)
aircraft_investment += cp_aircraft.total_value
total_investment = aircraft_investment + armor_investment
if total_investment == 0:
# Turn 0 or all units were destroyed. Either way, split 30/70.
return 0.3
# the more planes we have, the more ground units we want and vice versa
ground_unit_share = aircraft_investment / total_investment
if ground_unit_share > 1.0:
raise ValueError
return ground_unit_share
def spend_budget(self, budget: float) -> float:
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 = budget * self.calculate_ground_unit_budget_share()
armor_budget = math.ceil(budget * self.front_line_budget_share)
budget -= armor_budget
budget += self.reinforce_front_line(armor_budget)
@@ -102,20 +72,20 @@ class ProcurementAi:
if not self.is_player:
budget += self.sell_incomplete_squadrons()
if self.manage_aircraft:
budget = self.purchase_aircraft(budget)
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/dcs-liberation/dcs_liberation/issues/41.
# 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/dcs-liberation/dcs_liberation/issues/365).
# (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)
@@ -125,7 +95,7 @@ class ProcurementAi:
if available % 2 == 0:
continue
inventory.remove_aircraft(aircraft, 1)
total += aircraft.price
total += db.PRICES[aircraft]
return total
def repair_runways(self, budget: float) -> float:
@@ -145,19 +115,28 @@ class ProcurementAi:
)
return budget
def affordable_ground_unit_of_class(
self, budget: float, unit_class: GroundUnitClass
) -> Optional[GroundUnitType]:
faction_units = set(self.faction.frontline_units) | set(
self.faction.artillery_units
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
)
of_class = {u for u in faction_units if u.unit_class is unit_class}
total_non_aa = (
cp.base.total_armor + cp.pending_deliveries_count - total_number_aa
)
max_aa = math.ceil(total_non_aa / 8)
# faction has no access to needed unit type, take a random unit
if not of_class:
of_class = faction_units
# 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)
affordable_units = [u for u in of_class if u.price <= budget]
if not affordable_units:
return None
return random.choice(affordable_units)
@@ -166,74 +145,39 @@ class ProcurementAi:
if not self.faction.frontline_units and not self.faction.artillery_units:
return budget
# TODO: Attempt to transfer from reserves.
while budget > 0:
cp = self.ground_reinforcement_candidate()
if cp is None:
candidates = self.front_line_candidates()
if not candidates:
break
most_needed_type = self.most_needed_unit_class(cp)
unit = self.affordable_ground_unit_of_class(budget, most_needed_type)
cp = random.choice(candidates)
unit = self.random_affordable_ground_unit(budget, cp)
if unit is None:
# Can't afford any more units.
break
budget -= unit.price
budget -= db.PRICES[unit]
cp.pending_unit_deliveries.order({unit: 1})
return budget
def most_needed_unit_class(self, cp: ControlPoint) -> GroundUnitClass:
worst_balanced: Optional[GroundUnitClass] = None
worst_fulfillment = math.inf
for unit_class in GroundUnitClass:
if not self.faction.has_access_to_unittype(unit_class):
continue
current_ratio = self.cost_ratio_of_ground_unit(cp, unit_class)
desired_ratio = (
self.faction.doctrine.ground_unit_procurement_ratios.for_unit_class(
unit_class
)
)
if not desired_ratio:
continue
if current_ratio >= desired_ratio:
continue
fulfillment = current_ratio / desired_ratio
if fulfillment < worst_fulfillment:
worst_fulfillment = fulfillment
worst_balanced = unit_class
if worst_balanced is None:
return GroundUnitClass.Tank
return worst_balanced
def _affordable_aircraft_for_task(
def _affordable_aircraft_of_types(
self,
task: FlightType,
types: List[Type[FlyingType]],
airbase: ControlPoint,
number: int,
max_price: float,
) -> Optional[AircraftType]:
best_choice: Optional[AircraftType] = None
for unit in aircraft_for_task(task):
if unit not in self.faction.aircrafts:
continue
if unit.price * number > max_price:
) -> 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
for squadron in self.air_wing.squadrons_for(unit):
if task in squadron.auto_assignable_mission_types:
break
else:
continue
# Affordable, compatible, and we have a squadron capable of the task. 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.
# 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
@@ -241,42 +185,28 @@ class ProcurementAi:
def affordable_aircraft_for(
self, request: AircraftProcurementRequest, airbase: ControlPoint, budget: float
) -> Optional[AircraftType]:
return self._affordable_aircraft_for_task(
request.task_capability, airbase, request.number, budget
) -> Optional[Type[FlyingType]]:
return self._affordable_aircraft_of_types(
aircraft_for_task(request.task_capability), airbase, request.number, budget
)
def fulfill_aircraft_request(
self, request: AircraftProcurementRequest, budget: float
) -> Tuple[float, bool]:
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
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 -= unit.price * request.number
airbase.pending_unit_deliveries.order({unit: request.number})
return budget, True
return budget, False
budget -= db.PRICES[unit] * request.number
airbase.pending_unit_deliveries.order({unit: request.number})
def purchase_aircraft(self, budget: float) -> float:
for request in self.game.procurement_requests_for(self.is_player):
if not list(self.best_airbases_for(request)):
# No airbases in range of this request. Skip it.
continue
budget, fulfilled = self.fulfill_aircraft_request(request, budget)
if not fulfilled:
# The request was not fulfilled because we could not afford any suitable
# aircraft. Rather than continuing, which could proceed to buy tons of
# cheap escorts that will never allow us to plan a strike package, stop
# buying so we can save the budget until a turn where we *can* afford to
# fill the package.
break
return budget
@property
@@ -291,9 +221,11 @@ class ProcurementAi:
) -> Iterator[ControlPoint]:
distance_cache = ObjectiveDistanceCache.get_closest_airfields(request.near)
threatened = []
for cp in distance_cache.operational_airfields_within(request.range):
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):
@@ -301,69 +233,37 @@ class ProcurementAi:
yield cp
yield from threatened
def ground_reinforcement_candidate(self) -> Optional[ControlPoint]:
worst_supply = math.inf
understaffed: Optional[ControlPoint] = None
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 not cp.has_active_frontline:
continue
if not cp.has_ground_unit_source(self.game):
# No source of ground units, so can't buy anything.
continue
purchase_target = cp.frontline_unit_count_limit * FRONTLINE_RESERVES_FACTOR
allocated = cp.allocated_ground_units(self.game.transfers)
if allocated.total >= purchase_target:
if cp.expected_ground_units_next_turn.total >= 30:
# Control point is already sufficiently defended.
continue
if allocated.total < worst_supply:
worst_supply = allocated.total
understaffed = cp
for connected in cp.connected_points:
if not connected.is_friendly(to_player=self.is_player):
candidates.append(cp)
if understaffed is not None:
return understaffed
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)
# Otherwise buy reserves, but don't exceed the amount defined in the settings.
# 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 cp.is_global:
continue
if not cp.can_recruit_ground_units(self.game):
continue
allocated = cp.allocated_ground_units(self.game.transfers)
if allocated.total >= self.game.settings.reserves_procurement_target:
continue
if allocated.total < worst_supply:
worst_supply = allocated.total
understaffed = cp
return understaffed
def cost_ratio_of_ground_unit(
self, control_point: ControlPoint, unit_class: GroundUnitClass
) -> float:
allocations = control_point.allocated_ground_units(self.game.transfers)
class_cost = 0
total_cost = 0
for unit_type, count in allocations.all.items():
cost = unit_type.price * count
total_cost += cost
if unit_type.unit_class is unit_class:
class_cost += cost
if not total_cost:
return 0
return class_cost / total_cost
return candidates

View File

@@ -1,35 +0,0 @@
from __future__ import annotations
import logging
import timeit
from collections import defaultdict
from contextlib import contextmanager
from datetime import timedelta
from typing import Iterator
@contextmanager
def logged_duration(event: str) -> Iterator[None]:
start = timeit.default_timer()
yield
end = timeit.default_timer()
logging.debug("%s took %s", event, timedelta(seconds=end - start))
class MultiEventTracer:
def __init__(self) -> None:
self.events: dict[str, timedelta] = defaultdict(timedelta)
def __enter__(self) -> MultiEventTracer:
return self
def __exit__(self, exc_type, exc_val, exc_tb) -> None:
for event, duration in self.events.items():
logging.debug("%s took %s", event, duration)
@contextmanager
def trace(self, event: str) -> Iterator[None]:
start = timeit.default_timer()
yield
end = timeit.default_timer()
self.events[event] += timedelta(seconds=end - start)

View File

@@ -1,298 +0,0 @@
from __future__ import annotations
from dataclasses import dataclass
from typing import Optional, Any, TYPE_CHECKING
if TYPE_CHECKING:
from gen import FlightData, AirSupport
class RadioChannelAllocator:
"""Base class for radio channel allocators."""
def assign_channels_for_flight(
self, flight: FlightData, air_support: AirSupport
) -> None:
"""Assigns mission frequencies to preset channels for the flight."""
raise NotImplementedError
@classmethod
def from_cfg(cls, cfg: dict[str, Any]) -> RadioChannelAllocator:
return cls()
@classmethod
def name(cls) -> str:
raise NotImplementedError
@dataclass(frozen=True)
class CommonRadioChannelAllocator(RadioChannelAllocator):
"""Radio channel allocator suitable for most aircraft.
Most of the aircraft with preset channels available have one or more radios
with 20 or more channels available (typically per-radio, but this is not the
case for the JF-17).
"""
#: Index of the radio used for intra-flight communications. Matches the
#: index of the panel_radio field of the pydcs.dcs.planes object.
inter_flight_radio_index: Optional[int]
#: Index of the radio used for intra-flight communications. Matches the
#: index of the panel_radio field of the pydcs.dcs.planes object.
intra_flight_radio_index: Optional[int]
def assign_channels_for_flight(
self, flight: FlightData, air_support: AirSupport
) -> None:
if self.intra_flight_radio_index is not None:
flight.assign_channel(
self.intra_flight_radio_index, 1, flight.intra_flight_channel
)
if self.inter_flight_radio_index is None:
return
# For cases where the inter-flight and intra-flight radios share presets
# (the JF-17 only has one set of channels, even though it can use two
# channels simultaneously), start assigning inter-flight channels at 2.
radio_id = self.inter_flight_radio_index
if self.intra_flight_radio_index == radio_id:
first_channel = 2
else:
first_channel = 1
last_channel = flight.num_radio_channels(radio_id)
channel_alloc = iter(range(first_channel, last_channel + 1))
if flight.departure.atc is not None:
flight.assign_channel(radio_id, next(channel_alloc), flight.departure.atc)
# TODO: If there ever are multiple AWACS, limit to mission relevant.
for awacs in air_support.awacs:
flight.assign_channel(radio_id, next(channel_alloc), awacs.freq)
if flight.arrival != flight.departure and flight.arrival.atc is not None:
flight.assign_channel(radio_id, next(channel_alloc), flight.arrival.atc)
try:
# TODO: Skip incompatible tankers.
for tanker in air_support.tankers:
flight.assign_channel(radio_id, next(channel_alloc), tanker.freq)
if flight.divert is not None and flight.divert.atc is not None:
flight.assign_channel(radio_id, next(channel_alloc), flight.divert.atc)
except StopIteration:
# Any remaining channels are nice-to-haves, but not necessary for
# the few aircraft with a small number of channels available.
pass
@classmethod
def from_cfg(cls, cfg: dict[str, Any]) -> CommonRadioChannelAllocator:
return CommonRadioChannelAllocator(
inter_flight_radio_index=cfg["inter_flight_radio_index"],
intra_flight_radio_index=cfg["intra_flight_radio_index"],
)
@classmethod
def name(cls) -> str:
return "common"
@dataclass(frozen=True)
class NoOpChannelAllocator(RadioChannelAllocator):
"""Channel allocator for aircraft that don't support preset channels."""
def assign_channels_for_flight(
self, flight: FlightData, air_support: AirSupport
) -> None:
pass
@classmethod
def name(cls) -> str:
return "noop"
@dataclass(frozen=True)
class FarmerRadioChannelAllocator(RadioChannelAllocator):
"""Preset channel allocator for the MiG-19P."""
def assign_channels_for_flight(
self, flight: FlightData, air_support: AirSupport
) -> None:
# The Farmer only has 6 preset channels. It also only has a VHF radio,
# and currently our ATC data and AWACS are only in the UHF band.
radio_id = 1
flight.assign_channel(radio_id, 1, flight.intra_flight_channel)
# TODO: Assign 4-6 to VHF frequencies of departure, arrival, and divert.
# TODO: Assign 2 and 3 to AWACS if it is VHF.
@classmethod
def name(cls) -> str:
return "farmer"
@dataclass(frozen=True)
class ViggenRadioChannelAllocator(RadioChannelAllocator):
"""Preset channel allocator for the AJS37."""
def assign_channels_for_flight(
self, flight: FlightData, air_support: AirSupport
) -> None:
# The Viggen's preset channels are handled differently from other
# aircraft. The aircraft automatically configures channels for every
# allied flight in the game (including AWACS) and for every airfield. As
# such, we don't need to allocate any of those. There are seven presets
# we can modify, however: three channels for the main radio intended for
# communication with wingmen, and four emergency channels for the backup
# radio. We'll set the first channel of the main radio to the
# intra-flight channel, and the first three emergency channels to each
# of the flight plan's airfields. The fourth emergency channel is always
# the guard channel.
radio_id = 1
flight.assign_channel(radio_id, 1, flight.intra_flight_channel)
if flight.departure.atc is not None:
flight.assign_channel(radio_id, 4, flight.departure.atc)
if flight.arrival.atc is not None:
flight.assign_channel(radio_id, 5, flight.arrival.atc)
# TODO: Assign divert to 6 when we support divert airfields.
@classmethod
def name(cls) -> str:
return "viggen"
@dataclass(frozen=True)
class SCR522RadioChannelAllocator(RadioChannelAllocator):
"""Preset channel allocator for the SCR522 WW2 radios. (4 channels)"""
def assign_channels_for_flight(
self, flight: FlightData, air_support: AirSupport
) -> None:
radio_id = 1
flight.assign_channel(radio_id, 1, flight.intra_flight_channel)
if flight.departure.atc is not None:
flight.assign_channel(radio_id, 2, flight.departure.atc)
if flight.arrival.atc is not None:
flight.assign_channel(radio_id, 3, flight.arrival.atc)
# TODO : Some GCI on Channel 4 ?
@classmethod
def name(cls) -> str:
return "SCR-522"
class ChannelNamer:
"""Base class allowing channel name customization per-aircraft.
Most aircraft will want to customize this behavior, but the default is
reasonable for any aircraft with numbered radios.
"""
@staticmethod
def channel_name(radio_id: int, channel_id: int) -> str:
"""Returns the name of the channel for the given radio and channel."""
return f"COMM{radio_id} Ch {channel_id}"
@classmethod
def name(cls) -> str:
return "default"
class SingleRadioChannelNamer(ChannelNamer):
"""Channel namer for the aircraft with only a single radio.
Aircraft like the MiG-19P and the MiG-21bis only have a single radio, so
it's not necessary for us to name the radio when naming the channel.
"""
@staticmethod
def channel_name(radio_id: int, channel_id: int) -> str:
return f"Ch {channel_id}"
@classmethod
def name(cls) -> str:
return "single"
class HueyChannelNamer(ChannelNamer):
"""Channel namer for the UH-1H."""
@staticmethod
def channel_name(radio_id: int, channel_id: int) -> str:
return f"COM3 Ch {channel_id}"
@classmethod
def name(cls) -> str:
return "huey"
class MirageChannelNamer(ChannelNamer):
"""Channel namer for the M-2000."""
@staticmethod
def channel_name(radio_id: int, channel_id: int) -> str:
radio_name = ["V/UHF", "UHF"][radio_id - 1]
return f"{radio_name} Ch {channel_id}"
@classmethod
def name(cls) -> str:
return "mirage"
class TomcatChannelNamer(ChannelNamer):
"""Channel namer for the F-14."""
@staticmethod
def channel_name(radio_id: int, channel_id: int) -> str:
radio_name = ["UHF", "VHF/UHF"][radio_id - 1]
return f"{radio_name} Ch {channel_id}"
@classmethod
def name(cls) -> str:
return "tomcat"
class ViggenChannelNamer(ChannelNamer):
"""Channel namer for the AJS37."""
@staticmethod
def channel_name(radio_id: int, channel_id: int) -> str:
if channel_id >= 4:
channel_letter = "EFGH"[channel_id - 4]
return f"FR 24 {channel_letter}"
return f"FR 22 Special {channel_id}"
@classmethod
def name(cls) -> str:
return "viggen"
class ViperChannelNamer(ChannelNamer):
"""Channel namer for the F-16."""
@staticmethod
def channel_name(radio_id: int, channel_id: int) -> str:
return f"COM{radio_id} Ch {channel_id}"
@classmethod
def name(cls) -> str:
return "viper"
class SCR522ChannelNamer(ChannelNamer):
"""
Channel namer for P-51 & P-47D
"""
@staticmethod
def channel_name(radio_id: int, channel_id: int) -> str:
if channel_id > 3:
return "?"
else:
return f"Button " + "ABCD"[channel_id - 1]
@classmethod
def name(cls) -> str:
return "SCR-522"

View File

@@ -1,89 +0,0 @@
from __future__ import annotations
from game.theater.theatergroundobject import NAME_BY_CATEGORY
from dcs.triggers import TriggerZone
from typing import Iterable, List
class SceneryGroupError(RuntimeError):
"""Error for when there are insufficient conditions to create a SceneryGroup."""
pass
class SceneryGroup:
"""Store information about a scenery objective."""
def __init__(
self, zone_def: TriggerZone, zones: Iterable[TriggerZone], category: str
) -> None:
self.zone_def = zone_def
self.zones = zones
self.position = zone_def.position
self.category = category
@staticmethod
def from_trigger_zones(trigger_zones: Iterable[TriggerZone]) -> List[SceneryGroup]:
"""Define scenery objectives based on their encompassing blue/red circle."""
zone_definitions = []
white_zones = []
scenery_groups = []
# Aggregate trigger zones into different groups based on color.
for zone in trigger_zones:
if SceneryGroup.is_blue(zone):
zone_definitions.append(zone)
if SceneryGroup.is_white(zone):
white_zones.append(zone)
# For each objective definition.
for zone_def in zone_definitions:
zone_def_radius = zone_def.radius
zone_def_position = zone_def.position
zone_def_name = zone_def.name
if len(zone_def.properties) == 0:
raise SceneryGroupError(
"Undefined SceneryGroup category in TriggerZone: " + zone_def_name
)
# Arbitrary campaign design requirement: First property must define the category.
zone_def_category = zone_def.properties[1].get("value").lower()
valid_white_zones = []
for zone in list(white_zones):
if zone.position.distance_to_point(zone_def_position) < zone_def_radius:
valid_white_zones.append(zone)
white_zones.remove(zone)
if len(valid_white_zones) > 0 and zone_def_category in NAME_BY_CATEGORY:
scenery_groups.append(
SceneryGroup(zone_def, valid_white_zones, zone_def_category)
)
elif len(valid_white_zones) == 0:
raise SceneryGroupError(
"No white triggerzones found in: " + zone_def_name
)
elif zone_def_category not in NAME_BY_CATEGORY:
raise SceneryGroupError(
"Incorrect TriggerZone category definition for: "
+ zone_def_name
+ " in campaign definition. TriggerZone category: "
+ zone_def_category
)
return scenery_groups
@staticmethod
def is_blue(zone: TriggerZone) -> bool:
# Blue in RGB is [0 Red], [0 Green], [1 Blue]. Ignore the fourth position: Transparency.
return zone.color[1] == 0 and zone.color[2] == 0 and zone.color[3] == 1
@staticmethod
def is_white(zone: TriggerZone) -> bool:
# White in RGB is [1 Red], [1 Green], [1 Blue]. Ignore the fourth position: Transparency.
return zone.color[1] == 1 and zone.color[2] == 1 and zone.color[3] == 1

View File

@@ -1,26 +1,15 @@
from dataclasses import dataclass, field
from datetime import timedelta
from enum import Enum, unique
from typing import Dict, Optional
from dcs.forcedoptions import ForcedOptions
@unique
class AutoAtoBehavior(Enum):
Disabled = "Disabled"
Never = "Never assign player pilots"
Default = "No preference"
Prefer = "Prefer player pilots"
@dataclass
class Settings:
# Difficulty settings
player_skill: str = "Good"
enemy_skill: str = "Average"
ai_pilot_levelling: bool = True
enemy_vehicle_skill: str = "Average"
map_coalition_visibility: ForcedOptions.Views = ForcedOptions.Views.All
labels: str = "Full"
@@ -34,44 +23,23 @@ class Settings:
player_income_multiplier: float = 1.0
enemy_income_multiplier: float = 1.0
#: Feature flag for squadron limits.
enable_squadron_pilot_limits: bool = False
#: The maximum number of pilots a squadron can have at one time. Changing this after
#: the campaign has started will have no immediate effect; pilots already in the
#: squadron will not be removed if the limit is lowered and pilots will not be
#: immediately created if the limit is raised.
squadron_pilot_limit: int = 12
#: The number of pilots a squadron can replace per turn.
squadron_replenishment_rate: int = 4
default_start_type: str = "Cold"
# Mission specific
desired_player_mission_duration: timedelta = timedelta(minutes=60)
# Campaign management
automate_runway_repair: bool = False
automate_front_line_reinforcements: bool = False
automate_aircraft_reinforcements: bool = False
restrict_weapons_by_date: bool = False
disable_legacy_aewc: bool = True
disable_legacy_tanker: bool = True
disable_legacy_aewc: bool = False
generate_dark_kneeboard: bool = False
invulnerable_player_pilots: bool = True
auto_ato_behavior: AutoAtoBehavior = AutoAtoBehavior.Default
auto_ato_player_missions_asap: bool = True
# Performance oriented
perf_red_alert_state: bool = True
perf_smoke_gen: bool = True
perf_smoke_spacing = 1600
perf_artillery: bool = True
perf_moving_units: bool = True
perf_infantry: bool = True
perf_destroyed_units: bool = True
reserves_procurement_target: int = 10
# Performance culling
perf_culling: bool = False

View File

@@ -1,455 +0,0 @@
from __future__ import annotations
import itertools
import logging
import random
from collections import defaultdict
from dataclasses import dataclass, field
from enum import unique, Enum
from pathlib import Path
from typing import (
Tuple,
TYPE_CHECKING,
Optional,
Iterator,
Sequence,
)
import yaml
from faker import Faker
from game.dcs.aircrafttype import AircraftType
from game.settings import AutoAtoBehavior
if TYPE_CHECKING:
from game import Game
from gen.flights.flight import FlightType
@dataclass
class PilotRecord:
missions_flown: int = field(default=0)
@unique
class PilotStatus(Enum):
Active = "Active"
OnLeave = "On leave"
Dead = "Dead"
@dataclass
class Pilot:
name: str
player: bool = field(default=False)
status: PilotStatus = field(default=PilotStatus.Active)
record: PilotRecord = field(default_factory=PilotRecord)
@property
def alive(self) -> bool:
return self.status is not PilotStatus.Dead
@property
def on_leave(self) -> bool:
return self.status is PilotStatus.OnLeave
def send_on_leave(self) -> None:
if self.status is not PilotStatus.Active:
raise RuntimeError("Only active pilots may be sent on leave")
self.status = PilotStatus.OnLeave
def return_from_leave(self) -> None:
if self.status is not PilotStatus.OnLeave:
raise RuntimeError("Only pilots on leave may be returned from leave")
self.status = PilotStatus.Active
def kill(self) -> None:
self.status = PilotStatus.Dead
@classmethod
def random(cls, faker: Faker) -> Pilot:
return Pilot(faker.name())
@dataclass
class Squadron:
name: str
nickname: Optional[str]
country: str
role: str
aircraft: AircraftType
livery: Optional[str]
mission_types: tuple[FlightType, ...]
#: The pool of pilots that have not yet been assigned to the squadron. This only
#: happens when a preset squadron defines more preset pilots than the squadron limit
#: allows. This pool will be consumed before random pilots are generated.
pilot_pool: list[Pilot]
current_roster: list[Pilot] = field(default_factory=list, init=False, hash=False)
available_pilots: list[Pilot] = field(
default_factory=list, init=False, hash=False, compare=False
)
auto_assignable_mission_types: set[FlightType] = field(
init=False, hash=False, compare=False
)
# We need a reference to the Game so that we can access the Faker without needing to
# persist it to the save game, or having to reconstruct it (it's not cheap) each
# time we create or load a squadron.
game: Game = field(hash=False, compare=False)
player: bool
def __post_init__(self) -> None:
if any(p.status is not PilotStatus.Active for p in self.pilot_pool):
raise ValueError("Squadrons can only be created with active pilots.")
self._recruit_pilots(self.game.settings.squadron_pilot_limit)
self.auto_assignable_mission_types = set(self.mission_types)
def __str__(self) -> str:
if self.nickname is None:
return self.name
return f'{self.name} "{self.nickname}"'
@property
def pilot_limits_enabled(self) -> bool:
return self.game.settings.enable_squadron_pilot_limits
def claim_new_pilot_if_allowed(self) -> Optional[Pilot]:
if self.pilot_limits_enabled:
return None
self._recruit_pilots(1)
return self.available_pilots.pop()
def claim_available_pilot(self) -> Optional[Pilot]:
if not self.available_pilots:
return self.claim_new_pilot_if_allowed()
# For opfor, so player/AI option is irrelevant.
if not self.player:
return self.available_pilots.pop()
preference = self.game.settings.auto_ato_behavior
# No preference, so the first pilot is fine.
if preference is AutoAtoBehavior.Default:
return self.available_pilots.pop()
prefer_players = preference is AutoAtoBehavior.Prefer
for pilot in self.available_pilots:
if pilot.player == prefer_players:
self.available_pilots.remove(pilot)
return pilot
# No pilot was found that matched the user's preference.
#
# If they chose to *never* assign players and only players remain in the pool,
# we cannot fill the slot with the available pilots.
#
# If they only *prefer* players and we're out of players, just return an AI
# pilot.
if not prefer_players:
return self.claim_new_pilot_if_allowed()
return self.available_pilots.pop()
def claim_pilot(self, pilot: Pilot) -> None:
if pilot not in self.available_pilots:
raise ValueError(
f"Cannot assign {pilot} to {self} because they are not available"
)
self.available_pilots.remove(pilot)
def return_pilot(self, pilot: Pilot) -> None:
self.available_pilots.append(pilot)
def return_pilots(self, pilots: Sequence[Pilot]) -> None:
# Return in reverse so that returning two pilots and then getting two more
# results in the same ordering. This happens commonly when resetting rosters in
# the UI, when we clear the roster because the UI is updating, then end up
# repopulating the same size flight from the same squadron.
self.available_pilots.extend(reversed(pilots))
def _recruit_pilots(self, count: int) -> None:
new_pilots = self.pilot_pool[:count]
self.pilot_pool = self.pilot_pool[count:]
count -= len(new_pilots)
new_pilots.extend([Pilot(self.faker.name()) for _ in range(count)])
self.current_roster.extend(new_pilots)
self.available_pilots.extend(new_pilots)
def replenish_lost_pilots(self) -> None:
if not self.pilot_limits_enabled:
return
replenish_count = min(
self.game.settings.squadron_replenishment_rate,
self._number_of_unfilled_pilot_slots,
)
if replenish_count > 0:
self._recruit_pilots(replenish_count)
def return_all_pilots(self) -> None:
self.available_pilots = list(self.active_pilots)
@staticmethod
def send_on_leave(pilot: Pilot) -> None:
pilot.send_on_leave()
def return_from_leave(self, pilot: Pilot):
if not self.has_unfilled_pilot_slots:
raise RuntimeError(
f"Cannot return {pilot} from leave because {self} is full"
)
pilot.return_from_leave()
@property
def faker(self) -> Faker:
return self.game.faker_for(self.player)
def _pilots_with_status(self, status: PilotStatus) -> list[Pilot]:
return [p for p in self.current_roster if p.status == status]
def _pilots_without_status(self, status: PilotStatus) -> list[Pilot]:
return [p for p in self.current_roster if p.status != status]
@property
def active_pilots(self) -> list[Pilot]:
return self._pilots_with_status(PilotStatus.Active)
@property
def pilots_on_leave(self) -> list[Pilot]:
return self._pilots_with_status(PilotStatus.OnLeave)
@property
def number_of_pilots_including_inactive(self) -> int:
return len(self.current_roster)
@property
def _number_of_unfilled_pilot_slots(self) -> int:
return self.game.settings.squadron_pilot_limit - len(self.active_pilots)
@property
def number_of_available_pilots(self) -> int:
return len(self.available_pilots)
def can_provide_pilots(self, count: int) -> bool:
return not self.pilot_limits_enabled or self.number_of_available_pilots >= count
@property
def has_available_pilots(self) -> bool:
return not self.pilot_limits_enabled or bool(self.available_pilots)
@property
def has_unfilled_pilot_slots(self) -> bool:
return not self.pilot_limits_enabled or self._number_of_unfilled_pilot_slots > 0
def can_auto_assign(self, task: FlightType) -> bool:
return task in self.auto_assignable_mission_types
def pilot_at_index(self, index: int) -> Pilot:
return self.current_roster[index]
@classmethod
def from_yaml(cls, path: Path, game: Game, player: bool) -> Squadron:
from gen.flights.ai_flight_planner_db import tasks_for_aircraft
from gen.flights.flight import FlightType
with path.open(encoding="utf8") as squadron_file:
data = yaml.safe_load(squadron_file)
name = data["aircraft"]
try:
unit_type = AircraftType.named(name)
except KeyError as ex:
raise KeyError(f"Could not find any aircraft named {name}") from ex
pilots = [Pilot(n, player=False) for n in data.get("pilots", [])]
pilots.extend([Pilot(n, player=True) for n in data.get("players", [])])
mission_types = [FlightType.from_name(n) for n in data["mission_types"]]
tasks = tasks_for_aircraft(unit_type)
for mission_type in list(mission_types):
if mission_type not in tasks:
logging.error(
f"Squadron has mission type {mission_type} but {unit_type} is not "
f"capable of that task: {path}"
)
mission_types.remove(mission_type)
return Squadron(
name=data["name"],
nickname=data.get("nickname"),
country=data["country"],
role=data["role"],
aircraft=unit_type,
livery=data.get("livery"),
mission_types=tuple(mission_types),
pilot_pool=pilots,
game=game,
player=player,
)
def __setstate__(self, state) -> None:
# TODO: Remove save compat.
if "auto_assignable_mission_types" not in state:
state["auto_assignable_mission_types"] = set(state["mission_types"])
self.__dict__.update(state)
class SquadronLoader:
def __init__(self, game: Game, player: bool) -> None:
self.game = game
self.player = player
@staticmethod
def squadron_directories() -> Iterator[Path]:
from game import persistency
yield Path(persistency.base_path()) / "Liberation/Squadrons"
yield Path("resources/squadrons")
def load(self) -> dict[AircraftType, list[Squadron]]:
squadrons: dict[AircraftType, list[Squadron]] = defaultdict(list)
country = self.game.country_for(self.player)
faction = self.game.faction_for(self.player)
any_country = country.startswith("Combined Joint Task Forces ")
for directory in self.squadron_directories():
for path, squadron in self.load_squadrons_from(directory):
if not any_country and squadron.country != country:
logging.debug(
"Not using squadron for non-matching country (is "
f"{squadron.country}, need {country}: {path}"
)
continue
if squadron.aircraft not in faction.aircrafts:
logging.debug(
f"Not using squadron because {faction.name} cannot use "
f"{squadron.aircraft}: {path}"
)
continue
logging.debug(
f"Found {squadron.name} {squadron.aircraft} {squadron.role} "
f"compatible with {faction.name}"
)
squadrons[squadron.aircraft].append(squadron)
# Convert away from defaultdict because defaultdict doesn't unpickle so we don't
# want it in the save state.
return dict(squadrons)
def load_squadrons_from(self, directory: Path) -> Iterator[Tuple[Path, Squadron]]:
logging.debug(f"Looking for factions in {directory}")
# First directory level is the aircraft type so that historical squadrons that
# have flown multiple airframes can be defined as many times as needed. The main
# load() method is responsible for filtering out squadrons that aren't
# compatible with the faction.
for squadron_path in directory.glob("*/*.yaml"):
try:
yield squadron_path, Squadron.from_yaml(
squadron_path, self.game, self.player
)
except Exception as ex:
raise RuntimeError(
f"Failed to load squadron defined by {squadron_path}"
) from ex
class AirWing:
def __init__(self, game: Game, player: bool) -> None:
from gen.flights.ai_flight_planner_db import tasks_for_aircraft
self.game = game
self.player = player
self.squadrons = SquadronLoader(game, player).load()
count = itertools.count(1)
for aircraft in game.faction_for(player).aircrafts:
if aircraft in self.squadrons:
continue
self.squadrons[aircraft] = [
Squadron(
name=f"Squadron {next(count):03}",
nickname=self.random_nickname(),
country=game.country_for(player),
role="Flying Squadron",
aircraft=aircraft,
livery=None,
mission_types=tuple(tasks_for_aircraft(aircraft)),
pilot_pool=[],
game=game,
player=player,
)
]
def squadrons_for(self, aircraft: AircraftType) -> Sequence[Squadron]:
return self.squadrons[aircraft]
def can_auto_plan(self, task: FlightType) -> bool:
try:
next(self.auto_assignable_for_task(task))
return True
except StopIteration:
return False
def auto_assignable_for_task(self, task: FlightType) -> Iterator[Squadron]:
for squadron in self.iter_squadrons():
if squadron.can_auto_assign(task):
yield squadron
def auto_assignable_for_task_with_type(
self, aircraft: AircraftType, task: FlightType
) -> Iterator[Squadron]:
for squadron in self.squadrons_for(aircraft):
if squadron.can_auto_assign(task) and squadron.has_available_pilots:
yield squadron
def squadron_for(self, aircraft: AircraftType) -> Squadron:
return self.squadrons_for(aircraft)[0]
def iter_squadrons(self) -> Iterator[Squadron]:
return itertools.chain.from_iterable(self.squadrons.values())
def squadron_at_index(self, index: int) -> Squadron:
return list(self.iter_squadrons())[index]
def replenish(self) -> None:
for squadron in self.iter_squadrons():
squadron.replenish_lost_pilots()
def reset(self) -> None:
for squadron in self.iter_squadrons():
squadron.return_all_pilots()
@property
def size(self) -> int:
return sum(len(s) for s in self.squadrons.values())
@staticmethod
def _make_random_nickname() -> str:
from gen.naming import ANIMALS
animal = random.choice(ANIMALS)
adjective = random.choice(
(
None,
"Red",
"Blue",
"Green",
"Golden",
"Black",
"Fighting",
"Flying",
)
)
if adjective is None:
return animal.title()
return f"{adjective} {animal}".title()
def random_nickname(self) -> str:
while True:
nickname = self._make_random_nickname()
for squadron in self.iter_squadrons():
if squadron.nickname == nickname:
break
else:
return nickname

View File

@@ -1,6 +1,5 @@
from .base import *
from .conflicttheater import *
from .controlpoint import *
from .frontline import FrontLine
from .missiontarget import MissionTarget
from .theatergroundobject import SamGroundObject

View File

@@ -1,10 +1,21 @@
import itertools
import logging
from typing import Any
import math
import typing
from typing import Dict, Type
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.dcs.unittype import UnitType
from dcs.task import AWACS, CAP, CAS, Embarking, PinpointStrike, Task
from dcs.unittype import FlyingType, UnitType, VehicleType
from dcs.vehicles import AirDefence, Armor
from game import db
from game.db import PRICES
from gen.ground_forces.ai_ground_planner_db import TYPE_SHORAD
STRENGTH_AA_ASSEMBLE_MIN = 0.2
PLANES_SCRAMBLE_MIN_BASE = 2
PLANES_SCRAMBLE_MAX_BASE = 8
PLANES_SCRAMBLE_FACTOR = 0.3
BASE_MAX_STRENGTH = 1
BASE_MIN_STRENGTH = 0
@@ -12,8 +23,10 @@ BASE_MIN_STRENGTH = 0
class Base:
def __init__(self):
self.aircraft: dict[AircraftType, int] = {}
self.armor: dict[GroundUnitType, int] = {}
self.aircraft: Dict[Type[FlyingType], int] = {}
self.armor: Dict[Type[VehicleType], int] = {}
self.aa: Dict[AirDefence, int] = {}
self.commision_points: Dict[Type, float] = {}
self.strength = 1
@property
@@ -28,52 +41,148 @@ class Base:
def total_armor_value(self) -> int:
total = 0
for unit_type, count in self.armor.items():
total += unit_type.price * count
try:
total += PRICES[unit_type] * count
except KeyError:
logging.exception(f"No price found for {unit_type.id}")
return total
def total_units_of_type(self, unit_type: UnitType) -> int:
@property
def total_frontline_aa(self) -> int:
return sum([v for k, v in self.armor.items() if k in TYPE_SHORAD])
@property
def total_aa(self) -> int:
return sum(self.aa.values())
def total_units(self, task: Task) -> int:
return sum(
[
c
for t, c in itertools.chain(self.aircraft.items(), self.armor.items())
for t, c in itertools.chain(
self.aircraft.items(), self.armor.items(), self.aa.items()
)
if t in db.UNIT_BY_TASK[task]
]
)
def total_units_of_type(self, unit_type) -> int:
return sum(
[
c
for t, c in itertools.chain(
self.aircraft.items(), self.armor.items(), self.aa.items()
)
if t == unit_type
]
)
def commission_units(self, units: dict[Any, int]):
@property
def all_units(self):
return itertools.chain(
self.aircraft.items(), self.armor.items(), self.aa.items()
)
def _find_best_unit(
self, available_units: Dict[UnitType, int], for_type: Task, count: int
) -> Dict[UnitType, int]:
if count <= 0:
logging.warning("{}: no units for {}".format(self, for_type))
return {}
sorted_units = [
key for key in available_units if key in db.UNIT_BY_TASK[for_type]
]
sorted_units.sort(key=lambda x: db.PRICES[x], reverse=True)
result: Dict[UnitType, int] = {}
for unit_type in sorted_units:
existing_count = available_units[unit_type] # type: int
if not existing_count:
continue
if count <= 0:
break
result_unit_count = min(count, existing_count)
count -= result_unit_count
assert result_unit_count > 0
result[unit_type] = result.get(unit_type, 0) + result_unit_count
logging.info("{} for {} ({}): {}".format(self, for_type, count, result))
return result
def _find_best_planes(
self, for_type: Task, count: int
) -> typing.Dict[FlyingType, int]:
return self._find_best_unit(self.aircraft, for_type, count)
def _find_best_armor(self, for_type: Task, count: int) -> typing.Dict[Armor, int]:
return self._find_best_unit(self.armor, for_type, count)
def append_commision_points(self, for_type, points: float) -> int:
self.commision_points[for_type] = (
self.commision_points.get(for_type, 0) + points
)
points = self.commision_points[for_type]
if points >= 1:
self.commision_points[for_type] = points - math.floor(points)
return int(math.floor(points))
return 0
def filter_units(self, applicable_units: typing.Collection):
self.aircraft = {
k: v for k, v in self.aircraft.items() if k in applicable_units
}
self.armor = {k: v for k, v in self.armor.items() if k in applicable_units}
def commision_units(self, units: typing.Dict[typing.Any, int]):
for unit_type, unit_count in units.items():
if unit_count <= 0:
continue
target_dict: dict[Any, int]
if isinstance(unit_type, AircraftType):
for_task = db.unit_task(unit_type)
target_dict = None
if (
for_task == AWACS
or for_task == CAS
or for_task == CAP
or for_task == Embarking
):
target_dict = self.aircraft
elif isinstance(unit_type, GroundUnitType):
elif for_task == PinpointStrike:
target_dict = self.armor
elif for_task == AirDefence:
target_dict = self.aa
if target_dict is not None:
target_dict[unit_type] = target_dict.get(unit_type, 0) + unit_count
else:
logging.error(f"Unexpected unit type of {unit_type}")
return
logging.error("Unable to determine target dict for " + str(unit_type))
target_dict[unit_type] = target_dict.get(unit_type, 0) + unit_count
def commit_losses(self, units_lost: typing.Dict[typing.Any, int]):
def commit_losses(self, units_lost: dict[Any, int]):
for unit_type, count in units_lost.items():
target_dict: dict[Any, int]
if unit_type in self.aircraft:
target_dict = self.aircraft
target_array = self.aircraft
elif unit_type in self.armor:
target_dict = self.armor
target_array = self.armor
else:
print("Base didn't find event type {}".format(unit_type))
continue
if unit_type not in target_dict:
if unit_type not in target_array:
print("Base didn't find event type {}".format(unit_type))
continue
target_dict[unit_type] = max(target_dict[unit_type] - count, 0)
if target_dict[unit_type] == 0:
del target_dict[unit_type]
target_array[unit_type] = max(target_array[unit_type] - count, 0)
if target_array[unit_type] == 0:
del target_array[unit_type]
def affect_strength(self, amount):
self.strength += amount
@@ -84,3 +193,55 @@ class Base:
def set_strength_to_minimum(self) -> None:
self.strength = BASE_MIN_STRENGTH
def scramble_count(self, multiplier: float, task: Task = None) -> int:
if task:
count = sum(
[v for k, v in self.aircraft.items() if db.unit_task(k) == task]
)
else:
count = self.total_aircraft
count = int(math.ceil(count * PLANES_SCRAMBLE_FACTOR * self.strength))
return min(
min(
max(count, PLANES_SCRAMBLE_MIN_BASE),
int(PLANES_SCRAMBLE_MAX_BASE * multiplier),
),
count,
)
def assemble_count(self):
return int(self.total_armor * 0.5)
def assemble_aa_count(self) -> int:
# previous logic removed because we always want the full air defense capabilities.
return self.total_aa
def scramble_sweep(self, multiplier: float) -> typing.Dict[FlyingType, int]:
return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
def scramble_last_defense(self):
# return as many CAP-capable aircraft as we can since this is the last defense of the base
# (but not more than 20 - that's just nuts)
return self._find_best_planes(CAP, min(self.total_aircraft, 20))
def scramble_cas(self, multiplier: float) -> typing.Dict[FlyingType, int]:
return self._find_best_planes(CAS, self.scramble_count(multiplier, CAS))
def scramble_interceptors(self, multiplier: float) -> typing.Dict[FlyingType, int]:
return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
def assemble_attack(self) -> typing.Dict[Armor, int]:
return self._find_best_armor(PinpointStrike, self.assemble_count())
def assemble_defense(self) -> typing.Dict[Armor, int]:
count = int(self.total_armor * min(self.strength + 0.5, 1))
return self._find_best_armor(PinpointStrike, count)
def assemble_aa(self, count=None) -> typing.Dict[AirDefence, int]:
return self._find_best_unit(
self.aa,
AirDefence,
count and min(count, self.total_aa) or self.assemble_aa_count(),
)

View File

@@ -1,26 +0,0 @@
from __future__ import annotations
from dataclasses import dataclass
from typing import Dict, TYPE_CHECKING
from dcs import Point
from game.theater import LatLon
if TYPE_CHECKING:
from game.theater import ConflictTheater
@dataclass
class Bullseye:
position: Point
@classmethod
def from_pydcs(cls, bulls: Dict[str, float]) -> Bullseye:
return cls(Point(bulls["x"], bulls["y"]))
def to_pydcs(self) -> Dict[str, float]:
return {"x": self.position.x, "y": self.position.y}
def to_lat_lon(self, theater: ConflictTheater) -> LatLon:
return theater.point_to_ll(self.position)

View File

@@ -1,8 +0,0 @@
from game.theater.projections import TransverseMercator
PARAMETERS = TransverseMercator(
central_meridian=33,
false_easting=-99516.9999999732,
false_northing=-4998114.999999984,
scale_factor=0.9996,
)

View File

@@ -1,11 +1,16 @@
from __future__ import annotations
import itertools
import math
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, Tuple
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 (
@@ -16,12 +21,11 @@ from dcs.country import Country
from dcs.mapping import Point
from dcs.planes import F_15C
from dcs.ships import (
HandyWind,
Stennis,
USS_Arleigh_Burke_IIa,
LHA_Tarawa,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
DDG_Arleigh_Burke_IIa,
)
from dcs.statics import Fortification, Warehouse
from dcs.statics import Fortification
from dcs.terrain import (
caucasus,
nevada,
@@ -39,26 +43,22 @@ from dcs.unitgroup import (
VehicleGroup,
)
from dcs.vehicles import AirDefence, Armor, MissilesSS, Unarmed
from pyproj import CRS, Transformer
from shapely import geometry, ops
from gen.flights.flight import FlightType
from .controlpoint import (
Airfield,
Carrier,
ControlPoint,
Fob,
Lha,
MissionTarget,
OffMapSpawn,
Fob,
)
from .frontline import FrontLine
from .landmap import Landmap, load_landmap, poly_contains
from .latlon import LatLon
from .projections import TransverseMercator
from ..point_with_heading import PointWithHeading
from ..profiling import logged_duration
from ..scenery_group import SceneryGroup
from ..utils import Distance, meters
from ..utils import Distance, meters, nautical_miles
Numeric = Union[int, float]
SIZE_TINY = 150
SIZE_SMALL = 600
@@ -70,6 +70,18 @@ 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()
@@ -77,61 +89,43 @@ class MizCampaignLoader:
OFF_MAP_UNIT_TYPE = F_15C.id
CV_UNIT_TYPE = Stennis.id
LHA_UNIT_TYPE = LHA_Tarawa.id
FRONT_LINE_UNIT_TYPE = Armor.M_113.id
SHIPPING_LANE_UNIT_TYPE = HandyWind.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.SKP_11.id
FOB_UNIT_TYPE = Unarmed.Truck_SKP_11_Mobile_ATC.id
FARP_HELIPAD = "SINGLE_HELIPAD"
EWR_UNIT_TYPE = AirDefence.EWR_55G6.id
SAM_UNIT_TYPE = AirDefence.SAM_SA_10_S_300_Grumble_Big_Bird_SR.id
GARRISON_UNIT_TYPE = AirDefence.SAM_SA_19_Tunguska_Grison.id
OFFSHORE_STRIKE_TARGET_UNIT_TYPE = Fortification.Oil_platform.id
SHIP_UNIT_TYPE = USS_Arleigh_Burke_IIa.id
MISSILE_SITE_UNIT_TYPE = MissilesSS.Scud_B.id
COASTAL_DEFENSE_UNIT_TYPE = MissilesSS.Hy_launcher.id
SHIP_UNIT_TYPE = DDG_Arleigh_Burke_IIa.id
MISSILE_SITE_UNIT_TYPE = MissilesSS.SSM_SS_1C_Scud_B.id
COASTAL_DEFENSE_UNIT_TYPE = MissilesSS.AShM_SS_N_2_Silkworm.id
# Multiple options for air defenses so campaign designers can more accurately see
# the coverage of their IADS for the expected type.
LONG_RANGE_SAM_UNIT_TYPES = {
AirDefence.Patriot_ln.id,
AirDefence.S_300PS_5P85C_ln.id,
AirDefence.S_300PS_5P85D_ln.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.id,
AirDefence.SAM_SA_10_S_300_Grumble_TEL_C.id,
AirDefence.SAM_SA_10_S_300_Grumble_TEL_D.id,
}
MEDIUM_RANGE_SAM_UNIT_TYPES = {
AirDefence.Hawk_ln.id,
AirDefence.S_75M_Volhov.id,
AirDefence._5p73_s_125_ln.id,
REQUIRED_MEDIUM_RANGE_SAM_UNIT_TYPES = {
AirDefence.SAM_Hawk_LN_M192.id,
AirDefence.SAM_SA_2_S_75_Guideline_LN.id,
AirDefence.SAM_SA_3_S_125_Goa_LN.id,
}
SHORT_RANGE_SAM_UNIT_TYPES = {
AirDefence.M1097_Avenger.id,
AirDefence.Rapier_fsa_launcher.id,
AirDefence._2S6_Tunguska.id,
AirDefence.Strela_1_9P31.id,
}
REQUIRED_EWR_UNIT_TYPE = AirDefence.EWR_1L13.id
AAA_UNIT_TYPES = {
AirDefence.Flak18.id,
AirDefence.Vulcan.id,
AirDefence.ZSU_23_4_Shilka.id,
}
EWR_UNIT_TYPE = AirDefence._1L13_EWR.id
ARMOR_GROUP_UNIT_TYPE = Armor.M_1_Abrams.id
FACTORY_UNIT_TYPE = Fortification.Workshop_A.id
AMMUNITION_DEPOT_UNIT_TYPE = Warehouse._Ammunition_depot.id
STRIKE_TARGET_UNIT_TYPE = Fortification.Tech_combine.id
BASE_DEFENSE_RADIUS = nautical_miles(2)
def __init__(self, miz: Path, theater: ConflictTheater) -> None:
self.theater = theater
self.mission = Mission()
with logged_duration("Loading miz"):
self.mission.load_file(str(miz))
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
@@ -203,62 +197,62 @@ class MizCampaignLoader:
@property
def ships(self) -> Iterator[ShipGroup]:
for group in self.red.ship_group:
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.red.static_group:
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.red.vehicle_group:
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.red.vehicle_group:
for group in self.blue.vehicle_group:
if group.units[0].type == self.COASTAL_DEFENSE_UNIT_TYPE:
yield group
@property
def long_range_sams(self) -> Iterator[VehicleGroup]:
def required_long_range_sams(self) -> Iterator[VehicleGroup]:
for group in self.red.vehicle_group:
if group.units[0].type in self.LONG_RANGE_SAM_UNIT_TYPES:
if group.units[0].type in self.REQUIRED_LONG_RANGE_SAM_UNIT_TYPES:
yield group
@property
def medium_range_sams(self) -> Iterator[VehicleGroup]:
def required_medium_range_sams(self) -> Iterator[VehicleGroup]:
for group in self.red.vehicle_group:
if group.units[0].type in self.MEDIUM_RANGE_SAM_UNIT_TYPES:
if group.units[0].type in self.REQUIRED_MEDIUM_RANGE_SAM_UNIT_TYPES:
yield group
@property
def short_range_sams(self) -> Iterator[VehicleGroup]:
def required_ewrs(self) -> Iterator[VehicleGroup]:
for group in self.red.vehicle_group:
if group.units[0].type in self.SHORT_RANGE_SAM_UNIT_TYPES:
yield group
@property
def aaa(self) -> Iterator[VehicleGroup]:
for group in itertools.chain(self.blue.vehicle_group, self.red.vehicle_group):
if group.units[0].type in self.AAA_UNIT_TYPES:
yield group
@property
def ewrs(self) -> Iterator[VehicleGroup]:
for group in self.red.vehicle_group:
if group.units[0].type in self.EWR_UNIT_TYPE:
yield group
@property
def armor_groups(self) -> Iterator[VehicleGroup]:
for group in itertools.chain(self.blue.vehicle_group, self.red.vehicle_group):
if group.units[0].type in self.ARMOR_GROUP_UNIT_TYPE:
if group.units[0].type in self.REQUIRED_EWR_UNIT_TYPE:
yield group
@property
@@ -267,28 +261,6 @@ class MizCampaignLoader:
if group.units[0].type == self.FARP_HELIPAD:
yield group
@property
def factories(self) -> Iterator[StaticGroup]:
for group in self.blue.static_group:
if group.units[0].type in self.FACTORY_UNIT_TYPE:
yield group
@property
def ammunition_depots(self) -> Iterator[StaticGroup]:
for group in itertools.chain(self.blue.static_group, self.red.static_group):
if group.units[0].type in self.AMMUNITION_DEPOT_UNIT_TYPE:
yield group
@property
def strike_targets(self) -> Iterator[StaticGroup]:
for group in itertools.chain(self.blue.static_group, self.red.static_group):
if group.units[0].type in self.STRIKE_TARGET_UNIT_TYPE:
yield group
@property
def scenery(self) -> List[SceneryGroup]:
return SceneryGroup.from_trigger_zones(self.mission.triggers._zones)
@cached_property
def control_points(self) -> Dict[int, ControlPoint]:
control_points = {}
@@ -335,17 +307,14 @@ class MizCampaignLoader:
if group.units[0].type == self.FRONT_LINE_UNIT_TYPE:
yield group
@property
def shipping_lane_groups(self) -> Iterator[ShipGroup]:
for group in self.country(blue=True).ship_group:
if group.units[0].type == self.SHIPPING_LANE_UNIT_TYPE:
yield group
def add_supply_routes(self) -> None:
@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. Each waypoint defines the path of the
# cargo ship.
# 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:
@@ -358,32 +327,14 @@ class MizCampaignLoader:
f"No control point near the final waypoint of {group.name}"
)
self.control_points[origin.id].create_convoy_route(destination, waypoints)
self.control_points[destination.id].create_convoy_route(
origin, list(reversed(waypoints))
)
def add_shipping_lanes(self) -> None:
for group in self.shipping_lane_groups:
# The unit will have its first waypoint at the source CP and the final
# waypoint at the destination CP. Each waypoint defines the path of the
# cargo ship.
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}"
)
self.control_points[origin.id].create_shipping_lane(destination, waypoints)
self.control_points[destination.id].create_shipping_lane(
origin, list(reversed(waypoints))
)
# 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)
@@ -391,6 +342,37 @@ class MizCampaignLoader:
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(
PointWithHeading.from_point(group.position, group.units[0].heading)
)
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(
PointWithHeading.from_point(group.position, group.units[0].heading)
)
else:
closest.preset_locations.strike_locations.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.ewrs:
closest, distance = self.objective_info(group)
if distance < self.BASE_DEFENSE_RADIUS:
closest.preset_locations.base_ewrs.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
)
else:
closest.preset_locations.ewrs.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.offshore_strike_targets:
closest, distance = self.objective_info(group)
closest.preset_locations.offshore_strike_locations.append(
@@ -415,39 +397,21 @@ class MizCampaignLoader:
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.long_range_sams:
for group in self.required_long_range_sams:
closest, distance = self.objective_info(group)
closest.preset_locations.long_range_sams.append(
closest.preset_locations.required_long_range_sams.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.medium_range_sams:
for group in self.required_medium_range_sams:
closest, distance = self.objective_info(group)
closest.preset_locations.medium_range_sams.append(
closest.preset_locations.required_medium_range_sams.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.short_range_sams:
for group in self.required_ewrs:
closest, distance = self.objective_info(group)
closest.preset_locations.short_range_sams.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.aaa:
closest, distance = self.objective_info(group)
closest.preset_locations.aaa.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.ewrs:
closest, distance = self.objective_info(group)
closest.preset_locations.ewrs.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.armor_groups:
closest, distance = self.objective_info(group)
closest.preset_locations.armor_groups.append(
closest.preset_locations.required_ewrs.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
)
@@ -457,34 +421,11 @@ class MizCampaignLoader:
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.factories:
closest, distance = self.objective_info(group)
closest.preset_locations.factories.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.ammunition_depots:
closest, distance = self.objective_info(group)
closest.preset_locations.ammunition_depots.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.strike_targets:
closest, distance = self.objective_info(group)
closest.preset_locations.strike_locations.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.scenery:
closest, distance = self.objective_info(group)
closest.preset_locations.scenery.append(group)
def populate_theater(self) -> None:
for control_point in self.control_points.values():
self.theater.add_controlpoint(control_point)
self.add_preset_locations()
self.add_supply_routes()
self.add_shipping_lanes()
self.theater.set_frontline_data(self.front_lines)
@dataclass
@@ -503,40 +444,43 @@ class ConflictTheater:
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.point_to_ll_transformer = Transformer.from_crs(
self.projection_parameters.to_crs(), CRS("WGS84")
)
self.ll_to_point_transformer = Transformer.from_crs(
CRS("WGS84"), self.projection_parameters.to_crs()
)
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))
"""
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["point_to_ll_transformer"]
del state["ll_to_point_transformer"]
return state
@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 __setstate__(self, state: Dict[str, Any]) -> None:
self.__dict__.update(state)
# Regenerate any state that was not persisted.
self.point_to_ll_transformer = Transformer.from_crs(
self.projection_parameters.to_crs(), CRS("WGS84")
)
self.ll_to_point_transformer = Transformer.from_crs(
CRS("WGS84"), self.projection_parameters.to_crs()
)
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)
def add_controlpoint(self, point: ControlPoint):
self.controlpoints.append(point)
def find_ground_objects_by_obj_name(self, obj_name):
@@ -617,12 +561,12 @@ class ConflictTheater:
def player_points(self) -> List[ControlPoint]:
return list(self.control_points_for(player=True))
def conflicts(self) -> Iterator[FrontLine]:
for player_cp in [x for x in self.controlpoints if x.captured]:
for enemy_cp in [
x for x in player_cp.connected_points if not x.is_friendly_to(player_cp)
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(player_cp, enemy_cp)
yield FrontLine(cp, connected_point, self)
def enemy_points(self) -> List[ControlPoint]:
return list(self.control_points_for(player=False))
@@ -662,32 +606,71 @@ class ConflictTheater:
Returns a tuple of the two nearest opposing ControlPoints in theater.
(player_cp, enemy_cp)
"""
seen = set()
min_distance = math.inf
closest_blue = None
closest_red = None
for blue_cp in self.player_points():
for red_cp in self.enemy_points():
if (blue_cp, red_cp) in seen:
continue
seen.add((blue_cp, red_cp))
seen.add((red_cp, blue_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
dist = red_cp.position.distance_to_point(blue_cp.position)
if dist < min_distance:
closest_red = red_cp
closest_blue = blue_cp
min_distance = dist
assert closest_blue is not None
assert closest_red is not None
return closest_blue, closest_red
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 KeyError(f"Cannot find ControlPoint with ID {id}")
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:
@@ -703,27 +686,28 @@ class ConflictTheater:
t = theater()
miz = data.get("miz", None)
if miz is None:
raise RuntimeError(
"Old format (non-miz) campaigns are no longer supported."
)
with logged_duration("Importing miz data"):
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
@property
def projection_parameters(self) -> TransverseMercator:
raise NotImplementedError
def point_to_ll(self, point: Point) -> LatLon:
lat, lon = self.point_to_ll_transformer.transform(point.x, point.y)
return LatLon(lat, lon)
def ll_to_point(self, ll: LatLon) -> Point:
x, y = self.ll_to_point_transformer.transform(ll.latitude, ll.longitude)
return Point(x, y)
class CaucasusTheater(ConflictTheater):
terrain = caucasus.Caucasus()
@@ -741,12 +725,6 @@ class CaucasusTheater(ConflictTheater):
"night": (0, 5),
}
@property
def projection_parameters(self) -> TransverseMercator:
from .caucasus import PARAMETERS
return PARAMETERS
class PersianGulfTheater(ConflictTheater):
terrain = persiangulf.PersianGulf()
@@ -763,12 +741,6 @@ class PersianGulfTheater(ConflictTheater):
"night": (0, 5),
}
@property
def projection_parameters(self) -> TransverseMercator:
from .persiangulf import PARAMETERS
return PARAMETERS
class NevadaTheater(ConflictTheater):
terrain = nevada.Nevada()
@@ -785,12 +757,6 @@ class NevadaTheater(ConflictTheater):
"night": (0, 5),
}
@property
def projection_parameters(self) -> TransverseMercator:
from .nevada import PARAMETERS
return PARAMETERS
class NormandyTheater(ConflictTheater):
terrain = normandy.Normandy()
@@ -807,12 +773,6 @@ class NormandyTheater(ConflictTheater):
"night": (0, 5),
}
@property
def projection_parameters(self) -> TransverseMercator:
from .normandy import PARAMETERS
return PARAMETERS
class TheChannelTheater(ConflictTheater):
terrain = thechannel.TheChannel()
@@ -829,12 +789,6 @@ class TheChannelTheater(ConflictTheater):
"night": (0, 5),
}
@property
def projection_parameters(self) -> TransverseMercator:
from .thechannel import PARAMETERS
return PARAMETERS
class SyriaTheater(ConflictTheater):
terrain = syria.Syria()
@@ -851,8 +805,213 @@ class SyriaTheater(ConflictTheater):
"night": (0, 5),
}
@property
def projection_parameters(self) -> TransverseMercator:
from .syria import PARAMETERS
return PARAMETERS
@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,
FlightType.AEWC,
# 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

View File

@@ -3,59 +3,46 @@ from __future__ import annotations
import heapq
import itertools
import logging
import random
from abc import ABC, abstractmethod
from collections import defaultdict
from dataclasses import dataclass, field
from enum import Enum, unique, auto, IntEnum
from functools import total_ordering, cached_property
from typing import (
Any,
Dict,
Iterator,
List,
Optional,
Set,
TYPE_CHECKING,
Union,
Sequence,
Iterable,
Tuple,
)
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 (
Stennis,
KUZNECOW,
LHA_Tarawa,
Type_071,
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.unit import Unit
from dcs.unittype import FlyingType
from game import db
from game.point_with_heading import PointWithHeading
from game.scenery_group import SceneryGroup
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 game.point_with_heading import PointWithHeading
from .theatergroundobject import (
BaseDefenseGroundObject,
EwrGroundObject,
GenericCarrierGroundObject,
SamGroundObject,
TheaterGroundObject,
VehicleGroupGroundObject,
)
from ..dcs.aircrafttype import AircraftType
from ..dcs.groundunittype import GroundUnitType
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
from ..transfers import PendingTransfers
FREE_FRONTLINE_UNIT_SUPPLY: int = 15
AMMO_DEPOT_FRONTLINE_UNIT_CONTRIBUTION: int = 12
class ControlPointType(Enum):
@@ -72,15 +59,41 @@ class ControlPointType(Enum):
OFF_MAP = 6
class LocationType(Enum):
BaseAirDefense = "base air defense"
Coastal = "coastal defense"
Ewr = "EWR"
BaseEwr = "Base 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 by non-carrier ships that will be spawned unless the faction has
#: no navy or the player has disabled ship generation for the owning side.
#: Locations used for spawning ground defenses for bases.
base_garrisons: List[PointWithHeading] = field(default_factory=list)
#: Locations used for spawning air defenses for bases. Used by SAMs, AAA,
#: and SHORADs.
base_air_defense: List[PointWithHeading] = field(default_factory=list)
#: Locations used by EWRs.
ewrs: List[PointWithHeading] = field(default_factory=list)
#: Locations used by Base EWRs.
base_ewrs: List[PointWithHeading] = field(default_factory=list)
#: Locations used by non-carrier ships. Carriers and LHAs are not random.
ships: List[PointWithHeading] = field(default_factory=list)
#: Locations used by coastal defenses that are generated if the faction is capable.
#: Locations used by coastal defenses.
coastal_defenses: List[PointWithHeading] = field(default_factory=list)
#: Locations used by ground based strike objectives.
@@ -89,116 +102,68 @@ class PresetLocations:
#: Locations used by offshore strike objectives.
offshore_strike_locations: List[PointWithHeading] = field(default_factory=list)
#: Locations used by missile sites like scuds and V-2s that are generated if the
#: faction is capable.
#: Locations used by missile sites like scuds and V-2s.
missile_sites: List[PointWithHeading] = field(default_factory=list)
#: Locations of long range SAMs.
long_range_sams: List[PointWithHeading] = field(default_factory=list)
#: Locations of long range SAMs which should always be spawned.
required_long_range_sams: List[PointWithHeading] = field(default_factory=list)
#: Locations of medium range SAMs.
medium_range_sams: List[PointWithHeading] = field(default_factory=list)
#: Locations of medium range SAMs which should always be spawned.
required_medium_range_sams: List[PointWithHeading] = field(default_factory=list)
#: Locations of short range SAMs.
short_range_sams: List[PointWithHeading] = field(default_factory=list)
#: Locations of EWRs which should always be spawned.
required_ewrs: List[PointWithHeading] = field(default_factory=list)
#: Locations of AAA groups.
aaa: List[PointWithHeading] = field(default_factory=list)
@staticmethod
def _random_from(points: List[PointWithHeading]) -> Optional[PointWithHeading]:
"""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
#: Locations of EWRs.
ewrs: List[PointWithHeading] = field(default_factory=list)
def random_for(self, location_type: LocationType) -> Optional[PointWithHeading]:
"""Returns a position suitable for the given location type.
#: Locations of map scenery to create zones for.
scenery: List[SceneryGroup] = field(default_factory=list)
#: Locations of factories for producing ground units.
factories: List[PointWithHeading] = field(default_factory=list)
#: Locations of ammo depots for controlling number of units on the front line at a
#: control point.
ammunition_depots: List[PointWithHeading] = field(default_factory=list)
#: Locations of stationary armor groups.
armor_groups: List[PointWithHeading] = field(default_factory=list)
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.BaseEwr:
return self._random_from(self.base_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 AircraftAllocations:
present: dict[AircraftType, int]
ordered: dict[AircraftType, int]
transferring: dict[AircraftType, int]
@property
def total_value(self) -> int:
total: int = 0
for unit_type, count in self.present.items():
total += unit_type.price * count
for unit_type, count in self.ordered.items():
total += unit_type.price * count
for unit_type, count in self.transferring.items():
total += unit_type.price * count
return total
class PendingOccupancy:
present: int
ordered: int
transferring: int
@property
def total(self) -> int:
return self.total_present + self.total_ordered + self.total_transferring
@property
def total_present(self) -> int:
return sum(self.present.values())
@property
def total_ordered(self) -> int:
return sum(self.ordered.values())
@property
def total_transferring(self) -> int:
return sum(self.transferring.values())
@dataclass(frozen=True)
class GroundUnitAllocations:
present: dict[GroundUnitType, int]
ordered: dict[GroundUnitType, int]
transferring: dict[GroundUnitType, int]
@property
def all(self) -> dict[GroundUnitType, int]:
combined: dict[GroundUnitType, int] = defaultdict(int)
for unit_type, count in itertools.chain(
self.present.items(), self.ordered.items(), self.transferring.items()
):
combined[unit_type] += count
return dict(combined)
@property
def total_value(self) -> int:
total: int = 0
for unit_type, count in self.present.items():
total += unit_type.price * count
for unit_type, count in self.ordered.items():
total += unit_type.price * count
for unit_type, count in self.transferring.items():
total += unit_type.price * count
return total
@cached_property
def total(self) -> int:
return self.total_present + self.total_ordered + self.total_transferring
@cached_property
def total_present(self) -> int:
return sum(self.present.values())
@cached_property
def total_ordered(self) -> int:
return sum(self.ordered.values())
@cached_property
def total_transferring(self) -> int:
return sum(self.transferring.values())
return self.present + self.ordered + self.transferring
@dataclass
@@ -262,13 +227,6 @@ class GroundUnitDestination:
return self.total_value < other.total_value
@unique
class ControlPointStatus(IntEnum):
Functional = auto()
Damaged = auto()
Destroyed = auto()
class ControlPoint(MissionTarget, ABC):
position = None # type: Point
@@ -299,6 +257,7 @@ class ControlPoint(MissionTarget, ABC):
self.full_name = name
self.at = at
self.connected_objectives: List[TheaterGroundObject] = []
self.base_defenses: List[BaseDefenseGroundObject] = []
self.preset_locations = PresetLocations()
self.helipads: List[PointWithHeading] = []
@@ -310,15 +269,13 @@ class ControlPoint(MissionTarget, ABC):
# TODO: Should be Airbase specific.
self.has_frontline = has_frontline
self.connected_points: List[ControlPoint] = []
self.convoy_routes: Dict[ControlPoint, Tuple[Point, ...]] = {}
self.shipping_lanes: Dict[ControlPoint, Tuple[Point, ...]] = {}
self.base: Base = Base()
self.cptype = cptype
# TODO: Should be Airbase specific.
self.stances: Dict[int, CombatStance] = {}
from ..unitdelivery import PendingUnitDeliveries
from ..event import UnitsDeliveryEvent
self.pending_unit_deliveries = PendingUnitDeliveries(self)
self.pending_unit_deliveries = UnitsDeliveryEvent(self)
self.target_position: Optional[Point] = None
@@ -327,7 +284,7 @@ class ControlPoint(MissionTarget, ABC):
@property
def ground_objects(self) -> List[TheaterGroundObject]:
return list(self.connected_objectives)
return list(itertools.chain(self.connected_objectives, self.base_defenses))
@property
@abstractmethod
@@ -341,69 +298,6 @@ class ControlPoint(MissionTarget, ABC):
def is_global(self):
return not self.connected_points
def transitive_connected_friendly_points(
self, seen: Optional[Set[ControlPoint]] = None
) -> List[ControlPoint]:
if seen is None:
seen = {self}
connected = []
for cp in self.connected_points:
if cp.captured != self.captured:
continue
if cp in seen:
continue
seen.add(cp)
connected.append(cp)
connected.extend(cp.transitive_connected_friendly_points(seen))
return connected
def transitive_friendly_shipping_destinations(
self, seen: Optional[Set[ControlPoint]] = None
) -> List[ControlPoint]:
if seen is None:
seen = {self}
connected = []
for cp in self.shipping_lanes:
if cp.captured != self.captured:
continue
if cp in seen:
continue
seen.add(cp)
connected.append(cp)
connected.extend(cp.transitive_friendly_shipping_destinations(seen))
return connected
@property
def has_factory(self) -> bool:
for tgo in self.connected_objectives:
if tgo.is_factory and not tgo.is_dead:
return True
return False
def can_recruit_ground_units(self, game: Game) -> bool:
"""Returns True if this control point is capable of recruiting ground units."""
if not self.can_deploy_ground_units:
return False
if game.turn == 0:
# Allow units to be recruited anywhere on turn 0 to avoid long delays to get
# everyone to the front line.
return True
return self.has_factory
def has_ground_unit_source(self, game: Game) -> bool:
"""Returns True if this control point has access to ground reinforcements."""
if not self.can_deploy_ground_units:
return False
for cp in game.theater.controlpoints:
if cp.is_friendly(self.captured) and cp.can_recruit_ground_units(game):
return True
return False
@property
def is_carrier(self):
"""
@@ -446,21 +340,10 @@ class ControlPoint(MissionTarget, ABC):
"""
...
def convoy_origin_for(self, destination: ControlPoint) -> Point:
return self.convoy_route_to(destination)[0]
def convoy_route_to(self, destination: ControlPoint) -> Sequence[Point]:
return self.convoy_routes[destination]
def create_convoy_route(self, to: ControlPoint, waypoints: Iterable[Point]) -> None:
# TODO: Should be Airbase specific.
def connect(self, to: ControlPoint) -> None:
self.connected_points.append(to)
self.stances[to.id] = CombatStance.DEFENSIVE
self.convoy_routes[to] = tuple(waypoints)
def create_shipping_lane(
self, to: ControlPoint, waypoints: Iterable[Point]
) -> None:
self.shipping_lanes[to] = tuple(waypoints)
@abstractmethod
def runway_is_operational(self) -> bool:
@@ -485,14 +368,14 @@ class ControlPoint(MissionTarget, ABC):
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [
Stennis,
KUZNECOW,
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_Tarawa]:
if db.unit_type_from_name(u.type) in [LHA_1_Tarawa]:
return group.name
return None
@@ -510,8 +393,23 @@ class ControlPoint(MissionTarget, ABC):
def is_friendly(self, to_player: bool) -> bool:
return self.captured == to_player
def is_friendly_to(self, control_point: ControlPoint) -> bool:
return control_point.is_friendly(self.captured)
# TODO: Should be Airbase specific.
def clear_base_defenses(self) -> None:
for base_defense in self.base_defenses:
p = PointWithHeading.from_point(base_defense.position, base_defense.heading)
if isinstance(base_defense, EwrGroundObject):
self.preset_locations.base_ewrs.append(p)
elif isinstance(base_defense, SamGroundObject):
self.preset_locations.base_air_defense.append(p)
elif isinstance(base_defense, VehicleGroupGroundObject):
self.preset_locations.base_garrisons.append(p)
else:
logging.error(
"Could not determine preset location type for "
f"{base_defense}. Assuming garrison type."
)
self.preset_locations.base_garrisons.append(p)
self.base_defenses = []
def capture_equipment(self, game: Game) -> None:
total = self.base.total_armor_value
@@ -540,26 +438,34 @@ class ControlPoint(MissionTarget, ABC):
while self.base.armor:
unit_type, count = self.base.armor.popitem()
for _ in range(count):
destination.control_point.base.commission_units({unit_type: 1})
destination.control_point.base.commision_units({unit_type: 1})
destination = heapq.heappushpop(destinations, destination)
def capture_aircraft(self, game: Game, airframe: AircraftType, count: int) -> None:
value = airframe.price * count
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 {airframe}"
f"{count} aircraft have been captured and sold for ${value}M."
f"No valid retreat destination in range of {self.name} for "
f"{airframe.id}. {count} aircraft have been captured and sold for "
f"${value}M."
)
def aircraft_retreat_destination(
self, game: Game, airframe: AircraftType
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.operational_airfields_within(max_retreat_distance))[1:]
airfields = list(closest.airfields_within(max_retreat_distance))[1:]
for airbase in airfields:
if not airbase.can_operate(airframe):
continue
@@ -570,17 +476,17 @@ class ControlPoint(MissionTarget, ABC):
return None
def _retreat_air_units(
self, game: Game, airframe: AircraftType, count: int
self, game: Game, airframe: Type[FlyingType], count: int
) -> None:
while count:
logging.debug(f"Retreating {count} {airframe} from {self.name}")
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.commission_units({airframe: transfer_amount})
destination.base.commision_units({airframe: transfer_amount})
count -= transfer_amount
def retreat_air_units(self, game: Game) -> None:
@@ -589,17 +495,11 @@ class ControlPoint(MissionTarget, ABC):
airframe, count = self.base.aircraft.popitem()
self._retreat_air_units(game, airframe, count)
def depopulate_uncapturable_tgos(self) -> None:
for tgo in self.connected_objectives:
if not tgo.capturable:
tgo.clear()
# 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)
self.depopulate_uncapturable_tgos()
if for_player:
self.captured = True
@@ -608,29 +508,46 @@ class ControlPoint(MissionTarget, ABC):
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: AircraftType) -> bool:
def can_operate(self, aircraft: Type[FlyingType]) -> bool:
...
def aircraft_transferring(self, game: Game) -> dict[AircraftType, int]:
def aircraft_transferring(self, game: Game) -> int:
if self.captured:
ato = game.blue_ato
else:
ato = game.red_ato
transferring: defaultdict[AircraftType, int] = defaultdict(int)
total = 0
for package in ato.packages:
for flight in package.flights:
if flight.departure == flight.arrival:
continue
if flight.departure == self:
transferring[flight.unit_type] -= flight.count
total -= flight.count
elif flight.arrival == self:
transferring[flight.unit_type] += flight.count
return transferring
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.allocated_aircraft(game).total
return (
self.total_aircraft_parking - self.expected_aircraft_next_turn(game).total
)
@abstractmethod
def active_runway(
@@ -680,87 +597,66 @@ class ControlPoint(MissionTarget, ABC):
u.position.x = u.position.x + delta.x
u.position.y = u.position.y + delta.y
def allocated_aircraft(self, game: Game) -> AircraftAllocations:
on_order = {}
for unit_bought, count in self.pending_unit_deliveries.units.items():
if isinstance(unit_bought, AircraftType):
on_order[unit_bought] = count
@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
return AircraftAllocations(
self.base.aircraft, on_order, self.aircraft_transferring(game)
)
@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
def allocated_ground_units(
self, transfers: PendingTransfers
) -> GroundUnitAllocations:
on_order = {}
for unit_bought, count in self.pending_unit_deliveries.units.items():
if isinstance(unit_bought, GroundUnitType):
on_order[unit_bought] = count
@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]
transferring: dict[GroundUnitType, int] = defaultdict(int)
for transfer in transfers:
if transfer.destination == self:
for unit_type, count in transfer.units.items():
transferring[unit_type] += count
return GroundUnitAllocations(
self.base.armor,
return PendingOccupancy(
self.base.total_armor,
on_order,
transferring,
# Ground unit transfers not yet implemented.
transferring=0,
)
@property
def income_per_turn(self) -> int:
return 0
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield from [
FlightType.AEWC,
]
yield from super().mission_types(for_player)
@property
def has_active_frontline(self) -> bool:
return any(not c.is_friendly(self.captured) for c in self.connected_points)
def front_is_active(self, other: ControlPoint) -> bool:
if other not in self.connected_points:
raise ValueError
return self.captured != other.captured
@property
def frontline_unit_count_limit(self) -> int:
return (
FREE_FRONTLINE_UNIT_SUPPLY
+ self.active_ammo_depots_count * AMMO_DEPOT_FRONTLINE_UNIT_CONTRIBUTION
)
@property
def active_ammo_depots_count(self) -> int:
"""Return the number of available ammo depots"""
return len(
[
obj
for obj in self.connected_objectives
if obj.category == "ammo" and not obj.is_dead
]
)
@property
def total_ammo_depots_count(self) -> int:
"""Return the number of ammo depots, including dead ones"""
return len([obj for obj in self.connected_objectives if obj.category == "ammo"])
@property
def strike_targets(self) -> List[Union[MissionTarget, Unit]]:
return []
@property
@abstractmethod
def category(self) -> str:
...
@property
@abstractmethod
def status(self) -> ControlPointStatus:
...
class Airfield(ControlPoint):
def __init__(
@@ -779,7 +675,7 @@ class Airfield(ControlPoint):
self.airport = airport
self._runway_status = RunwayStatus()
def can_operate(self, aircraft: AircraftType) -> bool:
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.
@@ -790,22 +686,18 @@ class Airfield(ControlPoint):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if not self.is_friendly(for_player):
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)
if self.is_friendly(for_player):
yield from [
FlightType.AEWC,
FlightType.REFUELING,
# TODO: FlightType.INTERCEPTION
# TODO: FlightType.LOGISTICS
]
@property
def total_aircraft_parking(self) -> int:
return len(self.airport.parking_slots)
@@ -842,19 +734,6 @@ class Airfield(ControlPoint):
def income_per_turn(self) -> int:
return 20
@property
def category(self) -> str:
return "airfield"
@property
def status(self) -> ControlPointStatus:
runway_staus = self.runway_status
if runway_staus.needs_repair:
return ControlPointStatus.Destroyed
elif runway_staus.damaged:
return ControlPointStatus.Damaged
return ControlPointStatus.Functional
class NavalControlPoint(ControlPoint, ABC):
@property
@@ -879,24 +758,20 @@ class NavalControlPoint(ControlPoint, ABC):
def heading(self) -> int:
return 0 # TODO compute heading
def find_main_tgo(self) -> TheaterGroundObject:
for g in self.ground_objects:
if g.dcs_identifier in ["CARRIER", "LHA"]:
return g
raise RuntimeError(f"Found no carrier/LHA group for {self.name}")
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 group in self.find_main_tgo().groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [
Stennis,
LHA_Tarawa,
KUZNECOW,
Type_071,
]:
return True
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(
@@ -922,14 +797,6 @@ class NavalControlPoint(ControlPoint, ABC):
def can_deploy_ground_units(self) -> bool:
return False
@property
def status(self) -> ControlPointStatus:
if not self.runway_is_operational():
return ControlPointStatus.Destroyed
if self.find_main_tgo().dead_units:
return ControlPointStatus.Damaged
return ControlPointStatus.Functional
class Carrier(NavalControlPoint):
def __init__(self, name: str, at: Point, cp_id: int):
@@ -946,16 +813,6 @@ class Carrier(NavalControlPoint):
cptype=ControlPointType.AIRCRAFT_CARRIER_GROUP,
)
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
yield from super().mission_types(for_player)
if self.is_friendly(for_player):
yield from [
FlightType.AEWC,
FlightType.REFUELING,
]
def capture(self, game: Game, for_player: bool) -> None:
raise RuntimeError("Carriers cannot be captured")
@@ -963,17 +820,13 @@ class Carrier(NavalControlPoint):
def is_carrier(self):
return True
def can_operate(self, aircraft: AircraftType) -> bool:
return aircraft.carrier_capable
def can_operate(self, aircraft: FlyingType) -> bool:
return aircraft in db.CARRIER_CAPABLE
@property
def total_aircraft_parking(self) -> int:
return 90
@property
def category(self) -> str:
return "cv"
class Lha(NavalControlPoint):
def __init__(self, name: str, at: Point, cp_id: int):
@@ -997,17 +850,13 @@ class Lha(NavalControlPoint):
def is_lha(self) -> bool:
return True
def can_operate(self, aircraft: AircraftType) -> bool:
return aircraft.lha_capable
def can_operate(self, aircraft: FlyingType) -> bool:
return aircraft in db.LHA_CAPABLE
@property
def total_aircraft_parking(self) -> int:
return 20
@property
def category(self) -> str:
return "lha"
class OffMapSpawn(ControlPoint):
def runway_is_operational(self) -> bool:
@@ -1037,7 +886,7 @@ class OffMapSpawn(ControlPoint):
def total_aircraft_parking(self) -> int:
return 1000
def can_operate(self, aircraft: AircraftType) -> bool:
def can_operate(self, aircraft: FlyingType) -> bool:
return True
@property
@@ -1058,14 +907,6 @@ class OffMapSpawn(ControlPoint):
def can_deploy_ground_units(self) -> bool:
return False
@property
def category(self) -> str:
return "offmap"
@property
def status(self) -> ControlPointStatus:
return ControlPointStatus.Functional
class Fob(ControlPoint):
def __init__(self, name: str, at: Point, cp_id: int):
@@ -1099,16 +940,24 @@ class Fob(ControlPoint):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if not self.is_friendly(for_player):
yield FlightType.STRIKE
yield from super().mission_types(for_player)
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: AircraftType) -> bool:
def can_operate(self, aircraft: FlyingType) -> bool:
return False
@property
@@ -1122,11 +971,3 @@ class Fob(ControlPoint):
@property
def income_per_turn(self) -> int:
return 10
@property
def category(self) -> str:
return "fob"
@property
def status(self) -> ControlPointStatus:
return ControlPointStatus.Functional

View File

@@ -1,180 +0,0 @@
from __future__ import annotations
import logging
from dataclasses import dataclass
from typing import Iterator, List, Tuple
from dcs.mapping import Point
from gen.flights.flight import FlightType
from .controlpoint import (
ControlPoint,
MissionTarget,
)
from ..utils import pairwise
FRONTLINE_MIN_CP_DISTANCE = 5000
@dataclass
class FrontLineSegment:
"""
Describes a line segment of a FrontLine
"""
point_a: Point
point_b: Point
@property
def attack_heading(self) -> float:
"""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) -> float:
"""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,
blue_point: ControlPoint,
red_point: ControlPoint,
) -> None:
self.blue_cp = blue_point
self.red_cp = red_point
try:
route = list(blue_point.convoy_route_to(red_point))
except KeyError:
# Some campaigns are air only and the mission generator currently relies on
# *some* "front line" being drawn between these two. In this case there will
# be no supply route to follow. Just create an arbitrary route between the
# two points.
route = [blue_point.position, red_point.position]
# Snap the beginning and end points to the CPs rather than the convoy waypoints,
# which are on roads.
route[0] = blue_point.position
route[-1] = red_point.position
self.segments: List[FrontLineSegment] = [
FrontLineSegment(a, b) for a, b in pairwise(route)
]
self.name = f"Front line {blue_point}/{red_point}"
def control_point_hostile_to(self, player: bool) -> ControlPoint:
if player:
return self.red_cp
return self.blue_cp
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,
FlightType.AEWC,
FlightType.REFUELING
# 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 points(self) -> Iterator[Point]:
yield self.segments[0].point_a
for segment in self.segments:
yield segment.point_b
@property
def control_points(self) -> Tuple[ControlPoint, ControlPoint]:
"""Returns a tuple of the two control points."""
return self.blue_cp, self.red_cp
@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: float) -> Point:
"""
Returns a point {distance} away from control_point_a along the frontline segments.
"""
if distance < self.segments[0].attack_distance:
return self.blue_cp.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.blue_cp.base.strength + self.red_cp.base.strength
if self.blue_cp.base.strength == 0:
return self._adjust_for_min_dist(0)
if self.red_cp.base.strength == 0:
return self._adjust_for_min_dist(self.attack_distance)
strength_pct = self.blue_cp.base.strength / total_strength
return self._adjust_for_min_dist(strength_pct * self.attack_distance)
def _adjust_for_min_dist(self, distance: float) -> float:
"""
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

View File

@@ -1,34 +0,0 @@
from dataclasses import dataclass
from typing import List, Tuple
@dataclass(frozen=True)
class LatLon:
latitude: float
longitude: float
def as_list(self) -> List[float]:
return [self.latitude, self.longitude]
@staticmethod
def _components(dimension: float) -> Tuple[int, int, float]:
degrees = int(dimension)
minutes = int(dimension * 60 % 60)
seconds = dimension * 3600 % 60
return degrees, minutes, seconds
def _format_component(
self, dimension: float, hemispheres: Tuple[str, str], seconds_precision: int
) -> str:
hemisphere = hemispheres[0] if dimension >= 0 else hemispheres[1]
degrees, minutes, seconds = self._components(dimension)
return f"{degrees}°{minutes:02}'{seconds:02.{seconds_precision}f}\"{hemisphere}"
def format_dms(self, include_decimal_seconds: bool = False) -> str:
precision = 2 if include_decimal_seconds else 0
return " ".join(
[
self._format_component(self.latitude, ("N", "S"), precision),
self._format_component(self.longitude, ("E", "W"), precision),
]
)

View File

@@ -1,9 +1,8 @@
from __future__ import annotations
from typing import Iterator, TYPE_CHECKING, List, Union
from typing import Iterator, TYPE_CHECKING
from dcs.mapping import Point
from dcs.unit import Unit
if TYPE_CHECKING:
from gen.flights.flight import FlightType
@@ -37,13 +36,9 @@ class MissionTarget:
yield from [
FlightType.ESCORT,
FlightType.TARCAP,
FlightType.SEAD_ESCORT,
FlightType.SEAD,
FlightType.SWEEP,
# TODO: FlightType.ELINT,
# TODO: FlightType.EWAR,
# TODO: FlightType.RECON,
]
@property
def strike_targets(self) -> List[Union[MissionTarget, Unit]]:
return []

View File

@@ -1,8 +0,0 @@
from game.theater.projections import TransverseMercator
PARAMETERS = TransverseMercator(
central_meridian=-117,
false_easting=-193996.80999964548,
false_northing=-4410028.063999966,
scale_factor=0.9996,
)

View File

@@ -1,8 +0,0 @@
from game.theater.projections import TransverseMercator
PARAMETERS = TransverseMercator(
central_meridian=-3,
false_easting=-195526.00000000204,
false_northing=-5484812.999999951,
scale_factor=0.9996,
)

View File

@@ -1,8 +0,0 @@
from game.theater.projections import TransverseMercator
PARAMETERS = TransverseMercator(
central_meridian=57,
false_easting=75755.99999999645,
false_northing=-2894933.0000000377,
scale_factor=0.9996,
)

View File

@@ -1,31 +0,0 @@
from dataclasses import dataclass
from pyproj import CRS
@dataclass(frozen=True)
class TransverseMercator:
central_meridian: int
false_easting: float
false_northing: float
scale_factor: float
def to_crs(self) -> CRS:
return CRS.from_proj4(
" ".join(
[
"+proj=tmerc",
"+lat_0=0",
f"+lon_0={self.central_meridian}",
f"+k_0={self.scale_factor}",
f"+x_0={self.false_easting}",
f"+y_0={self.false_northing}",
"+towgs84=0,0,0,0,0,0,0",
"+units=m",
"+vunits=m",
"+ellps=WGS84",
"+no_defs",
"+axis=neu",
]
)
)

View File

@@ -5,7 +5,7 @@ import pickle
import random
from dataclasses import dataclass
from datetime import datetime
from typing import Any, Dict, Iterable, List, Set
from typing import Any, Dict, Iterable, List, Optional, Set
from dcs.mapping import Point
from dcs.task import CAP, CAS, PinpointStrike
@@ -13,18 +13,15 @@ from dcs.vehicles import AirDefence
from game import Game, db
from game.factions.faction import Faction
from game.scenery_group import SceneryGroup
from game.theater import Carrier, Lha, PointWithHeading
from game.theater import Carrier, Lha, LocationType, PointWithHeading
from game.theater.theatergroundobject import (
BuildingGroundObject,
CarrierGroundObject,
EwrGroundObject,
FactoryGroundObject,
LhaGroundObject,
MissileSiteGroundObject,
SamGroundObject,
ShipGroundObject,
SceneryGroundObject,
VehicleGroupGroundObject,
CoastalSiteGroundObject,
)
@@ -37,10 +34,11 @@ from gen.fleet.ship_group_generator import (
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.ewr_group_generator import generate_ewr_group
from gen.sam.sam_group_generator import generate_anti_air_group
from gen.sam.ewr_group_generator import generate_ewr_group
from . import (
ConflictTheater,
ControlPoint,
@@ -48,7 +46,6 @@ from . import (
Fob,
OffMapSpawn,
)
from ..profiling import logged_duration
from ..settings import Settings
GroundObjectTemplates = Dict[str, Dict[str, Any]]
@@ -78,52 +75,37 @@ class GeneratorSettings:
no_enemy_navy: bool
@dataclass
class ModSettings:
a4_skyhawk: bool = False
f22_raptor: bool = False
hercules: bool = False
jas39_gripen: bool = False
su57_felon: bool = False
frenchpack: bool = False
high_digit_sams: bool = False
class GameGenerator:
def __init__(
self,
player: Faction,
enemy: Faction,
player: str,
enemy: str,
theater: ConflictTheater,
settings: Settings,
generator_settings: GeneratorSettings,
mod_settings: ModSettings,
) -> None:
self.player = player
self.enemy = enemy
self.theater = theater
self.settings = settings
self.generator_settings = generator_settings
self.mod_settings = mod_settings
def generate(self) -> Game:
with logged_duration("TGO population"):
# Reset name generator
namegen.reset()
self.prepare_theater()
game = Game(
player_faction=self.player.apply_mod_settings(self.mod_settings),
enemy_faction=self.enemy.apply_mod_settings(self.mod_settings),
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,
)
# 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()
GroundObjectGenerator(game, self.generator_settings).generate()
game.settings.version = VERSION
game.begin_turn_0()
return game
def prepare_theater(self) -> None:
@@ -158,6 +140,175 @@ class GameGenerator:
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[PointWithHeading]:
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 Mat %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[PointWithHeading]:
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 PointWithHeading.from_point(preset.position, preset.heading)
return None
def random_position(
self, location_type: LocationType
) -> Optional[PointWithHeading]:
# TODO: Flesh out preset locations so we never hit this case.
if location_type == LocationType.Coastal:
# No coastal locations generated randomly
return None
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[PointWithHeading]:
"""
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[PointWithHeading]) -> 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 = PointWithHeading.from_point(
near.random_point_within(max_range, min_range), random.randint(0, 360)
)
if is_valid(p):
return p
return None
class ControlPointGroundObjectGenerator:
def __init__(
self,
@@ -168,13 +319,14 @@ class ControlPointGroundObjectGenerator:
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_faction.name
return self.game.player_name
else:
return self.game.enemy_faction.name
return self.game.enemy_name
@property
def faction(self) -> Faction:
@@ -183,7 +335,10 @@ class ControlPointGroundObjectGenerator:
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.
# 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
@@ -197,14 +352,18 @@ class ControlPointGroundObjectGenerator:
if not self.control_point.captured and skip_enemy_navy:
return
for position in self.control_point.preset_locations.ships:
self.generate_ship_at(position)
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
def generate_ship_at(self, position: PointWithHeading) -> None:
group_id = self.game.next_group_id()
g = ShipGroundObject(
namegen.random_objective_name(), group_id, position, self.control_point
namegen.random_objective_name(), group_id, point, self.control_point
)
group = generate_ship_group(self.game, g, self.faction_name)
@@ -273,6 +432,156 @@ class LhaGroundObjectGenerator(ControlPointGroundObjectGenerator):
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.BaseEwr)
if position is None:
return
group_id = self.game.next_group_id()
g = EwrGroundObject(
namegen.random_objective_name(),
group_id,
position,
self.control_point,
True,
)
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,
@@ -288,19 +597,8 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
if not super().generate():
return False
BaseDefenseGenerator(self.game, self.control_point).generate()
self.generate_ground_points()
return True
def generate_ground_points(self) -> None:
"""Generate ground objects and AA sites for the control point."""
self.generate_armor_groups()
self.generate_aa()
self.generate_ewrs()
self.generate_scenery_sites()
self.generate_strike_targets()
self.generate_offshore_strike_targets()
self.generate_factories()
self.generate_ammunition_depots()
if self.faction.missiles:
self.generate_missile_sites()
@@ -308,73 +606,96 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
if self.faction.coastal_defenses:
self.generate_coastal_sites()
def generate_armor_groups(self) -> None:
for position in self.control_point.preset_locations.armor_groups:
self.generate_armor_at(position)
return True
def generate_armor_at(self, position: PointWithHeading) -> None:
group_id = self.game.next_group_id()
def generate_ground_points(self) -> None:
"""Generate ground objects and AA sites for the control point."""
skip_sams = self.generate_required_aa()
skip_ewrs = self.generate_required_ewr()
g = VehicleGroupGroundObject(
namegen.random_objective_name(),
group_id,
position,
self.control_point,
)
group = generate_armor_group(self.faction_name, self.game, g)
if group is None:
logging.error(
"Could not generate armor group for %s at %s",
g.name,
self.control_point,
)
if self.control_point.is_global:
return
g.groups = [group]
self.control_point.connected_objectives.append(g)
def generate_aa(self) -> None:
# 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()
# 1 in 4 additional objectives are EWR.
elif random.randint(0, 3) == 0:
if skip_ewrs > 0:
skip_ewrs -= 1
else:
self.generate_ewr_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.long_range_sams:
for position in presets.required_long_range_sams:
self.generate_aa_at(
position,
ranges=[
{AirDefenseRange.Long},
{AirDefenseRange.Medium},
{AirDefenseRange.Short},
{AirDefenseRange.AAA},
],
)
for position in presets.medium_range_sams:
for position in presets.required_medium_range_sams:
self.generate_aa_at(
position,
ranges=[
{AirDefenseRange.Medium},
{AirDefenseRange.Short},
{AirDefenseRange.AAA},
],
)
for position in presets.short_range_sams:
self.generate_aa_at(
position,
ranges=[{AirDefenseRange.Short}, {AirDefenseRange.AAA}],
)
for position in presets.aaa:
self.generate_aa_at(
position,
ranges=[{AirDefenseRange.AAA}],
)
return len(presets.required_long_range_sams) + len(
presets.required_medium_range_sams
)
def generate_ewrs(self) -> None:
def generate_required_ewr(self) -> int:
"""Generates the EWR sites that are required by the campaign.
Returns:
The number of EWR sites that were generated.
"""
presets = self.control_point.preset_locations
for position in presets.ewrs:
for position in presets.required_ewrs:
self.generate_ewr_at(position)
return len(presets.required_ewrs)
def generate_strike_target_at(self, category: str, position: Point) -> None:
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()
@@ -388,7 +709,7 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
category,
group_id,
object_id,
position + template_point,
point + template_point,
unit["heading"],
self.control_point,
unit["type"],
@@ -396,28 +717,19 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
self.control_point.connected_objectives.append(g)
def generate_ammunition_depots(self) -> None:
for position in self.control_point.preset_locations.ammunition_depots:
self.generate_strike_target_at(category="ammo", position=position)
def generate_factories(self) -> None:
for position in self.control_point.preset_locations.factories:
self.generate_factory_at(position)
def generate_factory_at(self, point: PointWithHeading) -> None:
obj_name = namegen.random_objective_name()
group_id = self.game.next_group_id()
g = FactoryGroundObject(
obj_name,
group_id,
point,
point.heading,
self.control_point,
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},
],
)
self.control_point.connected_objectives.append(g)
def generate_aa_at(
self, position: Point, ranges: Iterable[Set[AirDefenseRange]]
) -> None:
@@ -428,6 +740,7 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
group_id,
position,
self.control_point,
for_airbase=False,
)
groups = generate_anti_air_group(self.game, g, self.faction, ranges)
if not groups:
@@ -440,7 +753,13 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
g.groups = groups
self.control_point.connected_objectives.append(g)
def generate_ewr_at(self, position: PointWithHeading) -> None:
def generate_ewr_site(self) -> None:
position = self.location_finder.location_for(LocationType.Ewr)
if position is None:
return
self.generate_ewr_at(position)
def generate_ewr_at(self, position: Point) -> None:
group_id = self.game.next_group_id()
g = EwrGroundObject(
@@ -448,6 +767,7 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
group_id,
position,
self.control_point,
for_airbase=False,
)
group = generate_ewr_group(self.game, g, self.faction)
if group is None:
@@ -460,45 +780,15 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
g.groups = [group]
self.control_point.connected_objectives.append(g)
def generate_scenery_sites(self) -> None:
presets = self.control_point.preset_locations
for scenery_group in presets.scenery:
self.generate_tgo_for_scenery(scenery_group)
def generate_tgo_for_scenery(self, scenery: SceneryGroup) -> None:
obj_name = namegen.random_objective_name()
category = scenery.category
group_id = self.game.next_group_id()
object_id = 0
# Each nested trigger zone is a target/building/unit for an objective.
for zone in scenery.zones:
object_id += 1
local_position = zone.position
local_dcs_identifier = zone.name
g = SceneryGroundObject(
obj_name,
category,
group_id,
object_id,
local_position,
self.control_point,
local_dcs_identifier,
zone,
)
self.control_point.connected_objectives.append(g)
return
def generate_missile_sites(self) -> None:
for position in self.control_point.preset_locations.missile_sites:
self.generate_missile_site_at(position)
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
def generate_missile_site_at(self, position: PointWithHeading) -> None:
group_id = self.game.next_group_id()
g = MissileSiteGroundObject(
@@ -512,10 +802,14 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
return
def generate_coastal_sites(self) -> None:
for position in self.control_point.preset_locations.coastal_defenses:
self.generate_coastal_site_at(position)
for i in range(self.faction.coastal_group_count):
self.generate_coastal_site()
def generate_coastal_site(self) -> None:
position = self.location_finder.location_for(LocationType.Coastal)
if position is None:
return
def generate_coastal_site_at(self, position: PointWithHeading) -> None:
group_id = self.game.next_group_id()
g = CoastalSiteGroundObject(
@@ -532,45 +826,21 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
self.control_point.connected_objectives.append(g)
return
def generate_strike_targets(self) -> None:
building_set = list(set(self.faction.building_set) - {"oil"})
if not building_set:
logging.error("Faction has no buildings defined")
return
for position in self.control_point.preset_locations.strike_locations:
category = random.choice(building_set)
self.generate_strike_target_at(category, position)
def generate_offshore_strike_targets(self) -> None:
if "oil" not in self.faction.building_set:
logging.error("Faction does not support offshore strike targets")
return
for position in self.control_point.preset_locations.offshore_strike_locations:
self.generate_strike_target_at("oil", position)
class FobGroundObjectGenerator(AirbaseGroundObjectGenerator):
def generate(self) -> bool:
self.generate_fob()
self.generate_armor_groups()
self.generate_factories()
self.generate_ammunition_depots()
self.generate_aa()
self.generate_ewrs()
self.generate_scenery_sites()
self.generate_strike_targets()
self.generate_offshore_strike_targets()
if self.faction.missiles:
self.generate_missile_sites()
if self.faction.coastal_defenses:
self.generate_coastal_sites()
FobDefenseGenerator(self.game, self.control_point).generate()
self.generate_required_aa()
return True
def generate_fob(self) -> None:
category = "fob"
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
@@ -592,7 +862,7 @@ class FobGroundObjectGenerator(AirbaseGroundObjectGenerator):
unit["heading"],
self.control_point,
unit["type"],
is_fob_structure=True,
airbase_group=True,
)
self.control_point.connected_objectives.append(g)

View File

@@ -1,8 +0,0 @@
from game.theater.projections import TransverseMercator
PARAMETERS = TransverseMercator(
central_meridian=39,
false_easting=282801.00000003993,
false_northing=-3879865.9999999935,
scale_factor=0.9996,
)

View File

@@ -2,20 +2,14 @@ from __future__ import annotations
import itertools
import logging
from typing import Iterator, List, TYPE_CHECKING, Union
from typing import Iterator, List, TYPE_CHECKING
from dcs.mapping import Point
from dcs.triggers import TriggerZone
from dcs.unit import Unit
from dcs.unitgroup import Group
from dcs.unittype import VehicleType
from .. import db
from ..data.radar_db import (
TRACK_RADARS,
TELARS,
LAUNCHER_TRACKER_PAIRS,
)
from ..data.radar_db import UNITS_WITH_RADAR
from ..utils import Distance, meters
if TYPE_CHECKING:
@@ -25,25 +19,78 @@ if TYPE_CHECKING:
from .missiontarget import MissionTarget
NAME_BY_CATEGORY = {
"ewr": "Early Warning Radar",
"aa": "AA Defense Site",
"allycamp": "Camp",
"power": "Power plant",
"ammo": "Ammo depot",
"armor": "Armor group",
"coastal": "Coastal defense",
"comms": "Communications tower",
"derrick": "Derrick",
"factory": "Factory",
"fuel": "Fuel depot",
"aa": "AA Defense Site",
"ware": "Warehouse",
"farp": "FARP",
"fob": "FOB",
"fuel": "Fuel depot",
"missile": "Missile site",
"factory": "Factory",
"comms": "Comms. tower",
"oil": "Oil platform",
"power": "Power plant",
"ship": "Ship",
"village": "Village",
"ware": "Warehouse",
"derrick": "Derrick",
"ww2bunker": "Bunker",
"village": "Village",
"allycamp": "Camp",
"EWR": "EWR",
}
ABBREV_NAME = {
"power": "PLANT",
"ammo": "AMMO",
"fuel": "FUEL",
"aa": "AA",
"ware": "WARE",
"farp": "FARP",
"fob": "FOB",
"factory": "FACTORY",
"comms": "COMMST",
"oil": "OILP",
"derrick": "DERK",
"ww2bunker": "BUNK",
"village": "VLG",
"allycamp": "CMP",
}
CATEGORY_MAP = {
# Special cases
"CARRIER": ["CARRIER"],
"LHA": ["LHA"],
"aa": ["AA"],
# Buildings
"power": [
"Workshop A",
"Electric power box",
"Garage small A",
"Farm B",
"Repair workshop",
"Garage B",
],
"ware": ["Warehouse", "Hangar A"],
"fuel": ["Tank", "Tank 2", "Tank 3", "Fuel tank"],
"ammo": [".Ammunition depot", "Hangar B"],
"farp": [
"FARP Tent",
"FARP Ammo Dump Coating",
"FARP Fuel Depot",
"FARP Command Post",
"FARP CP Blindage",
],
"fob": ["Bunker 2", "Bunker 1", "Garage small B", ".Command Center", "Barracks 2"],
"factory": ["Tech combine", "Tech hangar A"],
"comms": ["TV tower", "Comms tower M"],
"oil": ["Oil platform"],
"derrick": ["Oil derrick", "Pump station", "Subsidiary structure 2"],
"ww2bunker": [
"Siegfried Line",
"Fire Control Bunker",
"SK_C_28_naval_gun",
"Concertina Wire",
"Czech hedgehogs 1",
],
"village": ["Small house 1B", "Small House 1A", "Small warehouse 1"],
"allycamp": [],
}
@@ -57,6 +104,7 @@ class TheaterGroundObject(MissionTarget):
heading: int,
control_point: ControlPoint,
dcs_identifier: str,
airbase_group: bool,
sea_object: bool,
) -> None:
super().__init__(name, position)
@@ -65,6 +113,7 @@ class TheaterGroundObject(MissionTarget):
self.heading = heading
self.control_point = control_point
self.dcs_identifier = dcs_identifier
self.airbase_group = airbase_group
self.sea_object = sea_object
self.groups: List[Group] = []
@@ -79,17 +128,6 @@ class TheaterGroundObject(MissionTarget):
"""
return list(itertools.chain.from_iterable([g.units for g in self.groups]))
@property
def dead_units(self) -> List[Unit]:
"""
:return: all the dead units at this location
"""
return list(
itertools.chain.from_iterable(
[getattr(g, "units_losts", []) for g in self.groups]
)
)
@property
def group_name(self) -> str:
"""The name of the unit group."""
@@ -140,11 +178,12 @@ class TheaterGroundObject(MissionTarget):
return False
@property
def has_live_radar_sam(self) -> bool:
"""Returns True if the ground object contains a unit with working radar SAM."""
def has_radar(self) -> bool:
"""Returns True if the ground object contains a unit with radar."""
for group in self.groups:
if self.threat_range(group, radar_only=True):
return True
for unit in group.units:
if db.unit_type_from_name(unit.type) in UNITS_WITH_RADAR:
return True
return False
def _max_range_of_type(self, group: Group, range_type: str) -> Distance:
@@ -165,46 +204,19 @@ class TheaterGroundObject(MissionTarget):
max_range = max(max_range, meters(unit_range))
return max_range
def max_detection_range(self) -> Distance:
return max(self.detection_range(g) for g in self.groups)
def detection_range(self, group: Group) -> Distance:
return self._max_range_of_type(group, "detection_range")
def max_threat_range(self) -> Distance:
return max(self.threat_range(g) for g in self.groups)
def threat_range(self, group: Group, radar_only: bool = False) -> Distance:
def threat_range(self, group: Group) -> Distance:
if not self.detection_range(group):
# For simple SAMs like shilkas, the unit has both a threat and
# detection range. For complex sites like SA-2s, the launcher has a
# threat range and the search/track radars have detection ranges. If
# the site has no detection range it has no radars and can't fire,
# so it's not actually a threat even if it still has launchers.
return meters(0)
return self._max_range_of_type(group, "threat_range")
@property
def is_factory(self) -> bool:
return self.category == "factory"
@property
def is_control_point(self) -> bool:
"""True if this TGO is the group for the control point itself (CVs and FOBs)."""
return False
@property
def strike_targets(self) -> List[Union[MissionTarget, Unit]]:
return self.units
@property
def mark_locations(self) -> Iterator[Point]:
yield self.position
def clear(self) -> None:
self.groups = []
@property
def capturable(self) -> bool:
raise NotImplementedError
@property
def purchasable(self) -> bool:
raise NotImplementedError
class BuildingGroundObject(TheaterGroundObject):
def __init__(
@@ -217,7 +229,7 @@ class BuildingGroundObject(TheaterGroundObject):
heading: int,
control_point: ControlPoint,
dcs_identifier: str,
is_fob_structure=False,
airbase_group=False,
) -> None:
super().__init__(
name=name,
@@ -227,9 +239,9 @@ class BuildingGroundObject(TheaterGroundObject):
heading=heading,
control_point=control_point,
dcs_identifier=dcs_identifier,
airbase_group=airbase_group,
sea_object=False,
)
self.is_fob_structure = is_fob_structure
self.object_id = object_id
# Other TGOs track deadness based on the number of alive units, but
# buildings don't have groups assigned to the TGO.
@@ -253,90 +265,6 @@ class BuildingGroundObject(TheaterGroundObject):
def kill(self) -> None:
self._dead = True
def iter_building_group(self) -> Iterator[TheaterGroundObject]:
for tgo in self.control_point.ground_objects:
if tgo.obj_name == self.obj_name and not tgo.is_dead:
yield tgo
@property
def strike_targets(self) -> List[Union[MissionTarget, Unit]]:
return list(self.iter_building_group())
@property
def mark_locations(self) -> Iterator[Point]:
for building in self.iter_building_group():
yield building.position
@property
def is_control_point(self) -> bool:
return self.is_fob_structure
@property
def capturable(self) -> bool:
return True
@property
def purchasable(self) -> bool:
return False
class SceneryGroundObject(BuildingGroundObject):
def __init__(
self,
name: str,
category: str,
group_id: int,
object_id: int,
position: Point,
control_point: ControlPoint,
dcs_identifier: str,
zone: TriggerZone,
) -> None:
super().__init__(
name=name,
category=category,
group_id=group_id,
object_id=object_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier=dcs_identifier,
is_fob_structure=False,
)
self.zone = zone
try:
# In the default TriggerZone using "assign as..." in the DCS Mission Editor,
# property three has the scenery's object ID as its value.
self.map_object_id = self.zone.properties[3]["value"]
except (IndexError, KeyError):
logging.exception(
"Invalid TriggerZone for Scenery definition. The third property must "
"be the map object ID."
)
raise
class FactoryGroundObject(BuildingGroundObject):
def __init__(
self,
name: str,
group_id: int,
position: Point,
heading: int,
control_point: ControlPoint,
) -> None:
super().__init__(
name=name,
category="factory",
group_id=group_id,
object_id=0,
position=position,
heading=heading,
control_point=control_point,
dcs_identifier="Workshop A",
is_fob_structure=False,
)
class NavalGroundObject(TheaterGroundObject):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
@@ -350,19 +278,9 @@ class NavalGroundObject(TheaterGroundObject):
def might_have_aa(self) -> bool:
return True
@property
def capturable(self) -> bool:
return False
@property
def purchasable(self) -> bool:
return False
class GenericCarrierGroundObject(NavalGroundObject):
@property
def is_control_point(self) -> bool:
return True
pass
# TODO: Why is this both a CP and a TGO?
@@ -376,6 +294,7 @@ class CarrierGroundObject(GenericCarrierGroundObject):
heading=0,
control_point=control_point,
dcs_identifier="CARRIER",
airbase_group=True,
sea_object=True,
)
@@ -397,6 +316,7 @@ class LhaGroundObject(GenericCarrierGroundObject):
heading=0,
control_point=control_point,
dcs_identifier="LHA",
airbase_group=True,
sea_object=True,
)
@@ -413,23 +333,16 @@ class MissileSiteGroundObject(TheaterGroundObject):
) -> None:
super().__init__(
name=name,
category="missile",
category="aa",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=False,
sea_object=False,
)
@property
def capturable(self) -> bool:
return False
@property
def purchasable(self) -> bool:
return False
class CoastalSiteGroundObject(TheaterGroundObject):
def __init__(
@@ -442,34 +355,32 @@ class CoastalSiteGroundObject(TheaterGroundObject):
) -> None:
super().__init__(
name=name,
category="coastal",
category="aa",
group_id=group_id,
position=position,
heading=heading,
control_point=control_point,
dcs_identifier="AA",
airbase_group=False,
sea_object=False,
)
@property
def capturable(self) -> bool:
return False
@property
def purchasable(self) -> bool:
return False
class BaseDefenseGroundObject(TheaterGroundObject):
"""Base type for all base defenses."""
# TODO: Differentiate types.
# This type gets used both for AA sites (SAM, AAA, or SHORAD). These should each
# be split into their own types.
class SamGroundObject(TheaterGroundObject):
class SamGroundObject(BaseDefenseGroundObject):
def __init__(
self,
name: str,
group_id: int,
position: Point,
control_point: ControlPoint,
for_airbase: bool,
) -> None:
super().__init__(
name=name,
@@ -479,6 +390,7 @@ class SamGroundObject(TheaterGroundObject):
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=for_airbase,
sea_object=False,
)
# Set by the SAM unit generator if the generated group is compatible
@@ -499,106 +411,60 @@ class SamGroundObject(TheaterGroundObject):
if not self.is_friendly(for_player):
yield FlightType.DEAD
yield FlightType.SEAD
yield from super().mission_types(for_player)
@property
def might_have_aa(self) -> bool:
return True
def threat_range(self, group: Group, radar_only: bool = False) -> Distance:
max_non_radar = meters(0)
live_trs = set()
max_telar_range = meters(0)
launchers = set()
for unit in group.units:
unit_type = db.unit_type_from_name(unit.type)
if unit_type is None or not issubclass(unit_type, VehicleType):
continue
if unit_type in TRACK_RADARS:
live_trs.add(unit_type)
elif unit_type in TELARS:
max_telar_range = max(
max_telar_range, meters(getattr(unit_type, "threat_range", 0))
)
elif unit_type in LAUNCHER_TRACKER_PAIRS:
launchers.add(unit_type)
else:
max_non_radar = max(
max_non_radar, meters(getattr(unit_type, "threat_range", 0))
)
max_tel_range = meters(0)
for launcher in launchers:
if LAUNCHER_TRACKER_PAIRS[launcher] in live_trs:
max_tel_range = max(
max_tel_range, meters(getattr(launcher, "threat_range"))
)
if radar_only:
return max(max_tel_range, max_telar_range)
else:
return max(max_tel_range, max_telar_range, max_non_radar)
@property
def capturable(self) -> bool:
return False
@property
def purchasable(self) -> bool:
return True
class VehicleGroupGroundObject(TheaterGroundObject):
class VehicleGroupGroundObject(BaseDefenseGroundObject):
def __init__(
self,
name: str,
group_id: int,
position: Point,
control_point: ControlPoint,
for_airbase: bool,
) -> None:
super().__init__(
name=name,
category="armor",
category="aa",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=for_airbase,
sea_object=False,
)
@property
def capturable(self) -> bool:
return False
@property
def purchasable(self) -> bool:
return True
class EwrGroundObject(TheaterGroundObject):
class EwrGroundObject(BaseDefenseGroundObject):
def __init__(
self,
name: str,
group_id: int,
position: Point,
control_point: ControlPoint,
for_airbase: bool,
) -> None:
super().__init__(
name=name,
category="ewr",
category="EWR",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="EWR",
airbase_group=for_airbase,
sea_object=False,
)
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them.
# Use Group Id and uppercase EWR
return f"{self.faction_color}|EWR|{self.group_id}"
return f"{self.faction_color}|{super().group_name}"
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
@@ -611,14 +477,6 @@ class EwrGroundObject(TheaterGroundObject):
def might_have_aa(self) -> bool:
return True
@property
def capturable(self) -> bool:
return False
@property
def purchasable(self) -> bool:
return True
class ShipGroundObject(NavalGroundObject):
def __init__(
@@ -626,12 +484,13 @@ class ShipGroundObject(NavalGroundObject):
) -> None:
super().__init__(
name=name,
category="ship",
category="aa",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=False,
sea_object=True,
)

View File

@@ -1,8 +0,0 @@
from game.theater.projections import TransverseMercator
PARAMETERS = TransverseMercator(
central_meridian=3,
false_easting=99376.00000000288,
false_northing=-5636889.00000001,
scale_factor=0.9996,
)

View File

@@ -1,196 +0,0 @@
from __future__ import annotations
import heapq
import math
from collections import defaultdict
from dataclasses import dataclass, field
from enum import Enum, auto
from typing import Dict, Iterator, List, Optional, Set, Tuple
from game.theater import ConflictTheater
from game.theater.controlpoint import ControlPoint
class NoPathError(RuntimeError):
def __init__(self, origin: ControlPoint, destination: ControlPoint) -> None:
super().__init__(f"Could not reconstruct path to {destination} from {origin}")
@dataclass(frozen=True, order=True)
class FrontierNode:
cost: float
point: ControlPoint = field(compare=False)
class Frontier:
def __init__(self) -> None:
self.nodes: List[FrontierNode] = []
def push(self, poly: ControlPoint, cost: float) -> None:
heapq.heappush(self.nodes, FrontierNode(cost, poly))
def pop(self) -> Optional[FrontierNode]:
try:
return heapq.heappop(self.nodes)
except IndexError:
return None
def __bool__(self) -> bool:
return bool(self.nodes)
class TransitConnection(Enum):
Road = auto()
Shipping = auto()
Airlift = auto()
class TransitNetwork:
def __init__(self) -> None:
self.nodes: Dict[
ControlPoint, Dict[ControlPoint, TransitConnection]
] = defaultdict(dict)
def has_destinations(self, control_point: ControlPoint) -> bool:
return bool(self.nodes[control_point])
def has_link(self, a: ControlPoint, b: ControlPoint) -> bool:
return b in self.nodes[a]
def link_type(self, a: ControlPoint, b: ControlPoint) -> TransitConnection:
return self.nodes[a][b]
def link_with(
self, a: ControlPoint, b: ControlPoint, link_type: TransitConnection
) -> None:
self.nodes[a][b] = link_type
self.nodes[b][a] = link_type
def link_road(self, a: ControlPoint, b: ControlPoint) -> None:
self.link_with(a, b, TransitConnection.Road)
def link_shipping(self, a: ControlPoint, b: ControlPoint) -> None:
self.link_with(a, b, TransitConnection.Shipping)
def link_airport(self, a: ControlPoint, b: ControlPoint) -> None:
self.link_with(a, b, TransitConnection.Airlift)
def connections_from(self, control_point: ControlPoint) -> Iterator[ControlPoint]:
yield from self.nodes[control_point]
def cost(self, a: ControlPoint, b: ControlPoint) -> float:
return {
TransitConnection.Road: 1,
TransitConnection.Shipping: 3,
# Set arbitrarily high so that other methods are preferred, but still scaled
# by distance so that when we do need it we still pick the closest airfield.
# The units of distance are meters so there's no risk of these
TransitConnection.Airlift: a.position.distance_to_point(b.position),
}[self.link_type(a, b)]
def has_path_between(
self,
origin: ControlPoint,
destination: ControlPoint,
seen: Optional[set[ControlPoint]] = None,
) -> bool:
if seen is None:
seen = set()
seen.add(origin)
for connection in self.connections_from(origin):
if connection in seen:
continue
if connection == destination:
return True
if self.has_path_between(connection, destination, seen):
return True
return False
def shortest_path_between(
self, origin: ControlPoint, destination: ControlPoint
) -> list[ControlPoint]:
return self.shortest_path_with_cost(origin, destination)[0]
def shortest_path_with_cost(
self, origin: ControlPoint, destination: ControlPoint
) -> Tuple[List[ControlPoint], float]:
if origin not in self.nodes:
raise ValueError(f"{origin} is not in the transit network.")
if destination not in self.nodes:
raise ValueError(f"{destination} is not in the transit network.")
frontier = Frontier()
frontier.push(origin, 0)
came_from: Dict[ControlPoint, Optional[ControlPoint]] = {origin: None}
best_known: Dict[ControlPoint, float] = defaultdict(lambda: math.inf)
best_known[origin] = 0.0
while (node := frontier.pop()) is not None:
cost = node.cost
current = node.point
if cost > best_known[current]:
continue
for neighbor in self.connections_from(current):
new_cost = cost + self.cost(node.point, neighbor)
if new_cost < best_known[neighbor]:
best_known[neighbor] = new_cost
frontier.push(neighbor, new_cost)
came_from[neighbor] = current
# Reconstruct and reverse the path.
current = destination
path: List[ControlPoint] = []
while current != origin:
path.append(current)
previous = came_from.get(current)
if previous is None:
raise NoPathError(origin, destination)
current = previous
path.reverse()
return path, best_known[destination]
class TransitNetworkBuilder:
def __init__(self, theater: ConflictTheater, for_player: bool) -> None:
self.control_points = list(theater.control_points_for(for_player))
self.network = TransitNetwork()
self.airports: Set[ControlPoint] = {
cp
for cp in self.control_points
if cp.is_friendly(for_player) and cp.runway_is_operational()
}
def build(self) -> TransitNetwork:
seen = set()
for control_point in self.control_points:
if control_point not in seen:
seen.add(control_point)
self.add_transit_links(control_point)
return self.network
def add_transit_links(self, control_point: ControlPoint) -> None:
# Prefer road connections.
for road_connection in control_point.connected_points:
if road_connection.is_friendly_to(control_point):
self.network.link_road(control_point, road_connection)
# Use sea connections if there's no road or rail connection.
for sea_connection in control_point.shipping_lanes:
if self.network.has_link(control_point, sea_connection):
continue
if sea_connection.is_friendly_to(control_point):
self.network.link_shipping(control_point, sea_connection)
# And use airports as a last resort.
if control_point in self.airports:
for airport in self.airports:
if control_point == airport:
continue
if self.network.has_link(control_point, airport):
continue
if not airport.is_friendly_to(control_point):
continue
self.network.link_airport(control_point, airport)

View File

@@ -1,7 +1,7 @@
from __future__ import annotations
from functools import singledispatchmethod
from typing import Optional, TYPE_CHECKING, Union, Iterable
from typing import Optional, TYPE_CHECKING, Union
from dcs.mapping import Point as DcsPoint
from shapely.geometry import (
@@ -13,10 +13,11 @@ from shapely.geometry import (
from shapely.geometry.base import BaseGeometry
from shapely.ops import nearest_points, unary_union
from game.theater import ControlPoint, MissionTarget
from game.theater import ControlPoint
from game.utils import Distance, meters, nautical_miles
from gen import Conflict
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flight import Flight, FlightWaypoint
from gen.flights.flight import Flight
if TYPE_CHECKING:
from game import Game
@@ -26,12 +27,9 @@ ThreatPoly = Union[MultiPolygon, Polygon]
class ThreatZones:
def __init__(
self, airbases: ThreatPoly, air_defenses: ThreatPoly, radar_sam_threats
) -> None:
def __init__(self, airbases: ThreatPoly, air_defenses: ThreatPoly) -> None:
self.airbases = airbases
self.air_defenses = air_defenses
self.radar_sam_threats = radar_sam_threats
self.all = unary_union([airbases, air_defenses])
def closest_boundary(self, point: DcsPoint) -> DcsPoint:
@@ -40,10 +38,6 @@ class ThreatZones:
)
return DcsPoint(boundary.x, boundary.y)
def distance_to_threat(self, point: DcsPoint) -> Distance:
boundary = self.closest_boundary(point)
return meters(boundary.distance_to_point(point))
@singledispatchmethod
def threatened(self, position) -> bool:
raise NotImplementedError
@@ -75,13 +69,6 @@ class ThreatZones:
LineString((self.dcs_to_shapely_point(p.position) for p in flight.points))
)
def waypoints_threatened_by_aircraft(
self, waypoints: Iterable[FlightWaypoint]
) -> bool:
return self.threatened_by_aircraft(
LineString((self.dcs_to_shapely_point(p.position) for p in waypoints))
)
@singledispatchmethod
def threatened_by_air_defense(self, target) -> bool:
raise NotImplementedError
@@ -96,39 +83,12 @@ class ThreatZones:
LineString((self.dcs_to_shapely_point(p.position) for p in flight.points))
)
@threatened_by_air_defense.register
def _threatened_by_air_defense_mission_target(self, target: MissionTarget) -> bool:
return self.threatened_by_air_defense(
self.dcs_to_shapely_point(target.position)
)
@singledispatchmethod
def threatened_by_radar_sam(self, target) -> bool:
raise NotImplementedError
@threatened_by_radar_sam.register
def _threatened_by_radar_sam_geom(self, position: BaseGeometry) -> bool:
return self.radar_sam_threats.intersects(position)
@threatened_by_radar_sam.register
def _threatened_by_radar_sam_flight(self, flight: Flight) -> bool:
return self.threatened_by_radar_sam(
LineString((self.dcs_to_shapely_point(p.position) for p in flight.points))
)
def waypoints_threatened_by_radar_sam(
self, waypoints: Iterable[FlightWaypoint]
) -> bool:
return self.threatened_by_radar_sam(
LineString((self.dcs_to_shapely_point(p.position) for p in waypoints))
)
@classmethod
def closest_enemy_airbase(
cls, location: ControlPoint, max_distance: Distance
) -> Optional[ControlPoint]:
airfields = ObjectiveDistanceCache.get_closest_airfields(location)
for airfield in airfields.all_airfields_within(max_distance):
for airfield in airfields.airfields_within(max_distance):
if airfield.captured != location.captured:
return airfield
return None
@@ -174,7 +134,6 @@ class ThreatZones:
"""
air_threats = []
air_defenses = []
radar_sam_threats = []
for control_point in game.theater.controlpoints:
if control_point.captured != player:
continue
@@ -192,16 +151,9 @@ class ThreatZones:
point = ShapelyPoint(tgo.position.x, tgo.position.y)
threat_zone = point.buffer(threat_range.meters)
air_defenses.append(threat_zone)
radar_threat_range = tgo.threat_range(group, radar_only=True)
if radar_threat_range > nautical_miles(3):
point = ShapelyPoint(tgo.position.x, tgo.position.y)
threat_zone = point.buffer(threat_range.meters)
radar_sam_threats.append(threat_zone)
return cls(
airbases=unary_union(air_threats),
air_defenses=unary_union(air_defenses),
radar_sam_threats=unary_union(radar_sam_threats),
airbases=unary_union(air_threats), air_defenses=unary_union(air_defenses)
)
@staticmethod

View File

@@ -1,649 +0,0 @@
from __future__ import annotations
import logging
import math
from collections import defaultdict
from dataclasses import dataclass, field
from functools import singledispatchmethod
from typing import (
Generic,
Iterator,
List,
Optional,
TYPE_CHECKING,
TypeVar,
Sequence,
)
from dcs.mapping import Point
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.procurement import AircraftProcurementRequest
from game.squadrons import Squadron
from game.theater import ControlPoint, MissionTarget
from game.theater.transitnetwork import (
TransitConnection,
TransitNetwork,
)
from game.utils import meters, nautical_miles
from gen.ato import Package
from gen.flights.ai_flight_planner_db import TRANSPORT_CAPABLE, aircraft_for_task
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flight import Flight, FlightType
from gen.flights.flightplan import FlightPlanBuilder
from gen.naming import namegen
if TYPE_CHECKING:
from game import Game
from game.inventory import ControlPointAircraftInventory
class Transport:
def __init__(self, destination: ControlPoint):
self.destination = destination
def find_escape_route(self) -> Optional[ControlPoint]:
raise NotImplementedError
def description(self) -> str:
raise NotImplementedError
@dataclass
class TransferOrder:
"""The base type of all transfer orders.
A transfer order can transfer multiple units of multiple types.
"""
#: The location the units are transferring from.
origin: ControlPoint
#: The location the units are transferring to.
destination: ControlPoint
#: The current position of the group being transferred. Groups may make multiple
#: stops and can switch transport modes before reaching their destination.
position: ControlPoint = field(init=False)
#: True if the transfer order belongs to the player.
player: bool = field(init=False)
#: The units being transferred.
units: dict[GroundUnitType, int]
transport: Optional[Transport] = field(default=None)
def __str__(self) -> str:
"""Returns the text that should be displayed for the transfer."""
count = self.size
origin = self.origin.name
destination = self.destination.name
description = "Transfer" if self.player else "Enemy transfer"
return f"{description} of {count} units from {origin} to {destination}"
def __post_init__(self) -> None:
self.position = self.origin
self.player = self.origin.is_friendly(to_player=True)
@property
def description(self) -> str:
if self.transport is None:
return "No transports available"
return self.transport.description()
def kill_all(self) -> None:
self.units.clear()
def kill_unit(self, unit_type: GroundUnitType) -> None:
if unit_type not in self.units or not self.units[unit_type]:
raise KeyError(f"{self} has no {unit_type} remaining")
self.units[unit_type] -= 1
@property
def size(self) -> int:
return sum(self.units.values())
def iter_units(self) -> Iterator[GroundUnitType]:
for unit_type, count in self.units.items():
for _ in range(count):
yield unit_type
@property
def completed(self) -> bool:
return self.destination == self.position or not self.size
def disband_at(self, location: ControlPoint) -> None:
logging.info(f"Units halting at {location}.")
location.base.commission_units(self.units)
self.units.clear()
@property
def next_stop(self) -> ControlPoint:
if self.transport is None:
raise RuntimeError(
"TransferOrder.next_stop called with no transport assigned"
)
return self.transport.destination
def find_escape_route(self) -> Optional[ControlPoint]:
if self.transport is not None:
return self.transport.find_escape_route()
return None
def proceed(self) -> None:
if not self.destination.is_friendly(self.player):
logging.info(f"Transfer destination {self.destination} was captured.")
if self.position.is_friendly(self.player):
self.disband_at(self.position)
elif (escape_route := self.find_escape_route()) is not None:
self.disband_at(escape_route)
else:
logging.info(
f"No escape route available. Units were surrounded and destroyed "
"during transfer."
)
self.kill_all()
return
if self.transport is None:
return
self.position = self.next_stop
self.transport = None
if self.completed:
self.disband_at(self.position)
class Airlift(Transport):
"""A transfer order that moves units by cargo planes and helicopters."""
def __init__(
self, transfer: TransferOrder, flight: Flight, next_stop: ControlPoint
) -> None:
super().__init__(next_stop)
self.transfer = transfer
self.flight = flight
@property
def units(self) -> dict[GroundUnitType, int]:
return self.transfer.units
@property
def player_owned(self) -> bool:
return self.transfer.player
def find_escape_route(self) -> Optional[ControlPoint]:
# TODO: Move units to closest base.
return None
def description(self) -> str:
return (
f"Being airlifted from {self.transfer.position} to {self.destination} by "
f"{self.flight}"
)
class AirliftPlanner:
#: Maximum range from for any link in the route of takeoff, pickup, dropoff, and RTB
#: for a helicopter to be considered for airlift. Total route length is not
#: considered because the helicopter can refuel at each stop. Cargo planes have no
#: maximum range.
HELO_MAX_RANGE = nautical_miles(100)
def __init__(
self, game: Game, transfer: TransferOrder, next_stop: ControlPoint
) -> None:
self.game = game
self.transfer = transfer
self.next_stop = next_stop
self.for_player = transfer.destination.captured
self.package = Package(target=next_stop, auto_asap=True)
def compatible_with_mission(
self, unit_type: AircraftType, airfield: ControlPoint
) -> bool:
if unit_type not in aircraft_for_task(FlightType.TRANSPORT):
return False
if not self.transfer.origin.can_operate(unit_type):
return False
if not self.next_stop.can_operate(unit_type):
return False
# Cargo planes have no maximum range.
if not unit_type.dcs_unit_type.helicopter:
return True
# A helicopter that is transport capable and able to operate at both bases. Need
# to check that no leg of the journey exceeds the maximum range. This doesn't
# account for any routing around threats that might take place, but it's close
# enough.
home = airfield.position
pickup = self.transfer.position.position
drop_off = self.transfer.position.position
if meters(home.distance_to_point(pickup)) > self.HELO_MAX_RANGE:
return False
if meters(pickup.distance_to_point(drop_off)) > self.HELO_MAX_RANGE:
return False
if meters(drop_off.distance_to_point(home)) > self.HELO_MAX_RANGE:
return False
return True
def create_package_for_airlift(self) -> None:
distance_cache = ObjectiveDistanceCache.get_closest_airfields(
self.transfer.position
)
air_wing = self.game.air_wing_for(self.for_player)
for cp in distance_cache.closest_airfields:
if cp.captured != self.for_player:
continue
inventory = self.game.aircraft_inventory.for_control_point(cp)
for unit_type, available in inventory.all_aircraft:
squadrons = air_wing.auto_assignable_for_task_with_type(
unit_type, FlightType.TRANSPORT
)
for squadron in squadrons:
if self.compatible_with_mission(unit_type, cp):
while (
available
and squadron.has_available_pilots
and self.transfer.transport is None
):
flight_size = self.create_airlift_flight(
squadron, inventory
)
available -= flight_size
if self.package.flights:
self.game.ato_for(self.for_player).add_package(self.package)
def create_airlift_flight(
self, squadron: Squadron, inventory: ControlPointAircraftInventory
) -> int:
available_aircraft = inventory.available(squadron.aircraft)
capacity_each = 1 if squadron.aircraft.dcs_unit_type.helicopter else 2
required = math.ceil(self.transfer.size / capacity_each)
flight_size = min(
required,
available_aircraft,
squadron.aircraft.dcs_unit_type.group_size_max,
)
# TODO: Use number_of_available_pilots directly once feature flag is gone.
# The number of currently available pilots is not relevant when pilot limits
# are disabled.
if not squadron.can_provide_pilots(flight_size):
flight_size = squadron.number_of_available_pilots
capacity = flight_size * capacity_each
if capacity < self.transfer.size:
transfer = self.game.transfers.split_transfer(self.transfer, capacity)
else:
transfer = self.transfer
player = inventory.control_point.captured
flight = Flight(
self.package,
self.game.country_for(player),
squadron,
flight_size,
FlightType.TRANSPORT,
self.game.settings.default_start_type,
departure=inventory.control_point,
arrival=inventory.control_point,
divert=None,
cargo=transfer,
)
transport = Airlift(transfer, flight, self.next_stop)
transfer.transport = transport
self.package.add_flight(flight)
planner = FlightPlanBuilder(self.game, self.package, self.for_player)
planner.populate_flight_plan(flight)
self.game.aircraft_inventory.claim_for_flight(flight)
return flight_size
class MultiGroupTransport(MissionTarget, Transport):
def __init__(
self, name: str, origin: ControlPoint, destination: ControlPoint
) -> None:
MissionTarget.__init__(self, name, origin.position)
Transport.__init__(self, destination)
self.origin = origin
self.transfers: List[TransferOrder] = []
def is_friendly(self, to_player: bool) -> bool:
return self.origin.captured
def add_units(self, transfer: TransferOrder) -> None:
self.transfers.append(transfer)
transfer.transport = self
def remove_units(self, transfer: TransferOrder) -> None:
transfer.transport = None
self.transfers.remove(transfer)
def kill_unit(self, unit_type: GroundUnitType) -> None:
for transfer in self.transfers:
try:
transfer.kill_unit(unit_type)
return
except KeyError:
pass
raise KeyError
def kill_all(self) -> None:
for transfer in self.transfers:
transfer.kill_all()
def disband(self) -> None:
for transfer in list(self.transfers):
self.remove_units(transfer)
self.transfers.clear()
@property
def size(self) -> int:
return sum(t.size for t in self.transfers)
@property
def units(self) -> dict[GroundUnitType, int]:
units: dict[GroundUnitType, int] = defaultdict(int)
for transfer in self.transfers:
for unit_type, count in transfer.units.items():
units[unit_type] += count
return units
def iter_units(self) -> Iterator[GroundUnitType]:
for unit_type, count in self.units.items():
for _ in range(count):
yield unit_type
@property
def player_owned(self) -> bool:
return self.origin.captured
def find_escape_route(self) -> Optional[ControlPoint]:
raise NotImplementedError
def description(self) -> str:
raise NotImplementedError
class Convoy(MultiGroupTransport):
def __init__(self, origin: ControlPoint, destination: ControlPoint) -> None:
super().__init__(namegen.next_convoy_name(), origin, destination)
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
if self.is_friendly(for_player):
return
yield FlightType.BAI
yield from super().mission_types(for_player)
@property
def route_start(self) -> Point:
return self.origin.convoy_origin_for(self.destination)
@property
def route_end(self) -> Point:
return self.destination.convoy_origin_for(self.origin)
def description(self) -> str:
return f"In a convoy from {self.origin} to {self.destination}"
def find_escape_route(self) -> Optional[ControlPoint]:
return None
class CargoShip(MultiGroupTransport):
def __init__(self, origin: ControlPoint, destination: ControlPoint) -> None:
super().__init__(namegen.next_cargo_ship_name(), origin, destination)
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
if self.is_friendly(for_player):
return
yield FlightType.ANTISHIP
yield from super().mission_types(for_player)
@property
def route(self) -> Sequence[Point]:
return self.origin.shipping_lanes[self.destination]
def description(self) -> str:
return f"On a ship from {self.origin} to {self.destination}"
def find_escape_route(self) -> Optional[ControlPoint]:
return None
TransportType = TypeVar("TransportType", bound=MultiGroupTransport)
class TransportMap(Generic[TransportType]):
def __init__(self) -> None:
# Dict of origin -> destination -> transport.
self.transports: dict[
ControlPoint, dict[ControlPoint, TransportType]
] = defaultdict(dict)
def create_transport(
self, origin: ControlPoint, destination: ControlPoint
) -> TransportType:
raise NotImplementedError
def transport_exists(self, origin: ControlPoint, destination: ControlPoint) -> bool:
return destination in self.transports[origin]
def find_transport(
self, origin: ControlPoint, destination: ControlPoint
) -> Optional[TransportType]:
return self.transports[origin].get(destination)
def find_or_create_transport(
self, origin: ControlPoint, destination: ControlPoint
) -> TransportType:
transport = self.find_transport(origin, destination)
if transport is None:
transport = self.create_transport(origin, destination)
self.transports[origin][destination] = transport
return transport
def departing_from(self, origin: ControlPoint) -> Iterator[TransportType]:
yield from self.transports[origin].values()
def travelling_to(self, destination: ControlPoint) -> Iterator[TransportType]:
for destination_dict in self.transports.values():
if destination in destination_dict:
yield destination_dict[destination]
def disband_transport(self, transport: TransportType) -> None:
transport.disband()
del self.transports[transport.origin][transport.destination]
def add(self, transfer: TransferOrder, next_stop: ControlPoint) -> None:
self.find_or_create_transport(transfer.position, next_stop).add_units(transfer)
def remove(self, transport: TransportType, transfer: TransferOrder) -> None:
transport.remove_units(transfer)
if not transport.transfers:
self.disband_transport(transport)
def disband_all(self) -> None:
for transport in list(self):
self.disband_transport(transport)
def __iter__(self) -> Iterator[TransportType]:
for destination_dict in self.transports.values():
yield from destination_dict.values()
class ConvoyMap(TransportMap):
def create_transport(
self, origin: ControlPoint, destination: ControlPoint
) -> Convoy:
return Convoy(origin, destination)
class CargoShipMap(TransportMap):
def create_transport(
self, origin: ControlPoint, destination: ControlPoint
) -> CargoShip:
return CargoShip(origin, destination)
class PendingTransfers:
def __init__(self, game: Game) -> None:
self.game = game
self.convoys = ConvoyMap()
self.cargo_ships = CargoShipMap()
self.pending_transfers: List[TransferOrder] = []
def __iter__(self) -> Iterator[TransferOrder]:
yield from self.pending_transfers
@property
def pending_transfer_count(self) -> int:
return len(self.pending_transfers)
def transfer_at_index(self, index: int) -> TransferOrder:
return self.pending_transfers[index]
def index_of_transfer(self, transfer: TransferOrder) -> int:
return self.pending_transfers.index(transfer)
def network_for(self, control_point: ControlPoint) -> TransitNetwork:
return self.game.transit_network_for(control_point.captured)
def arrange_transport(self, transfer: TransferOrder) -> None:
network = self.network_for(transfer.position)
path = network.shortest_path_between(transfer.position, transfer.destination)
next_stop = path[0]
if network.link_type(transfer.position, next_stop) == TransitConnection.Road:
self.convoys.add(transfer, next_stop)
elif (
network.link_type(transfer.position, next_stop)
== TransitConnection.Shipping
):
self.cargo_ships.add(transfer, next_stop)
else:
AirliftPlanner(self.game, transfer, next_stop).create_package_for_airlift()
def new_transfer(self, transfer: TransferOrder) -> None:
transfer.origin.base.commit_losses(transfer.units)
self.pending_transfers.append(transfer)
self.arrange_transport(transfer)
def split_transfer(self, transfer: TransferOrder, size: int) -> TransferOrder:
"""Creates a smaller transfer that is a subset of the original."""
if transfer.size <= size:
raise ValueError
units = {}
for unit_type, remaining in transfer.units.items():
take = min(remaining, size)
size -= take
transfer.units[unit_type] -= take
units[unit_type] = take
if not size:
break
new_transfer = TransferOrder(transfer.origin, transfer.destination, units)
self.pending_transfers.append(new_transfer)
return new_transfer
@singledispatchmethod
def cancel_transport(self, transport, transfer: TransferOrder) -> None:
pass
@cancel_transport.register
def _cancel_transport_air(
self, transport: Airlift, _transfer: TransferOrder
) -> None:
flight = transport.flight
flight.package.remove_flight(flight)
if not flight.package.flights:
self.game.ato_for(transport.player_owned).remove_package(flight.package)
self.game.aircraft_inventory.return_from_flight(flight)
flight.clear_roster()
@cancel_transport.register
def _cancel_transport_convoy(
self, transport: Convoy, transfer: TransferOrder
) -> None:
self.convoys.remove(transport, transfer)
@cancel_transport.register
def _cancel_transport_cargo_ship(
self, transport: CargoShip, transfer: TransferOrder
) -> None:
self.cargo_ships.remove(transport, transfer)
def cancel_transfer(self, transfer: TransferOrder) -> None:
if transfer.transport is not None:
self.cancel_transport(transfer.transport, transfer)
self.pending_transfers.remove(transfer)
transfer.origin.base.commission_units(transfer.units)
def perform_transfers(self) -> None:
incomplete = []
for transfer in self.pending_transfers:
transfer.proceed()
if not transfer.completed:
incomplete.append(transfer)
self.pending_transfers = incomplete
self.convoys.disband_all()
self.cargo_ships.disband_all()
def plan_transports(self) -> None:
for transfer in self.pending_transfers:
if transfer.transport is None:
self.arrange_transport(transfer)
def order_airlift_assets(self) -> None:
for control_point in self.game.theater.controlpoints:
if self.game.air_wing_for(control_point.captured).can_auto_plan(
FlightType.TRANSPORT
):
self.order_airlift_assets_at(control_point)
@staticmethod
def desired_airlift_capacity(control_point: ControlPoint) -> int:
return 4 if control_point.has_factory else 0
def current_airlift_capacity(self, control_point: ControlPoint) -> int:
inventory = self.game.aircraft_inventory.for_control_point(control_point)
squadrons = self.game.air_wing_for(
control_point.captured
).auto_assignable_for_task(FlightType.TRANSPORT)
unit_types = {s.aircraft for s in squadrons}
return sum(
count
for unit_type, count in inventory.all_aircraft
if unit_type in unit_types
)
def order_airlift_assets_at(self, control_point: ControlPoint) -> None:
gap = self.desired_airlift_capacity(
control_point
) - self.current_airlift_capacity(control_point)
if gap <= 0:
return
if gap % 2:
# Always buy in pairs since we're not trying to fill odd squadrons. Purely
# aesthetic.
gap += 1
self.game.procurement_requests_for(player=control_point.captured).append(
AircraftProcurementRequest(
control_point, nautical_miles(200), FlightType.TRANSPORT, gap
)
)

View File

@@ -1,167 +0,0 @@
from __future__ import annotations
import logging
from collections import defaultdict
from dataclasses import dataclass
from typing import Optional, TYPE_CHECKING, Any
from game.theater import ControlPoint
from .dcs.groundunittype import GroundUnitType
from .dcs.unittype import UnitType
from .theater.transitnetwork import (
NoPathError,
TransitNetwork,
)
from .transfers import TransferOrder
if TYPE_CHECKING:
from .game import Game
@dataclass(frozen=True)
class GroundUnitSource:
control_point: ControlPoint
class PendingUnitDeliveries:
def __init__(self, destination: ControlPoint) -> None:
self.destination = destination
# Maps unit type to order quantity.
self.units: dict[UnitType, int] = defaultdict(int)
def __str__(self) -> str:
return f"Pending delivery to {self.destination}"
def order(self, units: dict[UnitType, int]) -> None:
for k, v in units.items():
self.units[k] += v
def sell(self, units: dict[UnitType, int]) -> None:
for k, v in units.items():
self.units[k] -= v
def refund_all(self, game: Game) -> None:
self.refund(game, self.units)
self.units = defaultdict(int)
def refund_ground_units(self, game: Game) -> None:
ground_units: dict[UnitType[Any], int] = {
u: self.units[u] for u in self.units.keys() if isinstance(u, GroundUnitType)
}
self.refund(game, ground_units)
for gu in ground_units.keys():
del self.units[gu]
def refund(self, game: Game, units: dict[UnitType, int]) -> None:
for unit_type, count in units.items():
logging.info(f"Refunding {count} {unit_type} at {self.destination.name}")
game.adjust_budget(
unit_type.price * count, player=self.destination.captured
)
def pending_orders(self, unit_type: UnitType) -> int:
pending_units = self.units.get(unit_type)
if pending_units is None:
pending_units = 0
return pending_units
def available_next_turn(self, unit_type: UnitType) -> int:
current_units = self.destination.base.total_units_of_type(unit_type)
return self.pending_orders(unit_type) + current_units
def process(self, game: Game) -> None:
ground_unit_source = self.find_ground_unit_source(game)
if ground_unit_source is None:
game.message(
f"{self.destination.name} lost its source for ground unit "
"reinforcements. Refunding purchase price."
)
self.refund_ground_units(game)
bought_units: dict[UnitType, int] = {}
units_needing_transfer: dict[GroundUnitType, int] = {}
sold_units: dict[UnitType, int] = {}
for unit_type, count in self.units.items():
coalition = "Ally" if self.destination.captured else "Enemy"
d: dict[Any, int]
if (
isinstance(unit_type, GroundUnitType)
and self.destination != ground_unit_source
):
source = ground_unit_source
d = units_needing_transfer
else:
source = self.destination
d = bought_units
if count >= 0:
d[unit_type] = count
game.message(
f"{coalition} reinforcements: {unit_type} x {count} at {source}"
)
else:
sold_units[unit_type] = -count
game.message(f"{coalition} sold: {unit_type} x {-count} at {source}")
self.units = defaultdict(int)
self.destination.base.commission_units(bought_units)
self.destination.base.commit_losses(sold_units)
if units_needing_transfer:
if ground_unit_source is None:
raise RuntimeError(
f"ground unit source could not be found for {self.destination} but still tried to "
f"transfer units to there"
)
ground_unit_source.base.commission_units(units_needing_transfer)
self.create_transfer(game, ground_unit_source, units_needing_transfer)
def create_transfer(
self, game: Game, source: ControlPoint, units: dict[GroundUnitType, int]
) -> None:
game.transfers.new_transfer(TransferOrder(source, self.destination, units))
def find_ground_unit_source(self, game: Game) -> Optional[ControlPoint]:
# This is running *after* the turn counter has been incremented, so this is the
# reaction to turn 0. On turn zero we allow units to be recruited anywhere for
# delivery on turn 1 so that turn 1 always starts with units on the front line.
if game.turn == 1:
return self.destination
# Fast path if the destination is a valid source.
if self.destination.can_recruit_ground_units(game):
return self.destination
try:
return self.find_ground_unit_source_in_network(
game.transit_network_for(self.destination.captured), game
)
except NoPathError:
return None
def find_ground_unit_source_in_network(
self, network: TransitNetwork, game: Game
) -> Optional[ControlPoint]:
sources = []
for control_point in game.theater.control_points_for(self.destination.captured):
if control_point.can_recruit_ground_units(
game
) and network.has_path_between(self.destination, control_point):
sources.append(control_point)
if not sources:
return None
# Fast path to skip the distance calculation if we have only one option.
if len(sources) == 1:
return sources[0]
closest = sources[0]
_, cost = network.shortest_path_with_cost(self.destination, closest)
for source in sources:
_, new_cost = network.shortest_path_with_cost(self.destination, source)
if new_cost < cost:
closest = source
cost = new_cost
return closest

View File

@@ -1,29 +1,20 @@
"""Maps generated units back to their Liberation types."""
import itertools
import math
from dataclasses import dataclass
from typing import Dict, Optional
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.dcs.groundunittype import GroundUnitType
from game.squadrons import Pilot
from game import db
from game.theater import Airfield, ControlPoint, TheaterGroundObject
from game.theater.theatergroundobject import BuildingGroundObject, SceneryGroundObject
from game.transfers import CargoShip, Convoy, TransferOrder
from game.theater.theatergroundobject import BuildingGroundObject
from gen.flights.flight import Flight
@dataclass(frozen=True)
class FlyingUnit:
flight: Flight
pilot: Optional[Pilot]
@dataclass(frozen=True)
class FrontLineUnit:
unit_type: GroundUnitType
unit_type: Type[VehicleType]
origin: ControlPoint
@@ -34,18 +25,6 @@ class GroundObjectUnit:
unit: Unit
@dataclass(frozen=True)
class ConvoyUnit:
unit_type: GroundUnitType
convoy: Convoy
@dataclass(frozen=True)
class AirliftUnits:
cargo: tuple[GroundUnitType, ...]
transfer: TransferOrder
@dataclass(frozen=True)
class Building:
ground_object: BuildingGroundObject
@@ -53,27 +32,22 @@ class Building:
class UnitMap:
def __init__(self) -> None:
self.aircraft: Dict[str, FlyingUnit] = {}
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] = {}
self.convoys: Dict[str, ConvoyUnit] = {}
self.cargo_ships: Dict[str, CargoShip] = {}
self.airlifts: Dict[str, AirliftUnits] = {}
def add_aircraft(self, group: FlyingGroup, flight: Flight) -> None:
for pilot, unit in zip(flight.roster.pilots, group.units):
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] = FlyingUnit(flight, pilot)
if flight.cargo is not None:
self.add_airlift_units(group, flight.cargo)
self.aircraft[name] = flight
def flight(self, unit_name: str) -> Optional[FlyingUnit]:
def flight(self, unit_name: str) -> Optional[Flight]:
return self.aircraft.get(unit_name, None)
def add_airfield(self, airfield: Airfield) -> None:
@@ -84,15 +58,20 @@ class UnitMap:
def airfield(self, name: str) -> Optional[Airfield]:
return self.airfields.get(name, None)
def add_front_line_units(
self, group: Group, origin: ControlPoint, unit_type: GroundUnitType
) -> 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]:
@@ -134,58 +113,6 @@ class UnitMap:
def ground_object_unit(self, name: str) -> Optional[GroundObjectUnit]:
return self.ground_object_units.get(name, None)
def add_convoy_units(self, group: Group, convoy: Convoy) -> None:
for unit, unit_type in zip(group.units, convoy.iter_units()):
# The actual name is a String (the pydcs translatable string), which
# doesn't define __eq__.
name = str(unit.name)
if name in self.convoys:
raise RuntimeError(f"Duplicate convoy unit: {name}")
self.convoys[name] = ConvoyUnit(unit_type, convoy)
def convoy_unit(self, name: str) -> Optional[ConvoyUnit]:
return self.convoys.get(name, None)
def add_cargo_ship(self, group: Group, ship: CargoShip) -> None:
if len(group.units) > 1:
# Cargo ship "groups" are single units. Killing the one ship kills the whole
# transfer. If we ever want to add escorts or create multiple cargo ships in
# a convoy of ships that logic needs to change.
raise ValueError("Expected cargo ship to be a single unit group.")
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.cargo_ships:
raise RuntimeError(f"Duplicate cargo ship: {name}")
self.cargo_ships[name] = ship
def cargo_ship(self, name: str) -> Optional[CargoShip]:
return self.cargo_ships.get(name, None)
def add_airlift_units(self, group: FlyingGroup, transfer: TransferOrder) -> None:
capacity_each = math.ceil(transfer.size / len(group.units))
for idx, transport in enumerate(group.units):
# Slice the units in groups based on the capacity of each unit. Cargo is
# assigned arbitrarily to units in the order of the group. The last unit in
# the group will receive a partial load if there is not enough cargo to fill
# every transport.
base_idx = idx * capacity_each
cargo = tuple(
itertools.islice(
transfer.iter_units(), base_idx, base_idx + capacity_each
)
)
# The actual name is a String (the pydcs translatable string), which
# doesn't define __eq__.
name = str(transport.name)
if name in self.airlifts:
raise RuntimeError(f"Duplicate airlift unit: {name}")
self.airlifts[name] = AirliftUnits(cargo, transfer)
def airlift_unit(self, name: str) -> Optional[AirliftUnits]:
return self.airlifts.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__.
@@ -209,15 +136,5 @@ class UnitMap:
raise RuntimeError(f"Duplicate TGO unit: {name}")
self.buildings[name] = Building(ground_object)
def add_scenery(self, ground_object: SceneryGroundObject) -> None:
name = str(ground_object.map_object_id)
if name in self.buildings:
raise RuntimeError(
f"Duplicate TGO unit: {name}. TriggerZone name: "
f"{ground_object.dcs_identifier}"
)
self.buildings[name] = Building(ground_object)
def building_or_fortification(self, name: str) -> Optional[Building]:
return self.buildings.get(name, None)

View File

@@ -1,6 +1,5 @@
from __future__ import annotations
import itertools
import math
from dataclasses import dataclass
from typing import Union
@@ -58,10 +57,6 @@ class Distance:
def from_nautical_miles(cls, value: float) -> Distance:
return cls(value * NM_TO_METERS)
@classmethod
def inf(cls) -> Distance:
return cls.from_meters(math.inf)
def __add__(self, other: Distance) -> Distance:
return meters(self.meters + other.meters)
@@ -183,13 +178,3 @@ def mach(value: float, altitude: Distance) -> Speed:
SPEED_OF_SOUND_AT_SEA_LEVEL = knots(661.5)
def pairwise(iterable):
"""
itertools recipe
s -> (s0,s1), (s1,s2), (s2, s3), ...
"""
a, b = itertools.tee(iterable)
next(b, None)
return zip(a, b)

View File

@@ -2,7 +2,7 @@ from pathlib import Path
def _build_version_string() -> str:
components = ["4.0.0"]
components = ["2.5"]
build_number_path = Path("resources/buildnumber")
if build_number_path.exists():
with build_number_path.open("r") as build_number_file:
@@ -16,84 +16,3 @@ def _build_version_string() -> str:
#: Current version of Liberation.
VERSION = _build_version_string()
#: The latest version of the campaign format. Increment this version whenever all
#: existing campaigns should be flagged as incompatible in the UI. We will still attempt
#: to load old campaigns, but this provides a warning to the user that the campaign may
#: not work correctly.
#:
#: There is no verification that the campaign author updated their campaign correctly
#: this is just a UI hint.
#:
#: Version history:
#:
#: Version 0
#: * Unknown compatibility.
#:
#: Version 1
#: * Compatible with Liberation 2.5.
#:
#: Version 2
#: * Front line endpoints now define convoy origin/destination waypoints. They should be
#: placed on or near roads.
#: * Factories (Workshop_A) define factory objectives. Only control points with
#: factories will be able to recruit ground units, so they should exist in sufficient
#: number and be protected by IADS.
#:
#: Version 3
#: * Bulker Handy Winds define shipping lanes. They should be placed in port areas that
#: are navigable by ships and have a route to another port area. DCS ships *will not*
#: avoid driving into islands, so ensure that their waypoints plot a navigable route.
#:
#: Version 4
#: * TriggerZones define map based building targets. White TriggerZones created by right
#: clicking an object and using "assign as..." define the buildings within an objective.
#: Blue circular TriggerZones created normally must surround groups of one or more
#: white TriggerZones to define an objective. If a white TriggerZone is not surrounded
#: by a blue circular TriggerZone, campaign creation will fail. Blue circular
#: TriggerZones must also have their first property's value field define the type of
#: objective (a valid value for a building TGO category, from `game.db.PRICES`).
#:
#: Version 4.1
#: * All objective types may now be set as required generation (similar to the required
#: IADS generation). This includes:
#: * SHORADS
#: * Armor groups
#: * Strike targets
#: * Offshore strike targets
#: * Ships
#: * Missile sites
#: * Coastal defenses
#:
#: See the unit lists in MizCampaignLoader in conflicttheater.py for unit types.
#:
#: Version 4.2
#: * Adds support for AAA objectives. Place with any of the following units (either red
#: or blue):
#: * Flak18,
#: * Vulcan,
#: * ZSU_23_4_Shilka,
#:
#: Version 5.0
#: * Ammunition Depots objective locations are now predetermined using the "Ammunition
# Depot" Warehouse object, and through trigger zone based scenery objects.
#: * The number of alive Ammunition Depot objective buildings connected to a control
#: point directly influences how many ground units can be supported on the front
#: line.
#: * The number of supported ground units at any control point is artificially
#: capped at 50, even if the number of alive Ammunition Depot objectives can
#: support more.
#:
#: Version 6.0
#: * Random objective generation no is longer supported. Fixed objective locations were
#: added in 4.1.
#:
#: Version 6.1
#: * Support for new Syrian airfields in DCS 2.7.2.7910.1 (Cyprus update).
#:
#: Version 7.0
#: * DCS 2.7.2.7910.1 (Cyprus update) changed the IDs of scenery strike targets. Any
#: mission using map buildings as strike targets must check and potentially recreate
#: all those objectives. This definitely affects all Syria campaigns, other maps are
#: not yet verified.
CAMPAIGN_FORMAT_VERSION = (7, 0)

File diff suppressed because it is too large Load Diff

View File

@@ -451,7 +451,7 @@ AIRFIELD_DATA = {
"12": ("IMA", MHz(111, 750)),
},
),
"Al Minhad AFB": AirfieldData(
"Al Minhad Intl": AirfieldData(
theater="Persian Gulf",
icao="OMDM",
elevation=190,
@@ -620,9 +620,9 @@ AIRFIELD_DATA = {
tacan=TacanChannel(78, TacanBand.X),
tacan_callsign="BND",
vor=("BND", MHz(117, 200)),
atc=AtcData(MHz(4, 250), MHz(39, 400), MHz(118, 100), MHz(251, 0)),
atc=AtcData(MHz(4, 250), MHz(39, 401), MHz(118, 100), MHz(251, 0)),
ils={
"21": ("IBND", MHz(109, 900)),
"21": ("IBND", MHz(333, 800)),
},
),
"Jiroft": AirfieldData(
@@ -674,7 +674,7 @@ AIRFIELD_DATA = {
vor=("DAN", MHz(108, 400)),
atc=AtcData(MHz(3, 900), MHz(38, 700), MHz(122, 100), MHz(360, 100)),
ils={
"05": ("IDAN", MHz(109, 300)),
"50": ("IDAN", MHz(109, 300)),
"23": ("DANM", MHz(111, 700)),
},
),
@@ -966,96 +966,7 @@ AIRFIELD_DATA = {
runway_length=8871,
atc=AtcData(MHz(3, 775), MHz(38, 450), MHz(120, 100), MHz(250, 50)),
ils={
"28": ("IGNP", MHz(109, 100)),
},
),
"Gecitkale": AirfieldData(
theater="Syria",
icao="LCGK",
elevation=147,
runway_length=8156,
vor=("GKE", MHz(114, 300)),
atc=AtcData(MHz(3, 775), MHz(4, 800), MHz(40, 500), MHz(252, 50)),
),
"Kingsfield": AirfieldData(
theater="Syria",
icao="CY-0004",
elevation=270,
runway_length=3069,
atc=AtcData(MHz(4, 650), MHz(40, 200), MHz(121), MHz(251, 750)),
),
"Larnaca": AirfieldData(
theater="Syria",
icao="LCRE",
elevation=16,
runway_length=8009,
vor=("LCA", MHz(112, 80)),
atc=AtcData(MHz(4, 700), MHz(40, 300), MHz(121, 200), MHz(251, 850)),
ils={
"22": ("ILC", MHz(110, 300)),
},
),
"Ercan": AirfieldData(
theater="Syria",
icao="LCEN",
elevation=383,
runway_length=7559,
vor=("ECN", MHz(117)),
atc=AtcData(MHz(4, 750), MHz(40, 400), MHz(120, 200), MHz(251, 950)),
),
"Lakatamia": AirfieldData(
theater="Syria",
icao="CY-0001",
elevation=757,
runway_length=1230,
atc=AtcData(MHz(4, 725), MHz(40, 350), MHz(120, 200), MHz(251, 900)),
),
"Nicosia": AirfieldData(
theater="Syria",
icao="LCNC",
elevation=716,
runway_length=0,
),
"Pinarbashi": AirfieldData(
theater="Syria",
icao="CY-0003",
elevation=770,
runway_length=3364,
atc=AtcData(MHz(4, 825), MHz(40, 550), MHz(121), MHz(252, 100)),
),
"Akrotiri": AirfieldData(
theater="Syria",
icao="LCRA",
elevation=62,
runway_length=8276,
tacan=TacanChannel(107, TacanBand.X),
tacan_callsign="AKR",
vor=("AKR", MHz(116)),
atc=AtcData(MHz(4, 625), MHz(40, 150), MHz(128), MHz(251, 700)),
ils={
"28": ("IAK", MHz(109, 700)),
},
),
"Paphos": AirfieldData(
theater="Syria",
icao="LCPH",
elevation=40,
runway_length=8425,
vor=("PHA", MHz(117, 900)),
atc=AtcData(MHz(4, 675), MHz(40, 250), MHz(119, 900), MHz(251, 800)),
ils={
"29": ("IPA", MHz(108, 900)),
},
),
"Gazipasa": AirfieldData(
theater="Syria",
icao="LTFG",
elevation=36,
runway_length=6885,
vor=("GZP", MHz(114, 200)),
atc=AtcData(MHz(4, 600), MHz(40, 100), MHz(119, 250), MHz(251, 650)),
ils={
"8": ("IGZP", MHz(108, 500)),
"28": ("IGNP", MHz(109, 10)),
},
),
# NTTR

View File

@@ -16,7 +16,6 @@ from dcs.task import (
)
from game import db
from .flights.ai_flight_planner_db import AEWC_CAPABLE
from .naming import namegen
from .callsigns import callsign_for_support_unit
from .conflictgen import Conflict
@@ -36,27 +35,23 @@ AWACS_ALT = 13000
class AwacsInfo:
"""AWACS information for the kneeboard."""
group_name: str
dcsGroupName: str
callsign: str
freq: RadioFrequency
depature_location: Optional[str]
start_time: Optional[timedelta]
end_time: Optional[timedelta]
blue: bool
@dataclass
class TankerInfo:
"""Tanker information for the kneeboard."""
group_name: str
dcsGroupName: str
callsign: str
variant: str
freq: RadioFrequency
tacan: TacanChannel
start_time: Optional[timedelta]
end_time: Optional[timedelta]
blue: bool
@dataclass
@@ -97,131 +92,117 @@ class AirSupportConflictGenerator:
def generate(self):
player_cp = (
self.conflict.blue_cp
if self.conflict.blue_cp.captured
else self.conflict.red_cp
self.conflict.from_cp
if self.conflict.from_cp.captured
else self.conflict.to_cp
)
if not self.game.settings.disable_legacy_tanker:
fallback_tanker_number = 0
fallback_tanker_number = 0
for i, tanker_unit_type in enumerate(
self.game.faction_for(player=True).tankers
):
# TODO: Make loiter altitude a property of the unit type.
alt, airspeed = self._get_tanker_params(tanker_unit_type.dcs_unit_type)
freq = self.radio_registry.alloc_uhf()
tacan = self.tacan_registry.alloc_for_band(TacanBand.Y)
tanker_heading = (
self.conflict.red_cp.position.heading_between_point(
self.conflict.blue_cp.position
)
+ TANKER_HEADING_OFFSET * i
)
tanker_position = player_cp.position.point_from_heading(
tanker_heading, TANKER_DISTANCE
)
tanker_group = self.mission.refuel_flight(
country=self.mission.country(self.game.player_country),
name=namegen.next_tanker_name(
self.mission.country(self.game.player_country), tanker_unit_type
),
airport=None,
plane_type=tanker_unit_type,
position=tanker_position,
altitude=alt,
race_distance=58000,
frequency=freq.mhz,
start_type=StartType.Warm,
speed=airspeed,
tacanchannel=str(tacan),
)
tanker_group.set_frequency(freq.mhz)
callsign = callsign_for_support_unit(tanker_group)
tacan_callsign = {
"Texaco": "TEX",
"Arco": "ARC",
"Shell": "SHL",
}.get(callsign)
if tacan_callsign is None:
# The dict above is all the callsigns currently in the game, but
# non-Western countries don't use the callsigns and instead just
# use numbers. It's possible that none of those nations have
# TACAN compatible refueling aircraft, but fallback just in
# case.
tacan_callsign = f"TK{fallback_tanker_number}"
fallback_tanker_number += 1
if tanker_unit_type != IL_78M:
# Override PyDCS tacan channel.
tanker_group.points[0].tasks.pop()
tanker_group.points[0].tasks.append(
ActivateBeaconCommand(
tacan.number,
tacan.band.value,
tacan_callsign,
True,
tanker_group.units[0].id,
True,
)
)
tanker_group.points[0].tasks.append(SetInvisibleCommand(True))
tanker_group.points[0].tasks.append(SetImmortalCommand(True))
self.air_support.tankers.append(
TankerInfo(
str(tanker_group.name),
callsign,
tanker_unit_type.name,
freq,
tacan,
blue=True,
)
)
if not self.game.settings.disable_legacy_aewc:
possible_awacs = [
a
for a in self.game.faction_for(player=True).aircrafts
if a in AEWC_CAPABLE
]
if not possible_awacs:
logging.warning("No AWACS for faction")
return
awacs_unit = possible_awacs[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)
freq = self.radio_registry.alloc_uhf()
awacs_flight = self.mission.awacs_flight(
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
)
tanker_position = player_cp.position.point_from_heading(
tanker_heading, TANKER_DISTANCE
)
tanker_group = self.mission.refuel_flight(
country=self.mission.country(self.game.player_country),
name=namegen.next_awacs_name(
self.mission.country(self.game.player_country)
name=namegen.next_tanker_name(
self.mission.country(self.game.player_country), tanker_unit_type
),
plane_type=awacs_unit,
altitude=AWACS_ALT,
airport=None,
position=self.conflict.position.random_point_within(
AWACS_DISTANCE, AWACS_DISTANCE
),
plane_type=tanker_unit_type,
position=tanker_position,
altitude=alt,
race_distance=58000,
frequency=freq.mhz,
start_type=StartType.Warm,
speed=airspeed,
tacanchannel=str(tacan),
)
awacs_flight.set_frequency(freq.mhz)
tanker_group.set_frequency(freq.mhz)
awacs_flight.points[0].tasks.append(SetInvisibleCommand(True))
awacs_flight.points[0].tasks.append(SetImmortalCommand(True))
callsign = callsign_for_support_unit(tanker_group)
tacan_callsign = {
"Texaco": "TEX",
"Arco": "ARC",
"Shell": "SHL",
}.get(callsign)
if tacan_callsign is None:
# The dict above is all the callsigns currently in the game, but
# non-Western countries don't use the callsigns and instead just
# use numbers. It's possible that none of those nations have
# TACAN compatible refueling aircraft, but fallback just in
# case.
tacan_callsign = f"TK{fallback_tanker_number}"
fallback_tanker_number += 1
self.air_support.awacs.append(
AwacsInfo(
group_name=str(awacs_flight.name),
callsign=callsign_for_support_unit(awacs_flight),
freq=freq,
depature_location=None,
start_time=None,
end_time=None,
blue=True,
if tanker_unit_type != IL_78M:
# Override PyDCS tacan channel.
tanker_group.points[0].tasks.pop()
tanker_group.points[0].tasks.append(
ActivateBeaconCommand(
tacan.number,
tacan.band.value,
tacan_callsign,
True,
tanker_group.units[0].id,
True,
)
)
tanker_group.points[0].tasks.append(SetInvisibleCommand(True))
tanker_group.points[0].tasks.append(SetImmortalCommand(True))
self.air_support.tankers.append(
TankerInfo(str(tanker_group.name), callsign, variant, freq, tacan)
)
if not self.game.settings.disable_legacy_aewc:
possible_awacs = db.find_unittype(AWACS, self.conflict.attackers_side)
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))
self.air_support.awacs.append(
AwacsInfo(
dcsGroupName=str(awacs_flight.name),
callsign=callsign_for_support_unit(awacs_flight),
freq=freq,
depature_location=None,
start_time=None,
end_time=None,
)
)
else:
logging.warning("No AWACS for faction")

View File

@@ -10,6 +10,7 @@ from dcs.action import AITaskPush
from dcs.condition import GroupLifeLess, Or, TimeAfter, UnitDamaged
from dcs.country import Country
from dcs.mapping import Point
from dcs.planes import MQ_9_Reaper
from dcs.point import PointAction
from dcs.task import (
EPLRS,
@@ -25,18 +26,18 @@ from dcs.task import (
from dcs.triggers import Event, TriggerOnce
from dcs.unit import Vehicle
from dcs.unitgroup import VehicleGroup
from game.data.groundunitclass import GroundUnitClass
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.theater.controlpoint import ControlPoint
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 .callsigns import callsign_for_support_unit
from .conflictgen import Conflict
from .ground_forces.combat_stance import CombatStance
@@ -67,12 +68,11 @@ INFANTRY_GROUP_SIZE = 5
class JtacInfo:
"""JTAC information."""
group_name: str
dcsGroupName: str
unit_name: str
callsign: str
region: str
code: str
blue: bool
# TODO: Radio info? Type?
@@ -134,10 +134,10 @@ class GroundConflictGenerator:
def generate(self):
position = Conflict.frontline_position(
self.conflict.front_line, self.game.theater
self.conflict.from_cp, self.conflict.to_cp, self.game.theater
)
frontline_vector = Conflict.frontline_vector(
self.conflict.front_line, self.game.theater
self.conflict.from_cp, self.conflict.to_cp, self.game.theater
)
# Create player groups at random position
@@ -156,31 +156,31 @@ class GroundConflictGenerator:
player_groups,
enemy_groups,
self.conflict.heading + 90,
self.conflict.blue_cp,
self.conflict.red_cp,
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.red_cp,
self.conflict.blue_cp,
self.conflict.to_cp,
self.conflict.from_cp,
)
# Add JTAC
if self.game.player_faction.has_jtac:
n = "JTAC" + str(self.conflict.blue_cp.id) + str(self.conflict.red_cp.id)
n = "JTAC" + str(self.conflict.from_cp.id) + str(self.conflict.to_cp.id)
code = 1688 - len(self.jtacs)
utype = self.game.player_faction.jtac_unit
if self.game.player_faction.jtac_unit is None:
utype = AircraftType.named("MQ-9 Reaper")
utype = MQ_9_Reaper
if self.game.player_faction.jtac_unit is not None:
utype = self.game.player_faction.jtac_unit
jtac = self.mission.flight_group(
country=self.mission.country(self.game.player_country),
name=n,
aircraft_type=utype.dcs_unit_type,
aircraft_type=utype,
position=position[0],
airport=None,
altitude=5000,
@@ -191,19 +191,12 @@ class GroundConflictGenerator:
OrbitAction(5000, 300, OrbitAction.OrbitPattern.Circle)
)
frontline = (
f"Frontline {self.conflict.blue_cp.name}/{self.conflict.red_cp.name}"
f"Frontline {self.conflict.from_cp.name}/{self.conflict.to_cp.name}"
)
# Note: Will need to change if we ever add ground based JTAC.
callsign = callsign_for_support_unit(jtac)
self.jtacs.append(
JtacInfo(
str(jtac.name),
n,
callsign,
frontline,
str(code),
blue=True,
)
JtacInfo(str(jtac.name), n, callsign, frontline, str(code))
)
def gen_infantry_group_for_group(
@@ -220,26 +213,27 @@ class GroundConflictGenerator:
logging.warning("Could not find infantry position")
return
if side == self.conflict.attackers_country:
cp = self.conflict.blue_cp
cp = self.conflict.from_cp
else:
cp = self.conflict.red_cp
cp = self.conflict.to_cp
faction = self.game.faction_for(is_player)
if is_player:
faction = self.game.player_name
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 = list(faction.infantry_with_class(GroundUnitClass.Manpads))
if manpads:
u = random.choices(
manpads, weights=[m.spawn_weight for m in manpads]
)[0]
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.dcs_unit_type,
u,
position=infantry_position,
group_size=1,
heading=forward_heading,
@@ -247,38 +241,30 @@ class GroundConflictGenerator:
)
return
possible_infantry_units = set(
faction.infantry_with_class(GroundUnitClass.Infantry)
possible_infantry_units = db.find_infantry(
faction, allow_manpad=self.game.settings.manpads
)
if self.game.settings.manpads:
possible_infantry_units |= set(
faction.infantry_with_class(GroundUnitClass.Manpads)
)
if not possible_infantry_units:
if len(possible_infantry_units) == 0:
return
infantry_choices = list(possible_infantry_units)
units = random.choices(
infantry_choices,
weights=[u.spawn_weight for u in infantry_choices],
k=INFANTRY_GROUP_SIZE,
)
u = random.choice(possible_infantry_units)
self.mission.vehicle_group(
side,
namegen.next_infantry_name(side, cp.id, units[0]),
units[0].dcs_unit_type,
namegen.next_infantry_name(side, cp.id, u),
u,
position=infantry_position,
group_size=1,
heading=forward_heading,
move_formation=PointAction.OffRoad,
)
for unit in units[1:]:
for i in range(INFANTRY_GROUP_SIZE):
u = random.choice(possible_infantry_units)
position = infantry_position.random_point_within(55, 5)
self.mission.vehicle_group(
side,
namegen.next_infantry_name(side, cp.id, unit),
unit.dcs_unit_type,
namegen.next_infantry_name(side, cp.id, u),
u,
position=position,
group_size=1,
heading=forward_heading,
@@ -318,7 +304,7 @@ class GroundConflictGenerator:
)
artillery_trigger.add_condition(TimeAfter(seconds=random.randint(1, 45) * 60))
# TODO: Update to fire at group instead of point
fire_task = FireAtPoint(target, gen_group.size * 10, 100)
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)))
@@ -508,7 +494,7 @@ class GroundConflictGenerator:
return
for dcs_group, group in ally_groups:
if group.unit_type.eplrs_capable:
if hasattr(group.units[0], "eplrs") and group.units[0].eplrs:
dcs_group.points[0].tasks.append(EPLRS(dcs_group.id))
if group.role == CombatGroupRole.ARTILLERY:
@@ -679,7 +665,7 @@ class GroundConflictGenerator:
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 = getattr(group.unit_type.dcs_unit_type, "threat_range", 0)
rng = group.units[0].threat_range
if not enemy_groups:
return None
for _ in range(10):
@@ -696,7 +682,7 @@ class GroundConflictGenerator:
"""
For artilery group, decide the distance from frontline with the range of the unit
"""
rg = getattr(group.unit_type.dcs_unit_type, "threat_range", 0) - 7500
rg = group.units[0].threat_range - 7500
if rg > DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
rg = random.randint(
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][0],
@@ -729,7 +715,7 @@ class GroundConflictGenerator:
def _generate_groups(
self,
groups: list[CombatGroup],
groups: List[CombatGroup],
frontline_vector: Tuple[Point, int, int],
is_player: bool,
) -> List[Tuple[VehicleGroup, CombatGroup]]:
@@ -760,9 +746,10 @@ class GroundConflictGenerator:
if final_position is not None:
g = self._generate_group(
self.mission.country(country),
group.unit_type,
group.size,
group.units[0],
len(group.units),
final_position,
distance_from_frontline,
heading=opposite_heading(spawn_heading),
)
if is_player:
@@ -786,29 +773,31 @@ class GroundConflictGenerator:
def _generate_group(
self,
side: Country,
unit_type: GroundUnitType,
unit: VehicleType,
count: int,
at: Point,
distance_from_frontline,
move_formation: PointAction = PointAction.OffRoad,
heading=0,
) -> VehicleGroup:
if side == self.conflict.attackers_country:
cp = self.conflict.blue_cp
cp = self.conflict.from_cp
else:
cp = self.conflict.red_cp
cp = self.conflict.to_cp
logging.info("armorgen: {} for {}".format(unit, side.id))
group = self.mission.vehicle_group(
side,
namegen.next_unit_name(side, cp.id, unit_type),
unit_type.dcs_unit_type,
namegen.next_unit_name(side, cp.id, unit),
unit,
position=at,
group_size=count,
heading=heading,
move_formation=move_formation,
)
self.unit_map.add_front_line_units(group, cp, unit_type)
self.unit_map.add_front_line_units(group, cp)
for c in range(count):
vehicle: Vehicle = group.units[c]

View File

@@ -8,8 +8,6 @@ example, the package to strike an enemy airfield may contain an escort flight,
a SEAD flight, and the strike aircraft themselves. CAP packages may contain only
the single CAP flight.
"""
from __future__ import annotations
import logging
from collections import defaultdict
from dataclasses import dataclass, field
@@ -67,10 +65,6 @@ class Package:
waypoints: Optional[PackageWaypoints] = field(default=None)
@property
def has_players(self) -> bool:
return any(flight.client_count for flight in self.flights)
@property
def formation_speed(self) -> Optional[Speed]:
"""The speed of the package when in formation.
@@ -168,10 +162,9 @@ class Package:
# likely to be the main task than others. For example, a package with
# only CAP flights is a CAP package, a flight with CAP and strike is a
# strike package, a flight with CAP and DEAD is a DEAD package, and a
# flight with strike and SEAD is an OCA/Strike package. This list defines the
# priority order for package task names. The package's primary task will be the
# first task in this list that matches a flight in the package.
tasks_by_priority = [
# flight with strike and SEAD is an OCA/Strike package. The type of
# package is determined by the highest priority flight in the package.
task_priorities = [
FlightType.CAS,
FlightType.STRIKE,
FlightType.ANTISHIP,
@@ -179,16 +172,14 @@ class Package:
FlightType.OCA_RUNWAY,
FlightType.BAI,
FlightType.DEAD,
FlightType.TRANSPORT,
FlightType.SEAD,
FlightType.TARCAP,
FlightType.BARCAP,
FlightType.AEWC,
FlightType.REFUELING,
FlightType.SWEEP,
FlightType.ESCORT,
]
for task in tasks_by_priority:
for task in task_priorities:
if flight_counts[task]:
return task

View File

@@ -36,8 +36,8 @@ class CommInfo:
class FrontLineInfo:
def __init__(self, front_line: FrontLine):
self.front_line: FrontLine = front_line
self.player_base: ControlPoint = front_line.blue_cp
self.enemy_base: ControlPoint = front_line.red_cp
self.player_base: ControlPoint = front_line.control_point_a
self.enemy_base: ControlPoint = front_line.control_point_b
self.player_zero: bool = self.player_base.base.total_armor == 0
self.enemy_zero: bool = self.enemy_base.base.total_armor == 0
self.advantage: bool = (
@@ -164,7 +164,7 @@ class BriefingGenerator(MissionInfoGenerator):
def _generate_frontline_info(self) -> None:
"""Build FrontLineInfo objects from FrontLine type and append to briefing."""
for front_line in self.game.theater.conflicts():
for front_line in self.game.theater.conflicts(from_player=True):
self.add_frontline(FrontLineInfo(front_line))
# TODO: This should determine if runway is friendly through a method more robust than the existing string match

View File

@@ -1,47 +0,0 @@
from __future__ import annotations
import itertools
from typing import TYPE_CHECKING
from dcs import Mission
from dcs.ships import HandyWind
from dcs.unitgroup import ShipGroup
from game.transfers import CargoShip
from game.unitmap import UnitMap
from game.utils import knots
if TYPE_CHECKING:
from game import Game
class CargoShipGenerator:
def __init__(self, mission: Mission, game: Game, unit_map: UnitMap) -> None:
self.mission = mission
self.game = game
self.unit_map = unit_map
self.count = itertools.count()
def generate(self) -> None:
# Reset the count to make generation deterministic.
for ship in self.game.transfers.cargo_ships:
self.generate_cargo_ship(ship)
def generate_cargo_ship(self, ship: CargoShip) -> ShipGroup:
country = self.mission.country(
self.game.player_country if ship.player_owned else self.game.enemy_country
)
waypoints = ship.route
group = self.mission.ship_group(
country,
ship.name,
HandyWind,
position=waypoints[0],
group_size=1,
)
for waypoint in waypoints[1:]:
# 12 knots is very slow but it's also nearly the max allowed by DCS for this
# type of ship.
group.add_waypoint(waypoint, speed=knots(12).kph)
self.unit_map.add_cargo_ship(group, ship)
return group

View File

@@ -13,7 +13,7 @@ class SilkwormGenerator(GroupGenerator):
positions = self.get_circular_position(5, launcher_distance=120, coverage=180)
self.add_unit(
MissilesSS.Silkworm_SR,
MissilesSS.AShM_Silkworm_SR,
"SR#0",
self.position.x,
self.position.y,
@@ -23,7 +23,7 @@ class SilkwormGenerator(GroupGenerator):
# Launchers
for i, p in enumerate(positions):
self.add_unit(
MissilesSS.Silkworm_SR,
MissilesSS.AShM_SS_N_2_Silkworm,
"Missile#" + str(i),
p[0],
p[1],
@@ -32,7 +32,7 @@ class SilkwormGenerator(GroupGenerator):
# Commander
self.add_unit(
Unarmed.KAMAZ_Truck,
Unarmed.Truck_KAMAZ_43101,
"KAMAZ#0",
self.position.x - 35,
self.position.y - 20,
@@ -41,7 +41,7 @@ class SilkwormGenerator(GroupGenerator):
# Shorad
self.add_unit(
AirDefence.ZSU_23_4_Shilka,
AirDefence.SPAAA_ZSU_23_4_Shilka_Gun_Dish,
"SHILKA#0",
self.position.x - 55,
self.position.y - 38,
@@ -50,7 +50,7 @@ class SilkwormGenerator(GroupGenerator):
# Shorad 2
self.add_unit(
AirDefence.Strela_1_9P31,
AirDefence.SAM_SA_9_Strela_1_Gaskin_TEL,
"STRELA#0",
self.position.x + 200,
self.position.y + 15,

View File

@@ -17,7 +17,8 @@ class Conflict:
def __init__(
self,
theater: ConflictTheater,
front_line: FrontLine,
from_cp: ControlPoint,
to_cp: ControlPoint,
attackers_side: str,
defenders_side: str,
attackers_country: Country,
@@ -32,28 +33,22 @@ class Conflict:
self.attackers_country = attackers_country
self.defenders_country = defenders_country
self.front_line = front_line
self.from_cp = from_cp
self.to_cp = to_cp
self.theater = theater
self.position = position
self.heading = heading
self.size = size
@property
def blue_cp(self) -> ControlPoint:
return self.front_line.blue_cp
@property
def red_cp(self) -> ControlPoint:
return self.front_line.red_cp
@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, frontline: FrontLine, theater: ConflictTheater
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,
@@ -65,12 +60,12 @@ class Conflict:
@classmethod
def frontline_vector(
cls, front_line: FrontLine, theater: ConflictTheater
cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater
) -> Tuple[Point, int, int]:
"""
Returns a vector for a valid frontline location avoiding exclusion zones.
"""
center_position, heading = cls.frontline_position(front_line, theater)
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(
@@ -89,16 +84,18 @@ class Conflict:
defender_name: str,
attacker: Country,
defender: Country,
front_line: FrontLine,
from_cp: ControlPoint,
to_cp: ControlPoint,
theater: ConflictTheater,
):
assert cls.has_frontline_between(front_line.blue_cp, front_line.red_cp)
position, heading, distance = cls.frontline_vector(front_line, theater)
assert cls.has_frontline_between(from_cp, to_cp)
position, heading, distance = cls.frontline_vector(from_cp, to_cp, theater)
conflict = cls(
position=position,
heading=heading,
theater=theater,
front_line=front_line,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
@@ -153,8 +150,6 @@ class Conflict:
if theater.is_on_land(pos):
return pos
pos = initial.point_from_heading(opposite_heading(heading), distance)
if theater.is_on_land(pos):
return pos
if coerce:
pos = theater.nearest_land_pos(initial)
return pos

View File

@@ -1,92 +0,0 @@
from __future__ import annotations
import itertools
from typing import TYPE_CHECKING
from dcs import Mission
from dcs.mapping import Point
from dcs.point import PointAction
from dcs.unit import Vehicle
from dcs.unitgroup import VehicleGroup
from game.dcs.groundunittype import GroundUnitType
from game.transfers import Convoy
from game.unitmap import UnitMap
from game.utils import kph
if TYPE_CHECKING:
from game import Game
class ConvoyGenerator:
def __init__(self, mission: Mission, game: Game, unit_map: UnitMap) -> None:
self.mission = mission
self.game = game
self.unit_map = unit_map
self.count = itertools.count()
def generate(self) -> None:
# Reset the count to make generation deterministic.
for convoy in self.game.transfers.convoys:
self.generate_convoy(convoy)
def generate_convoy(self, convoy: Convoy) -> VehicleGroup:
group = self._create_mixed_unit_group(
convoy.name,
convoy.route_start,
convoy.units,
convoy.player_owned,
)
group.add_waypoint(
convoy.route_end,
speed=kph(40).kph,
move_formation=PointAction.OnRoad,
)
self.make_drivable(group)
self.unit_map.add_convoy_units(group, convoy)
return group
def _create_mixed_unit_group(
self,
name: str,
position: Point,
units: dict[GroundUnitType, int],
for_player: bool,
) -> VehicleGroup:
country = self.mission.country(
self.game.player_country if for_player else self.game.enemy_country
)
unit_types = list(units.items())
main_unit_type, main_unit_count = unit_types[0]
group = self.mission.vehicle_group(
country,
name,
main_unit_type.dcs_unit_type,
position=position,
group_size=main_unit_count,
move_formation=PointAction.OnRoad,
)
unit_name_counter = itertools.count(main_unit_count + 1)
# pydcs spreads units out by 20 in the Y axis by default. Pick up where it left
# off.
y = itertools.count(position.y + main_unit_count * 20, 20)
for unit_type, count in unit_types[1:]:
for i in range(count):
v = self.mission.vehicle(
f"{name} Unit #{next(unit_name_counter)}", unit_type.dcs_unit_type
)
v.position.x = position.x
v.position.y = next(y)
v.heading = 0
group.add_unit(v)
return group
@staticmethod
def make_drivable(group: VehicleGroup) -> None:
for v in group.units:
if isinstance(v, Vehicle):
v.player_can_drive = True

View File

@@ -1,11 +1,8 @@
import random
from dcs.unitgroup import VehicleGroup
from dcs.vehicles import Armor
from game import db, Game
from game.data.groundunitclass import GroundUnitClass
from game.dcs.groundunittype import GroundUnitType
from game.theater.theatergroundobject import VehicleGroupGroundObject
from game import db
from gen.defenses.armored_group_generator import (
ArmoredGroupGenerator,
FixedSizeArmorGroupGenerator,
@@ -17,14 +14,8 @@ def generate_armor_group(faction: str, game, ground_object):
This generate a group of ground units
:return: Generated group
"""
armor_types = (
GroundUnitClass.Apc,
GroundUnitClass.Atgm,
GroundUnitClass.Ifv,
GroundUnitClass.Tank,
)
possible_unit = [
u for u in db.FACTIONS[faction].frontline_units if u.unit_class in armor_types
u for u in db.FACTIONS[faction].frontline_units if u in Armor.__dict__.values()
]
if len(possible_unit) > 0:
unit_type = random.choice(possible_unit)
@@ -32,9 +23,7 @@ def generate_armor_group(faction: str, game, ground_object):
return None
def generate_armor_group_of_type(
game: Game, ground_object: VehicleGroupGroundObject, unit_type: GroundUnitType
) -> VehicleGroup:
def generate_armor_group_of_type(game, ground_object, unit_type):
"""
This generate a group of ground units of given type
:return: Generated group
@@ -44,12 +33,7 @@ def generate_armor_group_of_type(
return generator.get_generated_group()
def generate_armor_group_of_type_and_size(
game: Game,
ground_object: VehicleGroupGroundObject,
unit_type: GroundUnitType,
size: int,
) -> VehicleGroup:
def generate_armor_group_of_type_and_size(game, ground_object, unit_type, size: int):
"""
This generate a group of ground units of given type and size
:return: Generated group

View File

@@ -1,22 +1,15 @@
import random
from game import Game
from game.dcs.groundunittype import GroundUnitType
from game.theater.theatergroundobject import VehicleGroupGroundObject
from gen.sam.group_generator import GroupGenerator
class ArmoredGroupGenerator(GroupGenerator):
def __init__(
self,
game: Game,
ground_object: VehicleGroupGroundObject,
unit_type: GroundUnitType,
) -> None:
super().__init__(game, ground_object)
def __init__(self, game, ground_object, unit_type):
super(ArmoredGroupGenerator, self).__init__(game, ground_object)
self.unit_type = unit_type
def generate(self) -> None:
def generate(self):
grid_x = random.randint(2, 3)
grid_y = random.randint(1, 2)
@@ -27,7 +20,7 @@ class ArmoredGroupGenerator(GroupGenerator):
for j in range(grid_y):
index = index + 1
self.add_unit(
self.unit_type.dcs_unit_type,
self.unit_type,
"Armor#" + str(index),
self.position.x + spacing * i,
self.position.y + spacing * j,
@@ -36,14 +29,8 @@ class ArmoredGroupGenerator(GroupGenerator):
class FixedSizeArmorGroupGenerator(GroupGenerator):
def __init__(
self,
game: Game,
ground_object: VehicleGroupGroundObject,
unit_type: GroundUnitType,
size: int,
) -> None:
super().__init__(game, ground_object)
def __init__(self, game, ground_object, unit_type, size):
super(FixedSizeArmorGroupGenerator, self).__init__(game, ground_object)
self.unit_type = unit_type
self.size = size
@@ -54,7 +41,7 @@ class FixedSizeArmorGroupGenerator(GroupGenerator):
for i in range(self.size):
index = index + 1
self.add_unit(
self.unit_type.dcs_unit_type,
self.unit_type,
"Armor#" + str(index),
self.position.x + spacing * i,
self.position.y,

View File

@@ -2,7 +2,7 @@ import random
from gen.sam.group_generator import ShipGroupGenerator
from dcs.ships import USS_Arleigh_Burke_IIa, TICONDEROG
from dcs.ships import DDG_Arleigh_Burke_IIa, CG_Ticonderoga
class CarrierGroupGenerator(ShipGroupGenerator):
@@ -22,7 +22,7 @@ class CarrierGroupGenerator(ShipGroupGenerator):
# Add Arleigh Burke escort
self.add_unit(
USS_Arleigh_Burke_IIa,
DDG_Arleigh_Burke_IIa,
"USS Ramage",
self.position.x + 6482,
self.position.y + 6667,
@@ -30,7 +30,7 @@ class CarrierGroupGenerator(ShipGroupGenerator):
)
self.add_unit(
USS_Arleigh_Burke_IIa,
DDG_Arleigh_Burke_IIa,
"USS Mitscher",
self.position.x - 7963,
self.position.y + 7037,
@@ -38,7 +38,7 @@ class CarrierGroupGenerator(ShipGroupGenerator):
)
self.add_unit(
USS_Arleigh_Burke_IIa,
DDG_Arleigh_Burke_IIa,
"USS Forrest Sherman",
self.position.x - 7408,
self.position.y - 7408,
@@ -46,7 +46,7 @@ class CarrierGroupGenerator(ShipGroupGenerator):
)
self.add_unit(
USS_Arleigh_Burke_IIa,
DDG_Arleigh_Burke_IIa,
"USS Lassen",
self.position.x + 8704,
self.position.y - 6296,
@@ -56,7 +56,7 @@ class CarrierGroupGenerator(ShipGroupGenerator):
# Add Ticonderoga escort
if self.heading >= 180:
self.add_unit(
TICONDEROG,
CG_Ticonderoga,
"USS Hué City",
self.position.x + 2222,
self.position.y - 3333,
@@ -64,7 +64,7 @@ class CarrierGroupGenerator(ShipGroupGenerator):
)
else:
self.add_unit(
TICONDEROG,
CG_Ticonderoga,
"USS Hué City",
self.position.x - 3333,
self.position.y + 2222,

View File

@@ -5,9 +5,9 @@ from typing import TYPE_CHECKING
from dcs.ships import (
Type_052C,
Type_052B,
Type_054A,
Type_052C_Destroyer,
Type_052B_Destroyer,
Type_054A_Frigate,
)
from game.factions.faction import Faction
@@ -30,14 +30,14 @@ class ChineseNavyGroupGenerator(ShipGroupGenerator):
if include_frigate:
self.add_unit(
Type_054A,
Type_054A_Frigate,
"FF1",
self.position.x + 1200,
self.position.y + 900,
self.heading,
)
self.add_unit(
Type_054A,
Type_054A_Frigate,
"FF2",
self.position.x + 1200,
self.position.y - 900,
@@ -45,7 +45,7 @@ class ChineseNavyGroupGenerator(ShipGroupGenerator):
)
if include_dd:
dd_type = random.choice([Type_052C, Type_052B])
dd_type = random.choice([Type_052C_Destroyer, Type_052B_Destroyer])
self.add_unit(
dd_type,
"DD1",
@@ -69,5 +69,5 @@ class Type54GroupGenerator(DDGroupGenerator):
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
super(Type54GroupGenerator, self).__init__(
game, ground_object, faction, Type_054A
game, ground_object, faction, Type_054A_Frigate
)

View File

@@ -1,12 +1,12 @@
from __future__ import annotations
from typing import TYPE_CHECKING, Type
from typing import TYPE_CHECKING
from game.factions.faction import Faction
from game.theater.theatergroundobject import TheaterGroundObject
from gen.sam.group_generator import ShipGroupGenerator
from dcs.unittype import ShipType
from dcs.ships import PERRY, USS_Arleigh_Burke_IIa
from dcs.ships import FFG_Oliver_Hazzard_Perry, DDG_Arleigh_Burke_IIa
if TYPE_CHECKING:
from game.game import Game
@@ -18,7 +18,7 @@ class DDGroupGenerator(ShipGroupGenerator):
game: Game,
ground_object: TheaterGroundObject,
faction: Faction,
ddtype: Type[ShipType],
ddtype: ShipType,
):
super(DDGroupGenerator, self).__init__(game, ground_object, faction)
self.ddtype = ddtype
@@ -46,7 +46,7 @@ class OliverHazardPerryGroupGenerator(DDGroupGenerator):
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
super(OliverHazardPerryGroupGenerator, self).__init__(
game, ground_object, faction, PERRY
game, ground_object, faction, FFG_Oliver_Hazzard_Perry
)
@@ -55,5 +55,5 @@ class ArleighBurkeGroupGenerator(DDGroupGenerator):
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
super(ArleighBurkeGroupGenerator, self).__init__(
game, ground_object, faction, USS_Arleigh_Burke_IIa
game, ground_object, faction, DDG_Arleigh_Burke_IIa
)

View File

@@ -1,12 +0,0 @@
from dcs.ships import La_Combattante_II
from game.factions.faction import Faction
from game.theater import TheaterGroundObject
from gen.fleet.dd_group import DDGroupGenerator
class LaCombattanteIIGroupGenerator(DDGroupGenerator):
def __init__(self, game, ground_object: TheaterGroundObject, faction: Faction):
super(LaCombattanteIIGroupGenerator, self).__init__(
game, ground_object, faction, La_Combattante_II
)

View File

@@ -3,13 +3,13 @@ import random
from typing import TYPE_CHECKING
from dcs.ships import (
ALBATROS,
MOLNIYA,
NEUSTRASH,
REZKY,
MOSCOW,
KILO,
SOM,
Corvette_1124_4_Grisha,
Corvette_1241_1_Molniya,
Frigate_11540_Neustrashimy,
Frigate_1135M_Rezky,
Cruiser_1164_Moskva,
SSK_877V_Kilo,
SSK_641B_Tango,
)
from gen.fleet.dd_group import DDGroupGenerator
@@ -37,7 +37,9 @@ class RussianNavyGroupGenerator(ShipGroupGenerator):
include_frigate = True
if include_frigate:
frigate_type = random.choice([ALBATROS, MOLNIYA])
frigate_type = random.choice(
[Corvette_1124_4_Grisha, Corvette_1241_1_Molniya]
)
self.add_unit(
frigate_type,
"FF1",
@@ -54,7 +56,7 @@ class RussianNavyGroupGenerator(ShipGroupGenerator):
)
if include_dd:
dd_type = random.choice([NEUSTRASH, REZKY])
dd_type = random.choice([Frigate_11540_Neustrashimy, Frigate_1135M_Rezky])
self.add_unit(
dd_type,
"DD1",
@@ -72,9 +74,9 @@ class RussianNavyGroupGenerator(ShipGroupGenerator):
if include_cc:
# Only include the Moskva for now, the Pyotry Velikiy is an unkillable monster.
# See https://github.com/dcs-liberation/dcs_liberation/issues/567
# See https://github.com/Khopa/dcs_liberation/issues/567
self.add_unit(
MOSCOW,
Cruiser_1164_Moskva,
"CC1",
self.position.x,
self.position.y,
@@ -89,7 +91,7 @@ class GrishaGroupGenerator(DDGroupGenerator):
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
super(GrishaGroupGenerator, self).__init__(
game, ground_object, faction, ALBATROS
game, ground_object, faction, Corvette_1124_4_Grisha
)
@@ -98,7 +100,7 @@ class MolniyaGroupGenerator(DDGroupGenerator):
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
super(MolniyaGroupGenerator, self).__init__(
game, ground_object, faction, MOLNIYA
game, ground_object, faction, Corvette_1241_1_Molniya
)
@@ -106,11 +108,15 @@ class KiloSubGroupGenerator(DDGroupGenerator):
def __init__(
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
super(KiloSubGroupGenerator, self).__init__(game, ground_object, faction, KILO)
super(KiloSubGroupGenerator, self).__init__(
game, ground_object, faction, SSK_877V_Kilo
)
class TangoSubGroupGenerator(DDGroupGenerator):
def __init__(
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
super(TangoSubGroupGenerator, self).__init__(game, ground_object, faction, SOM)
super(TangoSubGroupGenerator, self).__init__(
game, ground_object, faction, SSK_641B_Tango
)

View File

@@ -1,6 +1,6 @@
import random
from dcs.ships import Schnellboot_type_S130
from dcs.ships import Boat_Schnellboot_type_S130
from gen.sam.group_generator import ShipGroupGenerator
@@ -10,7 +10,7 @@ class SchnellbootGroupGenerator(ShipGroupGenerator):
for i in range(random.randint(2, 4)):
self.add_unit(
Schnellboot_type_S130,
Boat_Schnellboot_type_S130,
"Schnellboot" + str(i),
self.position.x + i * random.randint(100, 250),
self.position.y + (random.randint(100, 200) - 100),

View File

@@ -8,7 +8,6 @@ from gen.fleet.dd_group import (
ArleighBurkeGroupGenerator,
OliverHazardPerryGroupGenerator,
)
from gen.fleet.lacombattanteII import LaCombattanteIIGroupGenerator
from gen.fleet.lha_group import LHAGroupGenerator
from gen.fleet.ru_dd_group import (
RussianNavyGroupGenerator,
@@ -35,7 +34,6 @@ SHIP_MAP = {
"KiloSubGroupGenerator": KiloSubGroupGenerator,
"TangoSubGroupGenerator": TangoSubGroupGenerator,
"Type54GroupGenerator": Type54GroupGenerator,
"LaCombattanteIIGroupGenerator": LaCombattanteIIGroupGenerator,
}

View File

@@ -1,6 +1,6 @@
import random
from dcs.ships import Uboat_VIIC
from dcs.ships import U_boat_VIIC_U_flak
from gen.sam.group_generator import ShipGroupGenerator
@@ -10,7 +10,7 @@ class UBoatGroupGenerator(ShipGroupGenerator):
for i in range(random.randint(1, 4)):
self.add_unit(
Uboat_VIIC,
U_boat_VIIC_U_flak,
"Uboat" + str(i),
self.position.x + i * random.randint(100, 250),
self.position.y + (random.randint(100, 200) - 100),

View File

@@ -1,6 +1,6 @@
import random
from dcs.ships import USS_Samuel_Chase, LST_Mk2
from dcs.ships import LS_Samuel_Chase, LST_Mk_II
from gen.sam.group_generator import ShipGroupGenerator
@@ -10,7 +10,7 @@ class WW2LSTGroupGenerator(ShipGroupGenerator):
# Add LS Samuel Chase
self.add_unit(
USS_Samuel_Chase,
LS_Samuel_Chase,
"SamuelChase",
self.position.x,
self.position.y,
@@ -19,7 +19,7 @@ class WW2LSTGroupGenerator(ShipGroupGenerator):
for i in range(1, random.randint(3, 4)):
self.add_unit(
LST_Mk2,
LST_Mk_II,
"LST" + str(i),
self.position.x + i * random.randint(800, 1200),
self.position.y,

View File

@@ -1,7 +1,6 @@
from __future__ import annotations
import logging
import math
import operator
import random
from collections import defaultdict
@@ -17,14 +16,13 @@ from typing import (
Set,
TYPE_CHECKING,
Tuple,
TypeVar,
Type,
)
from game.dcs.aircrafttype import AircraftType
from dcs.unittype import FlyingType
from game.infos.information import Information
from game.procurement import AircraftProcurementRequest
from game.profiling import logged_duration, MultiEventTracer
from game.squadrons import AirWing, Squadron
from game.theater import (
Airfield,
ControlPoint,
@@ -41,8 +39,8 @@ from game.theater.theatergroundobject import (
NavalGroundObject,
VehicleGroupGroundObject,
)
from game.transfers import CargoShip, Convoy
from game.utils import Distance, nautical_miles, meters
from game.utils import Distance, nautical_miles
from gen import Conflict
from gen.ato import Package
from gen.flights.ai_flight_planner_db import aircraft_for_task
from gen.flights.closestairfields import (
@@ -110,8 +108,6 @@ class ProposedMission:
#: The proposed flights that are required for the mission.
flights: List[ProposedFlight]
asap: bool = field(default=False)
def __str__(self) -> str:
flights = ", ".join([str(f) for f in self.flights])
return f"{self.location.name}: {flights}"
@@ -122,19 +118,17 @@ class AircraftAllocator:
def __init__(
self,
air_wing: AirWing,
closest_airfields: ClosestAirfields,
global_inventory: GlobalAircraftInventory,
is_player: bool,
) -> None:
self.air_wing = air_wing
self.closest_airfields = closest_airfields
self.global_inventory = global_inventory
self.is_player = is_player
def find_squadron_for_flight(
def find_aircraft_for_flight(
self, flight: ProposedFlight
) -> Optional[Tuple[ControlPoint, Squadron]]:
) -> Optional[Tuple[ControlPoint, Type[FlyingType]]]:
"""Finds aircraft suitable for the given mission.
Searches for aircraft capable of performing the given mission within the
@@ -153,34 +147,27 @@ 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_for_task(flight, flight.task)
return self.find_aircraft_of_type(flight, aircraft_for_task(flight.task))
def find_aircraft_for_task(
self, flight: ProposedFlight, task: FlightType
) -> Optional[Tuple[ControlPoint, Squadron]]:
types = aircraft_for_task(task)
airfields_in_range = self.closest_airfields.operational_airfields_within(
def find_aircraft_of_type(
self,
flight: ProposedFlight,
types: List[Type[FlyingType]],
) -> Optional[Tuple[ControlPoint, Type[FlyingType]]]:
airfields_in_range = self.closest_airfields.airfields_within(
flight.max_distance
)
for airfield in airfields_in_range:
if not airfield.is_friendly(self.is_player):
continue
inventory = self.global_inventory.for_control_point(airfield)
for aircraft in types:
for aircraft, available in inventory.all_aircraft:
if not airfield.can_operate(aircraft):
continue
if inventory.available(aircraft) < flight.num_aircraft:
continue
# Valid location with enough aircraft available. Find a squadron to fit
# the role.
squadrons = self.air_wing.auto_assignable_for_task_with_type(
aircraft, task
)
for squadron in squadrons:
if squadron.can_provide_pilots(flight.num_aircraft):
inventory.remove_aircraft(aircraft, flight.num_aircraft)
return airfield, squadron
if aircraft in types and available >= flight.num_aircraft:
inventory.remove_aircraft(aircraft, flight.num_aircraft)
return airfield, aircraft
return None
@@ -192,18 +179,16 @@ class PackageBuilder:
location: MissionTarget,
closest_airfields: ClosestAirfields,
global_inventory: GlobalAircraftInventory,
air_wing: AirWing,
is_player: bool,
package_country: str,
start_type: str,
asap: bool,
) -> None:
self.closest_airfields = closest_airfields
self.is_player = is_player
self.package_country = package_country
self.package = Package(location, auto_asap=asap)
self.package = Package(location)
self.allocator = AircraftAllocator(
air_wing, closest_airfields, global_inventory, is_player
closest_airfields, global_inventory, is_player
)
self.global_inventory = global_inventory
self.start_type = start_type
@@ -216,10 +201,10 @@ class PackageBuilder:
caller should return any previously planned flights to the inventory
using release_planned_aircraft.
"""
assignment = self.allocator.find_squadron_for_flight(plan)
assignment = self.allocator.find_aircraft_for_flight(plan)
if assignment is None:
return False
airfield, squadron = assignment
airfield, aircraft = assignment
if isinstance(airfield, OffMapSpawn):
start_type = "In Flight"
else:
@@ -228,24 +213,22 @@ class PackageBuilder:
flight = Flight(
self.package,
self.package_country,
squadron,
aircraft,
plan.num_aircraft,
plan.task,
start_type,
departure=airfield,
arrival=airfield,
divert=self.find_divert_field(squadron.aircraft, airfield),
divert=self.find_divert_field(aircraft, airfield),
)
self.package.add_flight(flight)
return True
def find_divert_field(
self, aircraft: AircraftType, arrival: ControlPoint
self, aircraft: Type[FlyingType], arrival: ControlPoint
) -> Optional[ControlPoint]:
divert_limit = nautical_miles(150)
for airfield in self.closest_airfields.operational_airfields_within(
divert_limit
):
for airfield in self.closest_airfields.airfields_within(divert_limit):
if airfield.captured != self.is_player:
continue
if airfield == arrival:
@@ -266,13 +249,9 @@ class PackageBuilder:
flights = list(self.package.flights)
for flight in flights:
self.global_inventory.return_from_flight(flight)
flight.clear_roster()
self.package.remove_flight(flight)
MissionTargetType = TypeVar("MissionTargetType", bound=MissionTarget)
class ObjectiveFinder:
"""Identifies potential objectives for the mission planner."""
@@ -284,53 +263,41 @@ class ObjectiveFinder:
self.game = game
self.is_player = is_player
def enemy_air_defenses(self) -> Iterator[tuple[TheaterGroundObject, Distance]]:
def enemy_sams(self) -> Iterator[TheaterGroundObject]:
"""Iterates over all enemy SAM sites."""
doctrine = self.game.faction_for(self.is_player).doctrine
threat_zones = self.game.threat_zone_for(not self.is_player)
# Control points might have the same ground object several times, for
# some reason.
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:
continue
if ground_object.is_dead:
continue
if isinstance(ground_object, EwrGroundObject):
if threat_zones.threatened_by_air_defense(ground_object):
# This is a very weak heuristic for determining whether the EWR
# is close enough to be worth targeting before a SAM that is
# covering it. Ingress distance corresponds to the beginning of
# the attack range and is sufficient for most standoff weapons,
# so treating the ingress distance as the threat distance sorts
# these EWRs such that they will be attacked before SAMs that do
# not threaten the ingress point, but after those that do.
target_range = doctrine.ingress_egress_distance
else:
# But if the EWR isn't covered then we should only be worrying
# about its detection range.
target_range = ground_object.max_detection_range()
elif isinstance(ground_object, SamGroundObject):
target_range = ground_object.max_threat_range()
else:
if ground_object.name in found_targets:
continue
yield ground_object, target_range
if not ground_object.has_radar:
continue
def threatening_air_defenses(self) -> Iterator[TheaterGroundObject]:
# TODO: Yield in order of most threatening.
# Need to sort in order of how close their defensive range comes
# to friendly assets. To do that we need to add effective range
# information to the database.
yield ground_object
found_targets.add(ground_object.name)
def threatening_sams(self) -> Iterator[MissionTarget]:
"""Iterates over enemy SAMs in threat range of friendly control points.
SAM sites are sorted by their closest proximity to any friendly control
point (airfield or fleet).
"""
target_ranges: list[tuple[TheaterGroundObject, Distance]] = []
for target, threat_range in self.enemy_air_defenses():
ranges: list[Distance] = []
for cp in self.friendly_control_points():
ranges.append(meters(target.distance_to(cp)) - threat_range)
target_ranges.append((target, min(ranges)))
target_ranges = sorted(target_ranges, key=operator.itemgetter(1))
for target, _range in target_ranges:
yield target
return self._targets_by_range(self.enemy_sams())
def enemy_vehicle_groups(self) -> Iterator[VehicleGroupGroundObject]:
"""Iterates over all enemy vehicle groups."""
@@ -372,9 +339,9 @@ class ObjectiveFinder:
return self._targets_by_range(self.enemy_ships())
def _targets_by_range(
self, targets: Iterable[MissionTargetType]
) -> Iterator[MissionTargetType]:
target_ranges: List[Tuple[MissionTargetType, int]] = []
self, targets: Iterable[MissionTarget]
) -> Iterator[MissionTarget]:
target_ranges: List[Tuple[MissionTarget, int]] = []
for target in targets:
ranges: List[int] = []
for cp in self.friendly_control_points():
@@ -420,7 +387,7 @@ class ObjectiveFinder:
is_building = isinstance(ground_object, BuildingGroundObject)
is_fob = isinstance(enemy_cp, Fob)
if is_building and is_fob and ground_object.is_control_point:
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.
@@ -441,7 +408,13 @@ class ObjectiveFinder:
def front_lines(self) -> Iterator[FrontLine]:
"""Iterates over all active front lines in the theater."""
yield from self.game.theater.conflicts()
for cp in self.friendly_control_points():
for connected in cp.connected_points:
if connected.is_friendly(self.is_player):
continue
if Conflict.has_frontline_between(cp, connected):
yield FrontLine(cp, connected, self.game.theater)
def vulnerable_control_points(self) -> Iterator[ControlPoint]:
"""Iterates over friendly CPs that are vulnerable to enemy CPs.
@@ -454,10 +427,8 @@ class ObjectiveFinder:
# Off-map spawn locations don't need protection.
continue
airfields_in_proximity = self.closest_airfields_to(cp)
airfields_in_threat_range = (
airfields_in_proximity.operational_airfields_within(
self.AIRFIELD_THREAT_RANGE
)
airfields_in_threat_range = airfields_in_proximity.airfields_within(
self.AIRFIELD_THREAT_RANGE
)
for airfield in airfields_in_threat_range:
if not airfield.is_friendly(self.is_player):
@@ -473,59 +444,37 @@ class ObjectiveFinder:
airfields.append(control_point)
return self._targets_by_range(airfields)
def convoys(self) -> Iterator[Convoy]:
for front_line in self.front_lines():
yield from self.game.transfers.convoys.travelling_to(
front_line.control_point_hostile_to(self.is_player)
)
def cargo_ships(self) -> Iterator[CargoShip]:
for front_line in self.front_lines():
yield from self.game.transfers.cargo_ships.travelling_to(
front_line.control_point_hostile_to(self.is_player)
)
def friendly_control_points(self) -> Iterator[ControlPoint]:
"""Iterates over all friendly control points."""
return (
c for c in self.game.theater.controlpoints if c.is_friendly(self.is_player)
)
def farthest_friendly_control_point(self) -> ControlPoint:
"""Finds the friendly control point that is farthest from any threats."""
threat_zones = self.game.threat_zone_for(not self.is_player)
def farthest_friendly_control_point(self) -> Optional[ControlPoint]:
"""
Iterates over all friendly control points and find the one farthest away from the frontline
BUT! prefer Cvs. Everybody likes CVs!
"""
from_frontline = 0
cp = None
first_friendly_cp = None
farthest = None
max_distance = meters(0)
for cp in self.friendly_control_points():
if isinstance(cp, OffMapSpawn):
continue
distance = threat_zones.distance_to_threat(cp.position)
if distance > max_distance:
farthest = cp
max_distance = distance
for c in self.game.theater.controlpoints:
if c.is_friendly(self.is_player):
if first_friendly_cp is None:
first_friendly_cp = c
if c.is_carrier:
return c
if c.has_active_frontline:
if c.distance_to(self.front_lines().__next__()) > from_frontline:
from_frontline = c.distance_to(self.front_lines().__next__())
cp = c
if farthest is None:
raise RuntimeError("Found no friendly control points. You probably lost.")
return farthest
def closest_friendly_control_point(self) -> ControlPoint:
"""Finds the friendly control point that is closest to any threats."""
threat_zones = self.game.threat_zone_for(not self.is_player)
closest = None
min_distance = meters(math.inf)
for cp in self.friendly_control_points():
if isinstance(cp, OffMapSpawn):
continue
distance = threat_zones.distance_to_threat(cp.position)
if distance < min_distance:
closest = cp
min_distance = distance
if closest is None:
raise RuntimeError("Found no friendly control points. You probably lost.")
return closest
# If no frontlines on the map, return the first friendly cp
if cp is None:
return first_friendly_cp
else:
return cp
def enemy_control_points(self) -> Iterator[ControlPoint]:
"""Iterates over all enemy control points."""
@@ -584,8 +533,7 @@ class CoalitionMissionPlanner:
MAX_OCA_RANGE = nautical_miles(150)
MAX_SEAD_RANGE = nautical_miles(150)
MAX_STRIKE_RANGE = nautical_miles(150)
MAX_AWEC_RANGE = Distance.inf()
MAX_TANKER_RANGE = nautical_miles(200)
MAX_AWEC_RANGE = nautical_miles(200)
def __init__(self, game: Game, is_player: bool) -> None:
self.game = game
@@ -593,18 +541,7 @@ class CoalitionMissionPlanner:
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 = self.game.procurement_requests_for(self.is_player)
self.faction = self.game.faction_for(self.is_player)
def air_wing_can_plan(self, mission_type: FlightType) -> bool:
"""Returns True if it is possible for the air wing to plan this mission type.
Not all mission types can be fulfilled by all air wings. Many factions do not
have AEW&C aircraft, so they will never be able to plan those missions. It's
also possible for the player to exclude mission types from their squadron
designs.
"""
return self.game.air_wing_for(self.is_player).can_auto_plan(mission_type)
self.procurement_requests: List[AircraftProcurementRequest] = []
def critical_missions(self) -> Iterator[ProposedMission]:
"""Identifies the most important missions to plan this turn.
@@ -617,33 +554,35 @@ class CoalitionMissionPlanner:
eliminated this turn.
"""
# Find farthest, friendly CP for AEWC.
yield ProposedMission(
self.objective_finder.farthest_friendly_control_point(),
[ProposedFlight(FlightType.AEWC, 1, self.MAX_AWEC_RANGE)],
# Supports all the early CAP flights, so should be in the air ASAP.
asap=True,
)
yield ProposedMission(
self.objective_finder.closest_friendly_control_point(),
[ProposedFlight(FlightType.REFUELING, 1, self.MAX_TANKER_RANGE)],
)
# Find farthest, friendly CP for AEWC
cp = self.objective_finder.farthest_friendly_control_point()
if cp is not None:
yield ProposedMission(
cp, [ProposedFlight(FlightType.AEWC, 1, self.MAX_AWEC_RANGE)]
)
# Find friendly CPs within 100 nmi from an enemy airfield, plan CAP.
for cp in self.objective_finder.vulnerable_control_points():
# Plan CAP in such a way, that it is established during the whole desired mission length
for _ in range(
0,
int(self.game.settings.desired_player_mission_duration.total_seconds()),
int(self.faction.doctrine.cap_duration.total_seconds()),
):
yield ProposedMission(
cp,
[
ProposedFlight(FlightType.BARCAP, 2, self.MAX_CAP_RANGE),
],
)
# 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():
@@ -679,76 +618,14 @@ class CoalitionMissionPlanner:
# or objects, plan DEAD.
# Find enemy SAM sites with ranges that extend to within 50 nmi of
# friendly CPs, front, lines, or objects, plan DEAD.
for sam in self.objective_finder.threatening_air_defenses():
flights = [ProposedFlight(FlightType.DEAD, 2, self.MAX_SEAD_RANGE)]
# Only include SEAD against SAMs that still have emitters. No need to
# suppress an EWR, and SEAD isn't useful against a SAM that no longer has a
# working track radar.
#
# For SAMs without track radars and EWRs, we still want a SEAD escort if
# needed.
#
# Note that there is a quirk here: we should potentially be included a SEAD
# escort *and* SEAD when the target is a radar SAM but the flight path is
# also threatened by SAMs. We don't want to include a SEAD escort if the
# package is *only* threatened by the target though. Could be improved, but
# needs a decent refactor to the escort planning to do so.
if sam.has_live_radar_sam:
flights.append(ProposedFlight(FlightType.SEAD, 2, self.MAX_SEAD_RANGE))
else:
flights.append(
ProposedFlight(
FlightType.SEAD_ESCORT, 2, self.MAX_SEAD_RANGE, EscortType.Sead
)
)
# TODO: Max escort range.
flights.append(
ProposedFlight(
FlightType.ESCORT, 2, self.MAX_SEAD_RANGE, EscortType.AirToAir
)
)
yield ProposedMission(sam, flights)
# These will only rarely get planned. When a convoy is travelling multiple legs,
# they're targetable after the first leg. The reason for this is that
# procurement happens *after* mission planning so that the missions that could
# not be filled will guide the procurement process. Procurement is the stage
# that convoys are created (because they're created to move ground units that
# were just purchased), so we haven't created any yet. Any incomplete transfers
# from the previous turn (multi-leg journeys) will still be present though so
# they can be targeted.
#
# Even after this is fixed, the player's convoys that were created through the
# UI will never be targeted on the first turn of their journey because the AI
# stops planning after the start of the turn. We could potentially fix this by
# moving opfor mission planning until the takeoff button is pushed.
for convoy in self.objective_finder.convoys():
for sam in self.objective_finder.threatening_sams():
yield ProposedMission(
convoy,
sam,
[
ProposedFlight(FlightType.BAI, 2, self.MAX_BAI_RANGE),
ProposedFlight(FlightType.DEAD, 2, self.MAX_SEAD_RANGE),
# TODO: Max escort range.
ProposedFlight(
FlightType.ESCORT, 2, self.MAX_BAI_RANGE, EscortType.AirToAir
),
ProposedFlight(
FlightType.SEAD_ESCORT, 2, self.MAX_BAI_RANGE, EscortType.Sead
),
],
)
for ship in self.objective_finder.cargo_ships():
yield ProposedMission(
ship,
[
ProposedFlight(FlightType.ANTISHIP, 2, self.MAX_ANTISHIP_RANGE),
# TODO: Max escort range.
ProposedFlight(
FlightType.ESCORT, 2, self.MAX_BAI_RANGE, EscortType.AirToAir
),
ProposedFlight(
FlightType.SEAD_ESCORT, 2, self.MAX_BAI_RANGE, EscortType.Sead
FlightType.ESCORT, 2, self.MAX_SEAD_RANGE, EscortType.AirToAir
),
],
)
@@ -778,7 +655,7 @@ class CoalitionMissionPlanner:
FlightType.ESCORT, 2, self.MAX_BAI_RANGE, EscortType.AirToAir
),
ProposedFlight(
FlightType.SEAD_ESCORT, 2, self.MAX_OCA_RANGE, EscortType.Sead
FlightType.SEAD, 2, self.MAX_OCA_RANGE, EscortType.Sead
),
],
)
@@ -800,7 +677,7 @@ class CoalitionMissionPlanner:
FlightType.ESCORT, 2, self.MAX_OCA_RANGE, EscortType.AirToAir
),
ProposedFlight(
FlightType.SEAD_ESCORT, 2, self.MAX_OCA_RANGE, EscortType.Sead
FlightType.SEAD, 2, self.MAX_OCA_RANGE, EscortType.Sead
),
]
)
@@ -817,34 +694,25 @@ class CoalitionMissionPlanner:
FlightType.ESCORT, 2, self.MAX_STRIKE_RANGE, EscortType.AirToAir
),
ProposedFlight(
FlightType.SEAD_ESCORT,
2,
self.MAX_STRIKE_RANGE,
EscortType.Sead,
FlightType.SEAD, 2, self.MAX_STRIKE_RANGE, EscortType.Sead
),
],
)
def plan_missions(self) -> None:
"""Identifies and plans mission for the turn."""
player = "Blue" if self.is_player else "Red"
with logged_duration(f"{player} mission identification and fulfillment"):
with MultiEventTracer() as tracer:
for proposed_mission in self.propose_missions():
self.plan_mission(proposed_mission, tracer)
for proposed_mission in self.propose_missions():
self.plan_mission(proposed_mission)
with logged_duration(f"{player} reserve mission planning"):
with MultiEventTracer() as tracer:
for critical_mission in self.critical_missions():
self.plan_mission(critical_mission, tracer, reserves=True)
for critical_mission in self.critical_missions():
self.plan_mission(critical_mission, reserves=True)
with logged_duration(f"{player} mission scheduling"):
self.stagger_missions()
self.stagger_missions()
for cp in self.objective_finder.friendly_control_points():
inventory = self.game.aircraft_inventory.for_control_point(cp)
for aircraft, available in inventory.all_aircraft:
self.message("Unused aircraft", f"{available} {aircraft} from {cp}")
self.message("Unused aircraft", f"{available} {aircraft.id} from {cp}")
def plan_flight(
self,
@@ -894,29 +762,27 @@ class CoalitionMissionPlanner:
def check_needed_escorts(self, builder: PackageBuilder) -> Dict[EscortType, bool]:
threats = defaultdict(bool)
for flight in builder.package.flights:
if self.threat_zones.waypoints_threatened_by_aircraft(
flight.flight_plan.escorted_waypoints()
):
if self.threat_zones.threatened_by_aircraft(flight):
threats[EscortType.AirToAir] = True
if self.threat_zones.waypoints_threatened_by_radar_sam(
list(flight.flight_plan.escorted_waypoints())
):
if self.threat_zones.threatened_by_air_defense(flight):
threats[EscortType.Sead] = True
return threats
def plan_mission(
self, mission: ProposedMission, tracer: MultiEventTracer, reserves: bool = False
) -> None:
def plan_mission(self, mission: ProposedMission, reserves: bool = False) -> None:
"""Allocates aircraft for a proposed mission and adds it to the ATO."""
if self.is_player:
package_country = self.game.player_country
else:
package_country = self.game.enemy_country
builder = PackageBuilder(
mission.location,
self.objective_finder.closest_airfields_to(mission.location),
self.game.aircraft_inventory,
self.game.air_wing_for(self.is_player),
self.is_player,
self.game.country_for(self.is_player),
package_country,
self.game.settings.default_start_type,
mission.asap,
)
# Attempt to plan all the main elements of the mission first. Escorts
@@ -925,20 +791,12 @@ class CoalitionMissionPlanner:
missing_types: Set[FlightType] = set()
escorts = []
for proposed_flight in mission.flights:
if not self.air_wing_can_plan(proposed_flight.task):
# This air wing can never plan this mission type because they do not
# have compatible aircraft or squadrons. Skip fulfillment so that we
# don't place the purchase request.
continue
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
with tracer.trace("Flight planning"):
self.plan_flight(
mission, proposed_flight, builder, missing_types, reserves
)
self.plan_flight(mission, proposed_flight, builder, missing_types, reserves)
if missing_types:
self.scrub_mission_missing_aircraft(
@@ -946,12 +804,6 @@ class CoalitionMissionPlanner:
)
return
if not builder.package.flights:
# The non-escort part of this mission is unplannable by this faction. Scrub
# the mission and do not attempt planning escorts because there's no reason
# to buy them because this mission will never be planned.
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
@@ -962,8 +814,7 @@ class CoalitionMissionPlanner:
self.game, builder.package, self.is_player
)
for flight in builder.package.flights:
with tracer.trace("Flight plan population"):
flight_plan_builder.populate_flight_plan(flight)
flight_plan_builder.populate_flight_plan(flight)
needed_escorts = self.check_needed_escorts(builder)
for escort in escorts:
@@ -971,8 +822,7 @@ class CoalitionMissionPlanner:
# impossible.
assert escort.escort_type is not None
if needed_escorts[escort.escort_type]:
with tracer.trace("Flight planning"):
self.plan_flight(mission, escort, builder, missing_types, reserves)
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.
@@ -992,13 +842,7 @@ class CoalitionMissionPlanner:
# Add flight plans for escorts.
for flight in package.flights:
if not flight.flight_plan.waypoints:
with tracer.trace("Flight plan population"):
flight_plan_builder.populate_flight_plan(flight)
if package.has_players and self.game.settings.auto_ato_player_missions_asap:
package.auto_asap = True
package.set_tot_asap()
flight_plan_builder.populate_flight_plan(flight)
self.ato.add_package(package)
def stagger_missions(self) -> None:
@@ -1008,7 +852,7 @@ class CoalitionMissionPlanner:
interval = (latest - earliest) // count
for time in range(earliest, latest, interval):
error = random.randint(-margin, margin)
yield timedelta(seconds=max(0, time + error))
yield timedelta(minutes=max(0, time + error))
dca_types = {
FlightType.BARCAP,
@@ -1021,12 +865,7 @@ class CoalitionMissionPlanner:
]
start_time = start_time_generator(
count=len(non_dca_packages),
earliest=5 * 60,
latest=int(
self.game.settings.desired_player_mission_duration.total_seconds()
),
margin=5 * 60,
count=len(non_dca_packages), earliest=5, latest=90, margin=5
)
for package in self.ato.packages:
tot = TotEstimator(package).earliest_tot()
@@ -1046,8 +885,6 @@ class CoalitionMissionPlanner:
logging.error(f"Could not determine mission end time for {package}")
continue
previous_cap_end_time[package.target] = departure_time
elif package.auto_asap:
package.set_tot_asap()
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

@@ -5,12 +5,8 @@ from dcs.helicopters import (
AH_1W,
AH_64A,
AH_64D,
CH_47D,
CH_53E,
Ka_50,
Mi_24P,
Mi_24V,
Mi_26,
Mi_28N,
Mi_8MT,
OH_58D,
@@ -18,7 +14,6 @@ from dcs.helicopters import (
SA342M,
SH_60B,
UH_1H,
UH_60A,
)
from dcs.planes import (
AJS37,
@@ -28,14 +23,11 @@ from dcs.planes import (
A_10C_2,
A_20G,
A_50,
An_26B,
B_17G,
B_1B,
B_52H,
Bf_109K_4,
C_101CC,
C_130,
C_17A,
E_2C,
E_3A,
FA_18C_hornet,
@@ -51,14 +43,10 @@ from dcs.planes import (
F_4E,
F_5E_3,
F_86F_Sabre,
IL_76MD,
IL_78M,
I_16,
JF_17,
J_11A,
Ju_88A4,
KC130,
KC135MPRS,
KC_135,
KJ_2000,
L_39ZA,
MQ_9_Reaper,
@@ -81,7 +69,6 @@ from dcs.planes import (
P_51D_30_NA,
RQ_1A_Predator,
S_3B,
S_3B_Tanker,
SpitfireLFMkIX,
SpitfireLFMkIXCW,
Su_17M4,
@@ -101,16 +88,14 @@ from dcs.planes import (
Tu_95MS,
WingLoong_I,
I_16,
Yak_40,
)
from dcs.unittype import FlyingType
from game.dcs.aircrafttype import AircraftType
from gen.flights.flight import FlightType
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.jas39.jas39 import JAS39Gripen, JAS39Gripen_AG
from pydcs_extensions.mb339.mb339 import MB_339PAN
from pydcs_extensions.su57.su57 import Su_57
# All aircraft lists are in priority order. Aircraft higher in the list will be
@@ -138,15 +123,14 @@ CAP_CAPABLE = [
MiG_29A,
F_16C_50,
FA_18C_hornet,
F_15E,
F_16A,
F_4E,
JAS39Gripen,
JF_17,
MiG_23MLD,
MiG_21Bis,
Mirage_2000_5,
M_2000C,
F_15E,
F_5E_3,
MiG_19P,
A_4E_C,
@@ -171,8 +155,10 @@ CAP_CAPABLE = [
# Used for CAS (Close air support) and BAI (Battlefield Interdiction)
CAS_CAPABLE = [
A_10C_2,
B_1B,
A_10C,
Hercules,
F_14B,
F_14A_135_GR,
Su_25TM,
Su_25T,
Su_25,
@@ -181,19 +167,14 @@ CAS_CAPABLE = [
FA_18C_hornet,
Tornado_GR4,
Tornado_IDS,
JAS39Gripen_AG,
JF_17,
AV8BNA,
A_10A,
B_1B,
A_4E_C,
F_14B,
F_14A_135_GR,
AJS37,
Su_24MR,
Su_24M,
Su_17M4,
F_4E,
AV8BNA,
S_3B,
Su_34,
Su_30,
@@ -209,7 +190,6 @@ CAS_CAPABLE = [
SA342L,
Ka_50,
Mi_28N,
Mi_24P,
Mi_24V,
Mi_8MT,
UH_1H,
@@ -218,9 +198,9 @@ CAS_CAPABLE = [
F_5E_3,
F_86F_Sabre,
C_101CC,
MB_339PAN,
L_39ZA,
A_20G,
Ju_88A4,
P_47D_40,
P_47D_30bl1,
P_47D_30,
@@ -238,7 +218,7 @@ CAS_CAPABLE = [
]
# Aircraft used for SEAD and SEAD Escort tasks. Must be capable of the CAS DCS task.
# Aircraft used for SEAD tasks
SEAD_CAPABLE = [
JF_17,
F_16C_50,
@@ -248,9 +228,6 @@ SEAD_CAPABLE = [
Su_25TM,
F_4E,
A_4E_C,
F_14B,
F_14A_135_GR,
JAS39Gripen_AG,
AV8BNA,
Su_24M,
Su_17M4,
@@ -258,21 +235,9 @@ SEAD_CAPABLE = [
Su_30,
MiG_27K,
Tornado_GR4,
]
# Aircraft used for DEAD tasks. Must be capable of the CAS DCS task.
DEAD_CAPABLE = [
AJS37,
F_14B,
F_14A_135_GR,
JAS39Gripen_AG,
B_1B,
B_52H,
Tu_160,
Tu_95MS,
F_117A,
B_17G,
A_20G,
Ju_88A4,
P_47D_40,
P_47D_30bl1,
P_47D_30,
@@ -283,6 +248,18 @@ DEAD_CAPABLE = [
Bf_109K_4,
FW_190D9,
FW_190A8,
]
# Aircraft used for DEAD tasks
DEAD_CAPABLE = [
AJS37,
F_14B,
F_14A_135_GR,
B_1B,
B_52H,
Tu_160,
Tu_95MS,
] + SEAD_CAPABLE
@@ -302,7 +279,6 @@ STRIKE_CAPABLE = [
F_16A,
F_14B,
F_14A_135_GR,
JAS39Gripen_AG,
Tornado_IDS,
Su_17M4,
Su_24MR,
@@ -318,7 +294,6 @@ STRIKE_CAPABLE = [
MiG_29G,
MiG_29A,
JF_17,
F_4E,
A_10C_2,
A_10C,
AV8BNA,
@@ -330,11 +305,11 @@ STRIKE_CAPABLE = [
MiG_15bis,
F_5E_3,
F_86F_Sabre,
MB_339PAN,
C_101CC,
L_39ZA,
B_17G,
A_20G,
Ju_88A4,
P_47D_40,
P_47D_30bl1,
P_47D_30,
@@ -352,7 +327,6 @@ ANTISHIP_CAPABLE = [
AJS37,
Tu_22M3,
FA_18C_hornet,
JAS39Gripen_AG,
Su_24M,
Su_17M4,
JF_17,
@@ -380,20 +354,9 @@ RUNWAY_ATTACK_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 = [
C_17A,
Hercules,
C_130,
IL_76MD,
An_26B,
Yak_40,
CH_53E,
CH_47D,
SH_60B,
UH_60A,
Mi_8MT,
UH_1H,
Mi_8MT,
Mi_8MT,
Mi_26,
]
DRONES = [MQ_9_Reaper, RQ_1A_Predator, WingLoong_I]
@@ -405,18 +368,9 @@ AEWC_CAPABLE = [
KJ_2000,
]
# Priority is given to the tankers that can carry the most fuel.
REFUELING_CAPABALE = [
KC_135,
KC135MPRS,
IL_78M,
KC130,
S_3B_Tanker,
]
def dcs_types_for_task(task: FlightType) -> list[Type[FlyingType]]:
cap_missions = (FlightType.BARCAP, FlightType.TARCAP, FlightType.SWEEP)
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:
@@ -427,8 +381,6 @@ def dcs_types_for_task(task: FlightType) -> list[Type[FlyingType]]:
return CAS_CAPABLE
elif task == FlightType.SEAD:
return SEAD_CAPABLE
elif task == FlightType.SEAD_ESCORT:
return SEAD_CAPABLE
elif task == FlightType.DEAD:
return DEAD_CAPABLE
elif task == FlightType.OCA_AIRCRAFT:
@@ -441,26 +393,6 @@ def dcs_types_for_task(task: FlightType) -> list[Type[FlyingType]]:
return CAP_CAPABLE
elif task == FlightType.AEWC:
return AEWC_CAPABLE
elif task == FlightType.REFUELING:
return REFUELING_CAPABALE
elif task == FlightType.TRANSPORT:
return TRANSPORT_CAPABLE
else:
logging.error(f"Unplannable flight type: {task}")
return []
def aircraft_for_task(task: FlightType) -> list[AircraftType]:
dcs_types = dcs_types_for_task(task)
types: list[AircraftType] = []
for dcs_type in dcs_types:
types.extend(AircraftType.for_dcs_type(dcs_type))
return types
def tasks_for_aircraft(aircraft: AircraftType) -> list[FlightType]:
tasks = []
for task in FlightType:
if aircraft in aircraft_for_task(task):
tasks.append(task)
return tasks

View File

@@ -18,7 +18,7 @@ class ClosestAirfields:
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/dcs-liberation/dcs_liberation/issues/819
# 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)
)
@@ -27,36 +27,18 @@ class ClosestAirfields:
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, operational: bool
) -> Iterator[ControlPoint]:
airfields = (
self.operational_airfields if operational else self.closest_airfields
)
for cp in airfields:
def airfields_within(self, distance: Distance) -> 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:
yield cp
else:
break
def operational_airfields_within(
self, distance: Distance
) -> Iterator[ControlPoint]:
"""Iterates over all airfields within the given range of the target.
Note that this iterates over *all* airfields, not just friendly
airfields.
"""
return self._airfields_within(distance, operational=True)
def all_airfields_within(self, distance: Distance) -> Iterator[ControlPoint]:
"""Iterates over all airfields within the given range of the target.
Note that this iterates over *all* airfields, not just friendly
airfields.
"""
return self._airfields_within(distance, operational=False)
class ObjectiveDistanceCache:
theater: Optional[ConflictTheater] = None

View File

@@ -1,22 +1,20 @@
from __future__ import annotations
from collections import defaultdict
from datetime import timedelta
from enum import Enum
from typing import List, Optional, TYPE_CHECKING, Union
from typing import Dict, List, Optional, TYPE_CHECKING, Type
from dcs.mapping import Point
from dcs.point import MovingPoint, PointAction
from dcs.unit import Unit
from dcs.unittype import FlyingType
from game import db
from game.dcs.aircrafttype import AircraftType
from game.squadrons import Pilot, Squadron
from game.data.weapons import Weapon
from game.theater.controlpoint import ControlPoint, MissionTarget
from game.utils import Distance, meters
from gen.flights.loadouts import Loadout
if TYPE_CHECKING:
from game.transfers import TransferOrder
from gen.ato import Package
from gen.flights.flightplan import FlightPlan
@@ -29,27 +27,6 @@ class FlightType(Enum):
These values are persisted to the save game as well since they are a part of
each flight and thus a part of the ATO, so changing these values will break
save compat.
When adding new mission types to this list, you will also need to update:
* flightplan.py: Add waypoint population in generate_flight_plan. Add a new flight
plan type if necessary, though most are a subclass of StrikeFlightPlan.
* aircraft.py: Add a configuration method and call it in setup_flight_group. This is
responsible for configuring waypoint 0 actions like setting ROE, threat reaction,
and mission abort parameters (winchester, bingo, etc).
* Implementations of MissionTarget.mission_types: A mission type can only be planned
against compatible targets. The mission_types method of each target class defines
which missions may target it.
* ai_flight_planner_db.py: Add the new mission type to aircraft_for_task that
returns the list of compatible aircraft in order of preference.
You may also need to update:
* flight.py: Add a new waypoint type if necessary. Most mission types will need
these, as aircraft.py uses the ingress point type to specialize AI tasks, and non-
strike-like missions will need more specialized control.
* ai_flight_planner.py: Use the new mission type in propose_missions so the AI will
plan the new mission type.
"""
TARCAP = "TARCAP"
@@ -66,36 +43,12 @@ class FlightType(Enum):
OCA_RUNWAY = "OCA/Runway"
OCA_AIRCRAFT = "OCA/Aircraft"
AEWC = "AEW&C"
TRANSPORT = "Transport"
SEAD_ESCORT = "SEAD Escort"
REFUELING = "Refueling"
def __str__(self) -> str:
return self.value
@classmethod
def from_name(cls, name: str) -> FlightType:
for entry in cls:
if name == entry.value:
return entry
raise KeyError(f"No FlightType with name {name}")
class FlightWaypointType(Enum):
"""Enumeration of waypoint types.
The value of the enum has no meaning but should remain stable to prevent breaking
save game compatibility.
When adding a new waypoint type, you will also need to update:
* waypointbuilder.py: Add a builder to simplify construction of the new waypoint
type unless the new waypoint type will be a parameter to an existing builder
method (such as how escort ingress waypoints work).
* aircraft.py: Associate AI actions with the new waypoint type by subclassing
PydcsWaypointBuilder and using it in PydcsWaypointBuilder.for_waypoint.
"""
TAKEOFF = 0 # Take off point
ASCEND_POINT = 1 # Ascension point after take off
PATROL = 2 # Patrol point
@@ -110,7 +63,7 @@ class FlightWaypointType(Enum):
LANDING_POINT = 11 # Should land there
TARGET_POINT = 12 # A target building or static object, position
TARGET_GROUP_LOC = 13 # A target group approximate location
TARGET_SHIP = 14 # Unused.
TARGET_SHIP = 14 # A target ship known location
CUSTOM = 15 # User waypoint (no specific behaviour)
JOIN = 16
SPLIT = 17
@@ -122,9 +75,6 @@ class FlightWaypointType(Enum):
DIVERT = 23
INGRESS_OCA_RUNWAY = 24
INGRESS_OCA_AIRCRAFT = 25
PICKUP = 26
DROP_OFF = 27
BULLSEYE = 28
class FlightWaypoint:
@@ -154,7 +104,7 @@ class FlightWaypoint:
# 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[Union[MissionTarget, Unit]] = []
self.targets: List[MissionTarget] = []
self.obj_name = ""
self.pretty_name = ""
self.only_for_player = False
@@ -201,55 +151,12 @@ class FlightWaypoint:
return waypoint
class FlightRoster:
def __init__(self, squadron: Squadron, initial_size: int = 0) -> None:
self.squadron = squadron
self.pilots: list[Optional[Pilot]] = []
self.resize(initial_size)
@property
def max_size(self) -> int:
return len(self.pilots)
@property
def player_count(self) -> int:
return len([p for p in self.pilots if p is not None and p.player])
@property
def missing_pilots(self) -> int:
return len([p for p in self.pilots if p is None])
def resize(self, new_size: int) -> None:
if self.max_size > new_size:
self.squadron.return_pilots(
[p for p in self.pilots[new_size:] if p is not None]
)
self.pilots = self.pilots[:new_size]
return
self.pilots.extend(
[
self.squadron.claim_available_pilot()
for _ in range(new_size - self.max_size)
]
)
def set_pilot(self, index: int, pilot: Optional[Pilot]) -> None:
if pilot is not None:
self.squadron.claim_pilot(pilot)
if (current_pilot := self.pilots[index]) is not None:
self.squadron.return_pilot(current_pilot)
self.pilots[index] = pilot
def clear(self) -> None:
self.squadron.return_pilots([p for p in self.pilots if p is not None])
class Flight:
def __init__(
self,
package: Package,
country: str,
squadron: Squadron,
unit_type: Type[FlyingType],
count: int,
flight_type: FlightType,
start_type: str,
@@ -257,30 +164,23 @@ class Flight:
arrival: ControlPoint,
divert: Optional[ControlPoint],
custom_name: Optional[str] = None,
cargo: Optional[TransferOrder] = None,
roster: Optional[FlightRoster] = None,
) -> None:
self.package = package
self.country = country
self.squadron = squadron
if roster is None:
self.roster = FlightRoster(self.squadron, initial_size=count)
else:
self.roster = roster
self.unit_type = unit_type
self.count = count
self.departure = departure
self.arrival = arrival
self.divert = divert
self.flight_type = flight_type
# TODO: Replace with FlightPlan.
self.targets: List[MissionTarget] = []
self.loadout = Loadout.default_for(self)
self.loadout: Dict[int, Optional[Weapon]] = {}
self.start_type = start_type
self.use_custom_loadout = False
self.client_count = 0
self.custom_name = custom_name
# Only used by transport missions.
self.cargo = cargo
# Will be replaced with a more appropriate FlightPlan by
# FlightPlanBuilder, but an empty flight plan the flight begins with an
# empty flight plan.
@@ -290,18 +190,6 @@ class Flight:
package=package, flight=self, custom_waypoints=[]
)
@property
def count(self) -> int:
return self.roster.max_size
@property
def client_count(self) -> int:
return self.roster.player_count
@property
def unit_type(self) -> AircraftType:
return self.squadron.aircraft
@property
def from_cp(self) -> ControlPoint:
return self.departure
@@ -310,25 +198,14 @@ class Flight:
def points(self) -> List[FlightWaypoint]:
return self.flight_plan.waypoints[1:]
def resize(self, new_size: int) -> None:
self.roster.resize(new_size)
def set_pilot(self, index: int, pilot: Optional[Pilot]) -> None:
self.roster.set_pilot(index, pilot)
@property
def missing_pilots(self) -> int:
return self.roster.missing_pilots
def clear_roster(self) -> None:
self.roster.clear()
def __repr__(self):
name = db.unit_type_name(self.unit_type)
if self.custom_name:
return f"{self.custom_name} {self.count} x {self.unit_type}"
return f"[{self.flight_type}] {self.count} x {self.unit_type}"
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 {self.unit_type}"
return f"[{self.flight_type}] {self.count} x {self.unit_type}"
return f"{self.custom_name} {self.count} x {name}"
return f"[{self.flight_type}] {self.count} x {name}"

View File

@@ -10,11 +10,13 @@ from __future__ import annotations
import logging
import math
import random
from dataclasses import dataclass, field
from dataclasses import dataclass
from datetime import timedelta
from functools import cached_property
from typing import Iterator, List, Optional, Set, TYPE_CHECKING, Tuple
from dcs.planes import E_3A, E_2C, A_50, KJ_2000
from dcs.mapping import Point
from dcs.unit import Unit
from shapely.geometry import Point as ShapelyPoint
@@ -27,10 +29,9 @@ from game.theater import (
MissionTarget,
SamGroundObject,
TheaterGroundObject,
NavalControlPoint,
)
from game.theater.theatergroundobject import EwrGroundObject, NavalGroundObject
from game.utils import Distance, Speed, feet, meters, nautical_miles, knots
from game.theater.theatergroundobject import EwrGroundObject
from game.utils import Distance, Speed, feet, meters, nautical_miles
from .closestairfields import ObjectiveDistanceCache
from .flight import Flight, FlightType, FlightWaypoint, FlightWaypointType
from .traveltime import GroundSpeed, TravelTime
@@ -40,7 +41,6 @@ from ..conflictgen import Conflict, FRONTLINE_LENGTH
if TYPE_CHECKING:
from game import Game
from gen.ato import Package
from game.transfers import Convoy
INGRESS_TYPES = {
FlightWaypointType.INGRESS_CAS,
@@ -124,10 +124,6 @@ class FlightPlan:
"""
raise NotImplementedError
@property
def tot(self) -> timedelta:
return self.package.time_over_target + self.tot_offset
@cached_property
def bingo_fuel(self) -> int:
"""Bingo fuel value for the FlightPlan"""
@@ -201,28 +197,15 @@ class FlightPlan:
def dismiss_escort_at(self) -> Optional[FlightWaypoint]:
return None
def escorted_waypoints(self) -> Iterator[FlightWaypoint]:
begin = self.request_escort_at()
end = self.dismiss_escort_at()
if begin is None or end is None:
return
escorting = False
for waypoint in self.waypoints:
if waypoint == begin:
escorting = True
if escorting:
yield waypoint
if waypoint == end:
return
def takeoff_time(self) -> Optional[timedelta]:
tot_waypoint = self.tot_waypoint
if tot_waypoint is None:
return None
time = self.tot
time = self.tot_for_waypoint(tot_waypoint)
if time is None:
return None
time += self.tot_offset
return time - self._travel_time_to_waypoint(tot_waypoint)
def startup_time(self) -> Optional[timedelta]:
@@ -259,7 +242,7 @@ class FlightPlan:
if self.flight.from_cp.is_fleet:
return timedelta(minutes=2)
else:
return timedelta(minutes=8)
return timedelta(minutes=5)
@property
def mission_departure_time(self) -> timedelta:
@@ -442,7 +425,6 @@ class BarCapFlightPlan(PatrollingFlightPlan):
takeoff: FlightWaypoint
land: FlightWaypoint
divert: Optional[FlightWaypoint]
bullseye: FlightWaypoint
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.takeoff
@@ -455,7 +437,6 @@ class BarCapFlightPlan(PatrollingFlightPlan):
yield self.land
if self.divert is not None:
yield self.divert
yield self.bullseye
@dataclass(frozen=True)
@@ -464,7 +445,6 @@ class CasFlightPlan(PatrollingFlightPlan):
target: FlightWaypoint
land: FlightWaypoint
divert: Optional[FlightWaypoint]
bullseye: FlightWaypoint
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.takeoff
@@ -478,7 +458,6 @@ class CasFlightPlan(PatrollingFlightPlan):
yield self.land
if self.divert is not None:
yield self.divert
yield self.bullseye
def request_escort_at(self) -> Optional[FlightWaypoint]:
return self.patrol_start
@@ -492,7 +471,6 @@ class TarCapFlightPlan(PatrollingFlightPlan):
takeoff: FlightWaypoint
land: FlightWaypoint
divert: Optional[FlightWaypoint]
bullseye: FlightWaypoint
lead_time: timedelta
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
@@ -506,7 +484,6 @@ class TarCapFlightPlan(PatrollingFlightPlan):
yield self.land
if self.divert is not None:
yield self.divert
yield self.bullseye
@property
def tot_offset(self) -> timedelta:
@@ -522,7 +499,7 @@ class TarCapFlightPlan(PatrollingFlightPlan):
start = self.package.escort_start_time
if start is not None:
return start + self.tot_offset
return self.tot
return super().patrol_start_time + self.tot_offset
@property
def patrol_end_time(self) -> timedelta:
@@ -545,8 +522,6 @@ class StrikeFlightPlan(FormationFlightPlan):
nav_from: List[FlightWaypoint]
land: FlightWaypoint
divert: Optional[FlightWaypoint]
bullseye: FlightWaypoint
lead_time: timedelta = field(default_factory=timedelta)
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.takeoff
@@ -561,7 +536,6 @@ class StrikeFlightPlan(FormationFlightPlan):
yield self.land
if self.divert is not None:
yield self.divert
yield self.bullseye
@property
def package_speed_waypoints(self) -> Set[FlightWaypoint]:
@@ -585,13 +559,6 @@ class StrikeFlightPlan(FormationFlightPlan):
def tot_waypoint(self) -> FlightWaypoint:
return self.targets[0]
@property
def tot_offset(self) -> timedelta:
try:
return -self.lead_time
except AttributeError:
return timedelta()
@property
def target_area_waypoint(self) -> FlightWaypoint:
return FlightWaypoint(
@@ -624,6 +591,10 @@ class StrikeFlightPlan(FormationFlightPlan):
)
return total
@property
def mission_speed(self) -> Speed:
return GroundSpeed.for_flight(self.flight, self.ingress.alt)
@property
def join_time(self) -> timedelta:
travel_time = self.travel_time_between_waypoints(self.join, self.ingress)
@@ -636,7 +607,7 @@ class StrikeFlightPlan(FormationFlightPlan):
@property
def ingress_time(self) -> timedelta:
tot = self.tot
tot = self.package.time_over_target
travel_time = self.travel_time_between_waypoints(
self.ingress, self.target_area_waypoint
)
@@ -644,7 +615,7 @@ class StrikeFlightPlan(FormationFlightPlan):
@property
def egress_time(self) -> timedelta:
tot = self.tot
tot = self.package.time_over_target
travel_time = self.travel_time_between_waypoints(
self.target_area_waypoint, self.egress
)
@@ -656,7 +627,7 @@ class StrikeFlightPlan(FormationFlightPlan):
elif waypoint == self.egress:
return self.egress_time
elif waypoint in self.targets:
return self.tot
return self.package.time_over_target
return super().tot_for_waypoint(waypoint)
@@ -669,7 +640,6 @@ class SweepFlightPlan(LoiterFlightPlan):
nav_from: List[FlightWaypoint]
land: FlightWaypoint
divert: Optional[FlightWaypoint]
bullseye: FlightWaypoint
lead_time: timedelta
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
@@ -682,7 +652,6 @@ class SweepFlightPlan(LoiterFlightPlan):
yield self.land
if self.divert is not None:
yield self.divert
yield self.bullseye
@property
def tot_waypoint(self) -> Optional[FlightWaypoint]:
@@ -701,7 +670,7 @@ class SweepFlightPlan(LoiterFlightPlan):
@property
def sweep_end_time(self) -> timedelta:
return self.tot
return self.package.time_over_target + self.tot_offset
def tot_for_waypoint(self, waypoint: FlightWaypoint) -> Optional[timedelta]:
if waypoint == self.sweep_start:
@@ -734,7 +703,6 @@ class AwacsFlightPlan(LoiterFlightPlan):
nav_from: List[FlightWaypoint]
land: FlightWaypoint
divert: Optional[FlightWaypoint]
bullseye: FlightWaypoint
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.takeoff
@@ -744,7 +712,6 @@ class AwacsFlightPlan(LoiterFlightPlan):
yield self.land
if self.divert is not None:
yield self.divert
yield self.bullseye
@property
def mission_start_time(self) -> Optional[timedelta]:
@@ -768,70 +735,6 @@ class AwacsFlightPlan(LoiterFlightPlan):
return self.push_time
@dataclass(frozen=True)
class RefuelingFlightPlan(PatrollingFlightPlan):
takeoff: FlightWaypoint
land: FlightWaypoint
divert: Optional[FlightWaypoint]
bullseye: FlightWaypoint
#: Racetrack speed.
patrol_speed: Speed
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.takeoff
yield from self.nav_to
yield self.patrol_start
yield self.patrol_end
yield from self.nav_from
yield self.land
if self.divert is not None:
yield self.divert
yield self.bullseye
@dataclass(frozen=True)
class AirliftFlightPlan(FlightPlan):
takeoff: FlightWaypoint
nav_to_pickup: List[FlightWaypoint]
pickup: Optional[FlightWaypoint]
nav_to_drop_off: List[FlightWaypoint]
drop_off: FlightWaypoint
nav_to_home: List[FlightWaypoint]
land: FlightWaypoint
divert: Optional[FlightWaypoint]
bullseye: FlightWaypoint
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.takeoff
yield from self.nav_to_pickup
if self.pickup:
yield self.pickup
yield from self.nav_to_drop_off
yield self.drop_off
yield from self.nav_to_home
yield self.land
if self.divert is not None:
yield self.divert
yield self.bullseye
@property
def tot_waypoint(self) -> Optional[FlightWaypoint]:
return self.drop_off
def tot_for_waypoint(self, waypoint: FlightWaypoint) -> Optional[timedelta]:
# TOT planning isn't really useful for transports. They're behind the front
# lines so no need to wait for escorts or for other missions to complete.
return None
def depart_time_for_waypoint(self, waypoint: FlightWaypoint) -> Optional[timedelta]:
return None
@property
def mission_departure_time(self) -> timedelta:
return self.package.time_over_target
@dataclass(frozen=True)
class CustomFlightPlan(FlightPlan):
custom_waypoints: List[FlightWaypoint]
@@ -879,7 +782,11 @@ class FlightPlanBuilder:
self.game = game
self.package = package
self.is_player = is_player
self.doctrine: Doctrine = self.game.faction_for(self.is_player).doctrine
if is_player:
faction = self.game.player_faction
else:
faction = self.game.enemy_faction
self.doctrine: Doctrine = faction.doctrine
self.threat_zones = self.game.threat_zone_for(not self.is_player)
def populate_flight_plan(
@@ -891,12 +798,12 @@ class FlightPlanBuilder:
"""Creates a default flight plan for the given mission."""
if flight not in self.package.flights:
raise RuntimeError("Flight must be a part of the package")
if self.package.waypoints is None:
self.regenerate_package_waypoints()
from game.navmesh import NavMeshError
try:
if self.package.waypoints is None:
self.regenerate_package_waypoints()
flight.flight_plan = self.generate_flight_plan(flight, custom_targets)
except NavMeshError as ex:
color = "blue" if self.is_player else "red"
@@ -928,8 +835,6 @@ class FlightPlanBuilder:
return self.generate_runway_attack(flight)
elif task == FlightType.SEAD:
return self.generate_sead(flight, custom_targets)
elif task == FlightType.SEAD_ESCORT:
return self.generate_escort(flight)
elif task == FlightType.STRIKE:
return self.generate_strike(flight)
elif task == FlightType.SWEEP:
@@ -938,10 +843,6 @@ class FlightPlanBuilder:
return self.generate_tarcap(flight)
elif task == FlightType.AEWC:
return self.generate_aewc(flight)
elif task == FlightType.TRANSPORT:
return self.generate_transport(flight)
elif task == FlightType.REFUELING:
return self.generate_refueling_racetrack(flight)
raise PlanningError(f"{task} flight plan generation not implemented")
def regenerate_package_waypoints(self) -> None:
@@ -1080,34 +981,40 @@ class FlightPlanBuilder:
"""
location = self.package.target
orbit_location = self.aewc_orbit(location)
start = self.aewc_orbit(location)
if flight.unit_type.patrol_altitude is not None:
patrol_alt = flight.unit_type.patrol_altitude
# As high as possible to maximize detection and on-station time.
if flight.unit_type == E_2C:
patrol_alt = feet(30000)
elif flight.unit_type == E_3A:
patrol_alt = feet(35000)
elif flight.unit_type == A_50:
patrol_alt = feet(33000)
elif flight.unit_type == KJ_2000:
patrol_alt = feet(40000)
else:
patrol_alt = feet(25000)
builder = WaypointBuilder(flight, self.game, self.is_player)
orbit_location = builder.orbit(orbit_location, patrol_alt)
start = builder.orbit(start, patrol_alt)
return AwacsFlightPlan(
package=self.package,
flight=flight,
takeoff=builder.takeoff(flight.departure),
nav_to=builder.nav_path(
flight.departure.position, orbit_location.position, patrol_alt
flight.departure.position, start.position, patrol_alt
),
nav_from=builder.nav_path(
orbit_location.position, flight.arrival.position, patrol_alt
start.position, flight.arrival.position, patrol_alt
),
land=builder.land(flight.arrival),
divert=builder.divert(flight.divert),
bullseye=builder.bullseye(),
hold=orbit_location,
hold=start,
hold_duration=timedelta(hours=4),
)
def generate_bai(self, flight: Flight) -> FlightPlan:
def generate_bai(self, flight: Flight) -> StrikeFlightPlan:
"""Generates a BAI flight plan.
Args:
@@ -1115,28 +1022,18 @@ class FlightPlanBuilder:
"""
location = self.package.target
from game.transfers import Convoy
if not isinstance(location, TheaterGroundObject):
raise InvalidObjectiveLocation(flight.flight_type, location)
targets: List[StrikeTarget] = []
if isinstance(location, TheaterGroundObject):
for group in location.groups:
if group.units:
targets.append(
StrikeTarget(f"{group.name} at {location.name}", group)
)
elif isinstance(location, Convoy):
targets.append(StrikeTarget(location.name, location))
else:
raise InvalidObjectiveLocation(flight.flight_type, location)
for group in location.groups:
if group.units:
targets.append(StrikeTarget(f"{group.name} at {location.name}", group))
return self.strike_flightplan(
flight, location, FlightWaypointType.INGRESS_BAI, targets
)
@staticmethod
def anti_ship_targets_for_tgo(tgo: TheaterGroundObject) -> List[StrikeTarget]:
return [StrikeTarget(f"{g.name} at {tgo.name}", g) for g in tgo.groups]
def generate_anti_ship(self, flight: Flight) -> StrikeFlightPlan:
"""Generates an anti-ship flight plan.
@@ -1145,17 +1042,20 @@ class FlightPlanBuilder:
"""
location = self.package.target
from game.transfers import CargoShip
if isinstance(location, ControlPoint):
if location.is_fleet:
# The first group generated will be the carrier group itself.
location = location.ground_objects[0]
else:
raise InvalidObjectiveLocation(flight.flight_type, location)
if isinstance(location, NavalControlPoint):
targets = self.anti_ship_targets_for_tgo(location.find_main_tgo())
elif isinstance(location, NavalGroundObject):
targets = self.anti_ship_targets_for_tgo(location)
elif isinstance(location, CargoShip):
targets = [StrikeTarget(location.name, location)]
else:
if not isinstance(location, TheaterGroundObject):
raise InvalidObjectiveLocation(flight.flight_type, location)
targets: List[StrikeTarget] = []
for group in location.groups:
targets.append(StrikeTarget(f"{group.name} at {location.name}", group))
return self.strike_flightplan(
flight, location, FlightWaypointType.INGRESS_BAI, targets
)
@@ -1198,7 +1098,6 @@ class FlightPlanBuilder:
patrol_end=end,
land=builder.land(flight.arrival),
divert=builder.divert(flight.divert),
bullseye=builder.bullseye(),
)
def generate_sweep(self, flight: Flight) -> SweepFlightPlan:
@@ -1235,59 +1134,6 @@ class FlightPlanBuilder:
sweep_end=end,
land=builder.land(flight.arrival),
divert=builder.divert(flight.divert),
bullseye=builder.bullseye(),
)
def generate_transport(self, flight: Flight) -> AirliftFlightPlan:
"""Generate an airlift flight at a given location.
Args:
flight: The flight to generate the flight plan for.
"""
cargo = flight.cargo
if cargo is None:
raise PlanningError(
"Cannot plan transport mission for flight with no cargo."
)
altitude = feet(1500)
altitude_is_agl = True
builder = WaypointBuilder(flight, self.game, self.is_player)
pickup = None
nav_to_pickup = []
if cargo.origin != flight.departure:
pickup = builder.pickup(cargo.origin)
nav_to_pickup = builder.nav_path(
flight.departure.position,
cargo.origin.position,
altitude,
altitude_is_agl,
)
return AirliftFlightPlan(
package=self.package,
flight=flight,
takeoff=builder.takeoff(flight.departure),
nav_to_pickup=nav_to_pickup,
pickup=pickup,
nav_to_drop_off=builder.nav_path(
cargo.origin.position,
cargo.next_stop.position,
altitude,
altitude_is_agl,
),
drop_off=builder.drop_off(cargo.next_stop),
nav_to_home=builder.nav_path(
cargo.origin.position,
flight.arrival.position,
altitude,
altitude_is_agl,
),
land=builder.land(flight.arrival),
divert=builder.divert(flight.divert),
bullseye=builder.bullseye(),
)
def racetrack_for_objective(
@@ -1352,31 +1198,29 @@ class FlightPlanBuilder:
return start, end
def aewc_orbit(self, location: MissionTarget) -> Point:
closest_boundary = self.threat_zones.closest_boundary(location.position)
heading_to_threat_boundary = location.position.heading_between_point(
closest_boundary
)
distance_to_threat = meters(
location.position.distance_to_point(closest_boundary)
)
orbit_heading = heading_to_threat_boundary
# Station 100nm outside the threat zone.
threat_buffer = nautical_miles(100)
# in threat zone
if self.threat_zones.threatened(location.position):
orbit_distance = distance_to_threat + threat_buffer
else:
orbit_distance = distance_to_threat - threat_buffer
# Borderpoint
closest_boundary = self.threat_zones.closest_boundary(location.position)
return location.position.point_from_heading(
orbit_heading, orbit_distance.meters
)
# Heading + Distance to border point
heading = location.position.heading_between_point(closest_boundary)
distance = location.position.distance_to_point(closest_boundary)
return location.position.point_from_heading(heading, distance)
# this Part is fine. No threat zone, just use our point
else:
return location.position
def racetrack_for_frontline(
self, origin: Point, front_line: FrontLine
) -> Tuple[Point, Point]:
ally_cp, enemy_cp = front_line.control_points
# Find targets waypoints
ingress, heading, distance = Conflict.frontline_vector(
front_line, self.game.theater
ally_cp, enemy_cp, self.game.theater
)
center = ingress.point_from_heading(heading, distance / 2)
orbit_center = center.point_from_heading(
@@ -1443,7 +1287,6 @@ class FlightPlanBuilder:
patrol_end=end,
land=builder.land(flight.arrival),
divert=builder.divert(flight.divert),
bullseye=builder.bullseye(),
)
def generate_dead(
@@ -1537,11 +1380,7 @@ class FlightPlanBuilder:
targets.append(StrikeTarget(location.name, target))
return self.strike_flightplan(
flight,
location,
FlightWaypointType.INGRESS_SEAD,
targets,
lead_time=timedelta(minutes=1),
flight, location, FlightWaypointType.INGRESS_SEAD, targets
)
def generate_escort(self, flight: Flight) -> StrikeFlightPlan:
@@ -1576,7 +1415,6 @@ class FlightPlanBuilder:
),
land=builder.land(flight.arrival),
divert=builder.divert(flight.divert),
bullseye=builder.bullseye(),
)
def generate_cas(self, flight: Flight) -> CasFlightPlan:
@@ -1591,7 +1429,7 @@ class FlightPlanBuilder:
raise InvalidObjectiveLocation(flight.flight_type, location)
ingress, heading, distance = Conflict.frontline_vector(
location, self.game.theater
location.control_points[0], location.control_points[1], self.game.theater
)
center = ingress.point_from_heading(heading, distance / 2)
egress = ingress.point_from_heading(heading, distance)
@@ -1622,75 +1460,6 @@ class FlightPlanBuilder:
patrol_end=builder.egress(egress, location),
land=builder.land(flight.arrival),
divert=builder.divert(flight.divert),
bullseye=builder.bullseye(),
)
def generate_refueling_racetrack(self, flight: Flight) -> RefuelingFlightPlan:
location = self.package.target
closest_boundary = self.threat_zones.closest_boundary(location.position)
heading_to_threat_boundary = location.position.heading_between_point(
closest_boundary
)
distance_to_threat = meters(
location.position.distance_to_point(closest_boundary)
)
orbit_heading = heading_to_threat_boundary
# Station 70nm outside the threat zone.
threat_buffer = nautical_miles(70)
if self.threat_zones.threatened(location.position):
orbit_distance = distance_to_threat + threat_buffer
else:
orbit_distance = distance_to_threat - threat_buffer
racetrack_center = location.position.point_from_heading(
orbit_heading, orbit_distance.meters
)
racetrack_half_distance = Distance.from_nautical_miles(20).meters
racetrack_start = racetrack_center.point_from_heading(
orbit_heading + 90, racetrack_half_distance
)
racetrack_end = racetrack_center.point_from_heading(
orbit_heading - 90, racetrack_half_distance
)
builder = WaypointBuilder(flight, self.game, self.is_player)
tanker_type = flight.unit_type
if tanker_type.patrol_altitude is not None:
altitude = tanker_type.patrol_altitude
else:
altitude = feet(21000)
if tanker_type.patrol_speed is not None:
speed = tanker_type.patrol_speed
else:
# ~280 knots IAS at 21000.
speed = knots(400)
racetrack = builder.race_track(racetrack_start, racetrack_end, altitude)
return RefuelingFlightPlan(
package=self.package,
flight=flight,
takeoff=builder.takeoff(flight.departure),
nav_to=builder.nav_path(
flight.departure.position, racetrack_start, altitude
),
nav_from=builder.nav_path(racetrack_end, flight.arrival.position, altitude),
patrol_start=racetrack[0],
patrol_end=racetrack[1],
land=builder.land(flight.arrival),
divert=builder.divert(flight.divert),
bullseye=builder.bullseye(),
patrol_duration=timedelta(hours=1),
patrol_speed=speed,
# TODO: Factor out a common base of the combat and non-combat race-tracks.
# No harm in setting this, but we ought to clean up a bit.
engagement_distance=meters(0),
)
@staticmethod
@@ -1787,7 +1556,6 @@ class FlightPlanBuilder:
location: MissionTarget,
ingress_type: FlightWaypointType,
targets: Optional[List[StrikeTarget]] = None,
lead_time: timedelta = timedelta(),
) -> StrikeFlightPlan:
assert self.package.waypoints is not None
builder = WaypointBuilder(flight, self.game, self.is_player, targets)
@@ -1826,8 +1594,6 @@ class FlightPlanBuilder:
),
land=builder.land(flight.arrival),
divert=builder.divert(flight.divert),
bullseye=builder.bullseye(),
lead_time=lead_time,
)
def _retreating_rendezvous_point(self, attack_transition: Point) -> Point:
@@ -1892,7 +1658,7 @@ class FlightPlanBuilder:
# We'll always have a package, but if this is being planned via the UI
# it could be the first flight in the package.
if not self.package.flights:
raise PlanningError(
raise RuntimeError(
"Cannot determine source airfield for package with no flights"
)
@@ -1904,4 +1670,4 @@ class FlightPlanBuilder:
for flight in self.package.flights:
if flight.departure == airfield:
return airfield
raise PlanningError("Could not find any airfield assigned to this package")
raise RuntimeError("Could not find any airfield assigned to this package")

View File

@@ -1,136 +0,0 @@
from __future__ import annotations
import datetime
from typing import Optional, List, Iterator, TYPE_CHECKING, Mapping
from game.data.weapons import Weapon, Pylon
from game.dcs.aircrafttype import AircraftType
if TYPE_CHECKING:
from gen.flights.flight import Flight
class Loadout:
def __init__(
self,
name: str,
pylons: Mapping[int, Optional[Weapon]],
date: Optional[datetime.date],
is_custom: bool = False,
) -> None:
self.name = name
self.pylons = {k: v for k, v in pylons.items() if v is not None}
self.date = date
self.is_custom = is_custom
def derive_custom(self, name: str) -> Loadout:
return Loadout(name, self.pylons, self.date, is_custom=True)
def degrade_for_date(self, unit_type: AircraftType, date: datetime.date) -> Loadout:
if self.date is not None and self.date <= date:
return Loadout(self.name, self.pylons, self.date)
new_pylons = dict(self.pylons)
for pylon_number, weapon in self.pylons.items():
if weapon is None:
del new_pylons[pylon_number]
continue
if not weapon.available_on(date):
pylon = Pylon.for_aircraft(unit_type, pylon_number)
for fallback in weapon.fallbacks:
if not pylon.can_equip(fallback):
continue
if not fallback.available_on(date):
continue
new_pylons[pylon_number] = fallback
break
else:
del new_pylons[pylon_number]
return Loadout(f"{self.name} ({date.year})", new_pylons, date)
@classmethod
def iter_for(cls, flight: Flight) -> Iterator[Loadout]:
# Dict of payload ID (numeric) to:
#
# {
# "name": The name the user set in the ME
# "pylons": List (as a dict) of dicts of:
# {"CLSID": class ID, "num": pylon number}
# "tasks": List (as a dict) of task IDs the payload is used by.
# }
payloads = flight.unit_type.dcs_unit_type.load_payloads()
for payload in payloads.values():
name = payload["name"]
pylons = payload["pylons"]
yield Loadout(
name,
{p["num"]: Weapon.from_clsid(p["CLSID"]) for p in pylons.values()},
date=None,
)
@classmethod
def all_for(cls, flight: Flight) -> List[Loadout]:
return list(cls.iter_for(flight))
@classmethod
def default_loadout_names_for(cls, flight: Flight) -> Iterator[str]:
from gen.flights.flight import FlightType
# 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.
loadout_names = {t: [f"Liberation {t.value}"] for t in FlightType}
legacy_names = {
FlightType.TARCAP: ("CAP HEAVY", "CAP", "Liberation BARCAP"),
FlightType.BARCAP: ("CAP HEAVY", "CAP", "Liberation TARCAP"),
FlightType.CAS: ("CAS MAVERICK F", "CAS"),
FlightType.STRIKE: ("STRIKE",),
FlightType.ANTISHIP: ("ANTISHIP",),
FlightType.SEAD: ("SEAD",),
FlightType.BAI: ("BAI",),
FlightType.OCA_RUNWAY: ("RUNWAY_ATTACK", "RUNWAY_STRIKE"),
FlightType.OCA_AIRCRAFT: ("OCA",),
}
for flight_type, names in legacy_names.items():
loadout_names[flight_type].extend(names)
# A SEAD escort typically does not need a different loadout than a regular
# SEAD flight, so fall back to SEAD if needed.
loadout_names[FlightType.SEAD_ESCORT].extend(loadout_names[FlightType.SEAD])
# Sweep and escort can fall back to TARCAP.
loadout_names[FlightType.ESCORT].extend(loadout_names[FlightType.TARCAP])
loadout_names[FlightType.SWEEP].extend(loadout_names[FlightType.TARCAP])
# Intercept can fall back to BARCAP.
loadout_names[FlightType.INTERCEPTION].extend(loadout_names[FlightType.BARCAP])
# OCA/Aircraft falls back to BAI, which falls back to CAS.
loadout_names[FlightType.BAI].extend(loadout_names[FlightType.CAS])
loadout_names[FlightType.OCA_AIRCRAFT].extend(loadout_names[FlightType.BAI])
# DEAD also falls back to BAI.
loadout_names[FlightType.DEAD].extend(loadout_names[FlightType.BAI])
# OCA/Runway falls back to Strike
loadout_names[FlightType.OCA_RUNWAY].extend(loadout_names[FlightType.STRIKE])
yield from loadout_names[flight.flight_type]
@classmethod
def default_for(cls, flight: Flight) -> Loadout:
# Iterate through each possible payload type for a given aircraft.
# Some aircraft have custom loadouts that in aren't the standard set.
for name in cls.default_loadout_names_for(flight):
# This operation is cached, but must be called before load_by_name will
# work.
flight.unit_type.dcs_unit_type.load_payloads()
payload = flight.unit_type.dcs_unit_type.loadout_by_name(name)
if payload is not None:
return Loadout(
name,
{i: Weapon.from_clsid(d["clsid"]) for i, d in payload},
date=None,
)
# TODO: Try group.load_task_default_loadout(loadout_for_task)
return Loadout("Empty", {}, date=None)

View File

@@ -25,31 +25,34 @@ if TYPE_CHECKING:
class GroundSpeed:
@classmethod
def for_flight(cls, flight: Flight, altitude: Distance) -> Speed:
if not issubclass(flight.unit_type, FlyingType):
raise TypeError("Flight has non-flying unit")
# TODO: Expose both a cruise speed and target speed.
# The cruise speed can be used for ascent, hold, join, and RTB to save
# 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 = flight.unit_type.max_speed
max_speed = kph(flight.unit_type.max_speed)
if max_speed > SPEED_OF_SOUND_AT_SEA_LEVEL:
# Aircraft is supersonic. Limit to mach 0.85 to conserve fuel and
# Aircraft is supersonic. Limit to mach 0.8 to conserve fuel and
# account for heavily loaded jets.
return mach(0.85, altitude)
return 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() * 0.85
cruise_mach = max_speed.mach() * 0.8
return mach(cruise_mach, altitude)
class TravelTime:
@staticmethod
def between_points(a: Point, b: Point, speed: Speed) -> timedelta:
error_factor = 1.05
error_factor = 1.1
distance = meters(a.distance_to_point(b))
return timedelta(hours=distance.nautical_miles / speed.knots * error_factor)
@@ -69,9 +72,6 @@ class TotEstimator:
return startup_time
def earliest_tot(self) -> timedelta:
if not self.package.flights:
return timedelta(0)
earliest_tot = max(
(self.earliest_tot_for_flight(f) for f in self.package.flights)
)

View File

@@ -18,7 +18,6 @@ from dcs.unitgroup import Group, VehicleGroup
if TYPE_CHECKING:
from game import Game
from game.transfers import MultiGroupTransport
from game.theater import (
ControlPoint,
@@ -33,7 +32,7 @@ from .flight import Flight, FlightWaypoint, FlightWaypointType
@dataclass(frozen=True)
class StrikeTarget:
name: str
target: Union[VehicleGroup, TheaterGroundObject, Unit, Group, MultiGroupTransport]
target: Union[VehicleGroup, TheaterGroundObject, Unit, Group]
class WaypointBuilder:
@@ -50,7 +49,6 @@ class WaypointBuilder:
self.threat_zones = game.threat_zone_for(not player)
self.navmesh = game.navmesh_for(player)
self.targets = targets
self._bullseye = game.bullseye_for(player)
@property
def is_helo(self) -> bool:
@@ -146,19 +144,6 @@ class WaypointBuilder:
waypoint.only_for_player = True
return waypoint
def bullseye(self) -> FlightWaypoint:
waypoint = FlightWaypoint(
FlightWaypointType.BULLSEYE,
self._bullseye.position.x,
self._bullseye.position.y,
meters(0),
)
waypoint.pretty_name = "Bullseye"
waypoint.description = "Bullseye"
waypoint.name = "BULLSEYE"
waypoint.only_for_player = True
return waypoint
def hold(self, position: Point) -> FlightWaypoint:
waypoint = FlightWaypoint(
FlightWaypointType.LOITER,
@@ -216,7 +201,8 @@ class WaypointBuilder:
waypoint.pretty_name = "INGRESS on " + objective.name
waypoint.description = "INGRESS on " + objective.name
waypoint.name = "INGRESS"
waypoint.targets = objective.strike_targets
# TODO: This seems wrong, but it's what was there before.
waypoint.targets.append(objective)
return waypoint
def egress(self, position: Point, target: MissionTarget) -> FlightWaypoint:
@@ -420,13 +406,10 @@ class WaypointBuilder:
end: The end of the sweep.
altitude: The sweep altitude.
"""
return self.sweep_start(start, altitude), self.sweep_end(end, altitude)
return (self.sweep_start(start, altitude), self.sweep_end(end, altitude))
def escort(
self,
ingress: Point,
target: MissionTarget,
egress: Point,
self, ingress: Point, target: MissionTarget, egress: Point
) -> Tuple[FlightWaypoint, FlightWaypoint, FlightWaypoint]:
"""Creates the waypoints needed to escort the package.
@@ -459,69 +442,24 @@ class WaypointBuilder:
return ingress, waypoint, egress
@staticmethod
def pickup(control_point: ControlPoint) -> FlightWaypoint:
"""Creates a cargo pickup waypoint.
Args:
control_point: Pick up location.
"""
waypoint = FlightWaypoint(
FlightWaypointType.PICKUP,
control_point.position.x,
control_point.position.y,
meters(0),
)
waypoint.alt_type = "RADIO"
waypoint.name = "PICKUP"
waypoint.description = f"Pick up cargo from {control_point}"
waypoint.pretty_name = "Pick up location"
return waypoint
@staticmethod
def drop_off(control_point: ControlPoint) -> FlightWaypoint:
"""Creates a cargo drop-off waypoint.
Args:
control_point: Drop-off location.
"""
waypoint = FlightWaypoint(
FlightWaypointType.PICKUP,
control_point.position.x,
control_point.position.y,
meters(0),
)
waypoint.alt_type = "RADIO"
waypoint.name = "DROP OFF"
waypoint.description = f"Drop off cargo at {control_point}"
waypoint.pretty_name = "Drop off location"
return waypoint
@staticmethod
def nav(
position: Point, altitude: Distance, altitude_is_agl: bool = False
) -> FlightWaypoint:
def nav(position: Point, altitude: Distance) -> FlightWaypoint:
"""Creates a navigation point.
Args:
position: Position of the waypoint.
altitude: Altitude of the waypoint.
altitude_is_agl: True for altitude is AGL. False if altitude is MSL.
"""
waypoint = FlightWaypoint(
FlightWaypointType.NAV, position.x, position.y, altitude
)
if altitude_is_agl:
waypoint.alt_type = "RADIO"
waypoint.name = "NAV"
waypoint.description = "NAV"
waypoint.pretty_name = "Nav"
return waypoint
def nav_path(
self, a: Point, b: Point, altitude: Distance, altitude_is_agl: bool = False
) -> List[FlightWaypoint]:
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, altitude_is_agl) for p in path]
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

View File

@@ -32,8 +32,6 @@ class ForcedOptionsGenerator:
self.mission.forced_options.labels = ForcedOptions.Labels.Abbreviate
elif self.game.settings.labels == "Dot Only":
self.mission.forced_options.labels = ForcedOptions.Labels.DotOnly
elif self.game.settings.labels == "Neutral Dot":
self.mission.forced_options.labels = ForcedOptions.Labels.NeutralDot
elif self.game.settings.labels == "Off":
self.mission.forced_options.labels = ForcedOptions.Labels.None_

View File

@@ -1,11 +1,11 @@
import logging
import random
from enum import Enum
from typing import Dict, List
from game.data.groundunitclass import GroundUnitClass
from game.dcs.groundunittype import GroundUnitType
from dcs.unittype import VehicleType
from game.theater import ControlPoint
from gen.ground_forces.ai_ground_planner_db import *
from gen.ground_forces.combat_stance import CombatStance
MAX_COMBAT_GROUP_PER_CP = 10
@@ -20,19 +20,17 @@ class CombatGroupRole(Enum):
LOGI = 6
INFANTRY = 7
ATGM = 8
RECON = 9
DISTANCE_FROM_FRONTLINE = {
CombatGroupRole.TANK: (2200, 3200),
CombatGroupRole.APC: (2700, 3700),
CombatGroupRole.APC: (7500, 8500),
CombatGroupRole.IFV: (2700, 3700),
CombatGroupRole.ARTILLERY: (16000, 18000),
CombatGroupRole.SHORAD: (5000, 8000),
CombatGroupRole.SHORAD: (12000, 13000),
CombatGroupRole.LOGI: (18000, 20000),
CombatGroupRole.INFANTRY: (2800, 3300),
CombatGroupRole.ATGM: (5200, 6200),
CombatGroupRole.RECON: (2000, 3000),
}
GROUP_SIZES_BY_COMBAT_STANCE = {
@@ -46,19 +44,17 @@ GROUP_SIZES_BY_COMBAT_STANCE = {
class CombatGroup:
def __init__(
self, role: CombatGroupRole, unit_type: GroundUnitType, size: int
) -> None:
self.unit_type = unit_type
self.size = size
def __init__(self, role: CombatGroupRole):
self.units: List[VehicleType] = []
self.role = role
self.assigned_enemy_cp = None
self.start_position = None
def __str__(self):
s = f"ROLE : {self.role}\n"
if self.size:
s += f"UNITS {self.unit_type} * {self.size}"
s = ""
s += "ROLE : " + str(self.role) + "\n"
if len(self.units) > 0:
s += "UNITS " + self.units[0].name + " * " + str(len(self.units))
return s
@@ -76,7 +72,6 @@ class GroundPlanner:
self.atgm_group: List[CombatGroup] = []
self.logi_groups: List[CombatGroup] = []
self.shorad_groups: List[CombatGroup] = []
self.recon_groups: List[CombatGroup] = []
self.units_per_cp: Dict[int, List[CombatGroup]] = {}
for cp in self.connected_enemy_cp:
@@ -85,10 +80,6 @@ class GroundPlanner:
def plan_groundwar(self):
ground_unit_limit = self.cp.frontline_unit_count_limit
remaining_available_frontline_units = ground_unit_limit
if hasattr(self.cp, "stance"):
group_size_choice = GROUP_SIZES_BY_COMBAT_STANCE[self.cp.stance]
else:
@@ -96,59 +87,51 @@ class GroundPlanner:
group_size_choice = GROUP_SIZES_BY_COMBAT_STANCE[CombatStance.DEFENSIVE]
# Create combat groups and assign them randomly to each enemy CP
for unit_type in self.cp.base.armor:
unit_class = unit_type.unit_class
if unit_class is GroundUnitClass.Tank:
for key in self.cp.base.armor.keys():
role = None
collection = None
if key in TYPE_TANKS:
collection = self.tank_groups
role = CombatGroupRole.TANK
elif unit_class is GroundUnitClass.Apc:
elif key in TYPE_APC:
collection = self.apc_group
role = CombatGroupRole.APC
elif unit_class is GroundUnitClass.Artillery:
elif key in TYPE_ARTILLERY:
collection = self.art_group
role = CombatGroupRole.ARTILLERY
elif unit_class is GroundUnitClass.Ifv:
elif key in TYPE_IFV:
collection = self.ifv_group
role = CombatGroupRole.IFV
elif unit_class is GroundUnitClass.Logistics:
elif key in TYPE_LOGI:
collection = self.logi_groups
role = CombatGroupRole.LOGI
elif unit_class is GroundUnitClass.Atgm:
elif key in TYPE_ATGM:
collection = self.atgm_group
role = CombatGroupRole.ATGM
elif unit_class is GroundUnitClass.Shorads:
elif key in TYPE_SHORAD:
collection = self.shorad_groups
role = CombatGroupRole.SHORAD
elif unit_class is GroundUnitClass.Recon:
collection = self.recon_groups
role = CombatGroupRole.RECON
else:
logging.warning(
f"Unused front line vehicle at base {unit_type}: unknown unit class"
)
print("Warning unit type not handled by ground generator")
print(key)
continue
available = self.cp.base.armor[unit_type]
if available > remaining_available_frontline_units:
available = remaining_available_frontline_units
remaining_available_frontline_units -= available
available = self.cp.base.armor[key]
while available > 0:
if role == CombatGroupRole.SHORAD:
count = 1
n = 1
else:
count = random.choice(group_size_choice)
if count > available:
n = random.choice(group_size_choice)
if n > available:
if available >= 2:
count = 2
n = 2
else:
count = 1
available -= count
n = 1
available -= n
group = CombatGroup(role, unit_type, count)
group = CombatGroup(role)
if len(self.connected_enemy_cp) > 0:
enemy_cp = random.choice(self.connected_enemy_cp).id
self.units_per_cp[enemy_cp].append(group)
@@ -156,16 +139,16 @@ class GroundPlanner:
else:
self.reserve.append(group)
group.assigned_enemy_cp = "__reserve__"
collection.append(group)
if remaining_available_frontline_units == 0:
break
for i in range(n):
group.units.append(key)
collection.append(group)
print("------------------")
print("Ground Planner : ")
print(self.cp.name)
print("------------------")
for unit_type in self.units_per_cp.keys():
print("For : #" + str(unit_type))
for group in self.units_per_cp[unit_type]:
for key in self.units_per_cp.keys():
print("For : #" + str(key))
for group in self.units_per_cp[key]:
print(str(group))

View File

@@ -0,0 +1,182 @@
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_IV,
Armor.ZTZ_96B,
# WW2
Armor.MT_Pz_Kpfw_V_Panther_Ausf_G,
Armor.MT_PzIV_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.SPG_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_HMMWV,
Armor.ATGM_Stryker,
Armor.IFV_BMP_2,
# WW2 (Tank Destroyers)
Unarmed.Carrier_M30_Cargo,
Armor.SPG_Jagdpanzer_IV,
Armor.SPG_Jagdpanther_G1,
Armor.SPG_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_Warrior,
Armor.IFV_LAV_25,
Armor.SPG_Stryker_MGS,
Armor.IFV_Sd_Kfz_234_2_Puma,
Armor.IFV_M2A2_Bradley,
Armor.IFV_BMD_1,
Armor.ZBD_04A,
# WW2
Armor.IFV_Sd_Kfz_234_2_Puma,
Armor.Car_M8_Greyhound_Armored,
Armor.Car_Daimler_Armored,
# Mods
frenchpack.ERC_90,
frenchpack.VBAE_CRAB,
frenchpack.VAB_T20_13,
]
TYPE_APC = [
Armor.APC_HMMWV__Scout,
Armor.IFV_M1126_Stryker_ICV,
Armor.APC_M113,
Armor.APC_BTR_80,
Armor.APC_BTR_82A,
Armor.APC_MTLB,
Armor.APC_M2A1_Halftrack,
Armor.APC_Cobra__Scout,
Armor.APC_Sd_Kfz_251_Halftrack,
Armor.APC_AAV_7_Amphibious,
Armor.APC_TPz_Fuchs,
Armor.IFV_BRDM_2,
Armor.APC_BTR_RD,
Artillery.Grad_MRL_FDDM__FC,
# WW2
Armor.APC_M2A1_Halftrack,
Armor.APC_Sd_Kfz_251_Halftrack,
# Mods
frenchpack.VAB__50,
frenchpack.VBL__50,
frenchpack.VBL_AANF1,
]
TYPE_ARTILLERY = [
Artillery.MLRS_9A52_Smerch_HE_300mm,
Artillery.SPH_2S1_Gvozdika_122mm,
Artillery.SPH_2S3_Akatsia_152mm,
Artillery.MLRS_BM_21_Grad_122mm,
Artillery.MLRS_BM_27_Uragan_220mm,
Artillery.SPH_M109_Paladin_155mm,
Artillery.MLRS_M270_227mm,
Artillery.SPH_2S9_Nona_120mm_M,
Artillery.SPH_Dana_vz77_152mm,
Artillery.PLZ_05,
Artillery.SPH_2S19_Msta_152mm,
Artillery.MLRS_9A52_Smerch_CM_300mm,
# WW2
Artillery.SPG_Sturmpanzer_IV_Brummbar,
Artillery.SPG_M12_GMC_155mm,
]
TYPE_LOGI = [
Unarmed.Truck_M818_6x6,
Unarmed.Truck_KAMAZ_43101,
Unarmed.Truck_Ural_375,
Unarmed.Truck_GAZ_66,
Unarmed.Truck_GAZ_3307,
Unarmed.Truck_GAZ_3308,
Unarmed.Truck_Ural_4320_31_Arm_d,
Unarmed.Truck_Ural_4320T,
Unarmed.Truck_Opel_Blitz,
Unarmed.LUV_Kubelwagen_82,
Unarmed.Carrier_Sd_Kfz_7_Tractor,
Unarmed.LUV_Kettenrad,
Unarmed.Car_Willys_Jeep,
Unarmed.LUV_Land_Rover_109,
Unarmed.Truck_Land_Rover_101_FC,
# Mods
frenchpack.VBL,
frenchpack.VAB,
]
TYPE_INFANTRY = [
Infantry.Insurgent_AK_74,
Infantry.Infantry_AK_74,
Infantry.Infantry_M1_Garand,
Infantry.Infantry_Mauser_98,
Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Infantry_M4_Georgia,
Infantry.Infantry_AK_74_Rus,
Infantry.Paratrooper_AKS,
Infantry.Paratrooper_RPG_16,
Infantry.Infantry_M249,
Infantry.Infantry_M4,
Infantry.Infantry_RPG,
]
TYPE_SHORAD = [
AirDefence.SPAAA_ZU_23_2_Mounted_Ural_375,
AirDefence.SPAAA_ZU_23_2_Insurgent_Mounted_Ural_375,
AirDefence.SPAAA_ZSU_57_2,
AirDefence.SPAAA_ZSU_23_4_Shilka_Gun_Dish,
AirDefence.SAM_SA_8_Osa_Gecko_TEL,
AirDefence.SAM_SA_9_Strela_1_Gaskin_TEL,
AirDefence.SAM_SA_13_Strela_10M3_Gopher_TEL,
AirDefence.SAM_SA_15_Tor_Gauntlet,
AirDefence.SAM_SA_19_Tunguska_Grison,
AirDefence.SPAAA_Gepard,
AirDefence.SPAAA_Vulcan_M163,
AirDefence.SAM_Linebacker___Bradley_M6,
AirDefence.SAM_Chaparral_M48,
AirDefence.SAM_Avenger__Stinger,
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_40mm_Bofors,
AirDefence.AAA_S_60_57mm,
AirDefence.AAA_M1_37mm,
AirDefence.AAA_QF_3_7,
]

View File

@@ -12,10 +12,9 @@ import random
from typing import Dict, Iterator, Optional, TYPE_CHECKING, Type, List
from dcs import Mission, Point, unitgroup
from dcs.action import SceneryDestructionZone
from dcs.country import Country
from dcs.point import StaticPoint
from dcs.statics import Fortification, fortification_map, warehouse_map
from dcs.statics import fortification_map, warehouse_map, Warehouse
from dcs.task import (
ActivateBeaconCommand,
ActivateICLSCommand,
@@ -23,8 +22,7 @@ from dcs.task import (
OptAlarmState,
FireAtPoint,
)
from dcs.triggers import TriggerStart, TriggerZone
from dcs.unit import Ship, Unit, Vehicle, SingleHeliPad
from dcs.unit import Ship, Unit, Vehicle, SingleHeliPad, Static
from dcs.unitgroup import Group, ShipGroup, StaticGroup, VehicleGroup
from dcs.unittype import StaticType, UnitType
from dcs.vehicles import vehicle_map
@@ -36,15 +34,13 @@ from game.theater import ControlPoint, TheaterGroundObject
from game.theater.theatergroundobject import (
BuildingGroundObject,
CarrierGroundObject,
FactoryGroundObject,
GenericCarrierGroundObject,
LhaGroundObject,
ShipGroundObject,
MissileSiteGroundObject,
SceneryGroundObject,
)
from game.unitmap import UnitMap
from game.utils import feet, knots, mps
from game.utils import knots, mps
from .radios import RadioFrequency, RadioRegistry
from .runways import RunwayData
from .tacan import TacanBand, TacanChannel, TacanRegistry
@@ -76,12 +72,8 @@ class GenericGroundObjectGenerator:
self.m = mission
self.unit_map = unit_map
@property
def culled(self) -> bool:
return self.game.position_culled(self.ground_object.position)
def generate(self) -> None:
if self.culled:
if self.game.position_culled(self.ground_object.position):
return
for group in self.ground_object.groups:
@@ -100,11 +92,13 @@ class GenericGroundObjectGenerator:
position=group.position,
heading=group.units[0].heading,
)
vg.units[0].name = group.units[0].name
vg.units[0].name = self.m.string(group.units[0].name)
vg.units[0].player_can_drive = True
for i, u in enumerate(group.units):
if i > 0:
vehicle = Vehicle(self.m.next_unit_id(), u.name, u.type)
vehicle = Vehicle(
self.m.next_unit_id(), self.m.string(u.name), u.type
)
vehicle.position.x = u.position.x
vehicle.position.y = u.position.y
vehicle.heading = u.heading
@@ -134,12 +128,6 @@ class GenericGroundObjectGenerator:
class MissileSiteGenerator(GenericGroundObjectGenerator):
@property
def culled(self) -> bool:
# Don't cull missile sites - their range is long enough to make them easily
# culled despite being a threat.
return False
def generate(self) -> None:
super(MissileSiteGenerator, self).generate()
# Note : Only the SCUD missiles group can fire (V1 site cannot fire in game right now)
@@ -225,7 +213,7 @@ class BuildingSiteGenerator(GenericGroundObjectGenerator):
f"{self.ground_object.dcs_identifier} not found in static maps"
)
def generate_vehicle_group(self, unit_type: Type[UnitType]) -> None:
def generate_vehicle_group(self, unit_type: UnitType) -> None:
if not self.ground_object.is_dead:
group = self.m.vehicle_group(
country=self.country,
@@ -236,7 +224,7 @@ class BuildingSiteGenerator(GenericGroundObjectGenerator):
)
self._register_fortification(group)
def generate_static(self, static_type: Type[StaticType]) -> None:
def generate_static(self, static_type: StaticType) -> None:
group = self.m.static_group(
country=self.country,
name=self.ground_object.group_name,
@@ -256,74 +244,6 @@ class BuildingSiteGenerator(GenericGroundObjectGenerator):
self.unit_map.add_building(self.ground_object, building)
class FactoryGenerator(BuildingSiteGenerator):
"""Generator for factory sites.
Factory sites are the buildings that allow the recruitment of ground units.
Destroying these prevents the owner from recruiting ground units at the connected
control point.
"""
def generate(self) -> None:
if self.game.position_culled(self.ground_object.position):
return
# TODO: Faction specific?
self.generate_static(Fortification.Workshop_A)
class SceneryGenerator(BuildingSiteGenerator):
def generate(self) -> None:
assert isinstance(self.ground_object, SceneryGroundObject)
trigger_zone = self.generate_trigger_zone(self.ground_object)
# DCS only visually shows a scenery object is dead when
# this trigger rule is applied. Otherwise you can kill a
# structure twice.
if self.ground_object.is_dead:
self.generate_dead_trigger_rule(trigger_zone)
# Tell Liberation to manage this groundobjectsgen as part of the campaign.
self.register_scenery()
def generate_trigger_zone(self, scenery: SceneryGroundObject) -> TriggerZone:
zone = scenery.zone
# Align the trigger zones to the faction color on the DCS briefing/F10 map.
if scenery.is_friendly(to_player=True):
color = {1: 0.2, 2: 0.7, 3: 1, 4: 0.15}
else:
color = {1: 1, 2: 0.2, 3: 0.2, 4: 0.15}
# Create the smallest valid size trigger zone (16 feet) so that risk of overlap is minimized.
# As long as the triggerzone is over the scenery object, we're ok.
smallest_valid_radius = feet(16).meters
return self.m.triggers.add_triggerzone(
zone.position,
smallest_valid_radius,
zone.hidden,
zone.name,
color,
zone.properties,
)
def generate_dead_trigger_rule(self, trigger_zone: TriggerZone) -> None:
# Add destruction zone trigger
t = TriggerStart(comment="Destruction")
t.actions.append(
SceneryDestructionZone(destruction_level=100, zone=trigger_zone.id)
)
self.m.triggerrules.triggers.append(t)
def register_scenery(self) -> None:
scenery = self.ground_object
assert isinstance(scenery, SceneryGroundObject)
self.unit_map.add_scenery(scenery)
class GenericCarrierGenerator(GenericGroundObjectGenerator):
"""Base type for carrier group generation.
@@ -393,13 +313,13 @@ class GenericCarrierGenerator(GenericGroundObjectGenerator):
heading=group.units[0].heading,
)
ship_group.set_frequency(atc_channel.hertz)
ship_group.units[0].name = group.units[0].name
ship_group.units[0].name = self.m.string(group.units[0].name)
return ship_group
def create_ship(self, unit: Unit, atc_channel: RadioFrequency) -> Ship:
ship = Ship(
self.m.next_unit_id(),
unit.name,
self.m.string(unit.name),
unit_type_from_name(unit.type),
)
ship.position.x = unit.position.x
@@ -544,11 +464,11 @@ class ShipObjectGenerator(GenericGroundObjectGenerator):
position=group_def.position,
heading=group_def.units[0].heading,
)
group.units[0].name = group_def.units[0].name
group.units[0].name = self.m.string(group_def.units[0].name)
# TODO: Skipping the first unit looks like copy pasta from the carrier.
for unit in group_def.units[1:]:
unit_type = unit_type_from_name(unit.type)
ship = Ship(self.m.next_unit_id(), unit.name, unit_type)
ship = Ship(self.m.next_unit_id(), self.m.string(unit.name), unit_type)
ship.position.x = unit.position.x
ship.position.y = unit.position.y
ship.heading = unit.heading
@@ -587,11 +507,11 @@ class HelipadGenerator:
for i, helipad in enumerate(self.cp.helipads):
name = self.cp.name + "_helipad_" + str(i)
logging.info("Generating helipad : " + name)
pad = SingleHeliPad(name=(name + "_unit"))
pad = SingleHeliPad(name=self.m.string(name + "_unit"))
pad.position = Point(helipad.x, helipad.y)
pad.heading = helipad.heading
# pad.heliport_frequency = self.radio_registry.alloc_uhf() TODO : alloc radio & callsign
sg = unitgroup.StaticGroup(self.m.next_group_id(), name)
sg = unitgroup.StaticGroup(self.m.next_group_id(), self.m.string(name))
sg.add_unit(pad)
sp = StaticPoint()
sp.position = pad.position
@@ -637,15 +557,7 @@ class GroundObjectsGenerator:
).generate()
for ground_object in cp.ground_objects:
if isinstance(ground_object, FactoryGroundObject):
generator = FactoryGenerator(
ground_object, country, self.game, self.m, self.unit_map
)
elif isinstance(ground_object, SceneryGroundObject):
generator = SceneryGenerator(
ground_object, country, self.game, self.m, self.unit_map
)
elif isinstance(ground_object, BuildingGroundObject):
if isinstance(ground_object, BuildingGroundObject):
generator = BuildingSiteGenerator(
ground_object, country, self.game, self.m, self.unit_map
)

View File

@@ -23,30 +23,25 @@ only be added per airframe, so PvP missions where each side have the same
aircraft will be able to see the enemy's kneeboard for the same airframe.
"""
import datetime
import textwrap
from collections import defaultdict
from dataclasses import dataclass
from pathlib import Path
from typing import Dict, List, Optional, TYPE_CHECKING, Tuple, Iterator
from typing import Dict, List, Optional, TYPE_CHECKING, Tuple
from PIL import Image, ImageDraw, ImageFont
from dcs.mission import Mission
from dcs.unit import Unit
from dcs.unittype import FlyingType
from tabulate import tabulate
from game.data.alic import AlicCodes
from game.db import unit_type_from_name
from game.dcs.aircrafttype import AircraftType
from game.theater import ConflictTheater, TheaterGroundObject, LatLon
from game.theater.bullseye import Bullseye
from game.utils import meters
from .aircraft import FlightData
from .aircraft import AIRCRAFT_DATA, FlightData
from .airsupportgen import AwacsInfo, TankerInfo
from .briefinggen import CommInfo, JtacInfo, MissionInfoGenerator
from .flights.flight import FlightWaypoint, FlightWaypointType, FlightType
from .flights.flight import FlightWaypoint, FlightWaypointType
from .radios import RadioFrequency
from .runways import RunwayData
if TYPE_CHECKING:
from game import Game
@@ -142,12 +137,6 @@ class KneeboardPage:
"""Writes the kneeboard page to the given path."""
raise NotImplementedError
@staticmethod
def format_ll(ll: LatLon) -> str:
ns = "N" if ll.latitude >= 0 else "S"
ew = "E" if ll.longitude >= 0 else "W"
return f"{ll.latitude:.4}°{ns} {ll.longitude:.4}°{ew}"
@dataclass(frozen=True)
class NumberedWaypoint:
@@ -260,16 +249,21 @@ class BriefingPage(KneeboardPage):
def __init__(
self,
flight: FlightData,
bullseye: Bullseye,
theater: ConflictTheater,
comms: List[CommInfo],
awacs: List[AwacsInfo],
tankers: List[TankerInfo],
jtacs: List[JtacInfo],
start_time: datetime.datetime,
dark_kneeboard: bool,
) -> None:
self.flight = flight
self.bullseye = bullseye
self.theater = theater
self.comms = list(comms)
self.awacs = awacs
self.tankers = tankers
self.jtacs = jtacs
self.start_time = start_time
self.dark_kneeboard = dark_kneeboard
self.comms.append(CommInfo("Flight", self.flight.intra_flight_channel))
def write(self, path: Path) -> None:
writer = KneeboardPageWriter(dark_theme=self.dark_kneeboard)
@@ -299,8 +293,7 @@ class BriefingPage(KneeboardPage):
headers=["#", "Action", "Alt", "Dist", "GSPD", "Time", "Departure"],
)
writer.text(f"Bullseye: {self.bullseye.to_lat_lon(self.theater).format_dms()}")
flight_plan_builder
writer.table(
[
[
@@ -311,87 +304,6 @@ class BriefingPage(KneeboardPage):
["Bingo", "Joker"],
)
writer.write(path)
def airfield_info_row(
self, row_title: str, runway: Optional[RunwayData]
) -> List[str]:
"""Creates a table row for a given airfield.
Args:
row_title: Purpose of the airfield. e.g. "Departure", "Arrival" or
"Divert".
runway: The runway described by this row.
Returns:
A list of strings to be used as a row of the airfield table.
"""
if runway is None:
return [row_title, "", "", "", "", ""]
atc = ""
if runway.atc is not None:
atc = self.format_frequency(runway.atc)
if runway.tacan is None:
tacan = ""
else:
tacan = str(runway.tacan)
if runway.ils is not None:
ils = str(runway.ils)
elif runway.icls is not None:
ils = str(runway.icls)
else:
ils = ""
return [
row_title,
"\n".join(textwrap.wrap(runway.airfield_name, width=24)),
atc,
tacan,
ils,
runway.runway_name,
]
def format_frequency(self, frequency: RadioFrequency) -> str:
channel = self.flight.channel_for(frequency)
if channel is None:
return str(frequency)
channel_name = self.flight.aircraft_type.channel_name(
channel.radio_id, channel.channel
)
return f"{channel_name}\n{frequency}"
class SupportPage(KneeboardPage):
"""A kneeboard page containing information about support units."""
def __init__(
self,
flight: FlightData,
comms: List[CommInfo],
awacs: List[AwacsInfo],
tankers: List[TankerInfo],
jtacs: List[JtacInfo],
start_time: datetime.datetime,
dark_kneeboard: bool,
) -> None:
self.flight = flight
self.comms = list(comms)
self.awacs = awacs
self.tankers = tankers
self.jtacs = jtacs
self.start_time = start_time
self.dark_kneeboard = dark_kneeboard
self.comms.append(CommInfo("Flight", self.flight.intra_flight_channel))
def write(self, path: Path) -> None:
writer = KneeboardPageWriter(dark_theme=self.dark_kneeboard)
if self.flight.custom_name is not None:
custom_name_title = ' ("{}")'.format(self.flight.custom_name)
else:
custom_name_title = ""
writer.title(f"{self.flight.callsign} Support Info{custom_name_title}")
# AEW&C
writer.heading("AEW&C")
aewc_ladder = []
@@ -449,15 +361,52 @@ class SupportPage(KneeboardPage):
writer.write(path)
def airfield_info_row(
self, row_title: str, runway: Optional[RunwayData]
) -> List[str]:
"""Creates a table row for a given airfield.
Args:
row_title: Purpose of the airfield. e.g. "Departure", "Arrival" or
"Divert".
runway: The runway described by this row.
Returns:
A list of strings to be used as a row of the airfield table.
"""
if runway is None:
return [row_title, "", "", "", "", ""]
atc = ""
if runway.atc is not None:
atc = self.format_frequency(runway.atc)
if runway.tacan is None:
tacan = ""
else:
tacan = str(runway.tacan)
if runway.ils is not None:
ils = str(runway.ils)
elif runway.icls is not None:
ils = str(runway.icls)
else:
ils = ""
return [
row_title,
runway.airfield_name,
atc,
tacan,
ils,
runway.runway_name,
]
def format_frequency(self, frequency: RadioFrequency) -> str:
channel = self.flight.channel_for(frequency)
if channel is None:
return str(frequency)
channel_name = self.flight.aircraft_type.channel_name(
channel.radio_id, channel.channel
)
return f"{channel_name}\n{frequency}"
namer = AIRCRAFT_DATA[self.flight.aircraft_type.id].channel_namer
channel_name = namer.channel_name(channel.radio_id, channel.channel)
return f"{channel_name} {frequency}"
def _format_time(self, time: Optional[datetime.timedelta]) -> str:
if time is None:
@@ -466,94 +415,6 @@ class SupportPage(KneeboardPage):
return local_time.strftime(f"%H:%M:%S")
class SeadTaskPage(KneeboardPage):
"""A kneeboard page containing SEAD/DEAD target information."""
def __init__(
self, flight: FlightData, dark_kneeboard: bool, theater: ConflictTheater
) -> None:
self.flight = flight
self.dark_kneeboard = dark_kneeboard
self.theater = theater
@property
def target_units(self) -> Iterator[Unit]:
if isinstance(self.flight.package.target, TheaterGroundObject):
yield from self.flight.package.target.units
@staticmethod
def alic_for(unit: Unit) -> str:
try:
return str(AlicCodes.code_for(unit))
except KeyError:
return ""
def write(self, path: Path) -> None:
writer = KneeboardPageWriter(dark_theme=self.dark_kneeboard)
if self.flight.custom_name is not None:
custom_name_title = ' ("{}")'.format(self.flight.custom_name)
else:
custom_name_title = ""
task = "DEAD" if self.flight.flight_type == FlightType.DEAD else "SEAD"
writer.title(f"{self.flight.callsign} {task} Target Info{custom_name_title}")
writer.table(
[self.target_info_row(t) for t in self.target_units],
headers=["Description", "ALIC", "Location"],
)
writer.write(path)
def target_info_row(self, unit: Unit) -> List[str]:
ll = self.theater.point_to_ll(unit.position)
unit_type = unit_type_from_name(unit.type)
name = unit.name if unit_type is None else unit_type.name
return [name, self.alic_for(unit), ll.format_dms(include_decimal_seconds=True)]
class StrikeTaskPage(KneeboardPage):
"""A kneeboard page containing strike target information."""
def __init__(
self,
flight: FlightData,
dark_kneeboard: bool,
theater: ConflictTheater,
) -> None:
self.flight = flight
self.dark_kneeboard = dark_kneeboard
self.theater = theater
@property
def targets(self) -> Iterator[NumberedWaypoint]:
for idx, waypoint in enumerate(self.flight.waypoints):
if waypoint.waypoint_type == FlightWaypointType.TARGET_POINT:
yield NumberedWaypoint(idx, waypoint)
def write(self, path: Path) -> None:
writer = KneeboardPageWriter(dark_theme=self.dark_kneeboard)
if self.flight.custom_name is not None:
custom_name_title = ' ("{}")'.format(self.flight.custom_name)
else:
custom_name_title = ""
writer.title(f"{self.flight.callsign} Strike Task Info{custom_name_title}")
writer.table(
[self.target_info_row(t) for t in self.targets],
headers=["Steerpoint", "Description", "Location"],
)
writer.write(path)
def target_info_row(self, target: NumberedWaypoint) -> List[str]:
ll = self.theater.point_to_ll(target.waypoint.position)
return [
str(target.number),
target.waypoint.pretty_name,
ll.format_dms(include_decimal_seconds=True),
]
class KneeboardGenerator(MissionInfoGenerator):
"""Creates kneeboard pages for each client flight in the mission."""
@@ -568,14 +429,14 @@ class KneeboardGenerator(MissionInfoGenerator):
temp_dir = Path("kneeboards")
temp_dir.mkdir(exist_ok=True)
for aircraft, pages in self.pages_by_airframe().items():
aircraft_dir = temp_dir / aircraft.dcs_unit_type.id
aircraft_dir = temp_dir / aircraft.id
aircraft_dir.mkdir(exist_ok=True)
for idx, page in enumerate(pages):
page_path = aircraft_dir / f"page{idx:02}.png"
page.write(page_path)
self.mission.add_aircraft_kneeboard(aircraft.dcs_unit_type, page_path)
self.mission.add_aircraft_kneeboard(aircraft, page_path)
def pages_by_airframe(self) -> Dict[AircraftType, List[KneeboardPage]]:
def pages_by_airframe(self) -> Dict[FlyingType, List[KneeboardPage]]:
"""Returns a list of kneeboard pages per airframe in the mission.
Only client flights will be included, but because DCS does not support
@@ -586,7 +447,7 @@ class KneeboardGenerator(MissionInfoGenerator):
A dict mapping aircraft types to the list of kneeboard pages for
that aircraft.
"""
all_flights: Dict[AircraftType, List[KneeboardPage]] = defaultdict(list)
all_flights: Dict[FlyingType, List[KneeboardPage]] = defaultdict(list)
for flight in self.flights:
if not flight.client_units:
continue
@@ -595,24 +456,10 @@ class KneeboardGenerator(MissionInfoGenerator):
)
return all_flights
def generate_task_page(self, flight: FlightData) -> Optional[KneeboardPage]:
if flight.flight_type in (FlightType.DEAD, FlightType.SEAD):
return SeadTaskPage(flight, self.dark_kneeboard, self.game.theater)
elif flight.flight_type is FlightType.STRIKE:
return StrikeTaskPage(flight, self.dark_kneeboard, self.game.theater)
return None
def generate_flight_kneeboard(self, flight: FlightData) -> List[KneeboardPage]:
"""Returns a list of kneeboard pages for the given flight."""
pages: List[KneeboardPage] = [
return [
BriefingPage(
flight,
self.game.bullseye_for(flight.friendly),
self.game.theater,
self.mission.start_time,
self.dark_kneeboard,
),
SupportPage(
flight,
self.comms,
self.awacs,
@@ -622,8 +469,3 @@ class KneeboardGenerator(MissionInfoGenerator):
self.dark_kneeboard,
),
]
if (target_page := self.generate_task_page(flight)) is not None:
pages.append(target_page)
return pages

View File

@@ -0,0 +1,87 @@
from pathlib import Path
from typing import List
from dcs import Mission, ships
from dcs.vehicles import MissilesSS
from gen.locations.preset_control_point_locations import PresetControlPointLocations
from gen.locations.preset_locations import PresetLocation
class MizDataLocationFinder:
@staticmethod
def compute_possible_locations(
terrain_name: str, cp_name: str
) -> PresetControlPointLocations:
"""
Extract the list of preset locations from miz data
:param terrain_name: Terrain/Map name
:param cp_name: Control Point / Airbase name
:return:
"""
miz_file = Path("./resources/mizdata/", terrain_name.lower(), cp_name + ".miz")
offshore_locations: List[PresetLocation] = []
ashore_locations: List[PresetLocation] = []
powerplants_locations: List[PresetLocation] = []
antiship_locations: List[PresetLocation] = []
if miz_file.exists():
m = Mission()
m.load_file(miz_file.absolute())
for vehicle_group in m.country("USA").vehicle_group:
if len(vehicle_group.units) > 0:
ashore_locations.append(
PresetLocation(
vehicle_group.position,
vehicle_group.units[0].heading,
vehicle_group.name,
)
)
for ship_group in m.country("USA").ship_group:
if (
len(ship_group.units) > 0
and ship_group.units[0].type == ships.FFG_Oliver_Hazzard_Perry.id
):
offshore_locations.append(
PresetLocation(
ship_group.position,
ship_group.units[0].heading,
ship_group.name,
)
)
for static_group in m.country("USA").static_group:
if len(static_group.units) > 0:
powerplants_locations.append(
PresetLocation(
static_group.position,
static_group.units[0].heading,
static_group.name,
)
)
if m.country("Iran") is not None:
for vehicle_group in m.country("Iran").vehicle_group:
if (
len(vehicle_group.units) > 0
and vehicle_group.units[0].type
== MissilesSS.AShM_SS_N_2_Silkworm.id
):
antiship_locations.append(
PresetLocation(
vehicle_group.position,
vehicle_group.units[0].heading,
vehicle_group.name,
)
)
return PresetControlPointLocations(
ashore_locations,
offshore_locations,
antiship_locations,
powerplants_locations,
)

View File

@@ -14,21 +14,21 @@ class ScudGenerator(GroupGenerator):
# Scuds
self.add_unit(
MissilesSS.Scud_B,
MissilesSS.SSM_SS_1C_Scud_B,
"V1#0",
self.position.x,
self.position.y + random.randint(1, 8),
self.heading,
)
self.add_unit(
MissilesSS.Scud_B,
MissilesSS.SSM_SS_1C_Scud_B,
"V1#1",
self.position.x + 50,
self.position.y + random.randint(1, 8),
self.heading,
)
self.add_unit(
MissilesSS.Scud_B,
MissilesSS.SSM_SS_1C_Scud_B,
"V1#2",
self.position.x + 100,
self.position.y + random.randint(1, 8),
@@ -37,7 +37,7 @@ class ScudGenerator(GroupGenerator):
# Commander
self.add_unit(
Unarmed.UAZ_469,
Unarmed.LUV_UAZ_469_Jeep,
"Kubel#0",
self.position.x - 35,
self.position.y - 20,
@@ -46,7 +46,7 @@ class ScudGenerator(GroupGenerator):
# Shorad
self.add_unit(
AirDefence.ZSU_23_4_Shilka,
AirDefence.SPAAA_ZSU_23_4_Shilka_Gun_Dish,
"SHILKA#0",
self.position.x - 55,
self.position.y - 38,
@@ -54,7 +54,7 @@ class ScudGenerator(GroupGenerator):
)
self.add_unit(
AirDefence.Strela_1_9P31,
AirDefence.SAM_SA_9_Strela_1_Gaskin_TEL,
"STRELA#0",
self.position.x + 200,
self.position.y + 15,

View File

@@ -14,21 +14,21 @@ class V1GroupGenerator(GroupGenerator):
# Ramps
self.add_unit(
MissilesSS.V1_launcher,
MissilesSS.SSM_V_1_Launcher,
"V1#0",
self.position.x,
self.position.y + random.randint(1, 8),
self.heading,
)
self.add_unit(
MissilesSS.V1_launcher,
MissilesSS.SSM_V_1_Launcher,
"V1#1",
self.position.x + 50,
self.position.y + random.randint(1, 8),
self.heading,
)
self.add_unit(
MissilesSS.V1_launcher,
MissilesSS.SSM_V_1_Launcher,
"V1#2",
self.position.x + 100,
self.position.y + random.randint(1, 8),
@@ -37,7 +37,7 @@ class V1GroupGenerator(GroupGenerator):
# Commander
self.add_unit(
Unarmed.Kubelwagen_82,
Unarmed.LUV_Kubelwagen_82,
"Kubel#0",
self.position.x - 35,
self.position.y - 20,
@@ -45,7 +45,9 @@ class V1GroupGenerator(GroupGenerator):
)
# Self defense flak
flak_unit = random.choice([AirDefence.Flak38, AirDefence.Flak30])
flak_unit = random.choice(
[AirDefence.AAA_Flak_Vierling_38_Quad_20mm, AirDefence.AAA_Flak_38_20mm]
)
self.add_unit(
flak_unit,
@@ -56,7 +58,7 @@ class V1GroupGenerator(GroupGenerator):
)
self.add_unit(
Unarmed.Blitz_36_6700A,
Unarmed.Truck_Opel_Blitz,
"Blitz#0",
self.position.x + 200,
self.position.y + 15,

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