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76 Commits

Author SHA1 Message Date
bgreman
c6c039d37d Verify changelog change on PR 2021-06-28 15:56:06 -04:00
Simon Clark
e39f17b3de Fix begin campaign button on reload. 2021-06-26 22:43:22 +01:00
Dan Albert
0b90b53e09 Add changelog section for 4.0.1. 2021-06-26 14:40:00 -07:00
Dan Albert
847d729ba4 Release 4.0.0. (#1365) 2021-06-26 12:46:26 -07:00
Dan Albert
aa86a6e53b Add the most important feature to the changelog. 2021-06-26 12:33:56 -07:00
Brock Greman
34470336e4 Clarify the impact of non-cold flight starts. 2021-06-26 12:29:17 -07:00
Mustang-25
5a2a89f19e Update Op Mole Cricket 2010 Campaign.
Moved SAM generator at Rosh Pina so it does not spawn units on the runway.
2021-06-26 12:17:27 -07:00
Dan Albert
7eb4df770e Revert accidental change to default pilot limit. 2021-06-26 12:06:18 -07:00
Simon Clark
550bb5fd33 Bump campaign versions. 2021-06-26 19:30:03 +01:00
Chris Seagraves
ffcae66f59 Include control point name in ground object info.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/498
2021-06-26 11:24:12 -07:00
Dan Albert
d2df795ba7 Ack campaign version update.
No scenery targets in this campaign so no work needed.

https://github.com/dcs-liberation/dcs_liberation/issues/1359
2021-06-26 11:19:02 -07:00
Dan Albert
b930e13964 Remove dead campaign.
https://github.com/dcs-liberation/dcs_liberation/issues/1359
2021-06-26 11:18:46 -07:00
Dan Albert
e6bf318cdf Fix save path for new games. 2021-06-26 10:59:58 -07:00
Dan Albert
4cfed08247 Disband unfilled incompletable transfers.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1317
2021-06-26 10:54:09 -07:00
Khopa
01e6a87968 Mod support : Updated frenchpach to version 4.6 (Added new units VBCI and AMX-13 support) + some frenchpack units yaml tweaks 2021-06-26 19:22:13 +02:00
Khopa
6fbfb83e6c Fixed duplicates in france 2005 faction 2021-06-26 15:26:33 +02:00
Khopa
123d3e182a Fixed yaml issue causing an issue with Leclerc MBT 2021-06-26 15:16:46 +02:00
Khopa
fd8d16035c Updated campaign : Operation Dynamo for The Channel map 2021-06-26 14:44:16 +02:00
Khopa
1ff45b55d6 Updated campaign : Russia Small, renamed it to "From Mozdok to Maykop" 2021-06-26 13:48:31 +02:00
Khopa
0ce02d7766 Updated campaign : Battle for Golan Heights 2021-06-26 13:27:01 +02:00
Dan Albert
959a13a514 Fix save path cleanup. 2021-06-25 23:21:31 -07:00
Chris Seagraves
b601d713d2 Use directory of current save for open/save-as. 2021-06-25 23:01:49 -07:00
Dan Albert
dc96d8699a Add "Nevada Limited Air" campaign.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1358
2021-06-25 21:34:28 -07:00
Dan Albert
f38cdd8432 Add "Scenic Route" campaign.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1334
2021-06-25 21:28:27 -07:00
Dan Albert
91655a3d5a Fix lint. 2021-06-25 19:33:55 -07:00
Dan Albert
7774a9b2ab Move the default save game directory.
The top level DCS directory gets messy fast if we fill it with save
games.
2021-06-25 17:48:09 -07:00
Dan Albert
80cf8f484d Fix targeting of carrier groups with TGOs.
The assumption that the first group is the carrier group is wrong.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1346
2021-06-25 16:46:49 -07:00
Dan Albert
cb7c075a61 State carrier requirement for Blackball.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1355
2021-06-25 16:35:15 -07:00
Dan Albert
4d0fb67c53 Fix crash when buying or selling TGO units.
Updating the game destroys this window so we cannot continue with the
calls. It worked in my initial testing, so presumably it's partly
dependent on when the finalizers run.

Since the windows will be destroyed there's nothing for us to actually
update, so just remove that signal and the explicit close calls.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1344
2021-06-25 16:30:18 -07:00
Dan Albert
380d1d4f18 Ack campaign version bump.
Campaigns don't use scenery targets.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1341
2021-06-24 18:17:25 -07:00
Dan Albert
71832859a5 Update pydcs to use latest master.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/993
2021-06-24 18:14:11 -07:00
docofmur
a31432ad9e Fixes #1337 by making ground location search look in both directions (#1338) 2021-06-24 13:24:13 -04:00
bgreman
26743154d8 Implements #1331 by changing the Pass Turn button text on Turn 0. (#1333) 2021-06-24 10:59:12 -04:00
bgreman
a50a6fa917 Adds a ruler to the map (#1332)
* Adds a ruler to the map

* Updating changelog

* Updating changelog
2021-06-24 02:58:39 -04:00
bgreman
b43e5bac0b Fix #1329 player loses frontline progress when skipping turn 0 (#1330) 2021-06-24 02:04:27 -04:00
Dan Albert
ddaef1fb64 Retry reading state.json on failure.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1313
2021-06-23 20:18:06 -07:00
Dan Albert
6f264ff5de Signal game update when buying/selling TGO units.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1312
2021-06-23 20:08:05 -07:00
Dan Albert
a06fc6d80f Fix another unit type mismatch. 2021-06-23 20:01:38 -07:00
Dan Albert
3ddfc47d3a Add a feature flag for pilot limits.
This doesn't currently interact very well with the auto purchase since
the procurer might by aircraft that don't have pilots available. That
should be fixed, but for the short term we should just default to not
enabling this new feature.
2021-06-23 18:47:34 -07:00
docofmur
905bd05ba8 Campaign version update (#1326)
Caucasus Multi part campaign version update. No map strike objects so just the version change
2021-06-23 20:00:39 -04:00
Dan Albert
aa19787654 Document high level concepts of unit transfers. 2021-06-23 16:50:54 -07:00
bgreman
3274f3ec35 Fix empty convoys (#1327)
* Hopefully getting rid of empty convoys for good

* changing Dict to dict for type checks
2021-06-23 19:48:16 -04:00
bgreman
c3b8c48ca2 Fixes #1310 (#1325)
* Fixes #1310 by only refunding GUs if no faction CP has an attached factory.  Previously it would refund all units at the CP, including aircraft.

Also changes the CP CAPTURE cheat to work at any CP regardless of adjacency to frontline or BLUEFOR/OPFOR state.

* Fixing typing issues, changint all Dict[] types to dict[]

* Updating changelog
2021-06-23 17:09:17 -04:00
Dan Albert
d365094616 Update From Caen to Evreux.
Add support for inversion and ack the version change (Normandy is
unaffected by ID updates).

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1232
2021-06-23 13:57:16 -07:00
Dan Albert
7c76684076 Ack version update for PG campaigns.
PG is unaffected by building ID changes.
2021-06-23 13:49:27 -07:00
Dan Albert
0ef27b038a Update Vectron's Claw and Peace Spring.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1323
2021-06-23 12:58:56 -07:00
Dan Albert
610a27c0e4 Copy initialization fix to AircraftType. 2021-06-23 12:50:07 -07:00
RndName
752c91a721 set window title empty on new game
also fixed small exception when aborting the open file dialog which lead to " as filename

fixes #1305
2021-06-23 12:24:36 -07:00
Dan Albert
d3d655da07 Fixed missed initialization of unit data on load.
We'd only load unit data if a name lookup was done and missed it on a
type lookup. Ideally we wouldn't need to do a type lookup here until the
ground unit templates are reworked we still do.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1299
2021-06-22 23:41:05 -07:00
Dan Albert
db36cf248e Return pilots when canceling flight creation. 2021-06-22 23:36:39 -07:00
Dan Albert
153d8e106e Add the Around the Mountain campaign.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1280
2021-06-22 23:28:54 -07:00
Dan Albert
df8829b477 Add Operation Blackball campaign.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1320
2021-06-22 23:22:42 -07:00
Dan Albert
569bc297a8 Update Syria Full campaign.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1319
2021-06-22 23:20:03 -07:00
Dan Albert
099cbbdb64 Update Northern Russia campaign.
I bumped the submitted 6.1 to 7.0 (which didn't exist when the files
were uploaded) because this campaign uses no scenery targets.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1318
2021-06-22 23:16:12 -07:00
Dan Albert
ca7469b92e Update Allied Sword.
Only change from the uploaded files is that I increased the campaign
version to 7.0 since this doesn't use any scenery targets so has no work
to do for that.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1249
2021-06-22 23:13:16 -07:00
Dan Albert
6db4145927 Correct mistakenly updated campaign. 2021-06-22 23:08:12 -07:00
Dan Albert
ca93f2baff Bump campaign version to account for DCS changes.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1308
2021-06-22 23:04:16 -07:00
Dan Albert
84a0a3caeb Fix unit type mismatch.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1314
2021-06-22 22:54:40 -07:00
Dan Albert
7b327693e2 Update Operation Peace Spring.
https://github.com/dcs-liberation/dcs_liberation/issues/1303
2021-06-22 15:17:39 -07:00
docofmur
dba70dc6d5 Faction Audit.
Transports and mod aircraft added where needed cleaned up various
duplicates in factions.
2021-06-22 15:01:50 -07:00
Mike Jones
bd1618e41d Use pydcs has_tacan attribute to check if tankers support TACAN. 2021-06-22 14:35:28 -07:00
Mike Jones
08b7aff0d8 Add gunfighter flag to aircraft data files. 2021-06-22 14:35:28 -07:00
Mike Jones
a75688f89c Add patrol configuration to unit data files.
This allows altitude/speed of AEW&C and tankers to be configured.
2021-06-22 14:35:28 -07:00
Mike Jones
30763b5401 Fix unit type comparisons.
When comparing UnitType against a pydcs type, use .dcs_unit_type.
2021-06-22 14:35:28 -07:00
Chris Seagraves
814519248c Fix bug with file name in title with invalid save games. 2021-06-22 14:19:53 -07:00
Simon Clark
8c71be5257 Campaign clarity. 2021-06-22 17:21:21 +01:00
Simon Clark
91763b233e Add clarity for mod selection page. 2021-06-21 20:04:58 +01:00
Simon Clark
ab51f5e69a Merge branch 'develop' of https://github.com/dcs-liberation/dcs_liberation into develop 2021-06-21 19:46:10 +01:00
Simon Clark
d278d58f6c Add Operation Atilla campaign.
It's a Cyprus invasion campaign - what's not to like!
2021-06-21 19:46:05 +01:00
Dan Albert
47e038c9fa Fix command line campaign generator. 2021-06-20 23:46:06 -07:00
Dan Albert
e96210f48c Don't order transports for incapable factions.
If these orders can't be fulfilled for the faction it will prevent the
faction from ordering any non-reserve aircraft since transports are
given priority after reserve missions, and they'll never be fulfillable.
As such, no non-reserve aircraft will ever be purchased for factions
without transport aircraft.

Factions without transport aircraft are screwed in other ways, but this
will fix their air planning for campaigns that aren't dependent on
airlift.
2021-06-20 23:44:00 -07:00
Simon Clark
aa3811ad02 Updated factions to reflect mod select changes. 2021-06-21 01:32:43 +01:00
Simon Clark
963ab38b2e Refactor the mod select changes, re-add accidentally deleted factions. 2021-06-21 01:16:48 +01:00
Simon Clark
11069cc219 Make mod selection nicer and deprecate MB-339.
Mod selection is now done via checkbox in the new game wizard.

The MB-339 is being turned into a paid module, and the free mod no longer works, so it's been removed.
2021-06-21 01:16:41 +01:00
Dan Albert
d074500109 Revert "Don't propose missions the air wing can't plan."
This is redundant because plan_mission already checks this.

This reverts commit 3338df9836.
2021-06-20 15:57:54 -07:00
Dan Albert
63af28b016 Develop is now 5.x. 2021-06-20 15:48:54 -07:00
222 changed files with 2011 additions and 3398 deletions

View File

@@ -0,0 +1,32 @@
name: Verify Changelog.md update
# Controls when the workflow will run
on:
# Triggers the workflow on pull request events but only for the develop branch
pull_request:
branches: [ develop ]
# A workflow run is made up of one or more jobs that can run sequentially or in parallel
jobs:
# This workflow contains a single job called "confirm"
confirm-changelog-update:
# The type of runner that the job will run on
runs-on: ubuntu-latest
name: Verify that the PR contains an update to changelog.md
# Steps represent a sequence of tasks that will be executed as part of the job
steps:
# Checks-out your repository under $GITHUB_WORKSPACE, so your job can access it
- uses: actions/checkout@v2
- name: Get changed files
id: changed-files
uses: tj-actions/changed-files@v8.4
with:
files: |
changelog.md
- name: Fail if no change to changelog.md
if: steps.changed-files.outputs.any_changed != 'true'
run: exit 1

View File

@@ -1,72 +1,19 @@
# 4.1.2 # 5.0.0
Saves from 4.1.1 are compatible with 4.1.2. Saves from 3.x are not compatible with 5.0.
## Features/Improvements ## Features/Improvements
* **[Mission Generation]** EWRs are now also headed towards the center of the conflict
* **[UI]** Sell Button for aircraft will be disabled if there are no units available to be sold or all are already assigned to a mission
## Fixes ## Fixes
* **[UI]** Selling of Units is now visible again in the UI dialog and shows the correct amount of sold units # 4.0.1
* **[Mission Generation]** Mission results and other files will now be opened with enforced utf-8 encoding to prevent an issue where destroyed ground units were untracked because of special characters in their names.
# 4.1.1 Saves from 4.0.0 are compatible with 4.0.1.
Saves from 4.1.0 are compatible with 4.1.1.
## Fixes
* **[Campaign]** Fixed broken support for Mariana Islands map.
* **[Mission Generation]** Fix SAM sites pointing towards the center of the conflict.
* **[Flight Planning]** No longer using Su-34 for CAP missions.
# 4.1.0
Saves from 4.0.0 are compatible with 4.1.0.
## Features/Improvements ## Features/Improvements
* **[Campaign]** Air defense sites now generate a fixed number of launchers per type.
* **[Campaign]** Added support for Mariana Islands map.
* **[Campaign AI]** Adjustments to aircraft selection priorities for most mission types.
* **[Engine]** Support for DCS 2.7.4.9632 and newer, including the Marianas map, F-16 JSOWs, NASAMS, and Tin Shield EWR.
* **[Flight Planning]** CAP patrol altitudes are now set per-aircraft. By default the altitude will be set based on the aircraft's maximum speed.
* **[Flight Planning]** CAP patrol speeds are now set per-aircraft to be more suitable/sensible. By default the speed will be set based on the aircraft's maximum speed.
* **[Mission Generation]** Improvements for better support of the Skynet Plugin and long range SAMs are now acting as EWR
* **[Mods]** Support for version v1.5.0-Beta of Gripen mod. In-progress campaigns may need to re-plan Gripen flights to pick up updated loadouts.
* **[Mission Generation]** SAM sites are now headed towards the center of the conflict
* **[Plugins]** Increased time JTAC Autolase messages stay visible on the UI.
* **[Plugins]** Updated SkynetIADS to 2.2.0 (adds NASAMS support).
* **[UI]** Added ability to take notes and have those notes appear as a kneeboard page.
* **[UI]** Hovering over the weather information now dispalys the cloud base (meters and feet).
* **[UI]** Google search link added to unit information when there is no information provided.
* **[UI]** Control point name displayed with ground object group name on map.
* **[UI]** Buy or Replace will now show the correct price for generated ground objects like sams.
* **[UI]** Improved logging for frontline movement to be more descriptive about what happened and why.
* **[UI]** Brought ruler map module into source, which should fix file integrity issues with the module.
## Fixes ## Fixes
* **[Campaign]** Fixed the Silkworm generator to include launchers and not all radars.
* **[Data]** Fixed Introduction dates for targeting pods (ATFLIR and LITENING were both a few years too early).
* **[Data]** Removed SA-10 from Syria 2011 faction.
* **[Economy]** EWRs can now be bought and sold for the correct price and can no longer be used to generate money
* **[Flight Planning]** Helicopters are now correctly identified, and will fly ingress/CAS/BAI/egress and similar at low altitude.
* **[Flight Planning]** Fixed potential issue with angles > 360° or < 0° being generated when summing two angles.
* **[Mission Generation]** The lua data for other plugins is now generated correctly
* **[Mission Generation]** Fixed problem with opfor planning missions against sold ground objects like SAMs
* **[Mission Generation]** The legacy always-available tanker option no longer prevents mission creation.
* **[Mission Generation]** Prevent the creation of a transfer order with 0 units for a rare situtation when a point was captured.
* **[Mission Generation]** Planned transfers which will be impossible after a base capture will no longer prevent the mission result submit.
* **[Mission Generation]** Fix occasional KeyError preventing mission generation when all units of the same type in a convoy were killed.
* **[Mission Generation]** Fix for AAA Flak generator using Opel Blitz preventing the mission from being generated because duplicate unit names were used.
* **[Campaign AI]** Transport aircraft will now be bought only if necessary at control points which can produce ground units and are capable to operate transport aircraft.
* **[UI]** Statistics window tick marks are now always integers.
* **[UI]** Statistics window now shows the correct info for the turn
* **[UI]** Toggling custom loadout for an aircraft with no preset loadouts no longer breaks the flight.
# 4.0.0 # 4.0.0
Saves from 3.x are not compatible with 4.0. Saves from 3.x are not compatible with 4.0.

View File

@@ -25,7 +25,6 @@ class AlicCodes:
AirDefence.SNR_75V.id: 126, AirDefence.SNR_75V.id: 126,
AirDefence.HQ_7_LN_SP.id: 127, AirDefence.HQ_7_LN_SP.id: 127,
AirDefence.HQ_7_STR_SP.id: 128, AirDefence.HQ_7_STR_SP.id: 128,
AirDefence.RLS_19J6.id: 130,
AirDefence.Roland_ADS.id: 201, AirDefence.Roland_ADS.id: 201,
AirDefence.Patriot_str.id: 202, AirDefence.Patriot_str.id: 202,
AirDefence.Hawk_sr.id: 203, AirDefence.Hawk_sr.id: 203,
@@ -34,7 +33,6 @@ class AlicCodes:
AirDefence.Hawk_cwar.id: 206, AirDefence.Hawk_cwar.id: 206,
AirDefence.Gepard.id: 207, AirDefence.Gepard.id: 207,
AirDefence.Vulcan.id: 208, AirDefence.Vulcan.id: 208,
AirDefence.NASAMS_Radar_MPQ64F1.id: 209,
} }
@classmethod @classmethod

View File

@@ -5,14 +5,14 @@ import inspect
import logging import logging
from collections import defaultdict from collections import defaultdict
from dataclasses import dataclass, field from dataclasses import dataclass, field
from typing import Dict, Iterator, Optional, Set, Tuple, cast, Any from typing import Dict, Iterator, Optional, Set, Tuple, Union, cast
from dcs.unitgroup import FlyingGroup from dcs.unitgroup import FlyingGroup
from dcs.weapons_data import Weapons, weapon_ids from dcs.weapons_data import Weapons, weapon_ids
from game.dcs.aircrafttype import AircraftType from game.dcs.aircrafttype import AircraftType
PydcsWeapon = Any PydcsWeapon = Dict[str, Union[int, str]]
PydcsWeaponAssignment = Tuple[int, PydcsWeapon] PydcsWeaponAssignment = Tuple[int, PydcsWeapon]
@@ -83,7 +83,7 @@ class Pylon:
# configuration. # configuration.
return weapon in self.allowed or weapon.cls_id == "<CLEAN>" return weapon in self.allowed or weapon.cls_id == "<CLEAN>"
def equip(self, group: FlyingGroup[Any], weapon: Weapon) -> None: def equip(self, group: FlyingGroup, weapon: Weapon) -> None:
if not self.can_equip(weapon): if not self.can_equip(weapon):
logging.error(f"Pylon {self.number} cannot equip {weapon.name}") logging.error(f"Pylon {self.number} cannot equip {weapon.name}")
group.load_pylon(self.make_pydcs_assignment(weapon), self.number) group.load_pylon(self.make_pydcs_assignment(weapon), self.number)
@@ -888,16 +888,16 @@ WEAPON_INTRODUCTION_YEARS = {
Weapon.from_pydcs(Weapons.ALQ_184): 1989, Weapon.from_pydcs(Weapons.ALQ_184): 1989,
Weapon.from_pydcs(Weapons.AN_ALQ_164_DECM_Pod): 1984, Weapon.from_pydcs(Weapons.AN_ALQ_164_DECM_Pod): 1984,
# TGP Pods # TGP Pods
Weapon.from_pydcs(Weapons.AN_AAQ_28_LITENING___Targeting_Pod): 1999, Weapon.from_pydcs(Weapons.AN_AAQ_28_LITENING___Targeting_Pod): 1995,
Weapon.from_pydcs(Weapons.AN_AAQ_28_LITENING___Targeting_Pod_): 1999, Weapon.from_pydcs(Weapons.AN_AAQ_28_LITENING___Targeting_Pod_): 1995,
Weapon.from_pydcs(Weapons.AN_ASQ_228_ATFLIR___Targeting_Pod): 2003, Weapon.from_pydcs(Weapons.AN_ASQ_228_ATFLIR___Targeting_Pod): 1993,
Weapon.from_pydcs( Weapon.from_pydcs(
Weapons.AN_ASQ_173_Laser_Spot_Tracker_Strike_CAMera__LST_SCAM_ Weapons.AN_ASQ_173_Laser_Spot_Tracker_Strike_CAMera__LST_SCAM_
): 1993, ): 1993,
Weapon.from_pydcs(Weapons.AWW_13_DATALINK_POD): 1967, Weapon.from_pydcs(Weapons.AWW_13_DATALINK_POD): 1967,
Weapon.from_pydcs(Weapons.LANTIRN_Targeting_Pod): 1990, Weapon.from_pydcs(Weapons.LANTIRN_Targeting_Pod): 1985,
Weapon.from_pydcs(Weapons.Lantirn_F_16): 1990, Weapon.from_pydcs(Weapons.Lantirn_F_16): 1985,
Weapon.from_pydcs(Weapons.Lantirn_Target_Pod): 1990, Weapon.from_pydcs(Weapons.Lantirn_Target_Pod): 1985,
Weapon.from_pydcs(Weapons.Pavetack_F_111): 1982, Weapon.from_pydcs(Weapons.Pavetack_F_111): 1982,
# BLU-107 # BLU-107
Weapon.from_pydcs(Weapons.BLU_107___440lb_Anti_Runway_Penetrator_Bomb): 1983, Weapon.from_pydcs(Weapons.BLU_107___440lb_Anti_Runway_Penetrator_Bomb): 1983,

View File

@@ -29,9 +29,8 @@ from dcs.ships import (
CV_1143_5, CV_1143_5,
) )
from dcs.terrain.terrain import Airport from dcs.terrain.terrain import Airport
from dcs.unit import Ship
from dcs.unitgroup import ShipGroup, StaticGroup from dcs.unitgroup import ShipGroup, StaticGroup
from dcs.unittype import UnitType, FlyingType, ShipType, VehicleType from dcs.unittype import UnitType
from dcs.vehicles import ( from dcs.vehicles import (
vehicle_map, vehicle_map,
) )
@@ -256,7 +255,7 @@ Aircraft livery overrides. Syntax as follows:
`Identifier` is aircraft identifier (as used troughout the file) and "LiveryName" (with double quotes) `Identifier` is aircraft identifier (as used troughout the file) and "LiveryName" (with double quotes)
is livery name as found in mission editor. is livery name as found in mission editor.
""" """
PLANE_LIVERY_OVERRIDES: dict[Type[FlyingType], str] = { PLANE_LIVERY_OVERRIDES = {
FA_18C_hornet: "VFA-34", # default livery for the hornet is blue angels one FA_18C_hornet: "VFA-34", # default livery for the hornet is blue angels one
} }
@@ -327,7 +326,7 @@ REWARDS = {
StartingPosition = Union[ShipGroup, StaticGroup, Airport, Point] StartingPosition = Union[ShipGroup, StaticGroup, Airport, Point]
def upgrade_to_supercarrier(unit: Type[ShipType], name: str) -> Type[ShipType]: def upgrade_to_supercarrier(unit, name: str):
if unit == Stennis: if unit == Stennis:
if name == "CVN-71 Theodore Roosevelt": if name == "CVN-71 Theodore Roosevelt":
return CVN_71 return CVN_71
@@ -360,15 +359,7 @@ def unit_type_from_name(name: str) -> Optional[Type[UnitType]]:
return None return None
def vehicle_type_from_name(name: str) -> Type[VehicleType]: def country_id_from_name(name):
return vehicle_map[name]
def ship_type_from_name(name: str) -> Type[ShipType]:
return ship_map[name]
def country_id_from_name(name: str) -> int:
for k, v in country_dict.items(): for k, v in country_dict.items():
if v.name == name: if v.name == name:
return k return k
@@ -381,7 +372,7 @@ class DefaultLiveries:
OH_58D.Liveries = DefaultLiveries OH_58D.Liveries = DefaultLiveries
F_16C_50.Liveries = DefaultLiveries # type: ignore F_16C_50.Liveries = DefaultLiveries
P_51D_30_NA.Liveries = DefaultLiveries P_51D_30_NA.Liveries = DefaultLiveries
Ju_88A4.Liveries = DefaultLiveries Ju_88A4.Liveries = DefaultLiveries
B_17G.Liveries = DefaultLiveries B_17G.Liveries = DefaultLiveries

View File

@@ -29,14 +29,7 @@ from game.radio.channels import (
ViggenRadioChannelAllocator, ViggenRadioChannelAllocator,
NoOpChannelAllocator, NoOpChannelAllocator,
) )
from game.utils import ( from game.utils import Distance, Speed, feet, kph, knots
Distance,
SPEED_OF_SOUND_AT_SEA_LEVEL,
Speed,
feet,
kph,
knots,
)
if TYPE_CHECKING: if TYPE_CHECKING:
from gen.aircraft import FlightData from gen.aircraft import FlightData
@@ -105,16 +98,15 @@ class PatrolConfig:
@classmethod @classmethod
def from_data(cls, data: dict[str, Any]) -> PatrolConfig: def from_data(cls, data: dict[str, Any]) -> PatrolConfig:
altitude = data.get("altitude", None) altitude = data.get("altitude", None)
speed = data.get("speed", None) speed = data.get("altitude", None)
return PatrolConfig( return PatrolConfig(
feet(altitude) if altitude is not None else None, feet(altitude) if altitude is not None else None,
knots(speed) if speed is not None else None, knots(speed) if speed is not None else None,
) )
# TODO: Split into PlaneType and HelicopterType?
@dataclass(frozen=True) @dataclass(frozen=True)
class AircraftType(UnitType[Type[FlyingType]]): class AircraftType(UnitType[FlyingType]):
carrier_capable: bool carrier_capable: bool
lha_capable: bool lha_capable: bool
always_keeps_gun: bool always_keeps_gun: bool
@@ -151,86 +143,13 @@ class AircraftType(UnitType[Type[FlyingType]]):
def max_speed(self) -> Speed: def max_speed(self) -> Speed:
return kph(self.dcs_unit_type.max_speed) return kph(self.dcs_unit_type.max_speed)
@property
def preferred_patrol_altitude(self) -> Distance:
if self.patrol_altitude is not None:
return self.patrol_altitude
else:
# Estimate based on max speed.
# Aircaft with max speed 600 kph will prefer patrol at 10 000 ft
# Aircraft with max speed 2800 kph will prefer pratrol at 33 000 ft
altitude_for_lowest_speed = feet(10 * 1000)
altitude_for_highest_speed = feet(33 * 1000)
lowest_speed = kph(600)
highest_speed = kph(2800)
factor = (self.max_speed - lowest_speed).kph / (
highest_speed - lowest_speed
).kph
altitude = (
altitude_for_lowest_speed
+ (altitude_for_highest_speed - altitude_for_lowest_speed) * factor
)
logging.debug(
f"Preferred patrol altitude for {self.dcs_unit_type.id}: {altitude.feet}"
)
rounded_altitude = feet(round(1000 * round(altitude.feet / 1000)))
return max(
altitude_for_lowest_speed,
min(altitude_for_highest_speed, rounded_altitude),
)
def preferred_patrol_speed(self, altitude: Distance) -> Speed:
"""Preferred true airspeed when patrolling"""
if self.patrol_speed is not None:
return self.patrol_speed
else:
# Estimate based on max speed.
max_speed = self.max_speed
if max_speed > SPEED_OF_SOUND_AT_SEA_LEVEL * 1.6:
# Fast airplanes, should manage pretty high patrol speed
return (
Speed.from_mach(0.85, altitude)
if altitude.feet > 20000
else Speed.from_mach(0.7, altitude)
)
elif max_speed > SPEED_OF_SOUND_AT_SEA_LEVEL * 1.2:
# Medium-fast like F/A-18C
return (
Speed.from_mach(0.8, altitude)
if altitude.feet > 20000
else Speed.from_mach(0.65, altitude)
)
elif max_speed > SPEED_OF_SOUND_AT_SEA_LEVEL * 0.7:
# Semi-fast like airliners or similar
return (
Speed.from_mach(0.5, altitude)
if altitude.feet > 20000
else Speed.from_mach(0.4, altitude)
)
else:
# Slow like warbirds or helicopters
# Use whichever is slowest - mach 0.35 or 70% of max speed
logging.debug(f"{self.name} max_speed * 0.7 is {max_speed * 0.7}")
return min(Speed.from_mach(0.35, altitude), max_speed * 0.7)
def alloc_flight_radio(self, radio_registry: RadioRegistry) -> RadioFrequency: def alloc_flight_radio(self, radio_registry: RadioRegistry) -> RadioFrequency:
from gen.radios import ChannelInUseError, kHz from gen.radios import ChannelInUseError, MHz
if self.intra_flight_radio is not None: if self.intra_flight_radio is not None:
return radio_registry.alloc_for_radio(self.intra_flight_radio) return radio_registry.alloc_for_radio(self.intra_flight_radio)
# The default radio frequency is set in megahertz. For some aircraft, it is a freq = MHz(self.dcs_unit_type.radio_frequency)
# floating point value. For all current aircraft, adjusting to kilohertz will be
# sufficient to convert to an integer.
in_khz = float(self.dcs_unit_type.radio_frequency) * 1000
if not in_khz.is_integer():
logging.warning(
f"Found unexpected sub-kHz default radio for {self}: {in_khz} kHz. "
"Truncating to integer. The truncated frequency may not be valid for "
"the aircraft."
)
freq = kHz(int(in_khz))
try: try:
radio_registry.reserve(freq) radio_registry.reserve(freq)
except ChannelInUseError: except ChannelInUseError:
@@ -288,7 +207,7 @@ class AircraftType(UnitType[Type[FlyingType]]):
logging.warning(f"No data for {aircraft.id}; it will not be available") logging.warning(f"No data for {aircraft.id}; it will not be available")
return return
with data_path.open(encoding="utf-8") as data_file: with data_path.open() as data_file:
data = yaml.safe_load(data_file) data = yaml.safe_load(data_file)
try: try:
@@ -310,10 +229,7 @@ class AircraftType(UnitType[Type[FlyingType]]):
yield AircraftType( yield AircraftType(
dcs_unit_type=aircraft, dcs_unit_type=aircraft,
name=variant, name=variant,
description=data.get( description=data.get("description", "No data."),
"description",
f"No data. <a href=\"https://google.com/search?q=DCS+{variant.replace(' ', '+')}\"><span style=\"color:#FFFFFF\">Google {variant}</span></a>",
),
year_introduced=introduction, year_introduced=introduction,
country_of_origin=data.get("origin", "No data."), country_of_origin=data.get("origin", "No data."),
manufacturer=data.get("manufacturer", "No data."), manufacturer=data.get("manufacturer", "No data."),

View File

@@ -15,7 +15,7 @@ from game.dcs.unittype import UnitType
@dataclass(frozen=True) @dataclass(frozen=True)
class GroundUnitType(UnitType[Type[VehicleType]]): class GroundUnitType(UnitType[VehicleType]):
unit_class: Optional[GroundUnitClass] unit_class: Optional[GroundUnitClass]
spawn_weight: int spawn_weight: int
@@ -67,7 +67,7 @@ class GroundUnitType(UnitType[Type[VehicleType]]):
logging.warning(f"No data for {vehicle.id}; it will not be available") logging.warning(f"No data for {vehicle.id}; it will not be available")
return return
with data_path.open(encoding="utf-8") as data_file: with data_path.open() as data_file:
data = yaml.safe_load(data_file) data = yaml.safe_load(data_file)
try: try:
@@ -88,10 +88,7 @@ class GroundUnitType(UnitType[Type[VehicleType]]):
unit_class=unit_class, unit_class=unit_class,
spawn_weight=data.get("spawn_weight", 0), spawn_weight=data.get("spawn_weight", 0),
name=variant, name=variant,
description=data.get( description=data.get("description", "No data."),
"description",
f"No data. <a href=\"https://google.com/search?q=DCS+{variant.replace(' ', '+')}\"><span style=\"color:#FFFFFF\">Google {variant}</span></a>",
),
year_introduced=introduction, year_introduced=introduction,
country_of_origin=data.get("origin", "No data."), country_of_origin=data.get("origin", "No data."),
manufacturer=data.get("manufacturer", "No data."), manufacturer=data.get("manufacturer", "No data."),

View File

@@ -4,12 +4,12 @@ from typing import TypeVar, Generic, Type
from dcs.unittype import UnitType as DcsUnitType from dcs.unittype import UnitType as DcsUnitType
DcsUnitTypeT = TypeVar("DcsUnitTypeT", bound=Type[DcsUnitType]) DcsUnitTypeT = TypeVar("DcsUnitTypeT", bound=DcsUnitType)
@dataclass(frozen=True) @dataclass(frozen=True)
class UnitType(Generic[DcsUnitTypeT]): class UnitType(Generic[DcsUnitTypeT]):
dcs_unit_type: DcsUnitTypeT dcs_unit_type: Type[DcsUnitTypeT]
name: str name: str
description: str description: str
year_introduced: str year_introduced: str

View File

@@ -15,7 +15,6 @@ from typing import (
Iterator, Iterator,
List, List,
TYPE_CHECKING, TYPE_CHECKING,
Union,
) )
from game import db from game import db
@@ -78,8 +77,8 @@ class GroundLosses:
player_airlifts: List[AirliftUnits] = field(default_factory=list) player_airlifts: List[AirliftUnits] = field(default_factory=list)
enemy_airlifts: List[AirliftUnits] = field(default_factory=list) enemy_airlifts: List[AirliftUnits] = field(default_factory=list)
player_ground_objects: List[GroundObjectUnit[Any]] = field(default_factory=list) player_ground_objects: List[GroundObjectUnit] = field(default_factory=list)
enemy_ground_objects: List[GroundObjectUnit[Any]] = field(default_factory=list) enemy_ground_objects: List[GroundObjectUnit] = field(default_factory=list)
player_buildings: List[Building] = field(default_factory=list) player_buildings: List[Building] = field(default_factory=list)
enemy_buildings: List[Building] = field(default_factory=list) enemy_buildings: List[Building] = field(default_factory=list)
@@ -105,9 +104,8 @@ class StateData:
#: Names of vehicle (and ship) units that were killed during the mission. #: Names of vehicle (and ship) units that were killed during the mission.
killed_ground_units: List[str] killed_ground_units: List[str]
#: List of descriptions of destroyed statics. Format of each element is a mapping of #: Names of static units that were destroyed during the mission.
#: the coordinate type ("x", "y", "z", "type", "orientation") to the value. destroyed_statics: List[str]
destroyed_statics: List[dict[str, Union[float, str]]]
#: Mangled names of bases that were captured during the mission. #: Mangled names of bases that were captured during the mission.
base_capture_events: List[str] base_capture_events: List[str]
@@ -166,7 +164,7 @@ class Debriefing:
yield from self.ground_losses.enemy_airlifts yield from self.ground_losses.enemy_airlifts
@property @property
def ground_object_losses(self) -> Iterator[GroundObjectUnit[Any]]: def ground_object_losses(self) -> Iterator[GroundObjectUnit]:
yield from self.ground_losses.player_ground_objects yield from self.ground_losses.player_ground_objects
yield from self.ground_losses.enemy_ground_objects yield from self.ground_losses.enemy_ground_objects
@@ -372,13 +370,13 @@ class PollDebriefingFileThread(threading.Thread):
self.game = game self.game = game
self.unit_map = unit_map self.unit_map = unit_map
def stop(self) -> None: def stop(self):
self._stop_event.set() self._stop_event.set()
def stopped(self) -> bool: def stopped(self):
return self._stop_event.is_set() return self._stop_event.is_set()
def run(self) -> None: def run(self):
if os.path.isfile("state.json"): if os.path.isfile("state.json"):
last_modified = os.path.getmtime("state.json") last_modified = os.path.getmtime("state.json")
else: else:
@@ -389,7 +387,7 @@ class PollDebriefingFileThread(threading.Thread):
os.path.isfile("state.json") os.path.isfile("state.json")
and os.path.getmtime("state.json") > last_modified and os.path.getmtime("state.json") > last_modified
): ):
with open("state.json", "r", encoding="utf-8") as json_file: with open("state.json", "r") as json_file:
json_data = json.load(json_file) json_data = json.load(json_file)
debriefing = Debriefing(json_data, self.game, self.unit_map) debriefing = Debriefing(json_data, self.game, self.unit_map)
self.callback(debriefing) self.callback(debriefing)
@@ -403,7 +401,7 @@ class PollDebriefingFileThread(threading.Thread):
def wait_for_debriefing( def wait_for_debriefing(
callback: Callable[[Debriefing], None], game: Game, unit_map: UnitMap callback: Callable[[Debriefing], None], game: Game, unit_map
) -> PollDebriefingFileThread: ) -> PollDebriefingFileThread:
thread = PollDebriefingFileThread(callback, game, unit_map) thread = PollDebriefingFileThread(callback, game, unit_map)
thread.start() thread.start()

View File

@@ -1,10 +1,14 @@
from __future__ import annotations from __future__ import annotations
from typing import TYPE_CHECKING
from .event import Event from .event import Event
if TYPE_CHECKING:
from game.theater import ConflictTheater
class AirWarEvent(Event): class AirWarEvent(Event):
"""Event handler for the air battle""" """Event handler for the air battle"""
def __str__(self) -> str: def __str__(self):
return "AirWar" return "AirWar"

View File

@@ -5,6 +5,7 @@ from typing import List, TYPE_CHECKING, Type
from dcs.mapping import Point from dcs.mapping import Point
from dcs.task import Task from dcs.task import Task
from dcs.unittype import VehicleType
from game import persistency from game import persistency
from game.debriefing import AirLosses, Debriefing from game.debriefing import AirLosses, Debriefing
@@ -37,13 +38,13 @@ class Event:
def __init__( def __init__(
self, self,
game: Game, game,
from_cp: ControlPoint, from_cp: ControlPoint,
target_cp: ControlPoint, target_cp: ControlPoint,
location: Point, location: Point,
attacker_name: str, attacker_name: str,
defender_name: str, defender_name: str,
) -> None: ):
self.game = game self.game = game
self.from_cp = from_cp self.from_cp = from_cp
self.to_cp = target_cp self.to_cp = target_cp
@@ -219,10 +220,10 @@ class Event:
for loss in debriefing.ground_object_losses: for loss in debriefing.ground_object_losses:
# TODO: This should be stored in the TGO, not in the pydcs Group. # TODO: This should be stored in the TGO, not in the pydcs Group.
if not hasattr(loss.group, "units_losts"): if not hasattr(loss.group, "units_losts"):
loss.group.units_losts = [] # type: ignore loss.group.units_losts = []
loss.group.units.remove(loss.unit) loss.group.units.remove(loss.unit)
loss.group.units_losts.append(loss.unit) # type: ignore loss.group.units_losts.append(loss.unit)
def commit_building_losses(self, debriefing: Debriefing) -> None: def commit_building_losses(self, debriefing: Debriefing) -> None:
for loss in debriefing.building_losses: for loss in debriefing.building_losses:
@@ -264,7 +265,7 @@ class Event:
except Exception: except Exception:
logging.exception(f"Could not process base capture {captured}") logging.exception(f"Could not process base capture {captured}")
def commit(self, debriefing: Debriefing) -> None: def commit(self, debriefing: Debriefing):
logging.info("Committing mission results") logging.info("Committing mission results")
self.commit_air_losses(debriefing) self.commit_air_losses(debriefing)
@@ -297,16 +298,15 @@ class Event:
delta = 0.0 delta = 0.0
player_won = True player_won = True
status_msg: str = ""
ally_casualties = debriefing.casualty_count(cp) ally_casualties = debriefing.casualty_count(cp)
enemy_casualties = debriefing.casualty_count(enemy_cp) enemy_casualties = debriefing.casualty_count(enemy_cp)
ally_units_alive = cp.base.total_armor ally_units_alive = cp.base.total_armor
enemy_units_alive = enemy_cp.base.total_armor enemy_units_alive = enemy_cp.base.total_armor
print(f"Remaining allied units: {ally_units_alive}") print(ally_units_alive)
print(f"Remaining enemy units: {enemy_units_alive}") print(enemy_units_alive)
print(f"Allied casualties {ally_casualties}") print(ally_casualties)
print(f"Enemy casualties {enemy_casualties}") print(enemy_casualties)
ratio = (1.0 + enemy_casualties) / (1.0 + ally_casualties) ratio = (1.0 + enemy_casualties) / (1.0 + ally_casualties)
@@ -319,31 +319,24 @@ class Event:
if ally_units_alive == 0: if ally_units_alive == 0:
player_won = False player_won = False
delta = STRONG_DEFEAT_INFLUENCE delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"No allied units alive at {cp.name}-{enemy_cp.name} frontline. Allied ground forces suffer a strong defeat."
elif enemy_units_alive == 0: elif enemy_units_alive == 0:
player_won = True player_won = True
delta = STRONG_DEFEAT_INFLUENCE delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"No enemy units alive at {cp.name}-{enemy_cp.name} frontline. Allied ground forces win a strong victory."
elif cp.stances[enemy_cp.id] == CombatStance.RETREAT: elif cp.stances[enemy_cp.id] == CombatStance.RETREAT:
player_won = False player_won = False
delta = STRONG_DEFEAT_INFLUENCE delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"Allied forces are retreating along the {cp.name}-{enemy_cp.name} frontline, suffering a strong defeat."
else: else:
if enemy_casualties > ally_casualties: if enemy_casualties > ally_casualties:
player_won = True player_won = True
if cp.stances[enemy_cp.id] == CombatStance.BREAKTHROUGH: if cp.stances[enemy_cp.id] == CombatStance.BREAKTHROUGH:
delta = STRONG_DEFEAT_INFLUENCE delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"Allied forces break through the {cp.name}-{enemy_cp.name} frontline, winning a strong victory"
else: else:
if ratio > 3: if ratio > 3:
delta = STRONG_DEFEAT_INFLUENCE delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"Enemy casualties massively outnumber allied casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces win a strong victory."
elif ratio < 1.5: elif ratio < 1.5:
delta = MINOR_DEFEAT_INFLUENCE delta = MINOR_DEFEAT_INFLUENCE
status_msg = f"Enemy casualties minorly outnumber allied casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces win a minor victory."
else: else:
delta = DEFEAT_INFLUENCE delta = DEFEAT_INFLUENCE
status_msg = f"Enemy casualties outnumber allied casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces claim a victory."
elif ally_casualties > enemy_casualties: elif ally_casualties > enemy_casualties:
if ( if (
@@ -353,66 +346,54 @@ class Event:
# Even with casualties if the enemy is overwhelmed, they are going to lose ground # Even with casualties if the enemy is overwhelmed, they are going to lose ground
player_won = True player_won = True
delta = MINOR_DEFEAT_INFLUENCE delta = MINOR_DEFEAT_INFLUENCE
status_msg = f"Despite suffering losses, allied forces still outnumber enemy forces along the {cp.name}-{enemy_cp.name} frontline. Due to allied force's aggressive posture, allied forces claim a minor victory."
elif ( elif (
ally_units_alive > 3 * enemy_units_alive ally_units_alive > 3 * enemy_units_alive
and player_aggresive and player_aggresive
): ):
player_won = True player_won = True
delta = STRONG_DEFEAT_INFLUENCE delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"Despite suffering losses, allied forces still heavily outnumber enemy forces along the {cp.name}-{enemy_cp.name} frontline. Due to allied force's aggressive posture, allied forces claim a major victory."
else: else:
# But if the enemy is not outnumbered, we lose # But is the enemy is not outnumbered, we lose
player_won = False player_won = False
if cp.stances[enemy_cp.id] == CombatStance.BREAKTHROUGH: if cp.stances[enemy_cp.id] == CombatStance.BREAKTHROUGH:
delta = STRONG_DEFEAT_INFLUENCE delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"Allied casualties outnumber enemy casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces have overextended themselves, suffering a major defeat."
else: else:
delta = DEFEAT_INFLUENCE delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"Allied casualties outnumber enemy casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces suffer a defeat."
# No progress with defensive strategies # No progress with defensive strategies
if player_won and cp.stances[enemy_cp.id] in [ if player_won and cp.stances[enemy_cp.id] in [
CombatStance.DEFENSIVE, CombatStance.DEFENSIVE,
CombatStance.AMBUSH, CombatStance.AMBUSH,
]: ]:
print( print("Defensive stance, progress is limited")
f"Allied forces have adopted a defensive stance along the {cp.name}-{enemy_cp.name} "
f"frontline, making only limited progress."
)
delta = MINOR_DEFEAT_INFLUENCE delta = MINOR_DEFEAT_INFLUENCE
# Handle the case where there are no casualties at all on either side but both sides still have units if player_won:
if delta == 0.0: print(cp.name + " won ! factor > " + str(delta))
print(status_msg) cp.base.affect_strength(delta)
enemy_cp.base.affect_strength(-delta)
info = Information( info = Information(
"Frontline Report", "Frontline Report",
f"Our ground forces from {cp.name} reached a stalemate with enemy forces from {enemy_cp.name}.", "Our ground forces from "
+ cp.name
+ " are making progress toward "
+ enemy_cp.name,
self.game.turn, self.game.turn,
) )
self.game.informations.append(info) self.game.informations.append(info)
else: else:
if player_won: print(cp.name + " lost ! factor > " + str(delta))
print(status_msg) enemy_cp.base.affect_strength(delta)
cp.base.affect_strength(delta) cp.base.affect_strength(-delta)
enemy_cp.base.affect_strength(-delta) info = Information(
info = Information( "Frontline Report",
"Frontline Report", "Our ground forces from "
f"Our ground forces from {cp.name} are making progress toward {enemy_cp.name}. {status_msg}", + cp.name
self.game.turn, + " are losing ground against the enemy forces from "
) + enemy_cp.name,
self.game.informations.append(info) self.game.turn,
else: )
print(status_msg) self.game.informations.append(info)
enemy_cp.base.affect_strength(delta)
cp.base.affect_strength(-delta)
info = Information(
"Frontline Report",
f"Our ground forces from {cp.name} are losing ground against the enemy forces from "
f"{enemy_cp.name}. {status_msg}",
self.game.turn,
)
self.game.informations.append(info)
def redeploy_units(self, cp: ControlPoint) -> None: def redeploy_units(self, cp: ControlPoint) -> None:
""" " """ "

View File

@@ -8,5 +8,5 @@ class FrontlineAttackEvent(Event):
future unique Event handling future unique Event handling
""" """
def __str__(self) -> str: def __str__(self):
return "Frontline attack" return "Frontline attack"

View File

@@ -3,7 +3,7 @@ from __future__ import annotations
import itertools import itertools
import logging import logging
from dataclasses import dataclass, field from dataclasses import dataclass, field
from typing import Optional, Dict, Type, List, Any, Iterator, TYPE_CHECKING from typing import Optional, Dict, Type, List, Any, Iterator
import dcs import dcs
from dcs.countries import country_dict from dcs.countries import country_dict
@@ -25,9 +25,6 @@ from game.data.groundunitclass import GroundUnitClass
from game.dcs.aircrafttype import AircraftType from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType from game.dcs.groundunittype import GroundUnitType
if TYPE_CHECKING:
from game.theater.start_generator import ModSettings
@dataclass @dataclass
class Faction: class Faction:
@@ -84,10 +81,10 @@ class Faction:
requirements: Dict[str, str] = field(default_factory=dict) requirements: Dict[str, str] = field(default_factory=dict)
# possible aircraft carrier units # possible aircraft carrier units
aircraft_carrier: List[Type[ShipType]] = field(default_factory=list) aircraft_carrier: List[Type[UnitType]] = field(default_factory=list)
# possible helicopter carrier units # possible helicopter carrier units
helicopter_carrier: List[Type[ShipType]] = field(default_factory=list) helicopter_carrier: List[Type[UnitType]] = field(default_factory=list)
# Possible carrier names # Possible carrier names
carrier_names: List[str] = field(default_factory=list) carrier_names: List[str] = field(default_factory=list)
@@ -260,7 +257,7 @@ class Faction:
if unit.unit_class is unit_class: if unit.unit_class is unit_class:
yield unit yield unit
def apply_mod_settings(self, mod_settings: ModSettings) -> Faction: def apply_mod_settings(self, mod_settings) -> Faction:
# aircraft # aircraft
if not mod_settings.a4_skyhawk: if not mod_settings.a4_skyhawk:
self.remove_aircraft("A-4E-C") self.remove_aircraft("A-4E-C")
@@ -322,17 +319,17 @@ class Faction:
self.remove_air_defenses("KS19Generator") self.remove_air_defenses("KS19Generator")
return self return self
def remove_aircraft(self, name: str) -> None: def remove_aircraft(self, name):
for i in self.aircrafts: for i in self.aircrafts:
if i.dcs_unit_type.id == name: if i.dcs_unit_type.id == name:
self.aircrafts.remove(i) self.aircrafts.remove(i)
def remove_air_defenses(self, name: str) -> None: def remove_air_defenses(self, name):
for i in self.air_defenses: for i in self.air_defenses:
if i == name: if i == name:
self.air_defenses.remove(i) self.air_defenses.remove(i)
def remove_vehicle(self, name: str) -> None: def remove_vehicle(self, name):
for i in self.frontline_units: for i in self.frontline_units:
if i.dcs_unit_type.id == name: if i.dcs_unit_type.id == name:
self.frontline_units.remove(i) self.frontline_units.remove(i)
@@ -345,7 +342,7 @@ def load_ship(name: str) -> Optional[Type[ShipType]]:
return None return None
def load_all_ships(data: list[str]) -> List[Type[ShipType]]: def load_all_ships(data) -> List[Type[ShipType]]:
items = [] items = []
for name in data: for name in data:
item = load_ship(name) item = load_ship(name)

View File

@@ -1,22 +1,24 @@
from game.dcs.aircrafttype import AircraftType
import itertools import itertools
import logging import logging
import math
import random import random
import sys import sys
from datetime import date, datetime, timedelta from datetime import date, datetime, timedelta
from enum import Enum from enum import Enum
from typing import Any, List, Type, Union, cast from typing import Any, List
from dcs.action import Coalition from dcs.action import Coalition
from dcs.mapping import Point from dcs.mapping import Point
from dcs.task import CAP, CAS, PinpointStrike from dcs.task import CAP, CAS, PinpointStrike
from dcs.vehicles import AirDefence from dcs.vehicles import AirDefence
from pydcs_extensions.a4ec.a4ec import A_4E_C
from faker import Faker from faker import Faker
from game import db
from game.inventory import GlobalAircraftInventory from game.inventory import GlobalAircraftInventory
from game.models.game_stats import GameStats from game.models.game_stats import GameStats
from game.plugins import LuaPluginManager from game.plugins import LuaPluginManager
from gen import naming from gen import aircraft, naming
from gen.ato import AirTaskingOrder from gen.ato import AirTaskingOrder
from gen.conflictgen import Conflict from gen.conflictgen import Conflict
from gen.flights.ai_flight_planner import CoalitionMissionPlanner from gen.flights.ai_flight_planner import CoalitionMissionPlanner
@@ -35,7 +37,7 @@ from .procurement import AircraftProcurementRequest, ProcurementAi
from .profiling import logged_duration from .profiling import logged_duration
from .settings import Settings, AutoAtoBehavior from .settings import Settings, AutoAtoBehavior
from .squadrons import AirWing from .squadrons import AirWing
from .theater import ConflictTheater, ControlPoint from .theater import ConflictTheater
from .theater.bullseye import Bullseye from .theater.bullseye import Bullseye
from .theater.transitnetwork import TransitNetwork, TransitNetworkBuilder from .theater.transitnetwork import TransitNetwork, TransitNetworkBuilder
from .threatzones import ThreatZones from .threatzones import ThreatZones
@@ -107,13 +109,13 @@ class Game:
# NB: This is the *start* date. It is never updated. # NB: This is the *start* date. It is never updated.
self.date = date(start_date.year, start_date.month, start_date.day) self.date = date(start_date.year, start_date.month, start_date.day)
self.game_stats = GameStats() self.game_stats = GameStats()
self.notes = "" self.game_stats.update(self)
self.ground_planners: dict[int, GroundPlanner] = {} self.ground_planners: dict[int, GroundPlanner] = {}
self.informations = [] self.informations = []
self.informations.append(Information("Game Start", "-" * 40, 0)) 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. # Culling Zones are for areas around points of interest that contain things we may not wish to cull.
self.__culling_zones: List[Point] = [] self.__culling_zones: List[Point] = []
self.__destroyed_units: list[dict[str, Union[float, str]]] = [] self.__destroyed_units: List[str] = []
self.savepath = "" self.savepath = ""
self.budget = player_budget self.budget = player_budget
self.enemy_budget = enemy_budget self.enemy_budget = enemy_budget
@@ -188,7 +190,7 @@ class Game:
self.theater, self.current_day, self.current_turn_time_of_day, self.settings self.theater, self.current_day, self.current_turn_time_of_day, self.settings
) )
def sanitize_sides(self) -> None: def sanitize_sides(self):
""" """
Make sure the opposing factions are using different countries Make sure the opposing factions are using different countries
:return: :return:
@@ -226,9 +228,14 @@ class Game:
return self.blue_bullseye return self.blue_bullseye
return self.red_bullseye return self.red_bullseye
def _generate_player_event( def _roll(self, prob, mult):
self, event_class: Type[Event], player_cp: ControlPoint, enemy_cp: ControlPoint if self.settings.version == "dev":
) -> None: # always generate all events for dev
return 100
else:
return random.randint(1, 100) <= prob * mult
def _generate_player_event(self, event_class, player_cp, enemy_cp):
self.events.append( self.events.append(
event_class( event_class(
self, self,
@@ -240,7 +247,7 @@ class Game:
) )
) )
def _generate_events(self) -> None: def _generate_events(self):
for front_line in self.theater.conflicts(): for front_line in self.theater.conflicts():
self._generate_player_event( self._generate_player_event(
FrontlineAttackEvent, FrontlineAttackEvent,
@@ -254,22 +261,21 @@ class Game:
else: else:
self.enemy_budget += amount self.enemy_budget += amount
def process_player_income(self) -> None: def process_player_income(self):
self.budget += Income(self, player=True).total self.budget += Income(self, player=True).total
def process_enemy_income(self) -> None: def process_enemy_income(self):
# TODO: Clean up save compat. # TODO: Clean up save compat.
if not hasattr(self, "enemy_budget"): if not hasattr(self, "enemy_budget"):
self.enemy_budget = 0 self.enemy_budget = 0
self.enemy_budget += Income(self, player=False).total self.enemy_budget += Income(self, player=False).total
@staticmethod def initiate_event(self, event: Event) -> UnitMap:
def initiate_event(event: Event) -> UnitMap:
# assert event in self.events # assert event in self.events
logging.info("Generating {} (regular)".format(event)) logging.info("Generating {} (regular)".format(event))
return event.generate() return event.generate()
def finish_event(self, event: Event, debriefing: Debriefing) -> None: def finish_event(self, event: Event, debriefing: Debriefing):
logging.info("Finishing event {}".format(event)) logging.info("Finishing event {}".format(event))
event.commit(debriefing) event.commit(debriefing)
@@ -278,6 +284,16 @@ class Game:
else: else:
logging.info("finish_event: event not in the events!") logging.info("finish_event: event not in the events!")
def is_player_attack(self, event):
if isinstance(event, Event):
return (
event
and event.attacker_name
and event.attacker_name == self.player_faction.name
)
else:
raise RuntimeError(f"{event} was passed when an Event type was expected")
def on_load(self, game_still_initializing: bool = False) -> None: def on_load(self, game_still_initializing: bool = False) -> None:
if not hasattr(self, "name_generator"): if not hasattr(self, "name_generator"):
self.name_generator = naming.namegen self.name_generator = naming.namegen
@@ -300,33 +316,6 @@ class Game:
self.red_ato.clear() self.red_ato.clear()
def finish_turn(self, skipped: bool = False) -> None: def finish_turn(self, skipped: bool = False) -> None:
"""Finalizes the current turn and advances to the next turn.
This handles the turn-end portion of passing a turn. Initialization of the next
turn is handled by `initialize_turn`. These are separate processes because while
turns may be initialized more than once under some circumstances (see the
documentation for `initialize_turn`), `finish_turn` performs the work that
should be guaranteed to happen only once per turn:
* Turn counter increment.
* Delivering units ordered the previous turn.
* Transfer progress.
* Squadron replenishment.
* Income distribution.
* Base strength (front line position) adjustment.
* Weather/time-of-day generation.
Some actions (like transit network assembly) will happen both here and in
`initialize_turn`. We need the network to be up to date so we can account for
base captures when processing the transfers that occurred last turn, but we also
need it to be up to date in the case of a re-initialization in `initialize_turn`
(such as to account for a cheat base capture) so that orders are only placed
where a supply route exists to the destination. This is a relatively cheap
operation so duplicating the effort is not a problem.
Args:
skipped: True if the turn was skipped.
"""
self.informations.append( self.informations.append(
Information("End of turn #" + str(self.turn), "-" * 40, 0) Information("End of turn #" + str(self.turn), "-" * 40, 0)
) )
@@ -363,18 +352,10 @@ class Game:
self.process_player_income() self.process_player_income()
def begin_turn_0(self) -> None: def begin_turn_0(self) -> None:
"""Initialization for the first turn of the game."""
self.turn = 0 self.turn = 0
self.initialize_turn() self.initialize_turn()
def pass_turn(self, no_action: bool = False) -> None: def pass_turn(self, no_action: bool = False) -> None:
"""Ends the current turn and initializes the new turn.
Called both when skipping a turn or by ending the turn as the result of combat.
Args:
no_action: True if the turn was skipped.
"""
logging.info("Pass turn") logging.info("Pass turn")
with logged_duration("Turn finalization"): with logged_duration("Turn finalization"):
self.finish_turn(no_action) self.finish_turn(no_action)
@@ -384,7 +365,7 @@ class Game:
# Autosave progress # Autosave progress
persistency.autosave(self) persistency.autosave(self)
def check_win_loss(self) -> TurnState: def check_win_loss(self):
player_airbases = { player_airbases = {
cp for cp in self.theater.player_points() if cp.runway_is_operational() cp for cp in self.theater.player_points() if cp.runway_is_operational()
} }
@@ -404,90 +385,26 @@ class Game:
self.blue_bullseye = Bullseye(enemy_cp.position) self.blue_bullseye = Bullseye(enemy_cp.position)
self.red_bullseye = Bullseye(player_cp.position) self.red_bullseye = Bullseye(player_cp.position)
def initialize_turn(self, for_red: bool = True, for_blue: bool = True) -> None: def initialize_turn(self) -> None:
"""Performs turn initialization for the specified players.
Turn initialization performs all of the beginning-of-turn actions. *End-of-turn*
processing happens in `pass_turn` (despite the name, it's called both for
skipping the turn and ending the turn after combat).
Special care needs to be taken here because initialization can occur more than
once per turn. A number of events can require re-initializing a turn:
* Cheat capture. Bases changing hands invalidates many missions in both ATOs,
purchase orders, threat zones, transit networks, etc. Practically speaking,
after a base capture the turn needs to be treated as fully new. The game might
even be over after a capture.
* Cheat front line position. CAS missions are no longer in the correct location,
and the ground planner may also need changes.
* Selling/buying units at TGOs. Selling a TGO might leave missions in the ATO
with invalid targets. Buying a new SAM (or even replacing some units in a SAM)
potentially changes the threat zone and may alter mission priorities and
flight planning.
Most of the work is delegated to initialize_turn_for, which handles the
coalition-specific turn initialization. In some cases only one coalition will be
(re-) initialized. This is the case when buying or selling TGO units, since we
don't want to force the player to redo all their planning just because they
repaired a SAM, but should replan opfor when that happens. On the other hand,
base captures are significant enough (and likely enough to be the first thing
the player does in a turn) that we replan blue as well. Front lines are less
impactful but also likely to be early, so they also cause a blue replan.
Args:
for_red: True if opfor should be re-initialized.
for_blue: True if the player coalition should be re-initialized.
"""
self.events = [] self.events = []
self._generate_events() self._generate_events()
self.set_bullseye() self.set_bullseye()
# Update statistics # Update statistics
self.game_stats.update(self) 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)
# Check for win or loss condition # Check for win or loss condition
turn_state = self.check_win_loss() turn_state = self.check_win_loss()
if turn_state in (TurnState.LOSS, TurnState.WIN): if turn_state in (TurnState.LOSS, TurnState.WIN):
return self.process_win_loss(turn_state) return self.process_win_loss(turn_state)
# Plan Coalition specific turn
if for_red:
self.initialize_turn_for(player=False)
if for_blue:
self.initialize_turn_for(player=True)
# Plan GroundWar
for cp in self.theater.controlpoints:
if cp.has_frontline:
gplanner = GroundPlanner(cp, self)
gplanner.plan_groundwar()
self.ground_planners[cp.id] = gplanner
def initialize_turn_for(self, player: bool) -> None:
"""Processes coalition-specific turn initialization.
For more information on turn initialization in general, see the documentation
for `Game.initialize_turn`.
Args:
player: True if the player coalition is being initialized. False for opfor
initialization.
"""
self.ato_for(player).clear()
self.air_wing_for(player).reset()
self.aircraft_inventory.reset()
for cp in self.theater.controlpoints:
self.aircraft_inventory.set_from_control_point(cp)
# Refund all pending deliveries for opfor and if player
# has automate_aircraft_reinforcements
if (not player and not cp.captured) or (
player
and cp.captured
and self.settings.automate_aircraft_reinforcements
):
cp.pending_unit_deliveries.refund_all(self)
# Plan flights & combat for next turn # Plan flights & combat for next turn
with logged_duration("Computing conflict positions"): with logged_duration("Computing conflict positions"):
self.compute_conflicts_position() self.compute_conflicts_position()
@@ -497,48 +414,55 @@ class Game:
self.compute_transit_networks() self.compute_transit_networks()
self.ground_planners = {} self.ground_planners = {}
self.procurement_requests_for(player).clear() self.blue_procurement_requests.clear()
self.red_procurement_requests.clear()
with logged_duration("Procurement of airlift assets"): with logged_duration("Procurement of airlift assets"):
self.transfers.order_airlift_assets() self.transfers.order_airlift_assets()
with logged_duration("Transport planning"): with logged_duration("Transport planning"):
self.transfers.plan_transports() self.transfers.plan_transports()
if not player or ( with logged_duration("Blue mission planning"):
player and self.settings.auto_ato_behavior is not AutoAtoBehavior.Disabled if self.settings.auto_ato_behavior is not AutoAtoBehavior.Disabled:
): blue_planner = CoalitionMissionPlanner(self, is_player=True)
color = "Blue" if player else "Red" blue_planner.plan_missions()
with logged_duration(f"{color} mission planning"):
mission_planner = CoalitionMissionPlanner(self, player)
mission_planner.plan_missions()
self.plan_procurement_for(player) with logged_duration("Red mission planning"):
red_planner = CoalitionMissionPlanner(self, is_player=False)
red_planner.plan_missions()
def plan_procurement_for(self, for_player: bool) -> None: for cp in self.theater.controlpoints:
if cp.has_frontline:
gplanner = GroundPlanner(cp, self)
gplanner.plan_groundwar()
self.ground_planners[cp.id] = gplanner
self.plan_procurement()
def plan_procurement(self) -> None:
# The first turn needs to buy a *lot* of aircraft to fill CAPs, so it # 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 # gets much more of the budget that turn. Otherwise budget (after
# repairs) is split evenly between air and ground. For the default # repairs) is split evenly between air and ground. For the default
# starting budget of 2000 this gives 600 to ground forces and 1400 to # 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. After that the budget will be spend proportionally based on how much is already invested
if for_player: self.budget = ProcurementAi(
self.budget = ProcurementAi( self,
self, for_player=True,
for_player=True, faction=self.player_faction,
faction=self.player_faction, manage_runways=self.settings.automate_runway_repair,
manage_runways=self.settings.automate_runway_repair, manage_front_line=self.settings.automate_front_line_reinforcements,
manage_front_line=self.settings.automate_front_line_reinforcements, manage_aircraft=self.settings.automate_aircraft_reinforcements,
manage_aircraft=self.settings.automate_aircraft_reinforcements, ).spend_budget(self.budget)
).spend_budget(self.budget)
else: self.enemy_budget = ProcurementAi(
self.enemy_budget = ProcurementAi( self,
self, for_player=False,
for_player=False, faction=self.enemy_faction,
faction=self.enemy_faction, manage_runways=True,
manage_runways=True, manage_front_line=True,
manage_front_line=True, manage_aircraft=True,
manage_aircraft=True, ).spend_budget(self.enemy_budget)
).spend_budget(self.enemy_budget)
def message(self, text: str) -> None: def message(self, text: str) -> None:
self.informations.append(Information(text, turn=self.turn)) self.informations.append(Information(text, turn=self.turn))
@@ -551,14 +475,14 @@ class Game:
def current_day(self) -> date: def current_day(self) -> date:
return self.date + timedelta(days=self.turn // 4) return self.date + timedelta(days=self.turn // 4)
def next_unit_id(self) -> int: def next_unit_id(self):
""" """
Next unit id for pre-generated units Next unit id for pre-generated units
""" """
self.current_unit_id += 1 self.current_unit_id += 1
return self.current_unit_id return self.current_unit_id
def next_group_id(self) -> int: def next_group_id(self):
""" """
Next unit id for pre-generated units Next unit id for pre-generated units
""" """
@@ -592,7 +516,7 @@ class Game:
return self.blue_navmesh return self.blue_navmesh
return self.red_navmesh return self.red_navmesh
def compute_conflicts_position(self) -> None: def compute_conflicts_position(self):
""" """
Compute the current conflict center position(s), mainly used for culling calculation Compute the current conflict center position(s), mainly used for culling calculation
:return: List of points of interests :return: List of points of interests
@@ -615,7 +539,7 @@ class Game:
# If there is no conflict take the center point between the two nearest opposing bases # If there is no conflict take the center point between the two nearest opposing bases
if len(zones) == 0: if len(zones) == 0:
cpoint = None cpoint = None
min_distance = math.inf min_distance = sys.maxsize
for cp in self.theater.player_points(): for cp in self.theater.player_points():
for cp2 in self.theater.enemy_points(): for cp2 in self.theater.enemy_points():
d = cp.position.distance_to_point(cp2.position) d = cp.position.distance_to_point(cp2.position)
@@ -651,15 +575,15 @@ class Game:
self.__culling_zones = zones self.__culling_zones = zones
def add_destroyed_units(self, data: dict[str, Union[float, str]]) -> None: def add_destroyed_units(self, data):
pos = Point(cast(float, data["x"]), cast(float, data["z"])) pos = Point(data["x"], data["z"])
if self.theater.is_on_land(pos): if self.theater.is_on_land(pos):
self.__destroyed_units.append(data) self.__destroyed_units.append(data)
def get_destroyed_units(self) -> list[dict[str, Union[float, str]]]: def get_destroyed_units(self):
return self.__destroyed_units return self.__destroyed_units
def position_culled(self, pos: Point) -> bool: def position_culled(self, pos):
""" """
Check if unit can be generated at given position depending on culling performance settings Check if unit can be generated at given position depending on culling performance settings
:param pos: Position you are tryng to spawn stuff at :param pos: Position you are tryng to spawn stuff at
@@ -672,7 +596,7 @@ class Game:
return False return False
return True return True
def get_culling_zones(self) -> list[Point]: def get_culling_zones(self):
""" """
Check culling points Check culling points
:return: List of culling zones :return: List of culling zones
@@ -680,28 +604,30 @@ class Game:
return self.__culling_zones return self.__culling_zones
# 1 = red, 2 = blue # 1 = red, 2 = blue
def get_player_coalition_id(self) -> int: def get_player_coalition_id(self):
return 2 return 2
def get_enemy_coalition_id(self) -> int: def get_enemy_coalition_id(self):
return 1 return 1
def get_player_coalition(self) -> Coalition: def get_player_coalition(self):
return Coalition.Blue return Coalition.Blue
def get_enemy_coalition(self) -> Coalition: def get_enemy_coalition(self):
return Coalition.Red return Coalition.Red
def get_player_color(self) -> str: def get_player_color(self):
return "blue" return "blue"
def get_enemy_color(self) -> str: def get_enemy_color(self):
return "red" return "red"
def process_win_loss(self, turn_state: TurnState) -> None: def process_win_loss(self, turn_state: TurnState):
if turn_state is TurnState.WIN: if turn_state is TurnState.WIN:
self.message( return self.message(
"Congratulations, you are victorious! Start a new campaign to continue." "Congratulations, you are victorious! Start a new campaign to continue."
) )
elif turn_state is TurnState.LOSS: elif turn_state is TurnState.LOSS:
self.message("Game Over, you lose. Start a new campaign to continue.") return self.message(
"Game Over, you lose. Start a new campaign to continue."
)

View File

@@ -2,13 +2,13 @@ import datetime
class Information: class Information:
def __init__(self, title: str = "", text: str = "", turn: int = 0) -> None: def __init__(self, title="", text="", turn=0):
self.title = title self.title = title
self.text = text self.text = text
self.turn = turn self.turn = turn
self.timestamp = datetime.datetime.now() self.timestamp = datetime.datetime.now()
def __str__(self) -> str: def __str__(self):
return "[{}][{}] {} {}".format( return "[{}][{}] {} {}".format(
self.timestamp.strftime("%Y-%m-%d %H:%M:%S") self.timestamp.strftime("%Y-%m-%d %H:%M:%S")
if self.timestamp is not None if self.timestamp is not None

View File

@@ -0,0 +1,13 @@
class DestroyedUnit:
"""
Store info about a destroyed unit
"""
x: int
y: int
name: str
def __init__(self, x, y, name):
self.x = x
self.y = y
self.name = name

View File

@@ -1,9 +1,4 @@
from __future__ import annotations from typing import List
from typing import List, TYPE_CHECKING
if TYPE_CHECKING:
from game import Game
class FactionTurnMetadata: class FactionTurnMetadata:
@@ -15,7 +10,7 @@ class FactionTurnMetadata:
vehicles_count: int = 0 vehicles_count: int = 0
sam_count: int = 0 sam_count: int = 0
def __init__(self) -> None: def __init__(self):
self.aircraft_count = 0 self.aircraft_count = 0
self.vehicles_count = 0 self.vehicles_count = 0
self.sam_count = 0 self.sam_count = 0
@@ -29,7 +24,7 @@ class GameTurnMetadata:
allied_units: FactionTurnMetadata allied_units: FactionTurnMetadata
enemy_units: FactionTurnMetadata enemy_units: FactionTurnMetadata
def __init__(self) -> None: def __init__(self):
self.allied_units = FactionTurnMetadata() self.allied_units = FactionTurnMetadata()
self.enemy_units = FactionTurnMetadata() self.enemy_units = FactionTurnMetadata()
@@ -39,19 +34,15 @@ class GameStats:
Store statistics for the current game Store statistics for the current game
""" """
def __init__(self) -> None: def __init__(self):
self.data_per_turn: List[GameTurnMetadata] = [] self.data_per_turn: List[GameTurnMetadata] = []
def update(self, game: Game) -> None: def update(self, game):
""" """
Save data for current turn Save data for current turn
:param game: Game we want to save the data about :param game: Game we want to save the data about
""" """
# Remove the current turn if its just an update for this turn
if 0 < game.turn < len(self.data_per_turn):
del self.data_per_turn[-1]
turn_data = GameTurnMetadata() turn_data = GameTurnMetadata()
for cp in game.theater.controlpoints: for cp in game.theater.controlpoints:

View File

@@ -3,7 +3,7 @@ from __future__ import annotations
import logging import logging
import os import os
from pathlib import Path from pathlib import Path
from typing import Iterable, List, Set, TYPE_CHECKING, cast from typing import Iterable, List, Set, TYPE_CHECKING
from dcs import Mission from dcs import Mission
from dcs.action import DoScript, DoScriptFile from dcs.action import DoScript, DoScriptFile
@@ -62,14 +62,28 @@ class Operation:
plugin_scripts: List[str] = [] plugin_scripts: List[str] = []
@classmethod @classmethod
def prepare(cls, game: Game) -> None: def prepare(cls, game: Game):
with open("resources/default_options.lua", "r", encoding="utf-8") as f: with open("resources/default_options.lua", "r") as f:
options_dict = loads(f.read())["options"] options_dict = loads(f.read())["options"]
cls._set_mission(Mission(game.theater.terrain)) cls._set_mission(Mission(game.theater.terrain))
cls.game = game cls.game = game
cls._setup_mission_coalitions() cls._setup_mission_coalitions()
cls.current_mission.options.load_from_dict(options_dict) cls.current_mission.options.load_from_dict(options_dict)
@classmethod
def conflicts(cls) -> Iterable[Conflict]:
assert cls.game
for frontline in cls.game.theater.conflicts():
yield Conflict(
cls.game.theater,
frontline,
cls.game.player_faction.name,
cls.game.enemy_faction.name,
cls.game.player_country,
cls.game.enemy_country,
frontline.position,
)
@classmethod @classmethod
def air_conflict(cls) -> Conflict: def air_conflict(cls) -> Conflict:
assert cls.game assert cls.game
@@ -83,8 +97,8 @@ class Operation:
FrontLine(player_cp, enemy_cp), FrontLine(player_cp, enemy_cp),
cls.game.player_faction.name, cls.game.player_faction.name,
cls.game.enemy_faction.name, cls.game.enemy_faction.name,
cls.current_mission.country(cls.game.player_country), cls.game.player_country,
cls.current_mission.country(cls.game.enemy_country), cls.game.enemy_country,
mid_point, mid_point,
) )
@@ -93,7 +107,7 @@ class Operation:
cls.current_mission = mission cls.current_mission = mission
@classmethod @classmethod
def _setup_mission_coalitions(cls) -> None: def _setup_mission_coalitions(cls):
cls.current_mission.coalition["blue"] = Coalition( cls.current_mission.coalition["blue"] = Coalition(
"blue", bullseye=cls.game.blue_bullseye.to_pydcs() "blue", bullseye=cls.game.blue_bullseye.to_pydcs()
) )
@@ -149,7 +163,7 @@ class Operation:
airsupportgen: AirSupportConflictGenerator, airsupportgen: AirSupportConflictGenerator,
jtacs: List[JtacInfo], jtacs: List[JtacInfo],
airgen: AircraftConflictGenerator, airgen: AircraftConflictGenerator,
) -> None: ):
"""Generates subscribed MissionInfoGenerator objects (currently kneeboards and briefings)""" """Generates subscribed MissionInfoGenerator objects (currently kneeboards and briefings)"""
gens: List[MissionInfoGenerator] = [ gens: List[MissionInfoGenerator] = [
@@ -237,7 +251,7 @@ class Operation:
# beacon list. # beacon list.
@classmethod @classmethod
def _generate_ground_units(cls) -> None: def _generate_ground_units(cls):
cls.groundobjectgen = GroundObjectsGenerator( cls.groundobjectgen = GroundObjectsGenerator(
cls.current_mission, cls.current_mission,
cls.game, cls.game,
@@ -252,16 +266,11 @@ class Operation:
"""Add destroyed units to the Mission""" """Add destroyed units to the Mission"""
for d in cls.game.get_destroyed_units(): for d in cls.game.get_destroyed_units():
try: try:
type_name = d["type"] utype = db.unit_type_from_name(d["type"])
if not isinstance(type_name, str):
raise TypeError(
"Expected the type of the destroyed static to be a string"
)
utype = db.unit_type_from_name(type_name)
except KeyError: except KeyError:
continue continue
pos = Point(cast(float, d["x"]), cast(float, d["z"])) pos = Point(d["x"], d["z"])
if ( if (
utype is not None utype is not None
and not cls.game.position_culled(pos) and not cls.game.position_culled(pos)
@@ -409,7 +418,7 @@ class Operation:
CargoShipGenerator(cls.current_mission, cls.game, cls.unit_map).generate() CargoShipGenerator(cls.current_mission, cls.game, cls.unit_map).generate()
@classmethod @classmethod
def reset_naming_ids(cls) -> None: def reset_naming_ids(cls):
namegen.reset_numbers() namegen.reset_numbers()
@classmethod @classmethod
@@ -430,8 +439,8 @@ class Operation:
"BlueAA": {}, "BlueAA": {},
} # type: ignore } # type: ignore
for i, tanker in enumerate(airsupportgen.air_support.tankers): for tanker in airsupportgen.air_support.tankers:
luaData["Tankers"][i] = { luaData["Tankers"][tanker.callsign] = {
"dcsGroupName": tanker.group_name, "dcsGroupName": tanker.group_name,
"callsign": tanker.callsign, "callsign": tanker.callsign,
"variant": tanker.variant, "variant": tanker.variant,
@@ -439,22 +448,23 @@ class Operation:
"tacan": str(tanker.tacan.number) + tanker.tacan.band.name, "tacan": str(tanker.tacan.number) + tanker.tacan.band.name,
} }
for i, awacs in enumerate(airsupportgen.air_support.awacs): if airsupportgen.air_support.awacs:
luaData["AWACs"][i] = { for awacs in airsupportgen.air_support.awacs:
"dcsGroupName": awacs.group_name, luaData["AWACs"][awacs.callsign] = {
"callsign": awacs.callsign, "dcsGroupName": awacs.group_name,
"radio": awacs.freq.mhz, "callsign": awacs.callsign,
} "radio": awacs.freq.mhz,
}
for i, jtac in enumerate(jtacs): for jtac in jtacs:
luaData["JTACs"][i] = { luaData["JTACs"][jtac.callsign] = {
"dcsGroupName": jtac.group_name, "dcsGroupName": jtac.group_name,
"callsign": jtac.callsign, "callsign": jtac.callsign,
"zone": jtac.region, "zone": jtac.region,
"dcsUnit": jtac.unit_name, "dcsUnit": jtac.unit_name,
"laserCode": jtac.code, "laserCode": jtac.code,
} }
flight_count = 0
for flight in airgen.flights: for flight in airgen.flights:
if flight.friendly and flight.flight_type in [ if flight.friendly and flight.flight_type in [
FlightType.ANTISHIP, FlightType.ANTISHIP,
@@ -475,7 +485,7 @@ class Operation:
elif hasattr(flightTarget, "name"): elif hasattr(flightTarget, "name"):
flightTargetName = flightTarget.name flightTargetName = flightTarget.name
flightTargetType = flightType + " TGT (Airbase)" flightTargetType = flightType + " TGT (Airbase)"
luaData["TargetPoints"][flight_count] = { luaData["TargetPoints"][flightTargetName] = {
"name": flightTargetName, "name": flightTargetName,
"type": flightTargetType, "type": flightTargetType,
"position": { "position": {
@@ -483,7 +493,6 @@ class Operation:
"y": flightTarget.position.y, "y": flightTarget.position.y,
}, },
} }
flight_count += 1
for cp in cls.game.theater.controlpoints: for cp in cls.game.theater.controlpoints:
for ground_object in cp.ground_objects: for ground_object in cp.ground_objects:

View File

@@ -1,19 +1,15 @@
from __future__ import annotations
import logging import logging
import os import os
import pickle import pickle
import shutil import shutil
from pathlib import Path from pathlib import Path
from typing import Optional, TYPE_CHECKING from typing import Optional
if TYPE_CHECKING:
from game import Game
_dcs_saved_game_folder: Optional[str] = None _dcs_saved_game_folder: Optional[str] = None
def setup(user_folder: str) -> None: def setup(user_folder: str):
global _dcs_saved_game_folder global _dcs_saved_game_folder
_dcs_saved_game_folder = user_folder _dcs_saved_game_folder = user_folder
if not save_dir().exists(): if not save_dir().exists():
@@ -42,7 +38,7 @@ def mission_path_for(name: str) -> str:
return os.path.join(base_path(), "Missions", name) return os.path.join(base_path(), "Missions", name)
def load_game(path: str) -> Optional[Game]: def load_game(path):
with open(path, "rb") as f: with open(path, "rb") as f:
try: try:
save = pickle.load(f) save = pickle.load(f)
@@ -53,7 +49,7 @@ def load_game(path: str) -> Optional[Game]:
return None return None
def save_game(game: Game) -> bool: def save_game(game) -> bool:
try: try:
with open(_temporary_save_file(), "wb") as f: with open(_temporary_save_file(), "wb") as f:
pickle.dump(game, f) pickle.dump(game, f)
@@ -64,7 +60,7 @@ def save_game(game: Game) -> bool:
return False return False
def autosave(game: Game) -> bool: def autosave(game) -> bool:
""" """
Autosave to the autosave location Autosave to the autosave location
:param game: Game to save :param game: Game to save

View File

@@ -38,7 +38,7 @@ class PluginSettings:
self.settings = Settings() self.settings = Settings()
self.initialize_settings() self.initialize_settings()
def set_settings(self, settings: Settings) -> None: def set_settings(self, settings: Settings):
self.settings = settings self.settings = settings
self.initialize_settings() self.initialize_settings()
@@ -146,7 +146,7 @@ class LuaPlugin(PluginSettings):
return cls(definition) return cls(definition)
def set_settings(self, settings: Settings) -> None: def set_settings(self, settings: Settings):
super().set_settings(settings) super().set_settings(settings)
for option in self.definition.options: for option in self.definition.options:
option.set_settings(self.settings) option.set_settings(self.settings)

View File

@@ -1,15 +1,13 @@
from __future__ import annotations
from dcs import Point from dcs import Point
class PointWithHeading(Point): class PointWithHeading(Point):
def __init__(self) -> None: def __init__(self):
super(PointWithHeading, self).__init__(0, 0) super(PointWithHeading, self).__init__(0, 0)
self.heading = 0 self.heading = 0
@staticmethod @staticmethod
def from_point(point: Point, heading: int) -> PointWithHeading: def from_point(point: Point, heading: int):
p = PointWithHeading() p = PointWithHeading()
p.x = point.x p.x = point.x
p.y = point.y p.y = point.y

View File

@@ -1,9 +0,0 @@
from typing import Protocol
from dcs import Point
class Positioned(Protocol):
@property
def position(self) -> Point:
raise NotImplementedError

View File

@@ -5,8 +5,7 @@ import timeit
from collections import defaultdict from collections import defaultdict
from contextlib import contextmanager from contextlib import contextmanager
from datetime import timedelta from datetime import timedelta
from types import TracebackType from typing import Iterator
from typing import Iterator, Optional, Type
@contextmanager @contextmanager
@@ -24,12 +23,7 @@ class MultiEventTracer:
def __enter__(self) -> MultiEventTracer: def __enter__(self) -> MultiEventTracer:
return self return self
def __exit__( def __exit__(self, exc_type, exc_val, exc_tb) -> None:
self,
exc_type: Optional[Type[BaseException]],
exc_val: Optional[BaseException],
exc_tb: Optional[TracebackType],
) -> None:
for event, duration in self.events.items(): for event, duration in self.events.items():
logging.debug("%s took %s", event, duration) logging.debug("%s took %s", event, duration)

View File

@@ -1,48 +0,0 @@
"""Tools for aiding in save compat removal after compatibility breaks."""
from collections import Callable
from typing import TypeVar
from game.version import MAJOR_VERSION
ReturnT = TypeVar("ReturnT")
class DeprecatedSaveCompatError(RuntimeError):
def __init__(self, function_name: str) -> None:
super().__init__(
f"{function_name} has save compat code for a different major version."
)
def has_save_compat_for(
major: int,
) -> Callable[[Callable[..., ReturnT]], Callable[..., ReturnT]]:
"""Declares a function or method as having save compat code for a given version.
If the function has save compatibility for the current major version, there is no
change in behavior.
If the function has save compatibility for a *different* (future or past) major
version, DeprecatedSaveCompatError will be raised during startup. Since a break in
save compatibility is the definition of a major version break, there's no need to
keep around old save compat code; it only serves to mask initialization bugs.
Args:
major: The major version for which the decorated function has save
compatibility.
Returns:
The decorated function or method.
Raises:
DeprecatedSaveCompatError: The decorated function has save compat code for
another version of liberation, and that code (and the decorator declaring it)
should be removed from this branch.
"""
def decorator(func: Callable[..., ReturnT]) -> Callable[..., ReturnT]:
if major != MAJOR_VERSION:
raise DeprecatedSaveCompatError(func.__name__)
return func
return decorator

View File

@@ -1,7 +1,7 @@
from dataclasses import dataclass, field from dataclasses import dataclass, field
from datetime import timedelta from datetime import timedelta
from enum import Enum, unique from enum import Enum, unique
from typing import Dict, Optional, Any from typing import Dict, Optional
from dcs.forcedoptions import ForcedOptions from dcs.forcedoptions import ForcedOptions
@@ -104,7 +104,7 @@ class Settings:
def set_plugin_option(self, identifier: str, enabled: bool) -> None: def set_plugin_option(self, identifier: str, enabled: bool) -> None:
self.plugins[self.plugin_settings_key(identifier)] = enabled self.plugins[self.plugin_settings_key(identifier)] = enabled
def __setstate__(self, state: dict[str, Any]) -> None: def __setstate__(self, state) -> None:
# __setstate__ is called with the dict of the object being unpickled. We # __setstate__ is called with the dict of the object being unpickled. We
# can provide save compatibility for new settings options (which # can provide save compatibility for new settings options (which
# normally would not be present in the unpickled object) by creating a # normally would not be present in the unpickled object) by creating a

View File

@@ -13,7 +13,6 @@ from typing import (
Optional, Optional,
Iterator, Iterator,
Sequence, Sequence,
Any,
) )
import yaml import yaml
@@ -197,7 +196,7 @@ class Squadron:
def send_on_leave(pilot: Pilot) -> None: def send_on_leave(pilot: Pilot) -> None:
pilot.send_on_leave() pilot.send_on_leave()
def return_from_leave(self, pilot: Pilot) -> None: def return_from_leave(self, pilot: Pilot):
if not self.has_unfilled_pilot_slots: if not self.has_unfilled_pilot_slots:
raise RuntimeError( raise RuntimeError(
f"Cannot return {pilot} from leave because {self} is full" f"Cannot return {pilot} from leave because {self} is full"
@@ -291,7 +290,7 @@ class Squadron:
player=player, player=player,
) )
def __setstate__(self, state: dict[str, Any]) -> None: def __setstate__(self, state) -> None:
# TODO: Remove save compat. # TODO: Remove save compat.
if "auto_assignable_mission_types" not in state: if "auto_assignable_mission_types" not in state:
state["auto_assignable_mission_types"] = set(state["mission_types"]) state["auto_assignable_mission_types"] = set(state["mission_types"])

View File

@@ -6,15 +6,15 @@ from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType from game.dcs.groundunittype import GroundUnitType
from game.dcs.unittype import UnitType from game.dcs.unittype import UnitType
BASE_MAX_STRENGTH = 1.0 BASE_MAX_STRENGTH = 1
BASE_MIN_STRENGTH = 0.0 BASE_MIN_STRENGTH = 0
class Base: class Base:
def __init__(self) -> None: def __init__(self):
self.aircraft: dict[AircraftType, int] = {} self.aircraft: dict[AircraftType, int] = {}
self.armor: dict[GroundUnitType, int] = {} self.armor: dict[GroundUnitType, int] = {}
self.strength = 1.0 self.strength = 1
@property @property
def total_aircraft(self) -> int: def total_aircraft(self) -> int:
@@ -31,7 +31,7 @@ class Base:
total += unit_type.price * count total += unit_type.price * count
return total return total
def total_units_of_type(self, unit_type: UnitType[Any]) -> int: def total_units_of_type(self, unit_type: UnitType) -> int:
return sum( return sum(
[ [
c c
@@ -40,7 +40,7 @@ class Base:
] ]
) )
def commission_units(self, units: dict[Any, int]) -> None: def commission_units(self, units: dict[Any, int]):
for unit_type, unit_count in units.items(): for unit_type, unit_count in units.items():
if unit_count <= 0: if unit_count <= 0:
continue continue
@@ -56,7 +56,7 @@ class Base:
target_dict[unit_type] = target_dict.get(unit_type, 0) + unit_count target_dict[unit_type] = target_dict.get(unit_type, 0) + unit_count
def commit_losses(self, units_lost: dict[Any, int]) -> None: def commit_losses(self, units_lost: dict[Any, int]):
for unit_type, count in units_lost.items(): for unit_type, count in units_lost.items():
target_dict: dict[Any, int] target_dict: dict[Any, int]
if unit_type in self.aircraft: if unit_type in self.aircraft:
@@ -75,7 +75,7 @@ class Base:
if target_dict[unit_type] == 0: if target_dict[unit_type] == 0:
del target_dict[unit_type] del target_dict[unit_type]
def affect_strength(self, amount: float) -> None: def affect_strength(self, amount):
self.strength += amount self.strength += amount
if self.strength > BASE_MAX_STRENGTH: if self.strength > BASE_MAX_STRENGTH:
self.strength = BASE_MAX_STRENGTH self.strength = BASE_MAX_STRENGTH

View File

@@ -5,7 +5,7 @@ import math
from dataclasses import dataclass from dataclasses import dataclass
from functools import cached_property from functools import cached_property
from pathlib import Path from pathlib import Path
from typing import Any, Dict, Iterator, List, Optional, Tuple, TYPE_CHECKING from typing import Any, Dict, Iterator, List, Optional, Tuple
from dcs import Mission from dcs import Mission
from dcs.countries import ( from dcs.countries import (
@@ -29,14 +29,14 @@ from dcs.terrain import (
persiangulf, persiangulf,
syria, syria,
thechannel, thechannel,
marianaislands,
) )
from dcs.terrain.terrain import Airport, Terrain from dcs.terrain.terrain import Airport, Terrain
from dcs.unitgroup import ( from dcs.unitgroup import (
FlyingGroup,
Group,
ShipGroup, ShipGroup,
StaticGroup, StaticGroup,
VehicleGroup, VehicleGroup,
PlaneGroup,
) )
from dcs.vehicles import AirDefence, Armor, MissilesSS, Unarmed from dcs.vehicles import AirDefence, Armor, MissilesSS, Unarmed
from pyproj import CRS, Transformer from pyproj import CRS, Transformer
@@ -56,14 +56,10 @@ from .landmap import Landmap, load_landmap, poly_contains
from .latlon import LatLon from .latlon import LatLon
from .projections import TransverseMercator from .projections import TransverseMercator
from ..point_with_heading import PointWithHeading from ..point_with_heading import PointWithHeading
from ..positioned import Positioned
from ..profiling import logged_duration from ..profiling import logged_duration
from ..scenery_group import SceneryGroup from ..scenery_group import SceneryGroup
from ..utils import Distance, meters from ..utils import Distance, meters
if TYPE_CHECKING:
from . import TheaterGroundObject
SIZE_TINY = 150 SIZE_TINY = 150
SIZE_SMALL = 600 SIZE_SMALL = 600
SIZE_REGULAR = 1000 SIZE_REGULAR = 1000
@@ -185,7 +181,7 @@ class MizCampaignLoader:
def red(self) -> Country: def red(self) -> Country:
return self.country(blue=False) return self.country(blue=False)
def off_map_spawns(self, blue: bool) -> Iterator[PlaneGroup]: def off_map_spawns(self, blue: bool) -> Iterator[FlyingGroup]:
for group in self.country(blue).plane_group: for group in self.country(blue).plane_group:
if group.units[0].type == self.OFF_MAP_UNIT_TYPE: if group.units[0].type == self.OFF_MAP_UNIT_TYPE:
yield group yield group
@@ -309,26 +305,26 @@ class MizCampaignLoader:
control_point.captured = blue control_point.captured = blue
control_point.captured_invert = group.late_activation control_point.captured_invert = group.late_activation
control_points[control_point.id] = control_point control_points[control_point.id] = control_point
for ship in self.carriers(blue): for group in self.carriers(blue):
# TODO: Name the carrier. # TODO: Name the carrier.
control_point = Carrier( control_point = Carrier(
"carrier", ship.position, next(self.control_point_id) "carrier", group.position, next(self.control_point_id)
) )
control_point.captured = blue control_point.captured = blue
control_point.captured_invert = ship.late_activation control_point.captured_invert = group.late_activation
control_points[control_point.id] = control_point control_points[control_point.id] = control_point
for ship in self.lhas(blue): for group in self.lhas(blue):
# TODO: Name the LHA.db # TODO: Name the LHA.db
control_point = Lha("lha", ship.position, next(self.control_point_id)) control_point = Lha("lha", group.position, next(self.control_point_id))
control_point.captured = blue control_point.captured = blue
control_point.captured_invert = ship.late_activation control_point.captured_invert = group.late_activation
control_points[control_point.id] = control_point control_points[control_point.id] = control_point
for fob in self.fobs(blue): for group in self.fobs(blue):
control_point = Fob( control_point = Fob(
str(fob.name), fob.position, next(self.control_point_id) str(group.name), group.position, next(self.control_point_id)
) )
control_point.captured = blue control_point.captured = blue
control_point.captured_invert = fob.late_activation control_point.captured_invert = group.late_activation
control_points[control_point.id] = control_point control_points[control_point.id] = control_point
return control_points return control_points
@@ -389,22 +385,22 @@ class MizCampaignLoader:
origin, list(reversed(waypoints)) origin, list(reversed(waypoints))
) )
def objective_info(self, near: Positioned) -> Tuple[ControlPoint, Distance]: def objective_info(self, group: Group) -> Tuple[ControlPoint, Distance]:
closest = self.theater.closest_control_point(near.position) closest = self.theater.closest_control_point(group.position)
distance = meters(closest.position.distance_to_point(near.position)) distance = meters(closest.position.distance_to_point(group.position))
return closest, distance return closest, distance
def add_preset_locations(self) -> None: def add_preset_locations(self) -> None:
for static in self.offshore_strike_targets: for group in self.offshore_strike_targets:
closest, distance = self.objective_info(static) closest, distance = self.objective_info(group)
closest.preset_locations.offshore_strike_locations.append( closest.preset_locations.offshore_strike_locations.append(
PointWithHeading.from_point(static.position, static.units[0].heading) PointWithHeading.from_point(group.position, group.units[0].heading)
) )
for ship in self.ships: for group in self.ships:
closest, distance = self.objective_info(ship) closest, distance = self.objective_info(group)
closest.preset_locations.ships.append( closest.preset_locations.ships.append(
PointWithHeading.from_point(ship.position, ship.units[0].heading) PointWithHeading.from_point(group.position, group.units[0].heading)
) )
for group in self.missile_sites: for group in self.missile_sites:
@@ -455,33 +451,33 @@ class MizCampaignLoader:
PointWithHeading.from_point(group.position, group.units[0].heading) PointWithHeading.from_point(group.position, group.units[0].heading)
) )
for static in self.helipads: for group in self.helipads:
closest, distance = self.objective_info(static) closest, distance = self.objective_info(group)
closest.helipads.append( closest.helipads.append(
PointWithHeading.from_point(static.position, static.units[0].heading) PointWithHeading.from_point(group.position, group.units[0].heading)
) )
for static in self.factories: for group in self.factories:
closest, distance = self.objective_info(static) closest, distance = self.objective_info(group)
closest.preset_locations.factories.append( closest.preset_locations.factories.append(
PointWithHeading.from_point(static.position, static.units[0].heading) PointWithHeading.from_point(group.position, group.units[0].heading)
) )
for static in self.ammunition_depots: for group in self.ammunition_depots:
closest, distance = self.objective_info(static) closest, distance = self.objective_info(group)
closest.preset_locations.ammunition_depots.append( closest.preset_locations.ammunition_depots.append(
PointWithHeading.from_point(static.position, static.units[0].heading) PointWithHeading.from_point(group.position, group.units[0].heading)
) )
for static in self.strike_targets: for group in self.strike_targets:
closest, distance = self.objective_info(static) closest, distance = self.objective_info(group)
closest.preset_locations.strike_locations.append( closest.preset_locations.strike_locations.append(
PointWithHeading.from_point(static.position, static.units[0].heading) PointWithHeading.from_point(group.position, group.units[0].heading)
) )
for scenery_group in self.scenery: for group in self.scenery:
closest, distance = self.objective_info(scenery_group) closest, distance = self.objective_info(group)
closest.preset_locations.scenery.append(scenery_group) closest.preset_locations.scenery.append(group)
def populate_theater(self) -> None: def populate_theater(self) -> None:
for control_point in self.control_points.values(): for control_point in self.control_points.values():
@@ -508,7 +504,7 @@ class ConflictTheater:
""" """
daytime_map: Dict[str, Tuple[int, int]] daytime_map: Dict[str, Tuple[int, int]]
def __init__(self) -> None: def __init__(self):
self.controlpoints: List[ControlPoint] = [] self.controlpoints: List[ControlPoint] = []
self.point_to_ll_transformer = Transformer.from_crs( self.point_to_ll_transformer = Transformer.from_crs(
self.projection_parameters.to_crs(), CRS("WGS84") self.projection_parameters.to_crs(), CRS("WGS84")
@@ -540,12 +536,10 @@ class ConflictTheater:
CRS("WGS84"), self.projection_parameters.to_crs() CRS("WGS84"), self.projection_parameters.to_crs()
) )
def add_controlpoint(self, point: ControlPoint) -> None: def add_controlpoint(self, point: ControlPoint):
self.controlpoints.append(point) self.controlpoints.append(point)
def find_ground_objects_by_obj_name( def find_ground_objects_by_obj_name(self, obj_name):
self, obj_name: str
) -> list[TheaterGroundObject[Any]]:
found = [] found = []
for cp in self.controlpoints: for cp in self.controlpoints:
for g in cp.ground_objects: for g in cp.ground_objects:
@@ -587,12 +581,12 @@ class ConflictTheater:
return True return True
def nearest_land_pos(self, near: Point, extend_dist: int = 50) -> Point: def nearest_land_pos(self, point: Point, extend_dist: int = 50) -> Point:
"""Returns the nearest point inside a land exclusion zone from point """Returns the nearest point inside a land exclusion zone from point
`extend_dist` determines how far inside the zone the point should be placed""" `extend_dist` determines how far inside the zone the point should be placed"""
if self.is_on_land(near): if self.is_on_land(point):
return near return point
point = geometry.Point(near.x, near.y) point = geometry.Point(point.x, point.y)
nearest_points = [] nearest_points = []
if not self.landmap: if not self.landmap:
raise RuntimeError("Landmap not initialized") raise RuntimeError("Landmap not initialized")
@@ -704,7 +698,6 @@ class ConflictTheater:
"Normandy": NormandyTheater, "Normandy": NormandyTheater,
"The Channel": TheChannelTheater, "The Channel": TheChannelTheater,
"Syria": SyriaTheater, "Syria": SyriaTheater,
"MarianaIslands": MarianaIslandsTheater,
} }
theater = theaters[data["theater"]] theater = theaters[data["theater"]]
t = theater() t = theater()
@@ -863,22 +856,3 @@ class SyriaTheater(ConflictTheater):
from .syria import PARAMETERS from .syria import PARAMETERS
return PARAMETERS return PARAMETERS
class MarianaIslandsTheater(ConflictTheater):
terrain = marianaislands.MarianaIslands()
overview_image = "marianaislands.gif"
landmap = load_landmap("resources\\marianaislandslandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (8, 16),
"dusk": (16, 18),
"night": (0, 5),
}
@property
def projection_parameters(self) -> TransverseMercator:
from .marianaislands import PARAMETERS
return PARAMETERS

View File

@@ -43,7 +43,6 @@ from .missiontarget import MissionTarget
from .theatergroundobject import ( from .theatergroundobject import (
GenericCarrierGroundObject, GenericCarrierGroundObject,
TheaterGroundObject, TheaterGroundObject,
NavalGroundObject,
) )
from ..dcs.aircrafttype import AircraftType from ..dcs.aircrafttype import AircraftType
from ..dcs.groundunittype import GroundUnitType from ..dcs.groundunittype import GroundUnitType
@@ -291,15 +290,15 @@ class ControlPoint(MissionTarget, ABC):
at: db.StartingPosition, at: db.StartingPosition,
size: int, size: int,
importance: float, importance: float,
has_frontline: bool = True, has_frontline=True,
cptype: ControlPointType = ControlPointType.AIRBASE, cptype=ControlPointType.AIRBASE,
) -> None: ):
super().__init__(name, position) super().__init__(name, position)
# TODO: Should be Airbase specific. # TODO: Should be Airbase specific.
self.id = cp_id self.id = cp_id
self.full_name = name self.full_name = name
self.at = at self.at = at
self.connected_objectives: List[TheaterGroundObject[Any]] = [] self.connected_objectives: List[TheaterGroundObject] = []
self.preset_locations = PresetLocations() self.preset_locations = PresetLocations()
self.helipads: List[PointWithHeading] = [] self.helipads: List[PointWithHeading] = []
@@ -323,11 +322,11 @@ class ControlPoint(MissionTarget, ABC):
self.target_position: Optional[Point] = None self.target_position: Optional[Point] = None
def __repr__(self) -> str: def __repr__(self):
return f"<{self.__class__}: {self.name}>" return f"<{__class__}: {self.name}>"
@property @property
def ground_objects(self) -> List[TheaterGroundObject[Any]]: def ground_objects(self) -> List[TheaterGroundObject]:
return list(self.connected_objectives) return list(self.connected_objectives)
@property @property
@@ -335,11 +334,11 @@ class ControlPoint(MissionTarget, ABC):
def heading(self) -> int: def heading(self) -> int:
... ...
def __str__(self) -> str: def __str__(self):
return self.name return self.name
@property @property
def is_global(self) -> bool: def is_global(self):
return not self.connected_points return not self.connected_points
def transitive_connected_friendly_points( def transitive_connected_friendly_points(
@@ -406,21 +405,21 @@ class ControlPoint(MissionTarget, ABC):
return False return False
@property @property
def is_carrier(self) -> bool: def is_carrier(self):
""" """
:return: Whether this control point is an aircraft carrier :return: Whether this control point is an aircraft carrier
""" """
return False return False
@property @property
def is_fleet(self) -> bool: def is_fleet(self):
""" """
:return: Whether this control point is a boat (mobile) :return: Whether this control point is a boat (mobile)
""" """
return False return False
@property @property
def is_lha(self) -> bool: def is_lha(self):
""" """
:return: Whether this control point is an LHA :return: Whether this control point is an LHA
""" """
@@ -440,7 +439,7 @@ class ControlPoint(MissionTarget, ABC):
@property @property
@abstractmethod @abstractmethod
def total_aircraft_parking(self) -> int: def total_aircraft_parking(self):
""" """
:return: The maximum number of aircraft that can be stored in this :return: The maximum number of aircraft that can be stored in this
control point control point
@@ -472,7 +471,7 @@ class ControlPoint(MissionTarget, ABC):
... ...
# TODO: Should be naval specific. # TODO: Should be naval specific.
def get_carrier_group_name(self) -> Optional[str]: def get_carrier_group_name(self):
""" """
Get the carrier group name if the airbase is a carrier Get the carrier group name if the airbase is a carrier
:return: Carrier group name :return: Carrier group name
@@ -498,12 +497,10 @@ class ControlPoint(MissionTarget, ABC):
return None return None
# TODO: Should be Airbase specific. # TODO: Should be Airbase specific.
def is_connected(self, to: ControlPoint) -> bool: def is_connected(self, to) -> bool:
return to in self.connected_points return to in self.connected_points
def find_ground_objects_by_obj_name( def find_ground_objects_by_obj_name(self, obj_name):
self, obj_name: str
) -> list[TheaterGroundObject[Any]]:
found = [] found = []
for g in self.ground_objects: for g in self.ground_objects:
if g.obj_name == obj_name: if g.obj_name == obj_name:
@@ -525,7 +522,7 @@ class ControlPoint(MissionTarget, ABC):
f"vehicles have been captured and sold for ${total}M." f"vehicles have been captured and sold for ${total}M."
) )
def retreat_ground_units(self, game: Game) -> None: def retreat_ground_units(self, game: Game):
# When there are multiple valid destinations, deliver units to whichever # When there are multiple valid destinations, deliver units to whichever
# base is least defended first. The closest approximation of unit # base is least defended first. The closest approximation of unit
# strength we have is price # strength we have is price
@@ -751,7 +748,7 @@ class ControlPoint(MissionTarget, ABC):
return len([obj for obj in self.connected_objectives if obj.category == "ammo"]) return len([obj for obj in self.connected_objectives if obj.category == "ammo"])
@property @property
def strike_targets(self) -> Sequence[Union[MissionTarget, Unit]]: def strike_targets(self) -> List[Union[MissionTarget, Unit]]:
return [] return []
@property @property
@@ -767,8 +764,8 @@ class ControlPoint(MissionTarget, ABC):
class Airfield(ControlPoint): class Airfield(ControlPoint):
def __init__( def __init__(
self, airport: Airport, size: int, importance: float, has_frontline: bool = True self, airport: Airport, size: int, importance: float, has_frontline=True
) -> None: ):
super().__init__( super().__init__(
airport.id, airport.id,
airport.name, airport.name,
@@ -882,12 +879,9 @@ class NavalControlPoint(ControlPoint, ABC):
def heading(self) -> int: def heading(self) -> int:
return 0 # TODO compute heading return 0 # TODO compute heading
def find_main_tgo(self) -> GenericCarrierGroundObject: def find_main_tgo(self) -> TheaterGroundObject:
for g in self.ground_objects: for g in self.ground_objects:
if isinstance(g, GenericCarrierGroundObject) and g.dcs_identifier in [ if g.dcs_identifier in ["CARRIER", "LHA"]:
"CARRIER",
"LHA",
]:
return g return g
raise RuntimeError(f"Found no carrier/LHA group for {self.name}") raise RuntimeError(f"Found no carrier/LHA group for {self.name}")
@@ -966,7 +960,7 @@ class Carrier(NavalControlPoint):
raise RuntimeError("Carriers cannot be captured") raise RuntimeError("Carriers cannot be captured")
@property @property
def is_carrier(self) -> bool: def is_carrier(self):
return True return True
def can_operate(self, aircraft: AircraftType) -> bool: def can_operate(self, aircraft: AircraftType) -> bool:

View File

@@ -2,7 +2,7 @@ from __future__ import annotations
import logging import logging
from dataclasses import dataclass from dataclasses import dataclass
from typing import Iterator, List, Tuple, Any from typing import Iterator, List, Tuple
from dcs.mapping import Point from dcs.mapping import Point
@@ -66,15 +66,7 @@ class FrontLine(MissionTarget):
self.segments: List[FrontLineSegment] = [ self.segments: List[FrontLineSegment] = [
FrontLineSegment(a, b) for a, b in pairwise(route) FrontLineSegment(a, b) for a, b in pairwise(route)
] ]
super().__init__( self.name = f"Front line {blue_point}/{red_point}"
f"Front line {blue_point}/{red_point}",
self.point_from_a(self._position_distance),
)
def __setstate__(self, state: dict[str, Any]) -> None:
self.__dict__.update(state)
if not hasattr(self, "position"):
self.position = self.point_from_a(self._position_distance)
def control_point_hostile_to(self, player: bool) -> ControlPoint: def control_point_hostile_to(self, player: bool) -> ControlPoint:
if player: if player:
@@ -95,6 +87,14 @@ class FrontLine(MissionTarget):
] ]
yield from super().mission_types(for_player) 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 @property
def points(self) -> Iterator[Point]: def points(self) -> Iterator[Point]:
yield self.segments[0].point_a yield self.segments[0].point_a
@@ -107,12 +107,12 @@ class FrontLine(MissionTarget):
return self.blue_cp, self.red_cp return self.blue_cp, self.red_cp
@property @property
def attack_distance(self) -> float: def attack_distance(self):
"""The total distance of all segments""" """The total distance of all segments"""
return sum(i.attack_distance for i in self.segments) return sum(i.attack_distance for i in self.segments)
@property @property
def attack_heading(self) -> float: def attack_heading(self):
"""The heading of the active attack segment from player to enemy control point""" """The heading of the active attack segment from player to enemy control point"""
return self.active_segment.attack_heading return self.active_segment.attack_heading
@@ -149,9 +149,6 @@ class FrontLine(MissionTarget):
) )
else: else:
remaining_dist -= segment.attack_distance remaining_dist -= segment.attack_distance
raise RuntimeError(
f"Could not find front line point {distance} from {self.blue_cp}"
)
@property @property
def _position_distance(self) -> float: def _position_distance(self) -> float:

View File

@@ -14,7 +14,7 @@ class Landmap:
exclusion_zones: MultiPolygon exclusion_zones: MultiPolygon
sea_zones: MultiPolygon sea_zones: MultiPolygon
def __post_init__(self) -> None: def __post_init__(self):
if not self.inclusion_zones.is_valid: if not self.inclusion_zones.is_valid:
raise RuntimeError("Inclusion zones not valid") raise RuntimeError("Inclusion zones not valid")
if not self.exclusion_zones.is_valid: if not self.exclusion_zones.is_valid:
@@ -36,5 +36,13 @@ def load_landmap(filename: str) -> Optional[Landmap]:
return None return None
def poly_contains(x: float, y: float, poly: Union[MultiPolygon, Polygon]) -> bool: def poly_contains(x, y, poly: Union[MultiPolygon, Polygon]):
return poly.contains(geometry.Point(x, y)) return poly.contains(geometry.Point(x, y))
def poly_centroid(poly) -> Tuple[float, float]:
x_list = [vertex[0] for vertex in poly]
y_list = [vertex[1] for vertex in poly]
x = sum(x_list) / len(poly)
y = sum(y_list) / len(poly)
return (x, y)

View File

@@ -1,8 +0,0 @@
from game.theater.projections import TransverseMercator
PARAMETERS = TransverseMercator(
central_meridian=147,
false_easting=238417.99999989968,
false_northing=-1491840.000000048,
scale_factor=0.9996,
)

View File

@@ -1,6 +1,5 @@
from __future__ import annotations from __future__ import annotations
from collections import Sequence
from typing import Iterator, TYPE_CHECKING, List, Union from typing import Iterator, TYPE_CHECKING, List, Union
from dcs.mapping import Point from dcs.mapping import Point
@@ -21,7 +20,7 @@ class MissionTarget:
self.name = name self.name = name
self.position = position self.position = position
def distance_to(self, other: MissionTarget) -> float: def distance_to(self, other: MissionTarget) -> int:
"""Computes the distance to the given mission target.""" """Computes the distance to the given mission target."""
return self.position.distance_to_point(other.position) return self.position.distance_to_point(other.position)
@@ -46,5 +45,5 @@ class MissionTarget:
] ]
@property @property
def strike_targets(self) -> Sequence[Union[MissionTarget, Unit]]: def strike_targets(self) -> List[Union[MissionTarget, Unit]]:
return [] return []

View File

@@ -2,13 +2,13 @@ from __future__ import annotations
import itertools import itertools
import logging import logging
from collections import Sequence from typing import Iterator, List, TYPE_CHECKING, Union
from typing import Iterator, List, TYPE_CHECKING, Union, Generic, TypeVar, Any
from dcs.mapping import Point from dcs.mapping import Point
from dcs.triggers import TriggerZone from dcs.triggers import TriggerZone
from dcs.unit import Unit from dcs.unit import Unit
from dcs.unitgroup import ShipGroup, VehicleGroup from dcs.unitgroup import Group
from dcs.unittype import VehicleType
from .. import db from .. import db
from ..data.radar_db import ( from ..data.radar_db import (
@@ -47,10 +47,7 @@ NAME_BY_CATEGORY = {
} }
GroupT = TypeVar("GroupT", ShipGroup, VehicleGroup) class TheaterGroundObject(MissionTarget):
class TheaterGroundObject(MissionTarget, Generic[GroupT]):
def __init__( def __init__(
self, self,
name: str, name: str,
@@ -69,7 +66,7 @@ class TheaterGroundObject(MissionTarget, Generic[GroupT]):
self.control_point = control_point self.control_point = control_point
self.dcs_identifier = dcs_identifier self.dcs_identifier = dcs_identifier
self.sea_object = sea_object self.sea_object = sea_object
self.groups: List[GroupT] = [] self.groups: List[Group] = []
@property @property
def is_dead(self) -> bool: def is_dead(self) -> bool:
@@ -150,7 +147,7 @@ class TheaterGroundObject(MissionTarget, Generic[GroupT]):
return True return True
return False return False
def _max_range_of_type(self, group: GroupT, range_type: str) -> Distance: def _max_range_of_type(self, group: Group, range_type: str) -> Distance:
if not self.might_have_aa: if not self.might_have_aa:
return meters(0) return meters(0)
@@ -171,13 +168,13 @@ class TheaterGroundObject(MissionTarget, Generic[GroupT]):
def max_detection_range(self) -> Distance: def max_detection_range(self) -> Distance:
return max(self.detection_range(g) for g in self.groups) return max(self.detection_range(g) for g in self.groups)
def detection_range(self, group: GroupT) -> Distance: def detection_range(self, group: Group) -> Distance:
return self._max_range_of_type(group, "detection_range") return self._max_range_of_type(group, "detection_range")
def max_threat_range(self) -> Distance: def max_threat_range(self) -> Distance:
return max(self.threat_range(g) for g in self.groups) return max(self.threat_range(g) for g in self.groups)
def threat_range(self, group: GroupT, radar_only: bool = False) -> Distance: def threat_range(self, group: Group, radar_only: bool = False) -> Distance:
return self._max_range_of_type(group, "threat_range") return self._max_range_of_type(group, "threat_range")
@property @property
@@ -190,7 +187,7 @@ class TheaterGroundObject(MissionTarget, Generic[GroupT]):
return False return False
@property @property
def strike_targets(self) -> Sequence[Union[MissionTarget, Unit]]: def strike_targets(self) -> List[Union[MissionTarget, Unit]]:
return self.units return self.units
@property @property
@@ -209,7 +206,7 @@ class TheaterGroundObject(MissionTarget, Generic[GroupT]):
raise NotImplementedError raise NotImplementedError
class BuildingGroundObject(TheaterGroundObject[VehicleGroup]): class BuildingGroundObject(TheaterGroundObject):
def __init__( def __init__(
self, self,
name: str, name: str,
@@ -220,7 +217,7 @@ class BuildingGroundObject(TheaterGroundObject[VehicleGroup]):
heading: int, heading: int,
control_point: ControlPoint, control_point: ControlPoint,
dcs_identifier: str, dcs_identifier: str,
is_fob_structure: bool = False, is_fob_structure=False,
) -> None: ) -> None:
super().__init__( super().__init__(
name=name, name=name,
@@ -256,7 +253,7 @@ class BuildingGroundObject(TheaterGroundObject[VehicleGroup]):
def kill(self) -> None: def kill(self) -> None:
self._dead = True self._dead = True
def iter_building_group(self) -> Iterator[TheaterGroundObject[Any]]: def iter_building_group(self) -> Iterator[TheaterGroundObject]:
for tgo in self.control_point.ground_objects: for tgo in self.control_point.ground_objects:
if tgo.obj_name == self.obj_name and not tgo.is_dead: if tgo.obj_name == self.obj_name and not tgo.is_dead:
yield tgo yield tgo
@@ -341,7 +338,7 @@ class FactoryGroundObject(BuildingGroundObject):
) )
class NavalGroundObject(TheaterGroundObject[ShipGroup]): class NavalGroundObject(TheaterGroundObject):
def mission_types(self, for_player: bool) -> Iterator[FlightType]: def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType from gen.flights.flight import FlightType
@@ -410,7 +407,7 @@ class LhaGroundObject(GenericCarrierGroundObject):
return f"{self.faction_color}|EWR|{super().group_name}" return f"{self.faction_color}|EWR|{super().group_name}"
class MissileSiteGroundObject(TheaterGroundObject[VehicleGroup]): class MissileSiteGroundObject(TheaterGroundObject):
def __init__( def __init__(
self, name: str, group_id: int, position: Point, control_point: ControlPoint self, name: str, group_id: int, position: Point, control_point: ControlPoint
) -> None: ) -> None:
@@ -434,14 +431,14 @@ class MissileSiteGroundObject(TheaterGroundObject[VehicleGroup]):
return False return False
class CoastalSiteGroundObject(TheaterGroundObject[VehicleGroup]): class CoastalSiteGroundObject(TheaterGroundObject):
def __init__( def __init__(
self, self,
name: str, name: str,
group_id: int, group_id: int,
position: Point, position: Point,
control_point: ControlPoint, control_point: ControlPoint,
heading: int, heading,
) -> None: ) -> None:
super().__init__( super().__init__(
name=name, name=name,
@@ -463,10 +460,10 @@ class CoastalSiteGroundObject(TheaterGroundObject[VehicleGroup]):
return False return False
# The SamGroundObject represents all type of AA # TODO: Differentiate types.
# The TGO can have multiple types of units (AAA,SAM,Support...) # This type gets used both for AA sites (SAM, AAA, or SHORAD). These should each
# Differentiation can be made during generation with the airdefensegroupgenerator # be split into their own types.
class SamGroundObject(TheaterGroundObject[VehicleGroup]): class SamGroundObject(TheaterGroundObject):
def __init__( def __init__(
self, self,
name: str, name: str,
@@ -484,6 +481,18 @@ class SamGroundObject(TheaterGroundObject[VehicleGroup]):
dcs_identifier="AA", dcs_identifier="AA",
sea_object=False, sea_object=False,
) )
# Set by the SAM unit generator if the generated group is compatible
# with Skynet.
self.skynet_capable = False
@property
def group_name(self) -> str:
if self.skynet_capable:
# Prefix the group names of SAM sites with the side color so Skynet
# can find them.
return f"{self.faction_color}|SAM|{self.group_id}"
else:
return super().group_name
def mission_types(self, for_player: bool) -> Iterator[FlightType]: def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType from gen.flights.flight import FlightType
@@ -497,25 +506,33 @@ class SamGroundObject(TheaterGroundObject[VehicleGroup]):
def might_have_aa(self) -> bool: def might_have_aa(self) -> bool:
return True return True
def threat_range(self, group: VehicleGroup, radar_only: bool = False) -> Distance: def threat_range(self, group: Group, radar_only: bool = False) -> Distance:
max_non_radar = meters(0) max_non_radar = meters(0)
live_trs = set() live_trs = set()
max_telar_range = meters(0) max_telar_range = meters(0)
launchers = set() launchers = set()
for unit in group.units: for unit in group.units:
unit_type = db.vehicle_type_from_name(unit.type) 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: if unit_type in TRACK_RADARS:
live_trs.add(unit_type) live_trs.add(unit_type)
elif unit_type in TELARS: elif unit_type in TELARS:
max_telar_range = max(max_telar_range, meters(unit_type.threat_range)) max_telar_range = max(
max_telar_range, meters(getattr(unit_type, "threat_range", 0))
)
elif unit_type in LAUNCHER_TRACKER_PAIRS: elif unit_type in LAUNCHER_TRACKER_PAIRS:
launchers.add(unit_type) launchers.add(unit_type)
else: else:
max_non_radar = max(max_non_radar, meters(unit_type.threat_range)) max_non_radar = max(
max_non_radar, meters(getattr(unit_type, "threat_range", 0))
)
max_tel_range = meters(0) max_tel_range = meters(0)
for launcher in launchers: for launcher in launchers:
if LAUNCHER_TRACKER_PAIRS[launcher] in live_trs: if LAUNCHER_TRACKER_PAIRS[launcher] in live_trs:
max_tel_range = max(max_tel_range, meters(unit_type.threat_range)) max_tel_range = max(
max_tel_range, meters(getattr(launcher, "threat_range"))
)
if radar_only: if radar_only:
return max(max_tel_range, max_telar_range) return max(max_tel_range, max_telar_range)
else: else:
@@ -530,7 +547,7 @@ class SamGroundObject(TheaterGroundObject[VehicleGroup]):
return True return True
class VehicleGroupGroundObject(TheaterGroundObject[VehicleGroup]): class VehicleGroupGroundObject(TheaterGroundObject):
def __init__( def __init__(
self, self,
name: str, name: str,
@@ -558,7 +575,7 @@ class VehicleGroupGroundObject(TheaterGroundObject[VehicleGroup]):
return True return True
class EwrGroundObject(TheaterGroundObject[VehicleGroup]): class EwrGroundObject(TheaterGroundObject):
def __init__( def __init__(
self, self,
name: str, name: str,

View File

@@ -27,10 +27,7 @@ ThreatPoly = Union[MultiPolygon, Polygon]
class ThreatZones: class ThreatZones:
def __init__( def __init__(
self, self, airbases: ThreatPoly, air_defenses: ThreatPoly, radar_sam_threats
airbases: ThreatPoly,
air_defenses: ThreatPoly,
radar_sam_threats: ThreatPoly,
) -> None: ) -> None:
self.airbases = airbases self.airbases = airbases
self.air_defenses = air_defenses self.air_defenses = air_defenses
@@ -47,10 +44,8 @@ class ThreatZones:
boundary = self.closest_boundary(point) boundary = self.closest_boundary(point)
return meters(boundary.distance_to_point(point)) return meters(boundary.distance_to_point(point))
# Type checking ignored because singledispatchmethod doesn't work with required type
# definitions. The implementation methods are all typed, so should be fine.
@singledispatchmethod @singledispatchmethod
def threatened(self, position) -> bool: # type: ignore def threatened(self, position) -> bool:
raise NotImplementedError raise NotImplementedError
@threatened.register @threatened.register
@@ -66,10 +61,8 @@ class ThreatZones:
LineString([self.dcs_to_shapely_point(a), self.dcs_to_shapely_point(b)]) LineString([self.dcs_to_shapely_point(a), self.dcs_to_shapely_point(b)])
) )
# Type checking ignored because singledispatchmethod doesn't work with required type
# definitions. The implementation methods are all typed, so should be fine.
@singledispatchmethod @singledispatchmethod
def threatened_by_aircraft(self, target) -> bool: # type: ignore def threatened_by_aircraft(self, target) -> bool:
raise NotImplementedError raise NotImplementedError
@threatened_by_aircraft.register @threatened_by_aircraft.register
@@ -89,10 +82,8 @@ class ThreatZones:
LineString((self.dcs_to_shapely_point(p.position) for p in waypoints)) LineString((self.dcs_to_shapely_point(p.position) for p in waypoints))
) )
# Type checking ignored because singledispatchmethod doesn't work with required type
# definitions. The implementation methods are all typed, so should be fine.
@singledispatchmethod @singledispatchmethod
def threatened_by_air_defense(self, target) -> bool: # type: ignore def threatened_by_air_defense(self, target) -> bool:
raise NotImplementedError raise NotImplementedError
@threatened_by_air_defense.register @threatened_by_air_defense.register
@@ -111,10 +102,8 @@ class ThreatZones:
self.dcs_to_shapely_point(target.position) self.dcs_to_shapely_point(target.position)
) )
# Type checking ignored because singledispatchmethod doesn't work with required type
# definitions. The implementation methods are all typed, so should be fine.
@singledispatchmethod @singledispatchmethod
def threatened_by_radar_sam(self, target) -> bool: # type: ignore def threatened_by_radar_sam(self, target) -> bool:
raise NotImplementedError raise NotImplementedError
@threatened_by_radar_sam.register @threatened_by_radar_sam.register

View File

@@ -1,3 +1,34 @@
"""Implements support for ground unit transfers between bases.
Ground units can be transferred between bases via a number of transport methods, and
doing so can take multiple turns.
There are a few main concepts here:
* A TransferOrder is a request to move units from one base to another. It is described
by its origin, destination, current position, and contents. TransferOrders persist
across turns, and if no Transport is available to move the units in a given turn it
will have no Transport assigned.
* Transports: A Transport is the planned move of a group of units for a leg of the
journey *this turn*. A Transport has an assigned mode of transportation and has
vehicles assigned to move the units if needed. This might be a Convoy, a CargoShip, or
an Airlift.
The TransportMap (more accurately, it's subtypes) is responsible for managing the
transports moving from A to B for the turn. Transfers that are moving between A and B
this turn will be added to the TransportMap, which will create a new transport if needed
or add the units to an existing transport if one exists. This allows transfers from
A->B->C and D->B->C to share a transport between B and C.
AirLifts do not use TransportMap because no merging will take place between orders. It
instead uses AirLiftPlanner to create transport packages.
PendingTransfers manages all the incomplete transfer orders for the game. New transfer
orders are registered with PendingTransfers and it is responsible for allocating
transports and processing the turn's transit actions.
Routing is handled by TransitNetwork.
"""
from __future__ import annotations from __future__ import annotations
import logging import logging
@@ -28,7 +59,7 @@ from game.theater.transitnetwork import (
) )
from game.utils import meters, nautical_miles from game.utils import meters, nautical_miles
from gen.ato import Package from gen.ato import Package
from gen.flights.ai_flight_planner_db import TRANSPORT_CAPABLE, aircraft_for_task from gen.flights.ai_flight_planner_db import aircraft_for_task
from gen.flights.closestairfields import ObjectiveDistanceCache from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flight import Flight, FlightType from gen.flights.flight import Flight, FlightType
from gen.flights.flightplan import FlightPlanBuilder from gen.flights.flightplan import FlightPlanBuilder
@@ -99,10 +130,7 @@ class TransferOrder:
def kill_unit(self, unit_type: GroundUnitType) -> None: def kill_unit(self, unit_type: GroundUnitType) -> None:
if unit_type not in self.units or not self.units[unit_type]: if unit_type not in self.units or not self.units[unit_type]:
raise KeyError(f"{self} has no {unit_type} remaining") raise KeyError(f"{self} has no {unit_type} remaining")
if self.units[unit_type] == 1: self.units[unit_type] -= 1
del self.units[unit_type]
else:
self.units[unit_type] -= 1
@property @property
def size(self) -> int: def size(self) -> int:
@@ -135,58 +163,21 @@ class TransferOrder:
return self.transport.find_escape_route() return self.transport.find_escape_route()
return None return None
def disband(self) -> None:
"""
Disbands the specific transfer at the current position if friendly, at a
possible escape route or kills all units if none is possible
"""
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()
def is_completable(self, network: TransitNetwork) -> bool:
"""
Checks if the transfer can be completed with the current theater state / transit
network to ensure that there is possible route between the current position and
the planned destination. This also ensures that the points are friendly.
"""
if self.transport is None:
# Check if unplanned transfers could be completed
if not self.position.is_friendly(self.player):
logging.info(
f"Current position ({self.position}) "
f"of the halting transfer was captured."
)
return False
if not network.has_path_between(self.position, self.destination):
logging.info(
f"Destination of transfer ({self.destination}) "
f"can not be reached anymore."
)
return False
if self.transport is not None and not self.next_stop.is_friendly(self.player):
# check if already proceeding transfers can reach the next stop
logging.info(
f"The next stop of the transfer ({self.next_stop}) "
f"was captured while transfer was on route."
)
return False
return True
def proceed(self) -> None: def proceed(self) -> None:
""" if not self.destination.is_friendly(self.player):
Let the transfer proceed to the next stop and disbands it if the next stop logging.info(f"Transfer destination {self.destination} was captured.")
is the destination 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: if self.transport is None:
return return
@@ -525,14 +516,14 @@ class TransportMap(Generic[TransportType]):
yield from destination_dict.values() yield from destination_dict.values()
class ConvoyMap(TransportMap[Convoy]): class ConvoyMap(TransportMap):
def create_transport( def create_transport(
self, origin: ControlPoint, destination: ControlPoint self, origin: ControlPoint, destination: ControlPoint
) -> Convoy: ) -> Convoy:
return Convoy(origin, destination) return Convoy(origin, destination)
class CargoShipMap(TransportMap[CargoShip]): class CargoShipMap(TransportMap):
def create_transport( def create_transport(
self, origin: ControlPoint, destination: ControlPoint self, origin: ControlPoint, destination: ControlPoint
) -> CargoShip: ) -> CargoShip:
@@ -598,14 +589,8 @@ class PendingTransfers:
self.pending_transfers.append(new_transfer) self.pending_transfers.append(new_transfer)
return new_transfer return new_transfer
# Type checking ignored because singledispatchmethod doesn't work with required type
# definitions. The implementation methods are all typed, so should be fine.
@singledispatchmethod @singledispatchmethod
def cancel_transport( # type: ignore def cancel_transport(self, transport, transfer: TransferOrder) -> None:
self,
transport,
transfer: TransferOrder,
) -> None:
pass pass
@cancel_transport.register @cancel_transport.register
@@ -638,12 +623,6 @@ class PendingTransfers:
transfer.origin.base.commission_units(transfer.units) transfer.origin.base.commission_units(transfer.units)
def perform_transfers(self) -> None: def perform_transfers(self) -> None:
"""
Performs completable transfers from the list of pending transfers and adds
uncompleted transfers which are en route back to the list of pending transfers.
Disbands all convoys and cargo ships
"""
self.disband_uncompletable_transfers()
incomplete = [] incomplete = []
for transfer in self.pending_transfers: for transfer in self.pending_transfers:
transfer.proceed() transfer.proceed()
@@ -654,31 +633,10 @@ class PendingTransfers:
self.cargo_ships.disband_all() self.cargo_ships.disband_all()
def plan_transports(self) -> None: def plan_transports(self) -> None:
"""
Plan transports for all pending and completable transfers which don't have a
transport assigned already. This calculates the shortest path between current
position and destination on every execution to ensure the route is adopted to
recent changes in the theater state / transit network.
"""
self.disband_uncompletable_transfers()
for transfer in self.pending_transfers: for transfer in self.pending_transfers:
if transfer.transport is None: if transfer.transport is None:
self.arrange_transport(transfer) self.arrange_transport(transfer)
def disband_uncompletable_transfers(self) -> None:
"""
Disbands all transfers from the list of pending_transfers which can not be
completed anymore because the theater state changed or the transit network does
not allow a route to the destination anymore
"""
completable_transfers = []
for transfer in self.pending_transfers:
if not transfer.is_completable(self.network_for(transfer.position)):
transfer.disband()
else:
completable_transfers.append(transfer)
self.pending_transfers = completable_transfers
def order_airlift_assets(self) -> None: def order_airlift_assets(self) -> None:
for control_point in self.game.theater.controlpoints: for control_point in self.game.theater.controlpoints:
if self.game.air_wing_for(control_point.captured).can_auto_plan( if self.game.air_wing_for(control_point.captured).can_auto_plan(
@@ -686,39 +644,9 @@ class PendingTransfers:
): ):
self.order_airlift_assets_at(control_point) self.order_airlift_assets_at(control_point)
def desired_airlift_capacity(self, control_point: ControlPoint) -> int: @staticmethod
def desired_airlift_capacity(control_point: ControlPoint) -> int:
if control_point.has_factory: return 4 if control_point.has_factory else 0
is_major_hub = control_point.total_aircraft_parking > 0
# Check if there is a CP which is only reachable via Airlift
transit_network = self.network_for(control_point)
for cp in self.game.theater.control_points_for(control_point.captured):
# check if the CP has no factory, is reachable from the current
# position and can only be reached with airlift connections
if (
cp.can_deploy_ground_units
and not cp.has_factory
and transit_network.has_link(control_point, cp)
and not any(
link_type
for link, link_type in transit_network.nodes[cp].items()
if not link_type == TransitConnection.Airlift
)
):
return 4
if (
is_major_hub
and cp.has_factory
and cp.total_aircraft_parking > control_point.total_aircraft_parking
):
is_major_hub = False
if is_major_hub:
# If the current CP is a major hub keep always 2 planes on reserve
return 2
return 0
def current_airlift_capacity(self, control_point: ControlPoint) -> int: def current_airlift_capacity(self, control_point: ControlPoint) -> int:
inventory = self.game.aircraft_inventory.for_control_point(control_point) inventory = self.game.aircraft_inventory.for_control_point(control_point)
@@ -733,16 +661,9 @@ class PendingTransfers:
) )
def order_airlift_assets_at(self, control_point: ControlPoint) -> None: def order_airlift_assets_at(self, control_point: ControlPoint) -> None:
unclaimed_parking = control_point.unclaimed_parking(self.game) gap = self.desired_airlift_capacity(
# Buy a maximum of unclaimed_parking only to prevent that aircraft procurement control_point
# take place at another base ) - self.current_airlift_capacity(control_point)
gap = min(
[
self.desired_airlift_capacity(control_point)
- self.current_airlift_capacity(control_point),
unclaimed_parking,
]
)
if gap <= 0: if gap <= 0:
return return
@@ -752,10 +673,6 @@ class PendingTransfers:
# aesthetic. # aesthetic.
gap += 1 gap += 1
if gap > unclaimed_parking:
# Prevent to buy more aircraft than possible
return
self.game.procurement_requests_for(player=control_point.captured).append( self.game.procurement_requests_for(player=control_point.captured).append(
AircraftProcurementRequest( AircraftProcurementRequest(
control_point, nautical_miles(200), FlightType.TRANSPORT, gap control_point, nautical_miles(200), FlightType.TRANSPORT, gap

View File

@@ -28,20 +28,18 @@ class PendingUnitDeliveries:
self.destination = destination self.destination = destination
# Maps unit type to order quantity. # Maps unit type to order quantity.
self.units: dict[UnitType[Any], int] = defaultdict(int) self.units: dict[UnitType, int] = defaultdict(int)
def __str__(self) -> str: def __str__(self) -> str:
return f"Pending delivery to {self.destination}" return f"Pending delivery to {self.destination}"
def order(self, units: dict[UnitType[Any], int]) -> None: def order(self, units: dict[UnitType, int]) -> None:
for k, v in units.items(): for k, v in units.items():
self.units[k] += v self.units[k] += v
def sell(self, units: dict[UnitType[Any], int]) -> None: def sell(self, units: dict[UnitType, int]) -> None:
for k, v in units.items(): for k, v in units.items():
self.units[k] -= v self.units[k] -= v
if self.units[k] == 0:
del self.units[k]
def refund_all(self, game: Game) -> None: def refund_all(self, game: Game) -> None:
self.refund(game, self.units) self.refund(game, self.units)
@@ -55,20 +53,20 @@ class PendingUnitDeliveries:
for gu in ground_units.keys(): for gu in ground_units.keys():
del self.units[gu] del self.units[gu]
def refund(self, game: Game, units: dict[UnitType[Any], int]) -> None: def refund(self, game: Game, units: dict[UnitType, int]) -> None:
for unit_type, count in units.items(): for unit_type, count in units.items():
logging.info(f"Refunding {count} {unit_type} at {self.destination.name}") logging.info(f"Refunding {count} {unit_type} at {self.destination.name}")
game.adjust_budget( game.adjust_budget(
unit_type.price * count, player=self.destination.captured unit_type.price * count, player=self.destination.captured
) )
def pending_orders(self, unit_type: UnitType[Any]) -> int: def pending_orders(self, unit_type: UnitType) -> int:
pending_units = self.units.get(unit_type) pending_units = self.units.get(unit_type)
if pending_units is None: if pending_units is None:
pending_units = 0 pending_units = 0
return pending_units return pending_units
def available_next_turn(self, unit_type: UnitType[Any]) -> int: def available_next_turn(self, unit_type: UnitType) -> int:
current_units = self.destination.base.total_units_of_type(unit_type) current_units = self.destination.base.total_units_of_type(unit_type)
return self.pending_orders(unit_type) + current_units return self.pending_orders(unit_type) + current_units
@@ -81,9 +79,9 @@ class PendingUnitDeliveries:
) )
self.refund_ground_units(game) self.refund_ground_units(game)
bought_units: dict[UnitType[Any], int] = {} bought_units: dict[UnitType, int] = {}
units_needing_transfer: dict[GroundUnitType, int] = {} units_needing_transfer: dict[GroundUnitType, int] = {}
sold_units: dict[UnitType[Any], int] = {} sold_units: dict[UnitType, int] = {}
for unit_type, count in self.units.items(): for unit_type, count in self.units.items():
coalition = "Ally" if self.destination.captured else "Enemy" coalition = "Ally" if self.destination.captured else "Enemy"
d: dict[Any, int] d: dict[Any, int]

View File

@@ -2,10 +2,10 @@
import itertools import itertools
import math import math
from dataclasses import dataclass from dataclasses import dataclass
from typing import Dict, Optional, Any, Union, TypeVar, Generic from typing import Dict, Optional
from dcs.unit import Vehicle, Ship from dcs.unit import Unit
from dcs.unitgroup import FlyingGroup, VehicleGroup, StaticGroup, ShipGroup, MovingGroup from dcs.unitgroup import FlyingGroup, Group, VehicleGroup
from game.dcs.groundunittype import GroundUnitType from game.dcs.groundunittype import GroundUnitType
from game.squadrons import Pilot from game.squadrons import Pilot
@@ -27,14 +27,11 @@ class FrontLineUnit:
origin: ControlPoint origin: ControlPoint
UnitT = TypeVar("UnitT", Ship, Vehicle)
@dataclass(frozen=True) @dataclass(frozen=True)
class GroundObjectUnit(Generic[UnitT]): class GroundObjectUnit:
ground_object: TheaterGroundObject[Any] ground_object: TheaterGroundObject
group: MovingGroup[UnitT] group: Group
unit: UnitT unit: Unit
@dataclass(frozen=True) @dataclass(frozen=True)
@@ -59,13 +56,13 @@ class UnitMap:
self.aircraft: Dict[str, FlyingUnit] = {} self.aircraft: Dict[str, FlyingUnit] = {}
self.airfields: Dict[str, Airfield] = {} self.airfields: Dict[str, Airfield] = {}
self.front_line_units: Dict[str, FrontLineUnit] = {} self.front_line_units: Dict[str, FrontLineUnit] = {}
self.ground_object_units: Dict[str, GroundObjectUnit[Any]] = {} self.ground_object_units: Dict[str, GroundObjectUnit] = {}
self.buildings: Dict[str, Building] = {} self.buildings: Dict[str, Building] = {}
self.convoys: Dict[str, ConvoyUnit] = {} self.convoys: Dict[str, ConvoyUnit] = {}
self.cargo_ships: Dict[str, CargoShip] = {} self.cargo_ships: Dict[str, CargoShip] = {}
self.airlifts: Dict[str, AirliftUnits] = {} self.airlifts: Dict[str, AirliftUnits] = {}
def add_aircraft(self, group: FlyingGroup[Any], flight: Flight) -> None: def add_aircraft(self, group: FlyingGroup, flight: Flight) -> None:
for pilot, unit in zip(flight.roster.pilots, group.units): for pilot, unit in zip(flight.roster.pilots, group.units):
# The actual name is a String (the pydcs translatable string), which # The actual name is a String (the pydcs translatable string), which
# doesn't define __eq__. # doesn't define __eq__.
@@ -88,7 +85,7 @@ class UnitMap:
return self.airfields.get(name, None) return self.airfields.get(name, None)
def add_front_line_units( def add_front_line_units(
self, group: VehicleGroup, origin: ControlPoint, unit_type: GroundUnitType self, group: Group, origin: ControlPoint, unit_type: GroundUnitType
) -> None: ) -> None:
for unit in group.units: for unit in group.units:
# The actual name is a String (the pydcs translatable string), which # The actual name is a String (the pydcs translatable string), which
@@ -103,9 +100,9 @@ class UnitMap:
def add_ground_object_units( def add_ground_object_units(
self, self,
ground_object: TheaterGroundObject[Any], ground_object: TheaterGroundObject,
persistence_group: Union[ShipGroup, VehicleGroup], persistence_group: Group,
miz_group: Union[ShipGroup, VehicleGroup], miz_group: Group,
) -> None: ) -> None:
"""Adds a group associated with a TGO to the unit map. """Adds a group associated with a TGO to the unit map.
@@ -134,10 +131,10 @@ class UnitMap:
ground_object, persistence_group, persistent_unit ground_object, persistence_group, persistent_unit
) )
def ground_object_unit(self, name: str) -> Optional[GroundObjectUnit[Any]]: def ground_object_unit(self, name: str) -> Optional[GroundObjectUnit]:
return self.ground_object_units.get(name, None) return self.ground_object_units.get(name, None)
def add_convoy_units(self, group: VehicleGroup, convoy: Convoy) -> None: def add_convoy_units(self, group: Group, convoy: Convoy) -> None:
for unit, unit_type in zip(group.units, convoy.iter_units()): for unit, unit_type in zip(group.units, convoy.iter_units()):
# The actual name is a String (the pydcs translatable string), which # The actual name is a String (the pydcs translatable string), which
# doesn't define __eq__. # doesn't define __eq__.
@@ -149,7 +146,7 @@ class UnitMap:
def convoy_unit(self, name: str) -> Optional[ConvoyUnit]: def convoy_unit(self, name: str) -> Optional[ConvoyUnit]:
return self.convoys.get(name, None) return self.convoys.get(name, None)
def add_cargo_ship(self, group: ShipGroup, ship: CargoShip) -> None: def add_cargo_ship(self, group: Group, ship: CargoShip) -> None:
if len(group.units) > 1: if len(group.units) > 1:
# Cargo ship "groups" are single units. Killing the one ship kills the whole # 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 # transfer. If we ever want to add escorts or create multiple cargo ships in
@@ -166,9 +163,7 @@ class UnitMap:
def cargo_ship(self, name: str) -> Optional[CargoShip]: def cargo_ship(self, name: str) -> Optional[CargoShip]:
return self.cargo_ships.get(name, None) return self.cargo_ships.get(name, None)
def add_airlift_units( def add_airlift_units(self, group: FlyingGroup, transfer: TransferOrder) -> None:
self, group: FlyingGroup[Any], transfer: TransferOrder
) -> None:
capacity_each = math.ceil(transfer.size / len(group.units)) capacity_each = math.ceil(transfer.size / len(group.units))
for idx, transport in enumerate(group.units): for idx, transport in enumerate(group.units):
# Slice the units in groups based on the capacity of each unit. Cargo is # Slice the units in groups based on the capacity of each unit. Cargo is
@@ -191,9 +186,7 @@ class UnitMap:
def airlift_unit(self, name: str) -> Optional[AirliftUnits]: def airlift_unit(self, name: str) -> Optional[AirliftUnits]:
return self.airlifts.get(name, None) return self.airlifts.get(name, None)
def add_building( def add_building(self, ground_object: BuildingGroundObject, group: Group) -> None:
self, ground_object: BuildingGroundObject, group: StaticGroup
) -> None:
# The actual name is a String (the pydcs translatable string), which # The actual name is a String (the pydcs translatable string), which
# doesn't define __eq__. # doesn't define __eq__.
# The name of the initiator in the DCS dead event will have " object" # The name of the initiator in the DCS dead event will have " object"

View File

@@ -2,9 +2,8 @@ from __future__ import annotations
import itertools import itertools
import math import math
from collections import Iterable
from dataclasses import dataclass from dataclasses import dataclass
from typing import Union, Any from typing import Union
METERS_TO_FEET = 3.28084 METERS_TO_FEET = 3.28084
FEET_TO_METERS = 1 / METERS_TO_FEET FEET_TO_METERS = 1 / METERS_TO_FEET
@@ -17,12 +16,17 @@ MS_TO_KPH = 3.6
KPH_TO_MS = 1 / MS_TO_KPH KPH_TO_MS = 1 / MS_TO_KPH
def heading_sum(h: int, a: int) -> int: def heading_sum(h, a) -> int:
h += a h += a
return h % 360 if h > 360:
return h - 360
elif h < 0:
return 360 + h
else:
return h
def opposite_heading(h: int) -> int: def opposite_heading(h):
return heading_sum(h, 180) return heading_sum(h, 180)
@@ -181,7 +185,7 @@ def mach(value: float, altitude: Distance) -> Speed:
SPEED_OF_SOUND_AT_SEA_LEVEL = knots(661.5) SPEED_OF_SOUND_AT_SEA_LEVEL = knots(661.5)
def pairwise(iterable: Iterable[Any]) -> Iterable[tuple[Any, Any]]: def pairwise(iterable):
""" """
itertools recipe itertools recipe
s -> (s0,s1), (s1,s2), (s2, s3), ... s -> (s0,s1), (s1,s2), (s2, s3), ...

View File

@@ -1,18 +1,11 @@
from pathlib import Path from pathlib import Path
MAJOR_VERSION = 4
MINOR_VERSION = 1
MICRO_VERSION = 2
def _build_version_string() -> str: def _build_version_string() -> str:
components = [ components = ["5.0.0"]
".".join(str(v) for v in (MAJOR_VERSION, MINOR_VERSION, MICRO_VERSION))
]
build_number_path = Path("resources/buildnumber") build_number_path = Path("resources/buildnumber")
if build_number_path.exists(): if build_number_path.exists():
with build_number_path.open("r", encoding="utf-8") as build_number_file: with build_number_path.open("r") as build_number_file:
components.append(build_number_file.readline()) components.append(build_number_file.readline())
if not Path("resources/final").exists(): if not Path("resources/final").exists():
@@ -103,11 +96,4 @@ VERSION = _build_version_string()
#: mission using map buildings as strike targets must check and potentially recreate #: mission using map buildings as strike targets must check and potentially recreate
#: all those objectives. This definitely affects all Syria campaigns, other maps are #: all those objectives. This definitely affects all Syria campaigns, other maps are
#: not yet verified. #: not yet verified.
#: CAMPAIGN_FORMAT_VERSION = (7, 0)
#: Version 7.1
#: * Support for Mariana Islands terrain
#:
#: Version 8.0
#: * DCS 2.7.4.9632 changed scenery target IDs. Any mission using map buildings as
#: strike targets must check and potentially recreate all those objectives.
CAMPAIGN_FORMAT_VERSION = (8, 0)

View File

@@ -83,7 +83,7 @@ class Weather:
raise NotImplementedError raise NotImplementedError
@staticmethod @staticmethod
def random_wind(minimum: int, maximum: int) -> WindConditions: def random_wind(minimum: int, maximum) -> WindConditions:
wind_direction = random.randint(0, 360) wind_direction = random.randint(0, 360)
at_0m_factor = 1 at_0m_factor = 1
at_2000m_factor = 2 at_2000m_factor = 2

View File

@@ -1,12 +1,11 @@
from __future__ import annotations from __future__ import annotations
from game.savecompat import has_save_compat_for
import logging import logging
import random import random
from dataclasses import dataclass from dataclasses import dataclass
from datetime import timedelta from datetime import timedelta
from functools import cached_property from functools import cached_property
from typing import Dict, List, Optional, TYPE_CHECKING, Type, Union, Iterable, Any from typing import Dict, List, Optional, TYPE_CHECKING, Type, Union, Iterable
from dcs import helicopters from dcs import helicopters
from dcs.action import AITaskPush, ActivateGroup from dcs.action import AITaskPush, ActivateGroup
@@ -82,7 +81,7 @@ from game.theater.missiontarget import MissionTarget
from game.theater.theatergroundobject import TheaterGroundObject from game.theater.theatergroundobject import TheaterGroundObject
from game.transfers import MultiGroupTransport from game.transfers import MultiGroupTransport
from game.unitmap import UnitMap from game.unitmap import UnitMap
from game.utils import Distance, kph, meters, nautical_miles from game.utils import Distance, meters, nautical_miles
from gen.ato import AirTaskingOrder, Package from gen.ato import AirTaskingOrder, Package
from gen.callsigns import create_group_callsign_from_unit from gen.callsigns import create_group_callsign_from_unit
from gen.flights.flight import ( from gen.flights.flight import (
@@ -322,7 +321,7 @@ class AircraftConflictGenerator:
@staticmethod @staticmethod
def livery_from_db(flight: Flight) -> Optional[str]: def livery_from_db(flight: Flight) -> Optional[str]:
return db.PLANE_LIVERY_OVERRIDES.get(flight.unit_type.dcs_unit_type) return db.PLANE_LIVERY_OVERRIDES.get(flight.unit_type)
def livery_from_faction(self, flight: Flight) -> Optional[str]: def livery_from_faction(self, flight: Flight) -> Optional[str]:
faction = self.game.faction_for(player=flight.departure.captured) faction = self.game.faction_for(player=flight.departure.captured)
@@ -343,7 +342,7 @@ class AircraftConflictGenerator:
return livery return livery
return None return None
def _setup_livery(self, flight: Flight, group: FlyingGroup[Any]) -> None: def _setup_livery(self, flight: Flight, group: FlyingGroup) -> None:
livery = self.livery_for(flight) livery = self.livery_for(flight)
if livery is None: if livery is None:
return return
@@ -352,7 +351,7 @@ class AircraftConflictGenerator:
def _setup_group( def _setup_group(
self, self,
group: FlyingGroup[Any], group: FlyingGroup,
package: Package, package: Package,
flight: Flight, flight: Flight,
dynamic_runways: Dict[str, RunwayData], dynamic_runways: Dict[str, RunwayData],
@@ -384,18 +383,7 @@ class AircraftConflictGenerator:
channel = self.radio_registry.alloc_uhf() channel = self.radio_registry.alloc_uhf()
else: else:
channel = flight.unit_type.alloc_flight_radio(self.radio_registry) channel = flight.unit_type.alloc_flight_radio(self.radio_registry)
group.set_frequency(channel.mhz)
try:
group.set_frequency(channel.mhz)
except TypeError:
# TODO: Remote try/except when pydcs bug is fixed.
# https://github.com/pydcs/dcs/issues/175
# pydcs now emits an error when attempting to set a preset channel for an
# aircraft that doesn't support them. We're not choosing to set a preset
# here, we're just trying to set the AI's frequency. pydcs automatically
# tries to set channel 1 when it does that and doesn't suppress this new
# error.
pass
divert = None divert = None
if flight.divert is not None: if flight.divert is not None:
@@ -470,8 +458,8 @@ class AircraftConflictGenerator:
unit_type: Type[FlyingType], unit_type: Type[FlyingType],
count: int, count: int,
start_type: str, start_type: str,
airport: Airport, airport: Optional[Airport] = None,
) -> FlyingGroup[Any]: ) -> FlyingGroup:
assert count > 0 assert count > 0
logging.info("airgen: {} for {} at {}".format(unit_type, side.id, airport)) logging.info("airgen: {} for {} at {}".format(unit_type, side.id, airport))
@@ -488,7 +476,7 @@ class AircraftConflictGenerator:
def _generate_inflight( def _generate_inflight(
self, name: str, side: Country, flight: Flight, origin: ControlPoint self, name: str, side: Country, flight: Flight, origin: ControlPoint
) -> FlyingGroup[Any]: ) -> FlyingGroup:
assert flight.count > 0 assert flight.count > 0
at = origin.position at = origin.position
@@ -533,7 +521,7 @@ class AircraftConflictGenerator:
count: int, count: int,
start_type: str, start_type: str,
at: Union[ShipGroup, StaticGroup], at: Union[ShipGroup, StaticGroup],
) -> FlyingGroup[Any]: ) -> FlyingGroup:
assert count > 0 assert count > 0
logging.info("airgen: {} for {} at unit {}".format(unit_type, side.id, at)) logging.info("airgen: {} for {} at unit {}".format(unit_type, side.id, at))
@@ -548,18 +536,34 @@ class AircraftConflictGenerator:
) )
def _add_radio_waypoint( def _add_radio_waypoint(
self, self, group: FlyingGroup, position, altitude: Distance, airspeed: int = 600
group: FlyingGroup[Any],
position: Point,
altitude: Distance,
airspeed: int = 600,
) -> MovingPoint: ) -> MovingPoint:
point = group.add_waypoint(position, altitude.meters, airspeed) point = group.add_waypoint(position, altitude.meters, airspeed)
point.alt_type = "RADIO" point.alt_type = "RADIO"
return point return point
@staticmethod def _rtb_for(
def _at_position(at: Union[Point, ShipGroup, Type[Airport]]) -> Point: self,
group: FlyingGroup,
cp: ControlPoint,
at: Optional[db.StartingPosition] = None,
):
if at is None:
at = cp.at
position = at if isinstance(at, Point) else at.position
last_waypoint = group.points[-1]
if last_waypoint is not None:
heading = position.heading_between_point(last_waypoint.position)
tod_location = position.point_from_heading(heading, RTB_DISTANCE)
self._add_radio_waypoint(group, tod_location, last_waypoint.alt)
destination_waypoint = self._add_radio_waypoint(group, position, RTB_ALTITUDE)
if isinstance(at, Airport):
group.land_at(at)
return destination_waypoint
def _at_position(self, at) -> Point:
if isinstance(at, Point): if isinstance(at, Point):
return at return at
elif isinstance(at, ShipGroup): elif isinstance(at, ShipGroup):
@@ -569,7 +573,7 @@ class AircraftConflictGenerator:
else: else:
assert False assert False
def _setup_payload(self, flight: Flight, group: FlyingGroup[Any]) -> None: def _setup_payload(self, flight: Flight, group: FlyingGroup) -> None:
for p in group.units: for p in group.units:
p.pylons.clear() p.pylons.clear()
@@ -589,10 +593,7 @@ class AircraftConflictGenerator:
parking_slot.unit_id = None parking_slot.unit_id = None
def generate_flights( def generate_flights(
self, self, country, ato: AirTaskingOrder, dynamic_runways: Dict[str, RunwayData]
country: Country,
ato: AirTaskingOrder,
dynamic_runways: Dict[str, RunwayData],
) -> None: ) -> None:
for package in ato.packages: for package in ato.packages:
@@ -671,7 +672,7 @@ class AircraftConflictGenerator:
self.unit_map.add_aircraft(group, flight) self.unit_map.add_aircraft(group, flight)
def set_activation_time( def set_activation_time(
self, flight: Flight, group: FlyingGroup[Any], delay: timedelta self, flight: Flight, group: FlyingGroup, delay: timedelta
) -> None: ) -> None:
# Note: Late activation causes the waypoint TOTs to look *weird* in the # Note: Late activation causes the waypoint TOTs to look *weird* in the
# mission editor. Waypoint times will be relative to the group # mission editor. Waypoint times will be relative to the group
@@ -690,7 +691,7 @@ class AircraftConflictGenerator:
self.m.triggerrules.triggers.append(activation_trigger) self.m.triggerrules.triggers.append(activation_trigger)
def set_startup_time( def set_startup_time(
self, flight: Flight, group: FlyingGroup[Any], delay: timedelta self, flight: Flight, group: FlyingGroup, delay: timedelta
) -> None: ) -> None:
# Uncontrolled causes the AI unit to spawn, but not begin startup. # Uncontrolled causes the AI unit to spawn, but not begin startup.
group.uncontrolled = True group.uncontrolled = True
@@ -718,9 +719,7 @@ class AircraftConflictGenerator:
trigger.add_condition(CoalitionHasAirdrome(coalition, flight.from_cp.id)) trigger.add_condition(CoalitionHasAirdrome(coalition, flight.from_cp.id))
def generate_planned_flight( def generate_planned_flight(self, cp, country, flight: Flight):
self, cp: ControlPoint, country: Country, flight: Flight
) -> FlyingGroup[Any]:
name = namegen.next_aircraft_name(country, cp.id, flight) name = namegen.next_aircraft_name(country, cp.id, flight)
try: try:
if flight.start_type == "In Flight": if flight.start_type == "In Flight":
@@ -729,19 +728,13 @@ class AircraftConflictGenerator:
) )
elif isinstance(cp, NavalControlPoint): elif isinstance(cp, NavalControlPoint):
group_name = cp.get_carrier_group_name() group_name = cp.get_carrier_group_name()
carrier_group = self.m.find_group(group_name)
if not isinstance(carrier_group, ShipGroup):
raise RuntimeError(
f"Carrier group {carrier_group} is a "
"{carrier_group.__class__.__name__}, expected a ShipGroup"
)
group = self._generate_at_group( group = self._generate_at_group(
name=name, name=name,
side=country, side=country,
unit_type=flight.unit_type.dcs_unit_type, unit_type=flight.unit_type.dcs_unit_type,
count=flight.count, count=flight.count,
start_type=flight.start_type, start_type=flight.start_type,
at=carrier_group, at=self.m.find_group(group_name),
) )
else: else:
if not isinstance(cp, Airfield): if not isinstance(cp, Airfield):
@@ -772,7 +765,7 @@ class AircraftConflictGenerator:
@staticmethod @staticmethod
def set_reduced_fuel( def set_reduced_fuel(
flight: Flight, group: FlyingGroup[Any], unit_type: Type[FlyingType] flight: Flight, group: FlyingGroup, unit_type: Type[PlaneType]
) -> None: ) -> None:
if unit_type is Su_33: if unit_type is Su_33:
for unit in group.units: for unit in group.units:
@@ -798,9 +791,9 @@ class AircraftConflictGenerator:
def configure_behavior( def configure_behavior(
self, self,
flight: Flight, flight: Flight,
group: FlyingGroup[Any], group: FlyingGroup,
react_on_threat: Optional[OptReactOnThreat.Values] = None, react_on_threat: Optional[OptReactOnThreat.Values] = None,
roe: Optional[int] = None, roe: Optional[OptROE.Values] = None,
rtb_winchester: Optional[OptRTBOnOutOfAmmo.Values] = None, rtb_winchester: Optional[OptRTBOnOutOfAmmo.Values] = None,
restrict_jettison: Optional[bool] = None, restrict_jettison: Optional[bool] = None,
mission_uses_gun: bool = True, mission_uses_gun: bool = True,
@@ -831,13 +824,13 @@ class AircraftConflictGenerator:
# https://forums.eagle.ru/forum/english/digital-combat-simulator/dcs-world-2-5/bugs-and-problems-ai/ai-ad/7121294-ai-stuck-at-high-aoa-after-making-sharp-turn-if-afterburner-is-restricted # https://forums.eagle.ru/forum/english/digital-combat-simulator/dcs-world-2-5/bugs-and-problems-ai/ai-ad/7121294-ai-stuck-at-high-aoa-after-making-sharp-turn-if-afterburner-is-restricted
@staticmethod @staticmethod
def configure_eplrs(group: FlyingGroup[Any], flight: Flight) -> None: def configure_eplrs(group: FlyingGroup, flight: Flight) -> None:
if flight.unit_type.eplrs_capable: if flight.unit_type.eplrs_capable:
group.points[0].tasks.append(EPLRS(group.id)) group.points[0].tasks.append(EPLRS(group.id))
def configure_cap( def configure_cap(
self, self,
group: FlyingGroup[Any], group: FlyingGroup,
package: Package, package: Package,
flight: Flight, flight: Flight,
dynamic_runways: Dict[str, RunwayData], dynamic_runways: Dict[str, RunwayData],
@@ -854,7 +847,7 @@ class AircraftConflictGenerator:
def configure_sweep( def configure_sweep(
self, self,
group: FlyingGroup[Any], group: FlyingGroup,
package: Package, package: Package,
flight: Flight, flight: Flight,
dynamic_runways: Dict[str, RunwayData], dynamic_runways: Dict[str, RunwayData],
@@ -871,7 +864,7 @@ class AircraftConflictGenerator:
def configure_cas( def configure_cas(
self, self,
group: FlyingGroup[Any], group: FlyingGroup,
package: Package, package: Package,
flight: Flight, flight: Flight,
dynamic_runways: Dict[str, RunwayData], dynamic_runways: Dict[str, RunwayData],
@@ -889,7 +882,7 @@ class AircraftConflictGenerator:
def configure_dead( def configure_dead(
self, self,
group: FlyingGroup[Any], group: FlyingGroup,
package: Package, package: Package,
flight: Flight, flight: Flight,
dynamic_runways: Dict[str, RunwayData], dynamic_runways: Dict[str, RunwayData],
@@ -914,7 +907,7 @@ class AircraftConflictGenerator:
def configure_sead( def configure_sead(
self, self,
group: FlyingGroup[Any], group: FlyingGroup,
package: Package, package: Package,
flight: Flight, flight: Flight,
dynamic_runways: Dict[str, RunwayData], dynamic_runways: Dict[str, RunwayData],
@@ -938,7 +931,7 @@ class AircraftConflictGenerator:
def configure_strike( def configure_strike(
self, self,
group: FlyingGroup[Any], group: FlyingGroup,
package: Package, package: Package,
flight: Flight, flight: Flight,
dynamic_runways: Dict[str, RunwayData], dynamic_runways: Dict[str, RunwayData],
@@ -956,7 +949,7 @@ class AircraftConflictGenerator:
def configure_anti_ship( def configure_anti_ship(
self, self,
group: FlyingGroup[Any], group: FlyingGroup,
package: Package, package: Package,
flight: Flight, flight: Flight,
dynamic_runways: Dict[str, RunwayData], dynamic_runways: Dict[str, RunwayData],
@@ -974,7 +967,7 @@ class AircraftConflictGenerator:
def configure_runway_attack( def configure_runway_attack(
self, self,
group: FlyingGroup[Any], group: FlyingGroup,
package: Package, package: Package,
flight: Flight, flight: Flight,
dynamic_runways: Dict[str, RunwayData], dynamic_runways: Dict[str, RunwayData],
@@ -992,7 +985,7 @@ class AircraftConflictGenerator:
def configure_oca_strike( def configure_oca_strike(
self, self,
group: FlyingGroup[Any], group: FlyingGroup,
package: Package, package: Package,
flight: Flight, flight: Flight,
dynamic_runways: Dict[str, RunwayData], dynamic_runways: Dict[str, RunwayData],
@@ -1009,7 +1002,7 @@ class AircraftConflictGenerator:
def configure_awacs( def configure_awacs(
self, self,
group: FlyingGroup[Any], group: FlyingGroup,
package: Package, package: Package,
flight: Flight, flight: Flight,
dynamic_runways: Dict[str, RunwayData], dynamic_runways: Dict[str, RunwayData],
@@ -1037,7 +1030,7 @@ class AircraftConflictGenerator:
def configure_refueling( def configure_refueling(
self, self,
group: FlyingGroup[Any], group: FlyingGroup,
package: Package, package: Package,
flight: Flight, flight: Flight,
dynamic_runways: Dict[str, RunwayData], dynamic_runways: Dict[str, RunwayData],
@@ -1063,7 +1056,7 @@ class AircraftConflictGenerator:
def configure_escort( def configure_escort(
self, self,
group: FlyingGroup[Any], group: FlyingGroup,
package: Package, package: Package,
flight: Flight, flight: Flight,
dynamic_runways: Dict[str, RunwayData], dynamic_runways: Dict[str, RunwayData],
@@ -1079,7 +1072,7 @@ class AircraftConflictGenerator:
def configure_sead_escort( def configure_sead_escort(
self, self,
group: FlyingGroup[Any], group: FlyingGroup,
package: Package, package: Package,
flight: Flight, flight: Flight,
dynamic_runways: Dict[str, RunwayData], dynamic_runways: Dict[str, RunwayData],
@@ -1102,7 +1095,7 @@ class AircraftConflictGenerator:
def configure_transport( def configure_transport(
self, self,
group: FlyingGroup[Any], group: FlyingGroup,
package: Package, package: Package,
flight: Flight, flight: Flight,
dynamic_runways: Dict[str, RunwayData], dynamic_runways: Dict[str, RunwayData],
@@ -1117,13 +1110,13 @@ class AircraftConflictGenerator:
restrict_jettison=True, restrict_jettison=True,
) )
def configure_unknown_task(self, group: FlyingGroup[Any], flight: Flight) -> None: def configure_unknown_task(self, group: FlyingGroup, flight: Flight) -> None:
logging.error(f"Unhandled flight type: {flight.flight_type}") logging.error(f"Unhandled flight type: {flight.flight_type}")
self.configure_behavior(flight, group) self.configure_behavior(flight, group)
def setup_flight_group( def setup_flight_group(
self, self,
group: FlyingGroup[Any], group: FlyingGroup,
package: Package, package: Package,
flight: Flight, flight: Flight,
dynamic_runways: Dict[str, RunwayData], dynamic_runways: Dict[str, RunwayData],
@@ -1167,7 +1160,7 @@ class AircraftConflictGenerator:
self.configure_eplrs(group, flight) self.configure_eplrs(group, flight)
def create_waypoints( def create_waypoints(
self, group: FlyingGroup[Any], package: Package, flight: Flight self, group: FlyingGroup, package: Package, flight: Flight
) -> None: ) -> None:
for waypoint in flight.points: for waypoint in flight.points:
@@ -1235,7 +1228,7 @@ class AircraftConflictGenerator:
waypoint: FlightWaypoint, waypoint: FlightWaypoint,
package: Package, package: Package,
flight: Flight, flight: Flight,
group: FlyingGroup[Any], group: FlyingGroup,
) -> None: ) -> None:
estimator = TotEstimator(package) estimator = TotEstimator(package)
start_time = estimator.mission_start_time(flight) start_time = estimator.mission_start_time(flight)
@@ -1278,7 +1271,7 @@ class PydcsWaypointBuilder:
def __init__( def __init__(
self, self,
waypoint: FlightWaypoint, waypoint: FlightWaypoint,
group: FlyingGroup[Any], group: FlyingGroup,
package: Package, package: Package,
flight: Flight, flight: Flight,
mission: Mission, mission: Mission,
@@ -1321,7 +1314,7 @@ class PydcsWaypointBuilder:
def for_waypoint( def for_waypoint(
cls, cls,
waypoint: FlightWaypoint, waypoint: FlightWaypoint,
group: FlyingGroup[Any], group: FlyingGroup,
package: Package, package: Package,
flight: Flight, flight: Flight,
mission: Mission, mission: Mission,
@@ -1435,7 +1428,7 @@ class CasIngressBuilder(PydcsWaypointBuilder):
if isinstance(self.flight.flight_plan, CasFlightPlan): if isinstance(self.flight.flight_plan, CasFlightPlan):
waypoint.add_task( waypoint.add_task(
EngageTargetsInZone( EngageTargetsInZone(
position=self.flight.flight_plan.target.position, position=self.flight.flight_plan.target,
radius=int(self.flight.flight_plan.engagement_distance.meters), radius=int(self.flight.flight_plan.engagement_distance.meters),
targets=[ targets=[
Targets.All.GroundUnits.GroundVehicles, Targets.All.GroundUnits.GroundVehicles,
@@ -1711,7 +1704,6 @@ class CargoStopBuilder(PydcsWaypointBuilder):
class RaceTrackBuilder(PydcsWaypointBuilder): class RaceTrackBuilder(PydcsWaypointBuilder):
@has_save_compat_for(4)
def build(self) -> MovingPoint: def build(self) -> MovingPoint:
waypoint = super().build() waypoint = super().build()
@@ -1746,11 +1738,17 @@ class RaceTrackBuilder(PydcsWaypointBuilder):
) )
) )
orbit = OrbitAction( # TODO: Set orbit speeds for all race tracks and remove this special case.
altitude=waypoint.alt, if isinstance(flight_plan, RefuelingFlightPlan):
pattern=OrbitAction.OrbitPattern.RaceTrack, orbit = OrbitAction(
speed=int(getattr(flight_plan, "patrol_speed", kph(600)).kph), altitude=waypoint.alt,
) pattern=OrbitAction.OrbitPattern.RaceTrack,
speed=int(flight_plan.patrol_speed.kph),
)
else:
orbit = OrbitAction(
altitude=waypoint.alt, pattern=OrbitAction.OrbitPattern.RaceTrack
)
racetrack = ControlledTask(orbit) racetrack = ControlledTask(orbit)
self.set_waypoint_tot(waypoint, flight_plan.patrol_start_time) self.set_waypoint_tot(waypoint, flight_plan.patrol_start_time)

View File

@@ -1521,47 +1521,4 @@ AIRFIELD_DATA = {
runway_length=3953, runway_length=3953,
atc=AtcData(MHz(3, 850), MHz(118, 200), MHz(38, 600), MHz(250, 200)), atc=AtcData(MHz(3, 850), MHz(118, 200), MHz(38, 600), MHz(250, 200)),
), ),
"Antonio B. Won Pat Intl": AirfieldData(
theater="MarianaIslands",
icao="PGUM",
elevation=255,
runway_length=9359,
atc=AtcData(MHz(3, 825), MHz(118, 100), MHz(38, 550), MHz(340, 200)),
ils={
"06": ("IGUM", MHz(110, 30)),
},
),
"Andersen AFB": AirfieldData(
theater="MarianaIslands",
icao="PGUA",
elevation=545,
runway_length=10490,
tacan=TacanChannel(54, TacanBand.X),
tacan_callsign="UAM",
atc=AtcData(MHz(3, 850), MHz(126, 200), MHz(38, 600), MHz(250, 100)),
),
"Rota Intl": AirfieldData(
theater="MarianaIslands",
icao="PGRO",
elevation=568,
runway_length=6105,
atc=AtcData(MHz(3, 750), MHz(123, 600), MHz(38, 400), MHz(250, 0)),
),
"Tinian Intl": AirfieldData(
theater="MarianaIslands",
icao="PGWT",
elevation=240,
runway_length=7777,
atc=AtcData(MHz(3, 800), MHz(123, 650), MHz(38, 500), MHz(250, 50)),
),
"Saipan Intl": AirfieldData(
theater="MarianaIslands",
icao="PGSN",
elevation=213,
runway_length=7790,
atc=AtcData(MHz(3, 775), MHz(125, 700), MHz(38, 450), MHz(256, 900)),
ils={
"07": ("IGSN", MHz(109, 90)),
},
),
} }

View File

@@ -1,12 +1,11 @@
from __future__ import annotations
import logging import logging
from dataclasses import dataclass, field from dataclasses import dataclass, field
from datetime import timedelta from datetime import timedelta
from typing import List, Type, Tuple, Optional, TYPE_CHECKING from typing import List, Type, Tuple, Optional
from dcs.mission import Mission, StartType from dcs.mission import Mission, StartType
from dcs.planes import IL_78M, KC130, KC135MPRS, KC_135, PlaneType from dcs.planes import IL_78M, KC130, KC135MPRS, KC_135
from dcs.unittype import UnitType
from dcs.task import ( from dcs.task import (
AWACS, AWACS,
ActivateBeaconCommand, ActivateBeaconCommand,
@@ -15,17 +14,15 @@ from dcs.task import (
SetImmortalCommand, SetImmortalCommand,
SetInvisibleCommand, SetInvisibleCommand,
) )
from dcs.unittype import UnitType
from .callsigns import callsign_for_support_unit from game import db
from .conflictgen import Conflict
from .flights.ai_flight_planner_db import AEWC_CAPABLE from .flights.ai_flight_planner_db import AEWC_CAPABLE
from .naming import namegen from .naming import namegen
from .callsigns import callsign_for_support_unit
from .conflictgen import Conflict
from .radios import RadioFrequency, RadioRegistry from .radios import RadioFrequency, RadioRegistry
from .tacan import TacanBand, TacanChannel, TacanRegistry from .tacan import TacanBand, TacanChannel, TacanRegistry
if TYPE_CHECKING:
from game import Game
TANKER_DISTANCE = 15000 TANKER_DISTANCE = 15000
TANKER_ALT = 4572 TANKER_ALT = 4572
@@ -73,7 +70,7 @@ class AirSupportConflictGenerator:
self, self,
mission: Mission, mission: Mission,
conflict: Conflict, conflict: Conflict,
game: Game, game,
radio_registry: RadioRegistry, radio_registry: RadioRegistry,
tacan_registry: TacanRegistry, tacan_registry: TacanRegistry,
) -> None: ) -> None:
@@ -98,7 +95,7 @@ class AirSupportConflictGenerator:
return (TANKER_ALT + 500, 596) return (TANKER_ALT + 500, 596)
return (TANKER_ALT, 574) return (TANKER_ALT, 574)
def generate(self) -> None: def generate(self):
player_cp = ( player_cp = (
self.conflict.blue_cp self.conflict.blue_cp
if self.conflict.blue_cp.captured if self.conflict.blue_cp.captured
@@ -111,11 +108,6 @@ class AirSupportConflictGenerator:
for i, tanker_unit_type in enumerate( for i, tanker_unit_type in enumerate(
self.game.faction_for(player=True).tankers self.game.faction_for(player=True).tankers
): ):
unit_type = tanker_unit_type.dcs_unit_type
if not issubclass(unit_type, PlaneType):
logging.warning(f"Refueling aircraft {unit_type} must be a plane")
continue
# TODO: Make loiter altitude a property of the unit type. # TODO: Make loiter altitude a property of the unit type.
alt, airspeed = self._get_tanker_params(tanker_unit_type.dcs_unit_type) alt, airspeed = self._get_tanker_params(tanker_unit_type.dcs_unit_type)
freq = self.radio_registry.alloc_uhf() freq = self.radio_registry.alloc_uhf()
@@ -135,7 +127,7 @@ class AirSupportConflictGenerator:
self.mission.country(self.game.player_country), tanker_unit_type self.mission.country(self.game.player_country), tanker_unit_type
), ),
airport=None, airport=None,
plane_type=unit_type, plane_type=tanker_unit_type,
position=tanker_position, position=tanker_position,
altitude=alt, altitude=alt,
race_distance=58000, race_distance=58000,
@@ -185,8 +177,6 @@ class AirSupportConflictGenerator:
tanker_unit_type.name, tanker_unit_type.name,
freq, freq,
tacan, tacan,
start_time=None,
end_time=None,
blue=True, blue=True,
) )
) )
@@ -205,17 +195,12 @@ class AirSupportConflictGenerator:
awacs_unit = possible_awacs[0] awacs_unit = possible_awacs[0]
freq = self.radio_registry.alloc_uhf() freq = self.radio_registry.alloc_uhf()
unit_type = awacs_unit.dcs_unit_type
if not issubclass(unit_type, PlaneType):
logging.warning(f"AWACS aircraft {unit_type} must be a plane")
return
awacs_flight = self.mission.awacs_flight( awacs_flight = self.mission.awacs_flight(
country=self.mission.country(self.game.player_country), country=self.mission.country(self.game.player_country),
name=namegen.next_awacs_name( name=namegen.next_awacs_name(
self.mission.country(self.game.player_country) self.mission.country(self.game.player_country)
), ),
plane_type=unit_type, plane_type=awacs_unit,
altitude=AWACS_ALT, altitude=AWACS_ALT,
airport=None, airport=None,
position=self.conflict.position.random_point_within( position=self.conflict.position.random_point_within(

View File

@@ -1,7 +1,6 @@
from __future__ import annotations from __future__ import annotations
import logging import logging
import math
import random import random
from dataclasses import dataclass from dataclasses import dataclass
from typing import TYPE_CHECKING, List, Optional, Tuple from typing import TYPE_CHECKING, List, Optional, Tuple
@@ -24,7 +23,7 @@ from dcs.task import (
SetInvisibleCommand, SetInvisibleCommand,
) )
from dcs.triggers import Event, TriggerOnce from dcs.triggers import Event, TriggerOnce
from dcs.unit import Vehicle, Skill from dcs.unit import Vehicle
from dcs.unitgroup import VehicleGroup from dcs.unitgroup import VehicleGroup
from game.data.groundunitclass import GroundUnitClass from game.data.groundunitclass import GroundUnitClass
@@ -98,7 +97,7 @@ class GroundConflictGenerator:
self.unit_map = unit_map self.unit_map = unit_map
self.jtacs: List[JtacInfo] = [] self.jtacs: List[JtacInfo] = []
def _enemy_stance(self) -> CombatStance: def _enemy_stance(self):
"""Picks the enemy stance according to the number of planned groups on the frontline for each side""" """Picks the enemy stance according to the number of planned groups on the frontline for each side"""
if len(self.enemy_planned_combat_groups) > len( if len(self.enemy_planned_combat_groups) > len(
self.player_planned_combat_groups self.player_planned_combat_groups
@@ -123,11 +122,20 @@ class GroundConflictGenerator:
] ]
) )
def generate(self) -> None: @staticmethod
def _group_point(point: Point, base_distance) -> Point:
distance = random.randint(
int(base_distance * SPREAD_DISTANCE_FACTOR[0]),
int(base_distance * SPREAD_DISTANCE_FACTOR[1]),
)
return point.random_point_within(
distance, base_distance * SPREAD_DISTANCE_SIZE_FACTOR
)
def generate(self):
position = Conflict.frontline_position( position = Conflict.frontline_position(
self.conflict.front_line, self.game.theater self.conflict.front_line, self.game.theater
) )
frontline_vector = Conflict.frontline_vector( frontline_vector = Conflict.frontline_vector(
self.conflict.front_line, self.game.theater self.conflict.front_line, self.game.theater
) )
@@ -142,13 +150,6 @@ class GroundConflictGenerator:
self.enemy_planned_combat_groups, frontline_vector, False self.enemy_planned_combat_groups, frontline_vector, False
) )
# TODO: Differentiate AirConflict and GroundConflict classes.
if self.conflict.heading is None:
raise RuntimeError(
"Cannot generate ground units for non-ground conflict. Ground unit "
"conflicts cannot have the heading `None`."
)
# Plan combat actions for groups # Plan combat actions for groups
self.plan_action_for_groups( self.plan_action_for_groups(
self.player_stance, self.player_stance,
@@ -173,7 +174,7 @@ class GroundConflictGenerator:
code = 1688 - len(self.jtacs) code = 1688 - len(self.jtacs)
utype = self.game.player_faction.jtac_unit utype = self.game.player_faction.jtac_unit
if utype is None: if self.game.player_faction.jtac_unit is None:
utype = AircraftType.named("MQ-9 Reaper") utype = AircraftType.named("MQ-9 Reaper")
jtac = self.mission.flight_group( jtac = self.mission.flight_group(
@@ -360,6 +361,7 @@ class GroundConflictGenerator:
self.mission.triggerrules.triggers.append(artillery_fallback) self.mission.triggerrules.triggers.append(artillery_fallback)
for u in dcs_group.units: for u in dcs_group.units:
u.initial = True
u.heading = forward_heading + random.randint(-5, 5) u.heading = forward_heading + random.randint(-5, 5)
return True return True
return False return False
@@ -568,10 +570,10 @@ class GroundConflictGenerator:
) )
# Fallback task # Fallback task
task = ControlledTask(GoToWaypoint(to_index=len(dcs_group.points))) fallback = ControlledTask(GoToWaypoint(to_index=len(dcs_group.points)))
task.enabled = False fallback.enabled = False
dcs_group.add_trigger_action(Hold()) dcs_group.add_trigger_action(Hold())
dcs_group.add_trigger_action(task) dcs_group.add_trigger_action(fallback)
# Create trigger # Create trigger
fallback = TriggerOnce(Event.NoEvent, "Morale manager #" + str(dcs_group.id)) fallback = TriggerOnce(Event.NoEvent, "Morale manager #" + str(dcs_group.id))
@@ -632,7 +634,7 @@ class GroundConflictGenerator:
@param enemy_groups Potential enemy groups @param enemy_groups Potential enemy groups
@param n number of nearby groups to take @param n number of nearby groups to take
""" """
targets = [] # type: List[VehicleGroup] targets = [] # type: List[Optional[VehicleGroup]]
sorted_list = sorted( sorted_list = sorted(
enemy_groups, enemy_groups,
key=lambda group: player_group.points[0].position.distance_to_point( key=lambda group: player_group.points[0].position.distance_to_point(
@@ -656,7 +658,7 @@ class GroundConflictGenerator:
@param group Group for which we should find the nearest ennemy @param group Group for which we should find the nearest ennemy
@param enemy_groups Potential enemy groups @param enemy_groups Potential enemy groups
""" """
min_distance = math.inf min_distance = 99999999
target = None target = None
for dcs_group, _ in enemy_groups: for dcs_group, _ in enemy_groups:
dist = player_group.points[0].position.distance_to_point( dist = player_group.points[0].position.distance_to_point(
@@ -694,7 +696,7 @@ class GroundConflictGenerator:
""" """
For artilery group, decide the distance from frontline with the range of the unit For artilery group, decide the distance from frontline with the range of the unit
""" """
rg = group.unit_type.dcs_unit_type.threat_range - 7500 rg = getattr(group.unit_type.dcs_unit_type, "threat_range", 0) - 7500
if rg > DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]: if rg > DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
rg = random.randint( rg = random.randint(
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][0], DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][0],
@@ -714,7 +716,7 @@ class GroundConflictGenerator:
distance_from_frontline: int, distance_from_frontline: int,
heading: int, heading: int,
spawn_heading: int, spawn_heading: int,
) -> Optional[Point]: ):
shifted = conflict_position.point_from_heading( shifted = conflict_position.point_from_heading(
heading, random.randint(0, combat_width) heading, random.randint(0, combat_width)
) )
@@ -764,9 +766,9 @@ class GroundConflictGenerator:
heading=opposite_heading(spawn_heading), heading=opposite_heading(spawn_heading),
) )
if is_player: if is_player:
g.set_skill(Skill(self.game.settings.player_skill)) g.set_skill(self.game.settings.player_skill)
else: else:
g.set_skill(Skill(self.game.settings.enemy_vehicle_skill)) g.set_skill(self.game.settings.enemy_vehicle_skill)
positioned_groups.append((g, group)) positioned_groups.append((g, group))
if group.role in [CombatGroupRole.APC, CombatGroupRole.IFV]: if group.role in [CombatGroupRole.APC, CombatGroupRole.IFV]:
@@ -788,7 +790,7 @@ class GroundConflictGenerator:
count: int, count: int,
at: Point, at: Point,
move_formation: PointAction = PointAction.OffRoad, move_formation: PointAction = PointAction.OffRoad,
heading: int = 0, heading=0,
) -> VehicleGroup: ) -> VehicleGroup:
if side == self.conflict.attackers_country: if side == self.conflict.attackers_country:

View File

@@ -1,13 +1,12 @@
"""Support for working with DCS group callsigns.""" """Support for working with DCS group callsigns."""
import logging import logging
import re import re
from typing import Any
from dcs.unitgroup import FlyingGroup from dcs.unitgroup import FlyingGroup
from dcs.flyingunit import FlyingUnit from dcs.flyingunit import FlyingUnit
def callsign_for_support_unit(group: FlyingGroup[Any]) -> str: def callsign_for_support_unit(group: FlyingGroup) -> str:
# Either something like Overlord11 for Western AWACS, or else just a number. # Either something like Overlord11 for Western AWACS, or else just a number.
# Convert to either "Overlord" or "Flight 123". # Convert to either "Overlord" or "Flight 123".
lead = group.units[0] lead = group.units[0]

View File

@@ -1,11 +1,6 @@
import logging import logging
import random import random
from typing import Optional from game import db
from dcs.unitgroup import VehicleGroup
from game import db, Game
from game.theater.theatergroundobject import CoastalSiteGroundObject
from gen.coastal.silkworm import SilkwormGenerator from gen.coastal.silkworm import SilkwormGenerator
COASTAL_MAP = { COASTAL_MAP = {
@@ -13,13 +8,10 @@ COASTAL_MAP = {
} }
def generate_coastal_group( def generate_coastal_group(game, ground_object, faction_name: str):
game: Game, ground_object: CoastalSiteGroundObject, faction_name: str
) -> Optional[VehicleGroup]:
""" """
This generate a coastal defenses group This generate a coastal defenses group
:return: The generated group, or None if this faction does not support coastal :return: Nothing, but put the group reference inside the ground object
defenses.
""" """
faction = db.FACTIONS[faction_name] faction = db.FACTIONS[faction_name]
if len(faction.coastal_defenses) > 0: if len(faction.coastal_defenses) > 0:

View File

@@ -1,19 +1,14 @@
from dcs.vehicles import MissilesSS, Unarmed, AirDefence from dcs.vehicles import MissilesSS, Unarmed, AirDefence
from game import Game from gen.sam.group_generator import GroupGenerator
from game.factions.faction import Faction
from game.theater.theatergroundobject import CoastalSiteGroundObject
from gen.sam.group_generator import VehicleGroupGenerator
class SilkwormGenerator(VehicleGroupGenerator[CoastalSiteGroundObject]): class SilkwormGenerator(GroupGenerator):
def __init__( def __init__(self, game, ground_object, faction):
self, game: Game, ground_object: CoastalSiteGroundObject, faction: Faction
) -> None:
super(SilkwormGenerator, self).__init__(game, ground_object) super(SilkwormGenerator, self).__init__(game, ground_object)
self.faction = faction self.faction = faction
def generate(self) -> None: def generate(self):
positions = self.get_circular_position(5, launcher_distance=120, coverage=180) positions = self.get_circular_position(5, launcher_distance=120, coverage=180)
@@ -28,7 +23,7 @@ class SilkwormGenerator(VehicleGroupGenerator[CoastalSiteGroundObject]):
# Launchers # Launchers
for i, p in enumerate(positions): for i, p in enumerate(positions):
self.add_unit( self.add_unit(
MissilesSS.Hy_launcher, MissilesSS.Silkworm_SR,
"Missile#" + str(i), "Missile#" + str(i),
p[0], p[0],
p[1], p[1],

View File

@@ -1,5 +1,3 @@
from __future__ import annotations
import logging import logging
from typing import Tuple, Optional from typing import Tuple, Optional
@@ -56,15 +54,13 @@ class Conflict:
def frontline_position( def frontline_position(
cls, frontline: FrontLine, theater: ConflictTheater cls, frontline: FrontLine, theater: ConflictTheater
) -> Tuple[Point, int]: ) -> Tuple[Point, int]:
attack_heading = int(frontline.attack_heading) attack_heading = frontline.attack_heading
position = cls.find_ground_position( position = cls.find_ground_position(
frontline.position, frontline.position,
FRONTLINE_LENGTH, FRONTLINE_LENGTH,
heading_sum(attack_heading, 90), heading_sum(attack_heading, 90),
theater, theater,
) )
if position is None:
raise RuntimeError("Could not find front line position")
return position, opposite_heading(attack_heading) return position, opposite_heading(attack_heading)
@classmethod @classmethod
@@ -95,7 +91,7 @@ class Conflict:
defender: Country, defender: Country,
front_line: FrontLine, front_line: FrontLine,
theater: ConflictTheater, theater: ConflictTheater,
) -> Conflict: ):
assert cls.has_frontline_between(front_line.blue_cp, front_line.red_cp) assert cls.has_frontline_between(front_line.blue_cp, front_line.red_cp)
position, heading, distance = cls.frontline_vector(front_line, theater) position, heading, distance = cls.frontline_vector(front_line, theater)
conflict = cls( conflict = cls(
@@ -142,7 +138,7 @@ class Conflict:
max_distance: int, max_distance: int,
heading: int, heading: int,
theater: ConflictTheater, theater: ConflictTheater,
coerce: bool = True, coerce=True,
) -> Optional[Point]: ) -> Optional[Point]:
""" """
Finds the nearest valid ground position along a provided heading and it's inverse up to max_distance. Finds the nearest valid ground position along a provided heading and it's inverse up to max_distance.

View File

@@ -1,5 +1,4 @@
import random import random
from typing import Optional
from dcs.unitgroup import VehicleGroup from dcs.unitgroup import VehicleGroup
@@ -13,9 +12,7 @@ from gen.defenses.armored_group_generator import (
) )
def generate_armor_group( def generate_armor_group(faction: str, game, ground_object):
faction: str, game: Game, ground_object: VehicleGroupGroundObject
) -> Optional[VehicleGroup]:
""" """
This generate a group of ground units This generate a group of ground units
:return: Generated group :return: Generated group

View File

@@ -3,10 +3,10 @@ import random
from game import Game from game import Game
from game.dcs.groundunittype import GroundUnitType from game.dcs.groundunittype import GroundUnitType
from game.theater.theatergroundobject import VehicleGroupGroundObject from game.theater.theatergroundobject import VehicleGroupGroundObject
from gen.sam.group_generator import VehicleGroupGenerator from gen.sam.group_generator import GroupGenerator
class ArmoredGroupGenerator(VehicleGroupGenerator[VehicleGroupGroundObject]): class ArmoredGroupGenerator(GroupGenerator):
def __init__( def __init__(
self, self,
game: Game, game: Game,
@@ -35,7 +35,7 @@ class ArmoredGroupGenerator(VehicleGroupGenerator[VehicleGroupGroundObject]):
) )
class FixedSizeArmorGroupGenerator(VehicleGroupGenerator[VehicleGroupGroundObject]): class FixedSizeArmorGroupGenerator(GroupGenerator):
def __init__( def __init__(
self, self,
game: Game, game: Game,
@@ -47,7 +47,7 @@ class FixedSizeArmorGroupGenerator(VehicleGroupGenerator[VehicleGroupGroundObjec
self.unit_type = unit_type self.unit_type = unit_type
self.size = size self.size = size
def generate(self) -> None: def generate(self):
spacing = random.randint(20, 70) spacing = random.randint(20, 70)
index = 0 index = 0

View File

@@ -22,7 +22,7 @@ class EnvironmentGenerator:
def set_fog(self, fog: Optional[Fog]) -> None: def set_fog(self, fog: Optional[Fog]) -> None:
if fog is None: if fog is None:
return return
self.mission.weather.fog_visibility = int(fog.visibility.meters) self.mission.weather.fog_visibility = fog.visibility.meters
self.mission.weather.fog_thickness = fog.thickness self.mission.weather.fog_thickness = fog.thickness
def set_wind(self, wind: WindConditions) -> None: def set_wind(self, wind: WindConditions) -> None:
@@ -30,7 +30,7 @@ class EnvironmentGenerator:
self.mission.weather.wind_at_2000 = wind.at_2000m self.mission.weather.wind_at_2000 = wind.at_2000m
self.mission.weather.wind_at_8000 = wind.at_8000m self.mission.weather.wind_at_8000 = wind.at_8000m
def generate(self) -> None: def generate(self):
self.mission.start_time = self.conditions.start_time self.mission.start_time = self.conditions.start_time
self.set_clouds(self.conditions.weather.clouds) self.set_clouds(self.conditions.weather.clouds)
self.set_fog(self.conditions.weather.fog) self.set_fog(self.conditions.weather.fog)

View File

@@ -6,7 +6,7 @@ from dcs.ships import USS_Arleigh_Burke_IIa, TICONDEROG
class CarrierGroupGenerator(ShipGroupGenerator): class CarrierGroupGenerator(ShipGroupGenerator):
def generate(self) -> None: def generate(self):
# Carrier Strike Group 8 # Carrier Strike Group 8
if self.faction.carrier_names[0] == "Carrier Strike Group 8": if self.faction.carrier_names[0] == "Carrier Strike Group 8":

View File

@@ -3,6 +3,7 @@ from __future__ import annotations
import random import random
from typing import TYPE_CHECKING from typing import TYPE_CHECKING
from dcs.ships import ( from dcs.ships import (
Type_052C, Type_052C,
Type_052B, Type_052B,
@@ -10,16 +11,16 @@ from dcs.ships import (
) )
from game.factions.faction import Faction from game.factions.faction import Faction
from game.theater.theatergroundobject import ShipGroundObject
from gen.fleet.dd_group import DDGroupGenerator from gen.fleet.dd_group import DDGroupGenerator
from gen.sam.group_generator import ShipGroupGenerator from gen.sam.group_generator import ShipGroupGenerator
from game.theater.theatergroundobject import TheaterGroundObject
if TYPE_CHECKING: if TYPE_CHECKING:
from game.game import Game from game.game import Game
class ChineseNavyGroupGenerator(ShipGroupGenerator): class ChineseNavyGroupGenerator(ShipGroupGenerator):
def generate(self) -> None: def generate(self):
include_frigate = random.choice([True, True, False]) include_frigate = random.choice([True, True, False])
include_dd = random.choice([True, False]) include_dd = random.choice([True, False])
@@ -64,7 +65,9 @@ class ChineseNavyGroupGenerator(ShipGroupGenerator):
class Type54GroupGenerator(DDGroupGenerator): class Type54GroupGenerator(DDGroupGenerator):
def __init__(self, game: Game, ground_object: ShipGroundObject, faction: Faction): def __init__(
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
super(Type54GroupGenerator, self).__init__( super(Type54GroupGenerator, self).__init__(
game, ground_object, faction, Type_054A game, ground_object, faction, Type_054A
) )

View File

@@ -1,13 +1,12 @@
from __future__ import annotations from __future__ import annotations
from typing import TYPE_CHECKING, Type from typing import TYPE_CHECKING, Type
from dcs.ships import PERRY, USS_Arleigh_Burke_IIa
from dcs.unittype import ShipType
from game.factions.faction import Faction from game.factions.faction import Faction
from game.theater.theatergroundobject import ShipGroundObject from game.theater.theatergroundobject import TheaterGroundObject
from gen.sam.group_generator import ShipGroupGenerator from gen.sam.group_generator import ShipGroupGenerator
from dcs.unittype import ShipType
from dcs.ships import PERRY, USS_Arleigh_Burke_IIa
if TYPE_CHECKING: if TYPE_CHECKING:
from game.game import Game from game.game import Game
@@ -17,14 +16,14 @@ class DDGroupGenerator(ShipGroupGenerator):
def __init__( def __init__(
self, self,
game: Game, game: Game,
ground_object: ShipGroundObject, ground_object: TheaterGroundObject,
faction: Faction, faction: Faction,
ddtype: Type[ShipType], ddtype: Type[ShipType],
): ):
super(DDGroupGenerator, self).__init__(game, ground_object, faction) super(DDGroupGenerator, self).__init__(game, ground_object, faction)
self.ddtype = ddtype self.ddtype = ddtype
def generate(self) -> None: def generate(self):
self.add_unit( self.add_unit(
self.ddtype, self.ddtype,
"DD1", "DD1",
@@ -43,14 +42,18 @@ class DDGroupGenerator(ShipGroupGenerator):
class OliverHazardPerryGroupGenerator(DDGroupGenerator): class OliverHazardPerryGroupGenerator(DDGroupGenerator):
def __init__(self, game: Game, ground_object: ShipGroundObject, faction: Faction): def __init__(
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
super(OliverHazardPerryGroupGenerator, self).__init__( super(OliverHazardPerryGroupGenerator, self).__init__(
game, ground_object, faction, PERRY game, ground_object, faction, PERRY
) )
class ArleighBurkeGroupGenerator(DDGroupGenerator): class ArleighBurkeGroupGenerator(DDGroupGenerator):
def __init__(self, game: Game, ground_object: ShipGroundObject, faction: Faction): def __init__(
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
super(ArleighBurkeGroupGenerator, self).__init__( super(ArleighBurkeGroupGenerator, self).__init__(
game, ground_object, faction, USS_Arleigh_Burke_IIa game, ground_object, faction, USS_Arleigh_Burke_IIa
) )

View File

@@ -1,13 +1,12 @@
from dcs.ships import La_Combattante_II from dcs.ships import La_Combattante_II
from game import Game
from game.factions.faction import Faction from game.factions.faction import Faction
from game.theater.theatergroundobject import ShipGroundObject from game.theater import TheaterGroundObject
from gen.fleet.dd_group import DDGroupGenerator from gen.fleet.dd_group import DDGroupGenerator
class LaCombattanteIIGroupGenerator(DDGroupGenerator): class LaCombattanteIIGroupGenerator(DDGroupGenerator):
def __init__(self, game: Game, ground_object: ShipGroundObject, faction: Faction): def __init__(self, game, ground_object: TheaterGroundObject, faction: Faction):
super(LaCombattanteIIGroupGenerator, self).__init__( super(LaCombattanteIIGroupGenerator, self).__init__(
game, ground_object, faction, La_Combattante_II game, ground_object, faction, La_Combattante_II
) )

View File

@@ -4,7 +4,7 @@ from gen.sam.group_generator import ShipGroupGenerator
class LHAGroupGenerator(ShipGroupGenerator): class LHAGroupGenerator(ShipGroupGenerator):
def generate(self) -> None: def generate(self):
# Add carrier # Add carrier
if len(self.faction.helicopter_carrier) > 0: if len(self.faction.helicopter_carrier) > 0:

View File

@@ -1,5 +1,4 @@
from __future__ import annotations from __future__ import annotations
import random import random
from typing import TYPE_CHECKING from typing import TYPE_CHECKING
@@ -13,17 +12,18 @@ from dcs.ships import (
SOM, SOM,
) )
from game.factions.faction import Faction
from game.theater.theatergroundobject import ShipGroundObject
from gen.fleet.dd_group import DDGroupGenerator from gen.fleet.dd_group import DDGroupGenerator
from gen.sam.group_generator import ShipGroupGenerator from gen.sam.group_generator import ShipGroupGenerator
from game.factions.faction import Faction
from game.theater.theatergroundobject import TheaterGroundObject
if TYPE_CHECKING: if TYPE_CHECKING:
from game.game import Game from game.game import Game
class RussianNavyGroupGenerator(ShipGroupGenerator): class RussianNavyGroupGenerator(ShipGroupGenerator):
def generate(self) -> None: def generate(self):
include_frigate = random.choice([True, True, False]) include_frigate = random.choice([True, True, False])
include_dd = random.choice([True, False]) include_dd = random.choice([True, False])
@@ -85,24 +85,32 @@ class RussianNavyGroupGenerator(ShipGroupGenerator):
class GrishaGroupGenerator(DDGroupGenerator): class GrishaGroupGenerator(DDGroupGenerator):
def __init__(self, game: Game, ground_object: ShipGroundObject, faction: Faction): def __init__(
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
super(GrishaGroupGenerator, self).__init__( super(GrishaGroupGenerator, self).__init__(
game, ground_object, faction, ALBATROS game, ground_object, faction, ALBATROS
) )
class MolniyaGroupGenerator(DDGroupGenerator): class MolniyaGroupGenerator(DDGroupGenerator):
def __init__(self, game: Game, ground_object: ShipGroundObject, faction: Faction): def __init__(
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
super(MolniyaGroupGenerator, self).__init__( super(MolniyaGroupGenerator, self).__init__(
game, ground_object, faction, MOLNIYA game, ground_object, faction, MOLNIYA
) )
class KiloSubGroupGenerator(DDGroupGenerator): class KiloSubGroupGenerator(DDGroupGenerator):
def __init__(self, game: Game, ground_object: ShipGroundObject, faction: Faction): 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, KILO)
class TangoSubGroupGenerator(DDGroupGenerator): class TangoSubGroupGenerator(DDGroupGenerator):
def __init__(self, game: Game, ground_object: ShipGroundObject, faction: Faction): 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, SOM)

View File

@@ -6,7 +6,7 @@ from gen.sam.group_generator import ShipGroupGenerator
class SchnellbootGroupGenerator(ShipGroupGenerator): class SchnellbootGroupGenerator(ShipGroupGenerator):
def generate(self) -> None: def generate(self):
for i in range(random.randint(2, 4)): for i in range(random.randint(2, 4)):
self.add_unit( self.add_unit(

View File

@@ -1,17 +1,7 @@
from __future__ import annotations
import logging import logging
import random import random
from typing import TYPE_CHECKING, Optional
from dcs.unitgroup import ShipGroup
from game import db from game import db
from game.theater.theatergroundobject import (
LhaGroundObject,
CarrierGroundObject,
ShipGroundObject,
)
from gen.fleet.carrier_group import CarrierGroupGenerator from gen.fleet.carrier_group import CarrierGroupGenerator
from gen.fleet.cn_dd_group import ChineseNavyGroupGenerator, Type54GroupGenerator from gen.fleet.cn_dd_group import ChineseNavyGroupGenerator, Type54GroupGenerator
from gen.fleet.dd_group import ( from gen.fleet.dd_group import (
@@ -31,9 +21,6 @@ from gen.fleet.schnellboot import SchnellbootGroupGenerator
from gen.fleet.uboat import UBoatGroupGenerator from gen.fleet.uboat import UBoatGroupGenerator
from gen.fleet.ww2lst import WW2LSTGroupGenerator from gen.fleet.ww2lst import WW2LSTGroupGenerator
if TYPE_CHECKING:
from game import Game
SHIP_MAP = { SHIP_MAP = {
"SchnellbootGroupGenerator": SchnellbootGroupGenerator, "SchnellbootGroupGenerator": SchnellbootGroupGenerator,
@@ -52,12 +39,10 @@ SHIP_MAP = {
} }
def generate_ship_group( def generate_ship_group(game, ground_object, faction_name: str):
game: Game, ground_object: ShipGroundObject, faction_name: str
) -> Optional[ShipGroup]:
""" """
This generate a ship group This generate a ship group
:return: The generated group, or None if this faction does not support ships. :return: Nothing, but put the group reference inside the ground object
""" """
faction = db.FACTIONS[faction_name] faction = db.FACTIONS[faction_name]
if len(faction.navy_generators) > 0: if len(faction.navy_generators) > 0:
@@ -76,30 +61,26 @@ def generate_ship_group(
return None return None
def generate_carrier_group( def generate_carrier_group(faction: str, game, ground_object):
faction: str, game: Game, ground_object: CarrierGroundObject """
) -> ShipGroup: This generate a carrier group
"""Generates a carrier group. :param parentCp: The parent control point
:param faction: The faction the TGO belongs to.
:param game: The Game the group is being generated for.
:param ground_object: The ground object which will own the ship group :param ground_object: The ground object which will own the ship group
:return: The generated group. :param country: Owner country
:return: Nothing, but put the group reference inside the ground object
""" """
generator = CarrierGroupGenerator(game, ground_object, db.FACTIONS[faction]) generator = CarrierGroupGenerator(game, ground_object, db.FACTIONS[faction])
generator.generate() generator.generate()
return generator.get_generated_group() return generator.get_generated_group()
def generate_lha_group( def generate_lha_group(faction: str, game, ground_object):
faction: str, game: Game, ground_object: LhaGroundObject """
) -> ShipGroup: This generate a lha carrier group
"""Generate an LHA group. :param parentCp: The parent control point
:param faction: The faction the TGO belongs to.
:param game: The Game the group is being generated for.
:param ground_object: The ground object which will own the ship group :param ground_object: The ground object which will own the ship group
:return: The generated group. :param country: Owner country
:return: Nothing, but put the group reference inside the ground object
""" """
generator = LHAGroupGenerator(game, ground_object, db.FACTIONS[faction]) generator = LHAGroupGenerator(game, ground_object, db.FACTIONS[faction])
generator.generate() generator.generate()

View File

@@ -6,7 +6,7 @@ from gen.sam.group_generator import ShipGroupGenerator
class UBoatGroupGenerator(ShipGroupGenerator): class UBoatGroupGenerator(ShipGroupGenerator):
def generate(self) -> None: def generate(self):
for i in range(random.randint(1, 4)): for i in range(random.randint(1, 4)):
self.add_unit( self.add_unit(

View File

@@ -6,7 +6,7 @@ from gen.sam.group_generator import ShipGroupGenerator
class WW2LSTGroupGenerator(ShipGroupGenerator): class WW2LSTGroupGenerator(ShipGroupGenerator):
def generate(self) -> None: def generate(self):
# Add LS Samuel Chase # Add LS Samuel Chase
self.add_unit( self.add_unit(

View File

@@ -18,7 +18,6 @@ from typing import (
TYPE_CHECKING, TYPE_CHECKING,
Tuple, Tuple,
TypeVar, TypeVar,
Any,
) )
from game.dcs.aircrafttype import AircraftType from game.dcs.aircrafttype import AircraftType
@@ -285,7 +284,7 @@ class ObjectiveFinder:
self.game = game self.game = game
self.is_player = is_player self.is_player = is_player
def enemy_air_defenses(self) -> Iterator[tuple[TheaterGroundObject[Any], Distance]]: def enemy_air_defenses(self) -> Iterator[tuple[TheaterGroundObject, Distance]]:
"""Iterates over all enemy SAM sites.""" """Iterates over all enemy SAM sites."""
doctrine = self.game.faction_for(self.is_player).doctrine doctrine = self.game.faction_for(self.is_player).doctrine
threat_zones = self.game.threat_zone_for(not self.is_player) threat_zones = self.game.threat_zone_for(not self.is_player)
@@ -315,14 +314,14 @@ class ObjectiveFinder:
yield ground_object, target_range yield ground_object, target_range
def threatening_air_defenses(self) -> Iterator[TheaterGroundObject[Any]]: def threatening_air_defenses(self) -> Iterator[TheaterGroundObject]:
"""Iterates over enemy SAMs in threat range of friendly control points. """Iterates over enemy SAMs in threat range of friendly control points.
SAM sites are sorted by their closest proximity to any friendly control SAM sites are sorted by their closest proximity to any friendly control
point (airfield or fleet). point (airfield or fleet).
""" """
target_ranges: list[tuple[TheaterGroundObject[Any], Distance]] = [] target_ranges: list[tuple[TheaterGroundObject, Distance]] = []
for target, threat_range in self.enemy_air_defenses(): for target, threat_range in self.enemy_air_defenses():
ranges: list[Distance] = [] ranges: list[Distance] = []
for cp in self.friendly_control_points(): for cp in self.friendly_control_points():
@@ -375,9 +374,9 @@ class ObjectiveFinder:
def _targets_by_range( def _targets_by_range(
self, targets: Iterable[MissionTargetType] self, targets: Iterable[MissionTargetType]
) -> Iterator[MissionTargetType]: ) -> Iterator[MissionTargetType]:
target_ranges: list[tuple[MissionTargetType, float]] = [] target_ranges: List[Tuple[MissionTargetType, int]] = []
for target in targets: for target in targets:
ranges: list[float] = [] ranges: List[int] = []
for cp in self.friendly_control_points(): for cp in self.friendly_control_points():
ranges.append(target.distance_to(cp)) ranges.append(target.distance_to(cp))
target_ranges.append((target, min(ranges))) target_ranges.append((target, min(ranges)))
@@ -386,13 +385,13 @@ class ObjectiveFinder:
for target, _range in target_ranges: for target, _range in target_ranges:
yield target yield target
def strike_targets(self) -> Iterator[TheaterGroundObject[Any]]: def strike_targets(self) -> Iterator[TheaterGroundObject]:
"""Iterates over enemy strike targets. """Iterates over enemy strike targets.
Targets are sorted by their closest proximity to any friendly control Targets are sorted by their closest proximity to any friendly control
point (airfield or fleet). point (airfield or fleet).
""" """
targets: list[tuple[TheaterGroundObject[Any], float]] = [] targets: List[Tuple[TheaterGroundObject, int]] = []
# Building objectives are made of several individual TGOs (one per # Building objectives are made of several individual TGOs (one per
# building). # building).
found_targets: Set[str] = set() found_targets: Set[str] = set()
@@ -431,7 +430,7 @@ class ObjectiveFinder:
continue continue
if ground_object.name in found_targets: if ground_object.name in found_targets:
continue continue
ranges: list[float] = [] ranges: List[int] = []
for friendly_cp in self.friendly_control_points(): for friendly_cp in self.friendly_control_points():
ranges.append(ground_object.distance_to(friendly_cp)) ranges.append(ground_object.distance_to(friendly_cp))
targets.append((ground_object, min(ranges))) targets.append((ground_object, min(ranges)))
@@ -1058,7 +1057,7 @@ class CoalitionMissionPlanner:
# delayed until their takeoff time by AirConflictGenerator. # delayed until their takeoff time by AirConflictGenerator.
package.time_over_target = next(start_time) + tot package.time_over_target = next(start_time) + tot
def message(self, title: str, text: str) -> None: def message(self, title, text) -> None:
"""Emits a planning message to the player. """Emits a planning message to the player.
If the mission planner belongs to the players coalition, this emits a If the mission planner belongs to the players coalition, this emits a

View File

@@ -1,6 +1,5 @@
import logging import logging
from collections import Sequence from typing import List, Type
from typing import Type
from dcs.helicopters import ( from dcs.helicopters import (
AH_1W, AH_1W,
@@ -125,29 +124,29 @@ from pydcs_extensions.su57.su57 import Su_57
CAP_CAPABLE = [ CAP_CAPABLE = [
Su_57, Su_57,
F_22A, F_22A,
F_15C, MiG_31,
F_14B, F_14B,
F_14A_135_GR, F_14A_135_GR,
MiG_25PD,
Su_33, Su_33,
J_11A,
Su_30, Su_30,
Su_27, Su_27,
J_11A,
F_15C,
MiG_29S, MiG_29S,
F_16C_50,
FA_18C_hornet,
JF_17,
JAS39Gripen,
F_16A,
F_4E,
MiG_31,
MiG_25PD,
MiG_29G, MiG_29G,
MiG_29A, MiG_29A,
F_16C_50,
FA_18C_hornet,
F_16A,
F_4E,
JAS39Gripen,
JF_17,
MiG_23MLD, MiG_23MLD,
MiG_21Bis, MiG_21Bis,
Mirage_2000_5, Mirage_2000_5,
F_15E,
M_2000C, M_2000C,
F_15E,
F_5E_3, F_5E_3,
MiG_19P, MiG_19P,
A_4E_C, A_4E_C,
@@ -174,7 +173,6 @@ CAS_CAPABLE = [
A_10C_2, A_10C_2,
A_10C, A_10C,
Hercules, Hercules,
Su_34,
Su_25TM, Su_25TM,
Su_25T, Su_25T,
Su_25, Su_25,
@@ -192,16 +190,17 @@ CAS_CAPABLE = [
F_14B, F_14B,
F_14A_135_GR, F_14A_135_GR,
AJS37, AJS37,
Su_24MR,
Su_24M, Su_24M,
Su_17M4, Su_17M4,
Su_33,
F_4E, F_4E,
S_3B, S_3B,
Su_34,
Su_30, Su_30,
MiG_19P,
MiG_29S, MiG_29S,
MiG_27K, MiG_27K,
MiG_29A, MiG_29A,
MiG_21Bis,
AH_64D, AH_64D,
AH_64A, AH_64A,
AH_1W, AH_1W,
@@ -213,14 +212,13 @@ CAS_CAPABLE = [
Mi_24P, Mi_24P,
Mi_24V, Mi_24V,
Mi_8MT, Mi_8MT,
MiG_19P, UH_1H,
MiG_15bis, MiG_15bis,
M_2000C, M_2000C,
F_5E_3, F_5E_3,
F_86F_Sabre, F_86F_Sabre,
C_101CC, C_101CC,
L_39ZA, L_39ZA,
UH_1H,
A_20G, A_20G,
Ju_88A4, Ju_88A4,
P_47D_40, P_47D_40,
@@ -301,14 +299,13 @@ STRIKE_CAPABLE = [
Tornado_GR4, Tornado_GR4,
F_16C_50, F_16C_50,
FA_18C_hornet, FA_18C_hornet,
AV8BNA,
JF_17,
F_16A, F_16A,
F_14B, F_14B,
F_14A_135_GR, F_14A_135_GR,
JAS39Gripen_AG, JAS39Gripen_AG,
Tornado_IDS, Tornado_IDS,
Su_17M4, Su_17M4,
Su_24MR,
Su_24M, Su_24M,
Su_25TM, Su_25TM,
Su_25T, Su_25T,
@@ -320,9 +317,11 @@ STRIKE_CAPABLE = [
MiG_29S, MiG_29S,
MiG_29G, MiG_29G,
MiG_29A, MiG_29A,
JF_17,
F_4E, F_4E,
A_10C_2, A_10C_2,
A_10C, A_10C,
AV8BNA,
S_3B, S_3B,
A_4E_C, A_4E_C,
M_2000C, M_2000C,
@@ -376,7 +375,6 @@ RUNWAY_ATTACK_CAPABLE = [
Su_34, Su_34,
Su_30, Su_30,
Tornado_IDS, Tornado_IDS,
M_2000C,
] + STRIKE_CAPABLE ] + STRIKE_CAPABLE
# For any aircraft that isn't necessarily directly involved in strike # For any aircraft that isn't necessarily directly involved in strike
@@ -417,7 +415,7 @@ REFUELING_CAPABALE = [
] ]
def dcs_types_for_task(task: FlightType) -> Sequence[Type[FlyingType]]: def dcs_types_for_task(task: FlightType) -> list[Type[FlyingType]]:
cap_missions = (FlightType.BARCAP, FlightType.TARCAP, FlightType.SWEEP) cap_missions = (FlightType.BARCAP, FlightType.TARCAP, FlightType.SWEEP)
if task in cap_missions: if task in cap_missions:
return CAP_CAPABLE return CAP_CAPABLE

View File

@@ -2,12 +2,13 @@ from __future__ import annotations
from datetime import timedelta from datetime import timedelta
from enum import Enum from enum import Enum
from typing import List, Optional, TYPE_CHECKING, Union, Sequence from typing import List, Optional, TYPE_CHECKING, Union
from dcs.mapping import Point from dcs.mapping import Point
from dcs.point import MovingPoint, PointAction from dcs.point import MovingPoint, PointAction
from dcs.unit import Unit from dcs.unit import Unit
from game import db
from game.dcs.aircrafttype import AircraftType from game.dcs.aircrafttype import AircraftType
from game.squadrons import Pilot, Squadron from game.squadrons import Pilot, Squadron
from game.theater.controlpoint import ControlPoint, MissionTarget from game.theater.controlpoint import ControlPoint, MissionTarget
@@ -140,8 +141,8 @@ class FlightWaypoint:
waypoint_type: The waypoint type. waypoint_type: The waypoint type.
x: X cooidinate of the waypoint. x: X cooidinate of the waypoint.
y: Y coordinate of the waypoint. y: Y coordinate of the waypoint.
alt: Altitude of the waypoint. By default this is MSL, but it can be alt: Altitude of the waypoint. By default this is AGL, but it can be
changed to AGL by setting alt_type to "RADIO" changed to MSL by setting alt_type to "RADIO".
""" """
self.waypoint_type = waypoint_type self.waypoint_type = waypoint_type
self.x = x self.x = x
@@ -153,7 +154,7 @@ class FlightWaypoint:
# Only used in the waypoint list in the flight edit page. No sense # Only used in the waypoint list in the flight edit page. No sense
# having three names. A short and long form is enough. # having three names. A short and long form is enough.
self.description = "" self.description = ""
self.targets: Sequence[Union[MissionTarget, Unit]] = [] self.targets: List[Union[MissionTarget, Unit]] = []
self.obj_name = "" self.obj_name = ""
self.pretty_name = "" self.pretty_name = ""
self.only_for_player = False self.only_for_player = False
@@ -322,12 +323,12 @@ class Flight:
def clear_roster(self) -> None: def clear_roster(self) -> None:
self.roster.clear() self.roster.clear()
def __repr__(self) -> str: def __repr__(self):
if self.custom_name: if self.custom_name:
return f"{self.custom_name} {self.count} x {self.unit_type}" 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.flight_type}] {self.count} x {self.unit_type}"
def __str__(self) -> str: def __str__(self):
if self.custom_name: if self.custom_name:
return f"{self.custom_name} {self.count} x {self.unit_type}" 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.flight_type}] {self.count} x {self.unit_type}"

View File

@@ -219,7 +219,11 @@ class FlightPlan:
tot_waypoint = self.tot_waypoint tot_waypoint = self.tot_waypoint
if tot_waypoint is None: if tot_waypoint is None:
return None return None
return self.tot - self._travel_time_to_waypoint(tot_waypoint)
time = self.tot
if time is None:
return None
return time - self._travel_time_to_waypoint(tot_waypoint)
def startup_time(self) -> Optional[timedelta]: def startup_time(self) -> Optional[timedelta]:
takeoff_time = self.takeoff_time() takeoff_time = self.takeoff_time()
@@ -390,9 +394,6 @@ class PatrollingFlightPlan(FlightPlan):
#: Maximum time to remain on station. #: Maximum time to remain on station.
patrol_duration: timedelta patrol_duration: timedelta
#: Racetrack speed TAS.
patrol_speed: Speed
#: The engagement range of any Search Then Engage task, or the radius of a #: The engagement range of any Search Then Engage task, or the radius of a
#: Search Then Engage in Zone task. Any enemies of the appropriate type for #: Search Then Engage in Zone task. Any enemies of the appropriate type for
#: this mission within this range of the flight's current position (or the #: this mission within this range of the flight's current position (or the
@@ -774,6 +775,9 @@ class RefuelingFlightPlan(PatrollingFlightPlan):
divert: Optional[FlightWaypoint] divert: Optional[FlightWaypoint]
bullseye: FlightWaypoint bullseye: FlightWaypoint
#: Racetrack speed.
patrol_speed: Speed
def iter_waypoints(self) -> Iterator[FlightWaypoint]: def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.takeoff yield self.takeoff
yield from self.nav_to yield from self.nav_to
@@ -1084,22 +1088,22 @@ class FlightPlanBuilder:
patrol_alt = feet(25000) patrol_alt = feet(25000)
builder = WaypointBuilder(flight, self.game, self.is_player) builder = WaypointBuilder(flight, self.game, self.is_player)
orbit = builder.orbit(orbit_location, patrol_alt) orbit_location = builder.orbit(orbit_location, patrol_alt)
return AwacsFlightPlan( return AwacsFlightPlan(
package=self.package, package=self.package,
flight=flight, flight=flight,
takeoff=builder.takeoff(flight.departure), takeoff=builder.takeoff(flight.departure),
nav_to=builder.nav_path( nav_to=builder.nav_path(
flight.departure.position, orbit.position, patrol_alt flight.departure.position, orbit_location.position, patrol_alt
), ),
nav_from=builder.nav_path( nav_from=builder.nav_path(
orbit.position, flight.arrival.position, patrol_alt orbit_location.position, flight.arrival.position, patrol_alt
), ),
land=builder.land(flight.arrival), land=builder.land(flight.arrival),
divert=builder.divert(flight.divert), divert=builder.divert(flight.divert),
bullseye=builder.bullseye(), bullseye=builder.bullseye(),
hold=orbit, hold=orbit_location,
hold_duration=timedelta(hours=4), hold_duration=timedelta(hours=4),
) )
@@ -1130,7 +1134,7 @@ class FlightPlanBuilder:
) )
@staticmethod @staticmethod
def anti_ship_targets_for_tgo(tgo: NavalGroundObject) -> List[StrikeTarget]: def anti_ship_targets_for_tgo(tgo: TheaterGroundObject) -> List[StrikeTarget]:
return [StrikeTarget(f"{g.name} at {tgo.name}", g) for g in tgo.groups] return [StrikeTarget(f"{g.name} at {tgo.name}", g) for g in tgo.groups]
def generate_anti_ship(self, flight: Flight) -> StrikeFlightPlan: def generate_anti_ship(self, flight: Flight) -> StrikeFlightPlan:
@@ -1167,28 +1171,21 @@ class FlightPlanBuilder:
if isinstance(location, FrontLine): if isinstance(location, FrontLine):
raise InvalidObjectiveLocation(flight.flight_type, location) raise InvalidObjectiveLocation(flight.flight_type, location)
start_pos, end_pos = self.racetrack_for_objective(location, barcap=True) start, end = self.racetrack_for_objective(location, barcap=True)
patrol_alt = meters(
preferred_alt = flight.unit_type.preferred_patrol_altitude random.randint(
randomized_alt = preferred_alt + feet(random.randint(-2, 1) * 1000) int(self.doctrine.min_patrol_altitude.meters),
patrol_alt = max( int(self.doctrine.max_patrol_altitude.meters),
self.doctrine.min_patrol_altitude, )
min(self.doctrine.max_patrol_altitude, randomized_alt),
)
patrol_speed = flight.unit_type.preferred_patrol_speed(patrol_alt)
logging.debug(
f"BARCAP patrol speed for {flight.unit_type.name} at {patrol_alt.feet}ft: {patrol_speed.knots} KTAS"
) )
builder = WaypointBuilder(flight, self.game, self.is_player) builder = WaypointBuilder(flight, self.game, self.is_player)
start, end = builder.race_track(start_pos, end_pos, patrol_alt) start, end = builder.race_track(start, end, patrol_alt)
return BarCapFlightPlan( return BarCapFlightPlan(
package=self.package, package=self.package,
flight=flight, flight=flight,
patrol_duration=self.doctrine.cap_duration, patrol_duration=self.doctrine.cap_duration,
patrol_speed=patrol_speed,
engagement_distance=self.doctrine.cap_engagement_range, engagement_distance=self.doctrine.cap_engagement_range,
takeoff=builder.takeoff(flight.departure), takeoff=builder.takeoff(flight.departure),
nav_to=builder.nav_path( nav_to=builder.nav_path(
@@ -1214,12 +1211,10 @@ class FlightPlanBuilder:
target = self.package.target.position target = self.package.target.position
heading = self.package.waypoints.join.heading_between_point(target) heading = self.package.waypoints.join.heading_between_point(target)
start_pos = target.point_from_heading( start = target.point_from_heading(heading, -self.doctrine.sweep_distance.meters)
heading, -self.doctrine.sweep_distance.meters
)
builder = WaypointBuilder(flight, self.game, self.is_player) builder = WaypointBuilder(flight, self.game, self.is_player)
start, end = builder.sweep(start_pos, target, self.doctrine.ingress_altitude) start, end = builder.sweep(start, target, self.doctrine.ingress_altitude)
hold = builder.hold(self._hold_point(flight)) hold = builder.hold(self._hold_point(flight))
@@ -1413,15 +1408,11 @@ class FlightPlanBuilder:
""" """
location = self.package.target location = self.package.target
preferred_alt = flight.unit_type.preferred_patrol_altitude patrol_alt = meters(
randomized_alt = preferred_alt + feet(random.randint(-2, 1) * 1000) random.randint(
patrol_alt = max( int(self.doctrine.min_patrol_altitude.meters),
self.doctrine.min_patrol_altitude, int(self.doctrine.max_patrol_altitude.meters),
min(self.doctrine.max_patrol_altitude, randomized_alt), )
)
patrol_speed = flight.unit_type.preferred_patrol_speed(patrol_alt)
logging.debug(
f"TARCAP patrol speed for {flight.unit_type.name} at {patrol_alt.feet}ft: {patrol_speed.knots} KTAS"
) )
# Create points # Create points
@@ -1444,7 +1435,6 @@ class FlightPlanBuilder:
# requests an escort the CAP flight will remain on station for the # requests an escort the CAP flight will remain on station for the
# duration of the escorted mission, or until it is winchester/bingo. # duration of the escorted mission, or until it is winchester/bingo.
patrol_duration=self.doctrine.cap_duration, patrol_duration=self.doctrine.cap_duration,
patrol_speed=patrol_speed,
engagement_distance=self.doctrine.cap_engagement_range, engagement_distance=self.doctrine.cap_engagement_range,
takeoff=builder.takeoff(flight.departure), takeoff=builder.takeoff(flight.departure),
nav_to=builder.nav_path(flight.departure.position, orbit0p, patrol_alt), nav_to=builder.nav_path(flight.departure.position, orbit0p, patrol_alt),
@@ -1613,33 +1603,16 @@ class FlightPlanBuilder:
builder = WaypointBuilder(flight, self.game, self.is_player) builder = WaypointBuilder(flight, self.game, self.is_player)
# 2021-08-02: patrol_speed will currently have no effect because
# CAS doesn't use OrbitAction. But all PatrollingFlightPlan are expected
# to have patrol_speed
is_helo = flight.unit_type.dcs_unit_type.helicopter
ingress_egress_altitude = (
self.doctrine.ingress_altitude if not is_helo else meters(50)
)
patrol_speed = flight.unit_type.preferred_patrol_speed(ingress_egress_altitude)
use_agl_ingress_egress = is_helo
return CasFlightPlan( return CasFlightPlan(
package=self.package, package=self.package,
flight=flight, flight=flight,
patrol_duration=self.doctrine.cas_duration, patrol_duration=self.doctrine.cas_duration,
patrol_speed=patrol_speed,
takeoff=builder.takeoff(flight.departure), takeoff=builder.takeoff(flight.departure),
nav_to=builder.nav_path( nav_to=builder.nav_path(
flight.departure.position, flight.departure.position, ingress, self.doctrine.ingress_altitude
ingress,
ingress_egress_altitude,
use_agl_ingress_egress,
), ),
nav_from=builder.nav_path( nav_from=builder.nav_path(
egress, egress, flight.arrival.position, self.doctrine.ingress_altitude
flight.arrival.position,
ingress_egress_altitude,
use_agl_ingress_egress,
), ),
patrol_start=builder.ingress( patrol_start=builder.ingress(
FlightWaypointType.INGRESS_CAS, ingress, location FlightWaypointType.INGRESS_CAS, ingress, location
@@ -1692,7 +1665,6 @@ class FlightPlanBuilder:
else: else:
altitude = feet(21000) altitude = feet(21000)
# TODO: Could use flight.unit_type.preferred_patrol_speed(altitude) instead.
if tanker_type.patrol_speed is not None: if tanker_type.patrol_speed is not None:
speed = tanker_type.patrol_speed speed = tanker_type.patrol_speed
else: else:
@@ -1897,23 +1869,23 @@ class FlightPlanBuilder:
return self._retreating_rendezvous_point(attack_transition) return self._retreating_rendezvous_point(attack_transition)
return self._advancing_rendezvous_point(attack_transition) return self._advancing_rendezvous_point(attack_transition)
def _ingress_point(self, heading: float) -> Point: def _ingress_point(self, heading: int) -> Point:
return self.package.target.position.point_from_heading( return self.package.target.position.point_from_heading(
heading - 180 + 15, self.doctrine.ingress_egress_distance.meters heading - 180 + 15, self.doctrine.ingress_egress_distance.meters
) )
def _egress_point(self, heading: float) -> Point: def _egress_point(self, heading: int) -> Point:
return self.package.target.position.point_from_heading( return self.package.target.position.point_from_heading(
heading - 180 - 15, self.doctrine.ingress_egress_distance.meters heading - 180 - 15, self.doctrine.ingress_egress_distance.meters
) )
def _target_heading_to_package_airfield(self) -> float: def _target_heading_to_package_airfield(self) -> int:
return self._heading_to_package_airfield(self.package.target.position) return self._heading_to_package_airfield(self.package.target.position)
def _heading_to_package_airfield(self, point: Point) -> float: def _heading_to_package_airfield(self, point: Point) -> int:
return self.package_airfield().position.heading_between_point(point) return self.package_airfield().position.heading_between_point(point)
def _distance_to_package_airfield(self, point: Point) -> float: def _distance_to_package_airfield(self, point: Point) -> int:
return self.package_airfield().position.distance_to_point(point) return self.package_airfield().position.distance_to_point(point)
def package_airfield(self) -> ControlPoint: def package_airfield(self) -> ControlPoint:

View File

@@ -19,11 +19,7 @@ class Loadout:
is_custom: bool = False, is_custom: bool = False,
) -> None: ) -> None:
self.name = name self.name = name
# We clear unused pylon entries on initialization, but UI actions can still self.pylons = {k: v for k, v in pylons.items() if v is not None}
# cause a pylon to be emptied, so make the optional type explicit.
self.pylons: Mapping[int, Optional[Weapon]] = {
k: v for k, v in pylons.items() if v is not None
}
self.date = date self.date = date
self.is_custom = is_custom self.is_custom = is_custom
@@ -96,7 +92,6 @@ class Loadout:
FlightType.CAS: ("CAS MAVERICK F", "CAS"), FlightType.CAS: ("CAS MAVERICK F", "CAS"),
FlightType.STRIKE: ("STRIKE",), FlightType.STRIKE: ("STRIKE",),
FlightType.ANTISHIP: ("ANTISHIP",), FlightType.ANTISHIP: ("ANTISHIP",),
FlightType.DEAD: ("DEAD",),
FlightType.SEAD: ("SEAD",), FlightType.SEAD: ("SEAD",),
FlightType.BAI: ("BAI",), FlightType.BAI: ("BAI",),
FlightType.OCA_RUNWAY: ("RUNWAY_ATTACK", "RUNWAY_STRIKE"), FlightType.OCA_RUNWAY: ("RUNWAY_ATTACK", "RUNWAY_STRIKE"),
@@ -138,8 +133,4 @@ class Loadout:
) )
# TODO: Try group.load_task_default_loadout(loadout_for_task) # TODO: Try group.load_task_default_loadout(loadout_for_task)
return cls.empty_loadout()
@classmethod
def empty_loadout(cls) -> Loadout:
return Loadout("Empty", {}, date=None) return Loadout("Empty", {}, date=None)

View File

@@ -1,5 +1,4 @@
from __future__ import annotations from __future__ import annotations
import logging
import random import random
from dataclasses import dataclass from dataclasses import dataclass
@@ -11,12 +10,11 @@ from typing import (
TYPE_CHECKING, TYPE_CHECKING,
Tuple, Tuple,
Union, Union,
Any,
) )
from dcs.mapping import Point from dcs.mapping import Point
from dcs.unit import Unit from dcs.unit import Unit
from dcs.unitgroup import Group, VehicleGroup, ShipGroup from dcs.unitgroup import Group, VehicleGroup
if TYPE_CHECKING: if TYPE_CHECKING:
from game import Game from game import Game
@@ -35,9 +33,7 @@ from .flight import Flight, FlightWaypoint, FlightWaypointType
@dataclass(frozen=True) @dataclass(frozen=True)
class StrikeTarget: class StrikeTarget:
name: str name: str
target: Union[ target: Union[VehicleGroup, TheaterGroundObject, Unit, Group, MultiGroupTransport]
VehicleGroup, TheaterGroundObject[Any], Unit, ShipGroup, MultiGroupTransport
]
class WaypointBuilder: class WaypointBuilder:
@@ -58,7 +54,7 @@ class WaypointBuilder:
@property @property
def is_helo(self) -> bool: def is_helo(self) -> bool:
return self.flight.unit_type.dcs_unit_type.helicopter return getattr(self.flight.unit_type, "helicopter", False)
def takeoff(self, departure: ControlPoint) -> FlightWaypoint: def takeoff(self, departure: ControlPoint) -> FlightWaypoint:
"""Create takeoff waypoint for the given arrival airfield or carrier. """Create takeoff waypoint for the given arrival airfield or carrier.
@@ -445,7 +441,7 @@ class WaypointBuilder:
# description in gen.aircraft.JoinPointBuilder), so instead we give # description in gen.aircraft.JoinPointBuilder), so instead we give
# the escort flights a flight plan including the ingress point, target # the escort flights a flight plan including the ingress point, target
# area, and egress point. # area, and egress point.
ingress_wp = self.ingress(FlightWaypointType.INGRESS_ESCORT, ingress, target) ingress = self.ingress(FlightWaypointType.INGRESS_ESCORT, ingress, target)
waypoint = FlightWaypoint( waypoint = FlightWaypoint(
FlightWaypointType.TARGET_GROUP_LOC, FlightWaypointType.TARGET_GROUP_LOC,
@@ -459,8 +455,8 @@ class WaypointBuilder:
waypoint.description = "Escort the package" waypoint.description = "Escort the package"
waypoint.pretty_name = "Target area" waypoint.pretty_name = "Target area"
egress_wp = self.egress(egress, target) egress = self.egress(egress, target)
return ingress_wp, waypoint, egress_wp return ingress, waypoint, egress
@staticmethod @staticmethod
def pickup(control_point: ControlPoint) -> FlightWaypoint: def pickup(control_point: ControlPoint) -> FlightWaypoint:

View File

@@ -43,7 +43,7 @@ class ForcedOptionsGenerator:
if blue.unrestricted_satnav or red.unrestricted_satnav: if blue.unrestricted_satnav or red.unrestricted_satnav:
self.mission.forced_options.unrestricted_satnav = True self.mission.forced_options.unrestricted_satnav = True
def generate(self) -> None: def generate(self):
self._set_options_view() self._set_options_view()
self._set_external_views() self._set_external_views()
self._set_labels() self._set_labels()

View File

@@ -1,18 +1,13 @@
from __future__ import annotations
import logging import logging
import random import random
from enum import Enum from enum import Enum
from typing import Dict, List, TYPE_CHECKING from typing import Dict, List
from game.data.groundunitclass import GroundUnitClass from game.data.groundunitclass import GroundUnitClass
from game.dcs.groundunittype import GroundUnitType from game.dcs.groundunittype import GroundUnitType
from game.theater import ControlPoint from game.theater import ControlPoint
from gen.ground_forces.combat_stance import CombatStance from gen.ground_forces.combat_stance import CombatStance
if TYPE_CHECKING:
from game import Game
MAX_COMBAT_GROUP_PER_CP = 10 MAX_COMBAT_GROUP_PER_CP = 10
@@ -57,9 +52,10 @@ class CombatGroup:
self.unit_type = unit_type self.unit_type = unit_type
self.size = size self.size = size
self.role = role self.role = role
self.assigned_enemy_cp = None
self.start_position = None self.start_position = None
def __str__(self) -> str: def __str__(self):
s = f"ROLE : {self.role}\n" s = f"ROLE : {self.role}\n"
if self.size: if self.size:
s += f"UNITS {self.unit_type} * {self.size}" s += f"UNITS {self.unit_type} * {self.size}"
@@ -67,7 +63,7 @@ class CombatGroup:
class GroundPlanner: class GroundPlanner:
def __init__(self, cp: ControlPoint, game: Game) -> None: def __init__(self, cp: ControlPoint, game):
self.cp = cp self.cp = cp
self.game = game self.game = game
self.connected_enemy_cp = [ self.connected_enemy_cp = [
@@ -87,15 +83,17 @@ class GroundPlanner:
self.units_per_cp[cp.id] = [] self.units_per_cp[cp.id] = []
self.reserve: List[CombatGroup] = [] self.reserve: List[CombatGroup] = []
def plan_groundwar(self) -> None: def plan_groundwar(self):
ground_unit_limit = self.cp.frontline_unit_count_limit ground_unit_limit = self.cp.frontline_unit_count_limit
remaining_available_frontline_units = ground_unit_limit remaining_available_frontline_units = ground_unit_limit
# TODO: Fix to handle the per-front stances. if hasattr(self.cp, "stance"):
# https://github.com/dcs-liberation/dcs_liberation/issues/1417 group_size_choice = GROUP_SIZES_BY_COMBAT_STANCE[self.cp.stance]
group_size_choice = GROUP_SIZES_BY_COMBAT_STANCE[CombatStance.DEFENSIVE] else:
self.cp.stance = CombatStance.DEFENSIVE
group_size_choice = GROUP_SIZES_BY_COMBAT_STANCE[CombatStance.DEFENSIVE]
# Create combat groups and assign them randomly to each enemy CP # Create combat groups and assign them randomly to each enemy CP
for unit_type in self.cp.base.armor: for unit_type in self.cp.base.armor:
@@ -154,9 +152,20 @@ class GroundPlanner:
if len(self.connected_enemy_cp) > 0: if len(self.connected_enemy_cp) > 0:
enemy_cp = random.choice(self.connected_enemy_cp).id enemy_cp = random.choice(self.connected_enemy_cp).id
self.units_per_cp[enemy_cp].append(group) self.units_per_cp[enemy_cp].append(group)
group.assigned_enemy_cp = enemy_cp
else: else:
self.reserve.append(group) self.reserve.append(group)
group.assigned_enemy_cp = "__reserve__"
collection.append(group) collection.append(group)
if remaining_available_frontline_units == 0: if remaining_available_frontline_units == 0:
break break
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]:
print(str(group))

View File

@@ -9,23 +9,12 @@ from __future__ import annotations
import logging import logging
import random import random
from typing import ( from typing import Dict, Iterator, Optional, TYPE_CHECKING, Type, List
Dict,
Iterator,
Optional,
TYPE_CHECKING,
Type,
List,
TypeVar,
Any,
Generic,
Union,
)
from dcs import Mission, Point, unitgroup from dcs import Mission, Point, unitgroup
from dcs.action import SceneryDestructionZone from dcs.action import SceneryDestructionZone
from dcs.country import Country from dcs.country import Country
from dcs.point import StaticPoint, MovingPoint from dcs.point import StaticPoint
from dcs.statics import Fortification, fortification_map, warehouse_map from dcs.statics import Fortification, fortification_map, warehouse_map
from dcs.task import ( from dcs.task import (
ActivateBeaconCommand, ActivateBeaconCommand,
@@ -37,12 +26,12 @@ from dcs.task import (
from dcs.triggers import TriggerStart, TriggerZone from dcs.triggers import TriggerStart, TriggerZone
from dcs.unit import Ship, Unit, Vehicle, SingleHeliPad from dcs.unit import Ship, Unit, Vehicle, SingleHeliPad
from dcs.unitgroup import Group, ShipGroup, StaticGroup, VehicleGroup from dcs.unitgroup import Group, ShipGroup, StaticGroup, VehicleGroup
from dcs.unittype import StaticType, UnitType, ShipType, VehicleType from dcs.unittype import StaticType, UnitType
from dcs.vehicles import vehicle_map from dcs.vehicles import vehicle_map
from game import db from game import db
from game.data.building_data import FORTIFICATION_UNITS, FORTIFICATION_UNITS_ID from game.data.building_data import FORTIFICATION_UNITS, FORTIFICATION_UNITS_ID
from game.db import unit_type_from_name, ship_type_from_name, vehicle_type_from_name from game.db import unit_type_from_name
from game.theater import ControlPoint, TheaterGroundObject from game.theater import ControlPoint, TheaterGroundObject
from game.theater.theatergroundobject import ( from game.theater.theatergroundobject import (
BuildingGroundObject, BuildingGroundObject,
@@ -67,10 +56,7 @@ FARP_FRONTLINE_DISTANCE = 10000
AA_CP_MIN_DISTANCE = 40000 AA_CP_MIN_DISTANCE = 40000
TgoT = TypeVar("TgoT", bound=TheaterGroundObject[Any]) class GenericGroundObjectGenerator:
class GenericGroundObjectGenerator(Generic[TgoT]):
"""An unspecialized ground object generator. """An unspecialized ground object generator.
Currently used only for SAM Currently used only for SAM
@@ -78,7 +64,7 @@ class GenericGroundObjectGenerator(Generic[TgoT]):
def __init__( def __init__(
self, self,
ground_object: TgoT, ground_object: TheaterGroundObject,
country: Country, country: Country,
game: Game, game: Game,
mission: Mission, mission: Mission,
@@ -103,7 +89,10 @@ class GenericGroundObjectGenerator(Generic[TgoT]):
logging.warning(f"Found empty group in {self.ground_object}") logging.warning(f"Found empty group in {self.ground_object}")
continue continue
unit_type = vehicle_type_from_name(group.units[0].type) unit_type = unit_type_from_name(group.units[0].type)
if unit_type is None:
raise RuntimeError(f"Unrecognized unit type: {group.units[0].type}")
vg = self.m.vehicle_group( vg = self.m.vehicle_group(
self.country, self.country,
group.name, group.name,
@@ -127,27 +116,24 @@ class GenericGroundObjectGenerator(Generic[TgoT]):
self._register_unit_group(group, vg) self._register_unit_group(group, vg)
@staticmethod @staticmethod
def enable_eplrs(group: VehicleGroup, unit_type: Type[VehicleType]) -> None: def enable_eplrs(group: Group, unit_type: Type[UnitType]) -> None:
if unit_type.eplrs: if hasattr(unit_type, "eplrs"):
group.points[0].tasks.append(EPLRS(group.id)) if unit_type.eplrs:
group.points[0].tasks.append(EPLRS(group.id))
def set_alarm_state(self, group: Union[ShipGroup, VehicleGroup]) -> None: def set_alarm_state(self, group: Group) -> None:
if self.game.settings.perf_red_alert_state: if self.game.settings.perf_red_alert_state:
group.points[0].tasks.append(OptAlarmState(2)) group.points[0].tasks.append(OptAlarmState(2))
else: else:
group.points[0].tasks.append(OptAlarmState(1)) group.points[0].tasks.append(OptAlarmState(1))
def _register_unit_group( def _register_unit_group(self, persistence_group: Group, miz_group: Group) -> None:
self,
persistence_group: Union[ShipGroup, VehicleGroup],
miz_group: Union[ShipGroup, VehicleGroup],
) -> None:
self.unit_map.add_ground_object_units( self.unit_map.add_ground_object_units(
self.ground_object, persistence_group, miz_group self.ground_object, persistence_group, miz_group
) )
class MissileSiteGenerator(GenericGroundObjectGenerator[MissileSiteGroundObject]): class MissileSiteGenerator(GenericGroundObjectGenerator):
@property @property
def culled(self) -> bool: def culled(self) -> bool:
# Don't cull missile sites - their range is long enough to make them easily # Don't cull missile sites - their range is long enough to make them easily
@@ -162,7 +148,7 @@ class MissileSiteGenerator(GenericGroundObjectGenerator[MissileSiteGroundObject]
for group in self.ground_object.groups: for group in self.ground_object.groups:
vg = self.m.find_group(group.name) vg = self.m.find_group(group.name)
if vg is not None: if vg is not None:
targets = self.possible_missile_targets() targets = self.possible_missile_targets(vg)
if targets: if targets:
target = random.choice(targets) target = random.choice(targets)
real_target = target.point_from_heading( real_target = target.point_from_heading(
@@ -179,7 +165,7 @@ class MissileSiteGenerator(GenericGroundObjectGenerator[MissileSiteGroundObject]
"Couldn't setup missile site to fire, group was not generated." "Couldn't setup missile site to fire, group was not generated."
) )
def possible_missile_targets(self) -> List[Point]: def possible_missile_targets(self, vg: Group) -> List[Point]:
""" """
Find enemy control points in range Find enemy control points in range
:param vg: Vehicle group we are searching a target for (There is always only oe group right now) :param vg: Vehicle group we are searching a target for (There is always only oe group right now)
@@ -188,7 +174,7 @@ class MissileSiteGenerator(GenericGroundObjectGenerator[MissileSiteGroundObject]
targets: List[Point] = [] targets: List[Point] = []
for cp in self.game.theater.controlpoints: for cp in self.game.theater.controlpoints:
if cp.captured != self.ground_object.control_point.captured: if cp.captured != self.ground_object.control_point.captured:
distance = cp.position.distance_to_point(self.ground_object.position) distance = cp.position.distance_to_point(vg.position)
if distance < self.missile_site_range: if distance < self.missile_site_range:
targets.append(cp.position) targets.append(cp.position)
return targets return targets
@@ -210,7 +196,7 @@ class MissileSiteGenerator(GenericGroundObjectGenerator[MissileSiteGroundObject]
return site_range return site_range
class BuildingSiteGenerator(GenericGroundObjectGenerator[BuildingGroundObject]): class BuildingSiteGenerator(GenericGroundObjectGenerator):
"""Generator for building sites. """Generator for building sites.
Building sites are the primary type of non-airbase objective locations that Building sites are the primary type of non-airbase objective locations that
@@ -239,7 +225,7 @@ class BuildingSiteGenerator(GenericGroundObjectGenerator[BuildingGroundObject]):
f"{self.ground_object.dcs_identifier} not found in static maps" f"{self.ground_object.dcs_identifier} not found in static maps"
) )
def generate_vehicle_group(self, unit_type: Type[VehicleType]) -> None: def generate_vehicle_group(self, unit_type: Type[UnitType]) -> None:
if not self.ground_object.is_dead: if not self.ground_object.is_dead:
group = self.m.vehicle_group( group = self.m.vehicle_group(
country=self.country, country=self.country,
@@ -338,7 +324,7 @@ class SceneryGenerator(BuildingSiteGenerator):
self.unit_map.add_scenery(scenery) self.unit_map.add_scenery(scenery)
class GenericCarrierGenerator(GenericGroundObjectGenerator[GenericCarrierGroundObject]): class GenericCarrierGenerator(GenericGroundObjectGenerator):
"""Base type for carrier group generation. """Base type for carrier group generation.
Used by both CV(N) groups and LHA groups. Used by both CV(N) groups and LHA groups.
@@ -390,12 +376,13 @@ class GenericCarrierGenerator(GenericGroundObjectGenerator[GenericCarrierGroundO
self.add_runway_data(brc or 0, atc, tacan, tacan_callsign, icls) self.add_runway_data(brc or 0, atc, tacan, tacan_callsign, icls)
self._register_unit_group(group, ship_group) self._register_unit_group(group, ship_group)
def get_carrier_type(self, group: ShipGroup) -> Type[ShipType]: def get_carrier_type(self, group: Group) -> Type[UnitType]:
return ship_type_from_name(group.units[0].type) unit_type = unit_type_from_name(group.units[0].type)
if unit_type is None:
raise RuntimeError(f"Unrecognized carrier name: {group.units[0].type}")
return unit_type
def configure_carrier( def configure_carrier(self, group: Group, atc_channel: RadioFrequency) -> ShipGroup:
self, group: ShipGroup, atc_channel: RadioFrequency
) -> ShipGroup:
unit_type = self.get_carrier_type(group) unit_type = self.get_carrier_type(group)
ship_group = self.m.ship_group( ship_group = self.m.ship_group(
@@ -487,7 +474,7 @@ class GenericCarrierGenerator(GenericGroundObjectGenerator[GenericCarrierGroundO
class CarrierGenerator(GenericCarrierGenerator): class CarrierGenerator(GenericCarrierGenerator):
"""Generator for CV(N) groups.""" """Generator for CV(N) groups."""
def get_carrier_type(self, group: ShipGroup) -> Type[ShipType]: def get_carrier_type(self, group: Group) -> UnitType:
unit_type = super().get_carrier_type(group) unit_type = super().get_carrier_type(group)
if self.game.settings.supercarrier: if self.game.settings.supercarrier:
unit_type = db.upgrade_to_supercarrier(unit_type, self.control_point.name) unit_type = db.upgrade_to_supercarrier(unit_type, self.control_point.name)
@@ -531,7 +518,7 @@ class LhaGenerator(GenericCarrierGenerator):
) )
class ShipObjectGenerator(GenericGroundObjectGenerator[ShipGroundObject]): class ShipObjectGenerator(GenericGroundObjectGenerator):
"""Generator for non-carrier naval groups.""" """Generator for non-carrier naval groups."""
def generate(self) -> None: def generate(self) -> None:
@@ -542,11 +529,14 @@ class ShipObjectGenerator(GenericGroundObjectGenerator[ShipGroundObject]):
if not group.units: if not group.units:
logging.warning(f"Found empty group in {self.ground_object}") logging.warning(f"Found empty group in {self.ground_object}")
continue continue
self.generate_group(group, ship_type_from_name(group.units[0].type))
def generate_group( unit_type = unit_type_from_name(group.units[0].type)
self, group_def: ShipGroup, first_unit_type: Type[ShipType] if unit_type is None:
) -> None: raise RuntimeError(f"Unrecognized unit type: {group.units[0].type}")
self.generate_group(group, unit_type)
def generate_group(self, group_def: Group, first_unit_type: Type[UnitType]) -> None:
group = self.m.ship_group( group = self.m.ship_group(
self.country, self.country,
group_def.name, group_def.name,
@@ -634,7 +624,7 @@ class GroundObjectsGenerator:
self.icls_alloc = iter(range(1, 21)) self.icls_alloc = iter(range(1, 21))
self.runways: Dict[str, RunwayData] = {} self.runways: Dict[str, RunwayData] = {}
def generate(self) -> None: def generate(self):
for cp in self.game.theater.controlpoints: for cp in self.game.theater.controlpoints:
if cp.captured: if cp.captured:
country_name = self.game.player_country country_name = self.game.player_country
@@ -647,7 +637,6 @@ class GroundObjectsGenerator:
).generate() ).generate()
for ground_object in cp.ground_objects: for ground_object in cp.ground_objects:
generator: GenericGroundObjectGenerator[Any]
if isinstance(ground_object, FactoryGroundObject): if isinstance(ground_object, FactoryGroundObject):
generator = FactoryGenerator( generator = FactoryGenerator(
ground_object, country, self.game, self.m, self.unit_map ground_object, country, self.game, self.m, self.unit_map

View File

@@ -37,7 +37,6 @@ from tabulate import tabulate
from game.data.alic import AlicCodes from game.data.alic import AlicCodes
from game.db import unit_type_from_name from game.db import unit_type_from_name
from game.dcs.aircrafttype import AircraftType from game.dcs.aircrafttype import AircraftType
from game.savecompat import has_save_compat_for
from game.theater import ConflictTheater, TheaterGroundObject, LatLon from game.theater import ConflictTheater, TheaterGroundObject, LatLon
from game.theater.bullseye import Bullseye from game.theater.bullseye import Bullseye
from game.utils import meters from game.utils import meters
@@ -64,8 +63,7 @@ class KneeboardPageWriter:
else: else:
self.foreground_fill = (15, 15, 15) self.foreground_fill = (15, 15, 15)
self.background_fill = (255, 252, 252) self.background_fill = (255, 252, 252)
self.image_size = (768, 1024) self.image = Image.new("RGB", (768, 1024), self.background_fill)
self.image = Image.new("RGB", self.image_size, self.background_fill)
# These font sizes create a relatively full page for current sorties. If # These font sizes create a relatively full page for current sorties. If
# we start generating more complicated flight plans, or start including # we start generating more complicated flight plans, or start including
# more information in the comm ladder (the latter of which we should # more information in the comm ladder (the latter of which we should
@@ -84,7 +82,6 @@ class KneeboardPageWriter:
"resources/fonts/Inconsolata.otf", 20, layout_engine=ImageFont.LAYOUT_BASIC "resources/fonts/Inconsolata.otf", 20, layout_engine=ImageFont.LAYOUT_BASIC
) )
self.draw = ImageDraw.Draw(self.image) self.draw = ImageDraw.Draw(self.image)
self.page_margin = page_margin
self.x = page_margin self.x = page_margin
self.y = page_margin self.y = page_margin
self.line_spacing = line_spacing self.line_spacing = line_spacing
@@ -94,24 +91,10 @@ class KneeboardPageWriter:
return self.x, self.y return self.x, self.y
def text( def text(
self, self, text: str, font=None, fill: Tuple[int, int, int] = (0, 0, 0)
text: str,
font: Optional[ImageFont.FreeTypeFont] = None,
fill: Optional[Tuple[int, int, int]] = None,
wrap: bool = False,
) -> None: ) -> None:
if font is None: if font is None:
font = self.content_font font = self.content_font
if fill is None:
fill = self.foreground_fill
if wrap:
text = "\n".join(
self.wrap_line_with_font(
line, self.image_size[0] - self.page_margin - self.x, font
)
for line in text.splitlines()
)
self.draw.text(self.position, text, font=font, fill=fill) self.draw.text(self.position, text, font=font, fill=fill)
width, height = self.draw.textsize(text, font=font) width, height = self.draw.textsize(text, font=font)
@@ -151,24 +134,6 @@ class KneeboardPageWriter:
output = combo output = combo
return "".join(segments + [output]).strip() return "".join(segments + [output]).strip()
@staticmethod
def wrap_line_with_font(
inputstr: str, max_width: int, font: ImageFont.FreeTypeFont
) -> str:
if font.getsize(inputstr)[0] <= max_width:
return inputstr
tokens = inputstr.split(" ")
output = ""
segments = []
for token in tokens:
combo = output + " " + token
if font.getsize(combo)[0] > max_width:
segments.append(output + "\n")
output = token
else:
output = combo
return "".join(segments + [output]).strip()
class KneeboardPage: class KneeboardPage:
"""Base class for all kneeboard pages.""" """Base class for all kneeboard pages."""
@@ -589,24 +554,6 @@ class StrikeTaskPage(KneeboardPage):
] ]
class NotesPage(KneeboardPage):
"""A kneeboard page containing the campaign owner's notes."""
def __init__(
self,
notes: str,
dark_kneeboard: bool,
) -> None:
self.notes = notes
self.dark_kneeboard = dark_kneeboard
def write(self, path: Path) -> None:
writer = KneeboardPageWriter(dark_theme=self.dark_kneeboard)
writer.title(f"Notes")
writer.text(self.notes, wrap=True)
writer.write(path)
class KneeboardGenerator(MissionInfoGenerator): class KneeboardGenerator(MissionInfoGenerator):
"""Creates kneeboard pages for each client flight in the mission.""" """Creates kneeboard pages for each client flight in the mission."""
@@ -655,7 +602,6 @@ class KneeboardGenerator(MissionInfoGenerator):
return StrikeTaskPage(flight, self.dark_kneeboard, self.game.theater) return StrikeTaskPage(flight, self.dark_kneeboard, self.game.theater)
return None return None
@has_save_compat_for(4)
def generate_flight_kneeboard(self, flight: FlightData) -> List[KneeboardPage]: def generate_flight_kneeboard(self, flight: FlightData) -> List[KneeboardPage]:
"""Returns a list of kneeboard pages for the given flight.""" """Returns a list of kneeboard pages for the given flight."""
pages: List[KneeboardPage] = [ pages: List[KneeboardPage] = [
@@ -677,10 +623,6 @@ class KneeboardGenerator(MissionInfoGenerator):
), ),
] ]
# Only create the notes page if there are notes to show.
if notes := getattr(self.game, "notes", ""):
pages.append(NotesPage(notes, self.dark_kneeboard))
if (target_page := self.generate_task_page(flight)) is not None: if (target_page := self.generate_task_page(flight)) is not None:
pages.append(target_page) pages.append(target_page)

View File

@@ -0,0 +1,22 @@
from dataclasses import dataclass, field
from typing import List
from gen.locations.preset_locations import PresetLocation
@dataclass
class PresetControlPointLocations:
"""A repository of preset locations for a given control point"""
# List of possible ashore locations to generate objects (Represented in miz file by an APC_AAV_7_Amphibious)
ashore_locations: List[PresetLocation] = field(default_factory=list)
# List of possible offshore locations to generate ship groups (Represented in miz file by an Oliver Hazard Perry)
offshore_locations: List[PresetLocation] = field(default_factory=list)
# Possible antiship missiles sites locations (Represented in miz file by Iranian Silkworm missiles)
antiship_locations: List[PresetLocation] = field(default_factory=list)
# List of possible powerplants locations (Represented in miz file by static Workshop A object, USA)
powerplant_locations: List[PresetLocation] = field(default_factory=list)

View File

@@ -0,0 +1,21 @@
from dataclasses import dataclass
from dcs import Point
@dataclass
class PresetLocation:
"""A preset location"""
position: Point
heading: int
id: str
def __str__(self):
return (
"-" * 10
+ "X: {}\n Y: {}\nHdg: {}°\nId: {}".format(
self.position.x, self.position.y, self.heading, self.id
)
+ "-" * 10
)

View File

@@ -1,20 +1,13 @@
import logging import logging
import random import random
from typing import Optional from game import db
from dcs.unitgroup import VehicleGroup
from game import db, Game
from game.theater.theatergroundobject import MissileSiteGroundObject
from gen.missiles.scud_site import ScudGenerator from gen.missiles.scud_site import ScudGenerator
from gen.missiles.v1_group import V1GroupGenerator from gen.missiles.v1_group import V1GroupGenerator
MISSILES_MAP = {"V1GroupGenerator": V1GroupGenerator, "ScudGenerator": ScudGenerator} MISSILES_MAP = {"V1GroupGenerator": V1GroupGenerator, "ScudGenerator": ScudGenerator}
def generate_missile_group( def generate_missile_group(game, ground_object, faction_name: str):
game: Game, ground_object: MissileSiteGroundObject, faction_name: str
) -> Optional[VehicleGroup]:
""" """
This generate a missiles group This generate a missiles group
:return: Nothing, but put the group reference inside the ground object :return: Nothing, but put the group reference inside the ground object

View File

@@ -2,20 +2,15 @@ import random
from dcs.vehicles import Unarmed, MissilesSS, AirDefence from dcs.vehicles import Unarmed, MissilesSS, AirDefence
from game import Game from gen.sam.group_generator import GroupGenerator
from game.factions.faction import Faction
from game.theater.theatergroundobject import MissileSiteGroundObject
from gen.sam.group_generator import VehicleGroupGenerator
class ScudGenerator(VehicleGroupGenerator[MissileSiteGroundObject]): class ScudGenerator(GroupGenerator):
def __init__( def __init__(self, game, ground_object, faction):
self, game: Game, ground_object: MissileSiteGroundObject, faction: Faction
) -> None:
super(ScudGenerator, self).__init__(game, ground_object) super(ScudGenerator, self).__init__(game, ground_object)
self.faction = faction self.faction = faction
def generate(self) -> None: def generate(self):
# Scuds # Scuds
self.add_unit( self.add_unit(

View File

@@ -2,20 +2,15 @@ import random
from dcs.vehicles import Unarmed, MissilesSS, AirDefence from dcs.vehicles import Unarmed, MissilesSS, AirDefence
from game import Game from gen.sam.group_generator import GroupGenerator
from game.factions.faction import Faction
from game.theater.theatergroundobject import MissileSiteGroundObject
from gen.sam.group_generator import VehicleGroupGenerator
class V1GroupGenerator(VehicleGroupGenerator[MissileSiteGroundObject]): class V1GroupGenerator(GroupGenerator):
def __init__( def __init__(self, game, ground_object, faction):
self, game: Game, ground_object: MissileSiteGroundObject, faction: Faction
) -> None:
super(V1GroupGenerator, self).__init__(game, ground_object) super(V1GroupGenerator, self).__init__(game, ground_object)
self.faction = faction self.faction = faction
def generate(self) -> None: def generate(self):
# Ramps # Ramps
self.add_unit( self.add_unit(

View File

@@ -1,6 +1,6 @@
import random import random
import time import time
from typing import List, Any from typing import List
from dcs.country import Country from dcs.country import Country
@@ -256,7 +256,7 @@ class NameGenerator:
existing_alphas: List[str] = [] existing_alphas: List[str] = []
@classmethod @classmethod
def reset(cls) -> None: def reset(cls):
cls.number = 0 cls.number = 0
cls.infantry_number = 0 cls.infantry_number = 0
cls.convoy_number = 0 cls.convoy_number = 0
@@ -265,7 +265,7 @@ class NameGenerator:
cls.existing_alphas = [] cls.existing_alphas = []
@classmethod @classmethod
def reset_numbers(cls) -> None: def reset_numbers(cls):
cls.number = 0 cls.number = 0
cls.infantry_number = 0 cls.infantry_number = 0
cls.aircraft_number = 0 cls.aircraft_number = 0
@@ -273,9 +273,7 @@ class NameGenerator:
cls.cargo_ship_number = 0 cls.cargo_ship_number = 0
@classmethod @classmethod
def next_aircraft_name( def next_aircraft_name(cls, country: Country, parent_base_id: int, flight: Flight):
cls, country: Country, parent_base_id: int, flight: Flight
) -> str:
cls.aircraft_number += 1 cls.aircraft_number += 1
try: try:
if flight.custom_name: if flight.custom_name:
@@ -295,9 +293,7 @@ class NameGenerator:
) )
@classmethod @classmethod
def next_unit_name( def next_unit_name(cls, country: Country, parent_base_id: int, unit_type: UnitType):
cls, country: Country, parent_base_id: int, unit_type: UnitType[Any]
) -> str:
cls.number += 1 cls.number += 1
return "unit|{}|{}|{}|{}|".format( return "unit|{}|{}|{}|{}|".format(
country.id, cls.number, parent_base_id, unit_type.name country.id, cls.number, parent_base_id, unit_type.name
@@ -305,8 +301,8 @@ class NameGenerator:
@classmethod @classmethod
def next_infantry_name( def next_infantry_name(
cls, country: Country, parent_base_id: int, unit_type: UnitType[Any] cls, country: Country, parent_base_id: int, unit_type: UnitType
) -> str: ):
cls.infantry_number += 1 cls.infantry_number += 1
return "infantry|{}|{}|{}|{}|".format( return "infantry|{}|{}|{}|{}|".format(
country.id, country.id,
@@ -316,17 +312,17 @@ class NameGenerator:
) )
@classmethod @classmethod
def next_awacs_name(cls, country: Country) -> str: def next_awacs_name(cls, country: Country):
cls.number += 1 cls.number += 1
return "awacs|{}|{}|0|".format(country.id, cls.number) return "awacs|{}|{}|0|".format(country.id, cls.number)
@classmethod @classmethod
def next_tanker_name(cls, country: Country, unit_type: AircraftType) -> str: def next_tanker_name(cls, country: Country, unit_type: AircraftType):
cls.number += 1 cls.number += 1
return "tanker|{}|{}|0|{}".format(country.id, cls.number, unit_type.name) return "tanker|{}|{}|0|{}".format(country.id, cls.number, unit_type.name)
@classmethod @classmethod
def next_carrier_name(cls, country: Country) -> str: def next_carrier_name(cls, country: Country):
cls.number += 1 cls.number += 1
return "carrier|{}|{}|0|".format(country.id, cls.number) return "carrier|{}|{}|0|".format(country.id, cls.number)
@@ -341,7 +337,7 @@ class NameGenerator:
return f"Cargo Ship {cls.cargo_ship_number:03}" return f"Cargo Ship {cls.cargo_ship_number:03}"
@classmethod @classmethod
def random_objective_name(cls) -> str: def random_objective_name(cls):
if cls.animals: if cls.animals:
animal = random.choice(cls.animals) animal = random.choice(cls.animals)
cls.animals.remove(animal) cls.animals.remove(animal)

View File

@@ -15,7 +15,7 @@ class RadioFrequency:
#: The frequency in kilohertz. #: The frequency in kilohertz.
hertz: int hertz: int
def __str__(self) -> str: def __str__(self):
if self.hertz >= 1000000: if self.hertz >= 1000000:
return self.format("MHz", 1000000) return self.format("MHz", 1000000)
return self.format("kHz", 1000) return self.format("kHz", 1000)

View File

@@ -14,21 +14,25 @@ class BoforsGenerator(AirDefenseGroupGenerator):
""" """
name = "Bofors AAA" name = "Bofors AAA"
price = 75
def generate(self) -> None: def generate(self):
grid_x = random.randint(2, 3)
grid_y = random.randint(2, 3)
spacing = random.randint(10, 40)
index = 0 index = 0
for i in range(4): for i in range(grid_x):
spacing_x = random.randint(10, 40) for j in range(grid_y):
spacing_y = random.randint(10, 40) index = index + 1
index = index + 1 self.add_unit(
self.add_unit( AirDefence.Bofors40,
AirDefence.Bofors40, "AAA#" + str(index),
"AAA#" + str(index), self.position.x + spacing * i,
self.position.x + spacing_x * i, self.position.y + spacing * j,
self.position.y + spacing_y * i, self.heading,
self.heading, )
)
@classmethod @classmethod
def range(cls) -> AirDefenseRange: def range(cls) -> AirDefenseRange:

View File

@@ -23,26 +23,31 @@ class FlakGenerator(AirDefenseGroupGenerator):
""" """
name = "Flak Site" name = "Flak Site"
price = 135
def generate(self):
grid_x = random.randint(2, 3)
grid_y = random.randint(2, 3)
spacing = random.randint(20, 35)
def generate(self) -> None:
index = 0 index = 0
mixed = random.choice([True, False]) mixed = random.choice([True, False])
unit_type = random.choice(GFLAK) unit_type = random.choice(GFLAK)
for i in range(4): for i in range(grid_x):
index = index + 1 for j in range(grid_y):
spacing_x = random.randint(10, 40) index = index + 1
spacing_y = random.randint(10, 40) self.add_unit(
self.add_unit( unit_type,
unit_type, "AAA#" + str(index),
"AAA#" + str(index), self.position.x + spacing * i + random.randint(1, 5),
self.position.x + spacing_x * i + random.randint(1, 5), self.position.y + spacing * j + random.randint(1, 5),
self.position.y + spacing_y * i + random.randint(1, 5), self.heading,
self.heading, )
)
if mixed: if mixed:
unit_type = random.choice(GFLAK) unit_type = random.choice(GFLAK)
# Search lights # Search lights
search_pos = self.get_circular_position(random.randint(2, 3), 80) search_pos = self.get_circular_position(random.randint(2, 3), 80)
@@ -81,10 +86,8 @@ class FlakGenerator(AirDefenseGroupGenerator):
) )
# Some Opel Blitz trucks # Some Opel Blitz trucks
index = 0 for i in range(int(max(1, grid_x / 2))):
for i in range(int(max(1, 2))): for j in range(int(max(1, grid_x / 2))):
for j in range(int(max(1, 2))):
index += 1
self.add_unit( self.add_unit(
Unarmed.Blitz_36_6700A, Unarmed.Blitz_36_6700A,
"BLITZ#" + str(index), "BLITZ#" + str(index),

View File

@@ -14,8 +14,9 @@ class Flak18Generator(AirDefenseGroupGenerator):
""" """
name = "WW2 Flak Site" name = "WW2 Flak Site"
price = 40
def generate(self) -> None: def generate(self):
spacing = random.randint(30, 60) spacing = random.randint(30, 60)
index = 0 index = 0

View File

@@ -13,8 +13,12 @@ class KS19Generator(AirDefenseGroupGenerator):
""" """
name = "KS-19 AAA Site" name = "KS-19 AAA Site"
price = 98
def generate(self):
spacing = random.randint(10, 40)
def generate(self) -> None:
self.add_unit( self.add_unit(
highdigitsams.AAA_SON_9_Fire_Can, highdigitsams.AAA_SON_9_Fire_Can,
"TR", "TR",
@@ -24,17 +28,16 @@ class KS19Generator(AirDefenseGroupGenerator):
) )
index = 0 index = 0
for i in range(4): for i in range(3):
spacing_x = random.randint(10, 40) for j in range(3):
spacing_y = random.randint(10, 40) index = index + 1
index = index + 1 self.add_unit(
self.add_unit( highdigitsams.AAA_100mm_KS_19,
highdigitsams.AAA_100mm_KS_19, "AAA#" + str(index),
"AAA#" + str(index), self.position.x + spacing * i,
self.position.x + spacing_x * i, self.position.y + spacing * j,
self.position.y + spacing_y * i, self.heading,
self.heading, )
)
@classmethod @classmethod
def range(cls) -> AirDefenseRange: def range(cls) -> AirDefenseRange:

View File

@@ -14,8 +14,9 @@ class AllyWW2FlakGenerator(AirDefenseGroupGenerator):
""" """
name = "WW2 Ally Flak Site" name = "WW2 Ally Flak Site"
price = 140
def generate(self) -> None: def generate(self):
positions = self.get_circular_position(4, launcher_distance=30, coverage=360) positions = self.get_circular_position(4, launcher_distance=30, coverage=360)
for i, position in enumerate(positions): for i, position in enumerate(positions):

View File

@@ -12,9 +12,10 @@ class ZSU57Generator(AirDefenseGroupGenerator):
""" """
name = "ZSU-57-2 Group" name = "ZSU-57-2 Group"
price = 60
def generate(self) -> None: def generate(self):
num_launchers = 4 num_launchers = 5
positions = self.get_circular_position( positions = self.get_circular_position(
num_launchers, launcher_distance=110, coverage=360 num_launchers, launcher_distance=110, coverage=360
) )

View File

@@ -14,20 +14,25 @@ class ZU23InsurgentGenerator(AirDefenseGroupGenerator):
""" """
name = "Zu-23 Site" name = "Zu-23 Site"
price = 56
def generate(self):
grid_x = random.randint(2, 3)
grid_y = random.randint(2, 3)
spacing = random.randint(10, 40)
def generate(self) -> None:
index = 0 index = 0
for i in range(4): for i in range(grid_x):
index = index + 1 for j in range(grid_y):
spacing_x = random.randint(10, 40) index = index + 1
spacing_y = random.randint(10, 40) self.add_unit(
self.add_unit( AirDefence.ZU_23_Closed_Insurgent,
AirDefence.ZU_23_Closed_Insurgent, "AAA#" + str(index),
"AAA#" + str(index), self.position.x + spacing * i,
self.position.x + spacing_x * i, self.position.y + spacing * j,
self.position.y + spacing_y * i, self.heading,
self.heading, )
)
@classmethod @classmethod
def range(cls) -> AirDefenseRange: def range(cls) -> AirDefenseRange:

View File

@@ -1,5 +1,3 @@
from __future__ import annotations
from abc import ABC, abstractmethod from abc import ABC, abstractmethod
from enum import Enum from enum import Enum
from typing import Iterator, List from typing import Iterator, List
@@ -8,69 +6,36 @@ from dcs.unitgroup import VehicleGroup
from game import Game from game import Game
from game.theater.theatergroundobject import SamGroundObject from game.theater.theatergroundobject import SamGroundObject
from gen.sam.group_generator import VehicleGroupGenerator from gen.sam.group_generator import GroupGenerator
class SkynetRole(Enum):
#: A radar SAM that should be controlled by Skynet.
Sam = "Sam"
#: A radar SAM that should be controlled and used as an EWR by Skynet.
SamAsEwr = "SamAsEwr"
#: An air defense unit that should be used as point defense by Skynet.
PointDefense = "PD"
#: All other types of groups that might be present in a SAM TGO. This includes
#: SHORADS, AAA, supply trucks, etc. Anything that shouldn't be controlled by Skynet
#: should use this role.
NoSkynetBehavior = "NoSkynetBehavior"
class AirDefenseRange(Enum): class AirDefenseRange(Enum):
AAA = ("AAA", SkynetRole.NoSkynetBehavior) AAA = "AAA"
Short = ("short", SkynetRole.NoSkynetBehavior) Short = "short"
Medium = ("medium", SkynetRole.Sam) Medium = "medium"
Long = ("long", SkynetRole.SamAsEwr) Long = "long"
def __init__(self, description: str, default_role: SkynetRole) -> None:
self.range_name = description
self.default_role = default_role
class AirDefenseGroupGenerator(VehicleGroupGenerator[SamGroundObject], ABC): class AirDefenseGroupGenerator(GroupGenerator, ABC):
""" """
This is the base for all SAM group generators This is the base for all SAM group generators
""" """
price: int
def __init__(self, game: Game, ground_object: SamGroundObject) -> None: def __init__(self, game: Game, ground_object: SamGroundObject) -> None:
ground_object.skynet_capable = True
super().__init__(game, ground_object) super().__init__(game, ground_object)
self.vg.name = self.group_name_for_role(self.vg.id, self.primary_group_role())
self.auxiliary_groups: List[VehicleGroup] = [] self.auxiliary_groups: List[VehicleGroup] = []
self.heading = self.heading_to_conflict()
def add_auxiliary_group(self, role: SkynetRole) -> VehicleGroup: def add_auxiliary_group(self, name_suffix: str) -> VehicleGroup:
gid = self.game.next_group_id() group = VehicleGroup(
group = VehicleGroup(gid, self.group_name_for_role(gid, role)) self.game.next_group_id(), "|".join([self.go.group_name, name_suffix])
)
self.auxiliary_groups.append(group) self.auxiliary_groups.append(group)
return group return group
def group_name_for_role(self, gid: int, role: SkynetRole) -> str:
if role is SkynetRole.NoSkynetBehavior:
# No special naming needed for air defense groups that don't participate in
# Skynet.
return f"{self.go.group_name}|{gid}"
# For those that do, we need a prefix of `$COLOR|SAM| so our Skynet config picks
# the group up at all. To support PDs we need to append the ID of the TGO so
# that the PD will know which group it's protecting. We then append the role so
# our config knows what to do with the group, and finally the GID of *this*
# group to ensure no conflicts.
return "|".join(
[self.go.faction_color, "SAM", str(self.go.group_id), role.value, str(gid)]
)
def get_generated_group(self) -> VehicleGroup: def get_generated_group(self) -> VehicleGroup:
raise RuntimeError( raise RuntimeError(
"Deprecated call to AirDefenseGroupGenerator.get_generated_group " "Deprecated call to AirDefenseGroupGenerator.get_generated_group "
@@ -87,7 +52,3 @@ class AirDefenseGroupGenerator(VehicleGroupGenerator[SamGroundObject], ABC):
@abstractmethod @abstractmethod
def range(cls) -> AirDefenseRange: def range(cls) -> AirDefenseRange:
... ...
@classmethod
def primary_group_role(cls) -> SkynetRole:
return cls.range().default_role

View File

@@ -17,8 +17,9 @@ class EarlyColdWarFlakGenerator(AirDefenseGroupGenerator):
""" """
name = "Early Cold War Flak Site" name = "Early Cold War Flak Site"
price = 74
def generate(self) -> None: def generate(self):
spacing = random.randint(30, 60) spacing = random.randint(30, 60)
index = 0 index = 0
@@ -89,8 +90,9 @@ class ColdWarFlakGenerator(AirDefenseGroupGenerator):
""" """
name = "Cold War Flak Site" name = "Cold War Flak Site"
price = 72
def generate(self) -> None: def generate(self):
spacing = random.randint(30, 60) spacing = random.randint(30, 60)
index = 0 index = 0

View File

@@ -18,7 +18,6 @@ from gen.sam.ewrs import (
StraightFlushGenerator, StraightFlushGenerator,
TallRackGenerator, TallRackGenerator,
EwrGenerator, EwrGenerator,
TinShieldGenerator,
) )
EWR_MAP = { EWR_MAP = {
@@ -32,7 +31,6 @@ EWR_MAP = {
"SnowDriftGenerator": SnowDriftGenerator, "SnowDriftGenerator": SnowDriftGenerator,
"StraightFlushGenerator": StraightFlushGenerator, "StraightFlushGenerator": StraightFlushGenerator,
"HawkEwrGenerator": HawkEwrGenerator, "HawkEwrGenerator": HawkEwrGenerator,
"TinShieldGenerator": TinShieldGenerator,
} }

View File

@@ -1,26 +1,26 @@
from typing import Type from typing import Type
from dcs.unittype import VehicleType
from dcs.vehicles import AirDefence from dcs.vehicles import AirDefence
from dcs.unittype import VehicleType
from game.theater.theatergroundobject import EwrGroundObject from gen.sam.group_generator import GroupGenerator
from gen.sam.group_generator import VehicleGroupGenerator
class EwrGenerator(VehicleGroupGenerator[EwrGroundObject]): class EwrGenerator(GroupGenerator):
unit_type: Type[VehicleType] unit_type: Type[VehicleType]
@classmethod @classmethod
def name(cls) -> str: def name(cls) -> str:
return cls.unit_type.name return cls.unit_type.name
@staticmethod
def price() -> int:
# TODO: Differentiate sites.
return 20
def generate(self) -> None: def generate(self) -> None:
self.add_unit( self.add_unit(
self.unit_type, self.unit_type, "EWR", self.position.x, self.position.y, self.heading
"EWR",
self.position.x,
self.position.y,
self.heading_to_conflict(),
) )
@@ -106,9 +106,3 @@ class HawkEwrGenerator(EwrGenerator):
""" """
unit_type = AirDefence.Hawk_sr unit_type = AirDefence.Hawk_sr
class TinShieldGenerator(EwrGenerator):
"""19ZH6 "Tin Shield" EWR."""
unit_type = AirDefence.RLS_19J6

View File

@@ -12,8 +12,9 @@ class FreyaGenerator(AirDefenseGroupGenerator):
""" """
name = "Freya EWR Site" name = "Freya EWR Site"
price = 60
def generate(self) -> None: def generate(self):
# TODO : would be better with the Concrete structure that is supposed to protect it # TODO : would be better with the Concrete structure that is supposed to protect it
self.add_unit( self.add_unit(

View File

@@ -1,116 +1,58 @@
from __future__ import annotations from __future__ import annotations
import logging
import math import math
import operator
import random import random
from collections import Iterable from typing import TYPE_CHECKING, Type
from typing import TYPE_CHECKING, Type, TypeVar, Generic, Any
from dcs import unitgroup from dcs import unitgroup
from dcs.mapping import Point from dcs.mapping import Point
from dcs.point import PointAction from dcs.point import PointAction
from dcs.unit import Ship, Vehicle, Unit from dcs.unit import Ship, Vehicle
from dcs.unitgroup import ShipGroup, VehicleGroup from dcs.unittype import VehicleType
from dcs.unittype import VehicleType, UnitType, ShipType
from game.dcs.groundunittype import GroundUnitType
from game.factions.faction import Faction from game.factions.faction import Faction
from game.theater import MissionTarget from game.theater.theatergroundobject import TheaterGroundObject
from game.theater.theatergroundobject import TheaterGroundObject, NavalGroundObject
if TYPE_CHECKING: if TYPE_CHECKING:
from game.game import Game from game.game import Game
GroupT = TypeVar("GroupT", VehicleGroup, ShipGroup)
UnitT = TypeVar("UnitT", bound=Unit)
UnitTypeT = TypeVar("UnitTypeT", bound=Type[UnitType])
TgoT = TypeVar("TgoT", bound=TheaterGroundObject[Any])
# TODO: Generate a group description rather than a pydcs group. # TODO: Generate a group description rather than a pydcs group.
# It appears that all of this work gets redone at miz generation time (see # It appears that all of this work gets redone at miz generation time (see
# groundobjectsgen for an example). We can do less work and include the data we # groundobjectsgen for an example). We can do less work and include the data we
# care about in the format we want if we just generate our own group description # care about in the format we want if we just generate our own group description
# types rather than pydcs groups. # types rather than pydcs groups.
class GroupGenerator(Generic[GroupT, UnitT, UnitTypeT, TgoT]): class GroupGenerator:
def __init__(self, game: Game, ground_object: TgoT, group: GroupT) -> None: def __init__(self, game: Game, ground_object: TheaterGroundObject) -> None:
self.game = game self.game = game
self.go = ground_object self.go = ground_object
self.position = ground_object.position self.position = ground_object.position
self.heading = random.randint(0, 359) self.heading = random.randint(0, 359)
self.price = 0 self.vg = unitgroup.VehicleGroup(self.game.next_group_id(), self.go.group_name)
self.vg: GroupT = group wp = self.vg.add_waypoint(self.position, PointAction.OffRoad, 0)
wp.ETA_locked = True
def generate(self) -> None: def generate(self):
raise NotImplementedError raise NotImplementedError
def get_generated_group(self) -> GroupT: def get_generated_group(self) -> unitgroup.VehicleGroup:
return self.vg return self.vg
def add_unit( def add_unit(
self, self,
unit_type: UnitTypeT, unit_type: Type[VehicleType],
name: str, name: str,
pos_x: float, pos_x: float,
pos_y: float, pos_y: float,
heading: int, heading: int,
) -> UnitT: ) -> Vehicle:
return self.add_unit_to_group( return self.add_unit_to_group(
self.vg, unit_type, name, Point(pos_x, pos_y), heading self.vg, unit_type, name, Point(pos_x, pos_y), heading
) )
def add_unit_to_group( def add_unit_to_group(
self, self,
group: GroupT, group: unitgroup.VehicleGroup,
unit_type: UnitTypeT,
name: str,
position: Point,
heading: int,
) -> UnitT:
raise NotImplementedError
def heading_to_conflict(self) -> int:
# Heading for a Group to the enemy.
# Should be the point between the nearest and the most distant conflict
conflicts: dict[MissionTarget, float] = {}
for conflict in self.game.theater.conflicts():
conflicts[conflict] = conflict.distance_to(self.go)
if len(conflicts) == 0:
return self.heading
closest_conflict = min(conflicts.items(), key=operator.itemgetter(1))[0]
most_distant_conflict = max(conflicts.items(), key=operator.itemgetter(1))[0]
conflict_center = Point(
(closest_conflict.position.x + most_distant_conflict.position.x) / 2,
(closest_conflict.position.y + most_distant_conflict.position.y) / 2,
)
return int(self.go.position.heading_between_point(conflict_center))
class VehicleGroupGenerator(
Generic[TgoT], GroupGenerator[VehicleGroup, Vehicle, Type[VehicleType], TgoT]
):
def __init__(self, game: Game, ground_object: TgoT) -> None:
super().__init__(
game,
ground_object,
unitgroup.VehicleGroup(game.next_group_id(), ground_object.group_name),
)
wp = self.vg.add_waypoint(self.position, PointAction.OffRoad, 0)
wp.ETA_locked = True
def generate(self) -> None:
raise NotImplementedError
def add_unit_to_group(
self,
group: VehicleGroup,
unit_type: Type[VehicleType], unit_type: Type[VehicleType],
name: str, name: str,
position: Point, position: Point,
@@ -120,19 +62,9 @@ class VehicleGroupGenerator(
unit.position = position unit.position = position
unit.heading = heading unit.heading = heading
group.add_unit(unit) group.add_unit(unit)
# get price of unit to calculate the real price of the whole group
try:
ground_unit_type = next(GroundUnitType.for_dcs_type(unit_type))
self.price += ground_unit_type.price
except StopIteration:
logging.error(f"Cannot get price for unit {unit_type.name}")
return unit return unit
def get_circular_position( def get_circular_position(self, num_units, launcher_distance, coverage=90):
self, num_units: int, launcher_distance: int, coverage: int = 90
) -> Iterable[tuple[float, float, int]]:
""" """
Given a position on the map, array a group of units in a circle a uniform distance from the unit Given a position on the map, array a group of units in a circle a uniform distance from the unit
:param num_units: :param num_units:
@@ -158,47 +90,39 @@ class VehicleGroupGenerator(
else: else:
current_offset = self.heading current_offset = self.heading
current_offset -= outer_offset * (math.ceil(num_units / 2) - 1) current_offset -= outer_offset * (math.ceil(num_units / 2) - 1)
for _ in range(1, num_units + 1): for x in range(1, num_units + 1):
x: float = self.position.x + launcher_distance * math.cos( positions.append(
math.radians(current_offset) (
self.position.x
+ launcher_distance * math.cos(math.radians(current_offset)),
self.position.y
+ launcher_distance * math.sin(math.radians(current_offset)),
current_offset,
)
) )
y: float = self.position.y + launcher_distance * math.sin(
math.radians(current_offset)
)
heading = current_offset
positions.append((x, y, int(heading)))
current_offset += outer_offset current_offset += outer_offset
return positions return positions
class ShipGroupGenerator( class ShipGroupGenerator(GroupGenerator):
GroupGenerator[ShipGroup, Ship, Type[ShipType], NavalGroundObject]
):
"""Abstract class for other ship generator classes""" """Abstract class for other ship generator classes"""
def __init__(self, game: Game, ground_object: NavalGroundObject, faction: Faction): def __init__(
super().__init__( self, game: Game, ground_object: TheaterGroundObject, faction: Faction
game, ):
ground_object, self.game = game
unitgroup.ShipGroup(game.next_group_id(), ground_object.group_name), self.go = ground_object
) self.position = ground_object.position
self.heading = random.randint(0, 359)
self.faction = faction self.faction = faction
self.vg = unitgroup.ShipGroup(self.game.next_group_id(), self.go.group_name)
wp = self.vg.add_waypoint(self.position, 0) wp = self.vg.add_waypoint(self.position, 0)
wp.ETA_locked = True wp.ETA_locked = True
def generate(self) -> None: def add_unit(self, unit_type, name, pos_x, pos_y, heading) -> Ship:
raise NotImplementedError
def add_unit_to_group(
self,
group: ShipGroup,
unit_type: Type[ShipType],
name: str,
position: Point,
heading: int,
) -> Ship:
unit = Ship(self.game.next_unit_id(), f"{self.go.group_name}|{name}", unit_type) unit = Ship(self.game.next_unit_id(), f"{self.go.group_name}|{name}", unit_type)
unit.position = position unit.position.x = pos_x
unit.position.y = pos_y
unit.heading = heading unit.heading = heading
group.add_unit(unit) self.vg.add_unit(unit)
return unit return unit

View File

@@ -14,9 +14,10 @@ class AvengerGenerator(AirDefenseGroupGenerator):
""" """
name = "Avenger Group" name = "Avenger Group"
price = 62
def generate(self) -> None: def generate(self):
num_launchers = 2 num_launchers = random.randint(2, 3)
self.add_unit( self.add_unit(
Unarmed.M_818, Unarmed.M_818,

View File

@@ -14,9 +14,10 @@ class ChaparralGenerator(AirDefenseGroupGenerator):
""" """
name = "Chaparral Group" name = "Chaparral Group"
price = 66
def generate(self) -> None: def generate(self):
num_launchers = 2 num_launchers = random.randint(2, 4)
self.add_unit( self.add_unit(
Unarmed.M_818, Unarmed.M_818,

View File

@@ -14,20 +14,23 @@ class GepardGenerator(AirDefenseGroupGenerator):
""" """
name = "Gepard Group" name = "Gepard Group"
price = 50
def generate(self) -> None: def generate(self):
num_launchers = 2 self.add_unit(
AirDefence.Gepard,
positions = self.get_circular_position( "SPAAA",
num_launchers, launcher_distance=120, coverage=180 self.position.x,
self.position.y,
self.heading,
) )
for i, position in enumerate(positions): if random.randint(0, 1) == 1:
self.add_unit( self.add_unit(
AirDefence.Gepard, AirDefence.Gepard,
"SPAA#" + str(i), "SPAAA2",
position[0], self.position.x,
position[1], self.position.y,
position[2], self.heading,
) )
self.add_unit( self.add_unit(
Unarmed.M_818, Unarmed.M_818,

View File

@@ -28,7 +28,6 @@ from gen.sam.sam_gepard import GepardGenerator
from gen.sam.sam_hawk import HawkGenerator from gen.sam.sam_hawk import HawkGenerator
from gen.sam.sam_hq7 import HQ7Generator from gen.sam.sam_hq7 import HQ7Generator
from gen.sam.sam_linebacker import LinebackerGenerator from gen.sam.sam_linebacker import LinebackerGenerator
from gen.sam.sam_nasams import NasamBGenerator, NasamCGenerator
from gen.sam.sam_patriot import PatriotGenerator from gen.sam.sam_patriot import PatriotGenerator
from gen.sam.sam_rapier import RapierGenerator from gen.sam.sam_rapier import RapierGenerator
from gen.sam.sam_roland import RolandGenerator from gen.sam.sam_roland import RolandGenerator
@@ -101,8 +100,6 @@ SAM_MAP: Dict[str, Type[AirDefenseGroupGenerator]] = {
"SA20Generator": SA20Generator, "SA20Generator": SA20Generator,
"SA20BGenerator": SA20BGenerator, "SA20BGenerator": SA20BGenerator,
"SA23Generator": SA23Generator, "SA23Generator": SA23Generator,
"NasamBGenerator": NasamBGenerator,
"NasamCGenerator": NasamCGenerator,
} }

View File

@@ -6,7 +6,6 @@ from dcs.vehicles import AirDefence
from gen.sam.airdefensegroupgenerator import ( from gen.sam.airdefensegroupgenerator import (
AirDefenseRange, AirDefenseRange,
AirDefenseGroupGenerator, AirDefenseGroupGenerator,
SkynetRole,
) )
@@ -16,8 +15,9 @@ class HawkGenerator(AirDefenseGroupGenerator):
""" """
name = "Hawk Site" name = "Hawk Site"
price = 115
def generate(self) -> None: def generate(self):
self.add_unit( self.add_unit(
AirDefence.Hawk_sr, AirDefence.Hawk_sr,
"SR", "SR",
@@ -41,7 +41,7 @@ class HawkGenerator(AirDefenseGroupGenerator):
) )
# Triple A for close range defense # Triple A for close range defense
aa_group = self.add_auxiliary_group(SkynetRole.NoSkynetBehavior) aa_group = self.add_auxiliary_group("AA")
self.add_unit_to_group( self.add_unit_to_group(
aa_group, aa_group,
AirDefence.Vulcan, AirDefence.Vulcan,
@@ -50,7 +50,7 @@ class HawkGenerator(AirDefenseGroupGenerator):
self.heading, self.heading,
) )
num_launchers = 6 num_launchers = random.randint(3, 6)
positions = self.get_circular_position( positions = self.get_circular_position(
num_launchers, launcher_distance=120, coverage=180 num_launchers, launcher_distance=120, coverage=180
) )

View File

@@ -6,7 +6,6 @@ from dcs.vehicles import AirDefence
from gen.sam.airdefensegroupgenerator import ( from gen.sam.airdefensegroupgenerator import (
AirDefenseRange, AirDefenseRange,
AirDefenseGroupGenerator, AirDefenseGroupGenerator,
SkynetRole,
) )
@@ -16,8 +15,9 @@ class HQ7Generator(AirDefenseGroupGenerator):
""" """
name = "HQ-7 Site" name = "HQ-7 Site"
price = 120
def generate(self) -> None: def generate(self):
self.add_unit( self.add_unit(
AirDefence.HQ_7_STR_SP, AirDefence.HQ_7_STR_SP,
"STR", "STR",
@@ -25,9 +25,16 @@ class HQ7Generator(AirDefenseGroupGenerator):
self.position.y, self.position.y,
self.heading, self.heading,
) )
self.add_unit(
AirDefence.HQ_7_LN_SP,
"LN",
self.position.x + 20,
self.position.y,
self.heading,
)
# Triple A for close range defense # Triple A for close range defense
aa_group = self.add_auxiliary_group(SkynetRole.NoSkynetBehavior) aa_group = self.add_auxiliary_group("AA")
self.add_unit_to_group( self.add_unit_to_group(
aa_group, aa_group,
AirDefence.Ural_375_ZU_23, AirDefence.Ural_375_ZU_23,
@@ -43,7 +50,7 @@ class HQ7Generator(AirDefenseGroupGenerator):
self.heading, self.heading,
) )
num_launchers = 2 num_launchers = random.randint(0, 3)
if num_launchers > 0: if num_launchers > 0:
positions = self.get_circular_position( positions = self.get_circular_position(
num_launchers, launcher_distance=120, coverage=360 num_launchers, launcher_distance=120, coverage=360

View File

@@ -14,9 +14,10 @@ class LinebackerGenerator(AirDefenseGroupGenerator):
""" """
name = "Linebacker Group" name = "Linebacker Group"
price = 75
def generate(self) -> None: def generate(self):
num_launchers = 2 num_launchers = random.randint(2, 4)
self.add_unit( self.add_unit(
Unarmed.M_818, Unarmed.M_818,

View File

@@ -1,68 +0,0 @@
from typing import Type
from dcs.mapping import Point
from dcs.unittype import VehicleType
from dcs.vehicles import AirDefence
from game import Game
from game.theater import SamGroundObject
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class NasamCGenerator(AirDefenseGroupGenerator):
"""
This generate a Nasams group with AIM-120C missiles
"""
name = "NASAMS AIM-120C"
def __init__(self, game: Game, ground_object: SamGroundObject):
super().__init__(game, ground_object)
self.launcherType: Type[VehicleType] = AirDefence.NASAMS_LN_C
def generate(self) -> None:
# Command Post
self.add_unit(
AirDefence.NASAMS_Command_Post,
"CP",
self.position.x + 30,
self.position.y + 30,
self.heading,
)
# Radar
self.add_unit(
AirDefence.NASAMS_Radar_MPQ64F1,
"RADAR",
self.position.x - 30,
self.position.y - 30,
self.heading,
)
positions = self.get_circular_position(4, launcher_distance=120, coverage=360)
for i, position in enumerate(positions):
self.add_unit(
self.launcherType,
"LN#" + str(i),
position[0],
position[1],
position[2],
)
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Medium
class NasamBGenerator(NasamCGenerator):
"""
This generate a Nasams group with AIM-120B missiles
"""
name = "NASAMS AIM-120B"
def __init__(self, game: Game, ground_object: SamGroundObject):
super().__init__(game, ground_object)
self.launcherType: Type[VehicleType] = AirDefence.NASAMS_LN_B

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