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2.4.0
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37
.github/ISSUE_TEMPLATE/bug_report.md
vendored
Normal file
37
.github/ISSUE_TEMPLATE/bug_report.md
vendored
Normal file
@@ -0,0 +1,37 @@
|
||||
---
|
||||
name: Bug report
|
||||
about: Create a report to help us improve
|
||||
title: ''
|
||||
labels: bug
|
||||
assignees: ''
|
||||
|
||||
---
|
||||
|
||||
Before filing, please search the issue tracker to see if the issue has already been reported.
|
||||
|
||||
**Describe the bug**
|
||||
A clear and concise description of what the bug is.
|
||||
|
||||
**To Reproduce**
|
||||
Steps to reproduce the behavior:
|
||||
1. Go to '...'
|
||||
2. Click on '....'
|
||||
3. Scroll down to '....'
|
||||
4. See error
|
||||
|
||||
**Expected behavior**
|
||||
A clear and concise description of what you expected to happen.
|
||||
|
||||
**Additional information**
|
||||
|
||||
We will usually need more information for debugging. Include as much of the following as you are able:
|
||||
|
||||
- DCS Liberation save file (the `.liberation` file you save from the DCS Liberation window). By default these are located in your DCS saved games directory (`%USERPROFILE%/Saved Games/DCS`).
|
||||
- The generated mission file (the `.miz` file that you load in DCS to play the turn). By default these are located in your missions directory (`%USERPROFILE%/Saved Games/DCS/Missions`).
|
||||
- A tacview track file, especially when demonstrating an issue with AI behavior. By default these are locaed in your Tacview tracks directory (`%USERPROFILE%/Documents/Tacview`).
|
||||
|
||||
**Version information (please complete the following information):**
|
||||
- DCS Liberation [e.g. 2.3.1]:
|
||||
|
||||
**Additional context**
|
||||
Add any other context about the problem here.
|
||||
19
.github/ISSUE_TEMPLATE/feature_request.md
vendored
Normal file
19
.github/ISSUE_TEMPLATE/feature_request.md
vendored
Normal file
@@ -0,0 +1,19 @@
|
||||
---
|
||||
name: Feature request
|
||||
about: Suggest an idea for this project
|
||||
title: ''
|
||||
labels: enhancement
|
||||
assignees: ''
|
||||
|
||||
---
|
||||
|
||||
Before filing, please search the issue tracker to see if this feature has already been requested.
|
||||
|
||||
**Is your feature request related to a problem? Please describe.**
|
||||
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
|
||||
|
||||
**Describe the solution you'd like**
|
||||
A clear and concise description of what you want to happen.
|
||||
|
||||
**Additional context**
|
||||
Add any other context or screenshots about the feature request here.
|
||||
5
.github/workflows/build.yml
vendored
5
.github/workflows/build.yml
vendored
@@ -36,11 +36,6 @@ jobs:
|
||||
run: |
|
||||
./venv/scripts/activate
|
||||
mypy gen
|
||||
|
||||
- name: mypy theater
|
||||
run: |
|
||||
./venv/scripts/activate
|
||||
mypy theater
|
||||
|
||||
- name: update build number
|
||||
run: |
|
||||
|
||||
20
.github/workflows/release.yml
vendored
20
.github/workflows/release.yml
vendored
@@ -43,11 +43,6 @@ jobs:
|
||||
./venv/scripts/activate
|
||||
mypy gen
|
||||
|
||||
- name: mypy theater
|
||||
run: |
|
||||
./venv/scripts/activate
|
||||
mypy theater
|
||||
|
||||
- name: Build binaries
|
||||
run: |
|
||||
./venv/scripts/activate
|
||||
@@ -58,11 +53,6 @@ jobs:
|
||||
env:
|
||||
TAG_NAME: ${{ github.ref }}
|
||||
run: |
|
||||
$version = ($env:TAG_NAME -split "/") | Select-Object -Last 1
|
||||
(Get-Content .\installer\dcs_liberation.iss) -replace "{{version}}",$version | Out-File .\build\installer.iss
|
||||
cd .\installer
|
||||
iscc.exe ..\build\installer.iss
|
||||
cd ..
|
||||
Copy-Item .\changelog.md .\dist
|
||||
|
||||
- uses: actions/upload-artifact@v2
|
||||
@@ -105,15 +95,7 @@ jobs:
|
||||
body_path: releasenotes.md
|
||||
draft: false
|
||||
prerelease: ${{ steps.version.outputs.prerelease }}
|
||||
|
||||
- uses: actions/upload-release-asset@v1
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
with:
|
||||
upload_url: ${{ steps.create_release.outputs.upload_url }}
|
||||
asset_path: ./dcs_liberation.exe
|
||||
asset_name: dcs_liberation.${{ steps.version.outputs.number }}.exe
|
||||
asset_content_type: application/exe
|
||||
|
||||
|
||||
- uses: actions/upload-release-asset@v1
|
||||
env:
|
||||
|
||||
1
.gitignore
vendored
1
.gitignore
vendored
@@ -5,6 +5,7 @@ resources/payloads/*.lua
|
||||
venv
|
||||
logs.txt
|
||||
.DS_Store
|
||||
.vscode/settings.json
|
||||
dist/**
|
||||
a.py
|
||||
resources/tools/a.miz
|
||||
|
||||
76
CODE_OF_CONDUCT.md
Normal file
76
CODE_OF_CONDUCT.md
Normal file
@@ -0,0 +1,76 @@
|
||||
# Contributor Covenant Code of Conduct
|
||||
|
||||
## Our Pledge
|
||||
|
||||
In the interest of fostering an open and welcoming environment, we as
|
||||
contributors and maintainers pledge to making participation in our project and
|
||||
our community a harassment-free experience for everyone, regardless of age, body
|
||||
size, disability, ethnicity, sex characteristics, gender identity and expression,
|
||||
level of experience, education, socio-economic status, nationality, personal
|
||||
appearance, race, religion, or sexual identity and orientation.
|
||||
|
||||
## Our Standards
|
||||
|
||||
Examples of behavior that contributes to creating a positive environment
|
||||
include:
|
||||
|
||||
* Using welcoming and inclusive language
|
||||
* Being respectful of differing viewpoints and experiences
|
||||
* Gracefully accepting constructive criticism
|
||||
* Focusing on what is best for the community
|
||||
* Showing empathy towards other community members
|
||||
|
||||
Examples of unacceptable behavior by participants include:
|
||||
|
||||
* The use of sexualized language or imagery and unwelcome sexual attention or
|
||||
advances
|
||||
* Trolling, insulting/derogatory comments, and personal or political attacks
|
||||
* Public or private harassment
|
||||
* Publishing others' private information, such as a physical or electronic
|
||||
address, without explicit permission
|
||||
* Other conduct which could reasonably be considered inappropriate in a
|
||||
professional setting
|
||||
|
||||
## Our Responsibilities
|
||||
|
||||
Project maintainers are responsible for clarifying the standards of acceptable
|
||||
behavior and are expected to take appropriate and fair corrective action in
|
||||
response to any instances of unacceptable behavior.
|
||||
|
||||
Project maintainers have the right and responsibility to remove, edit, or
|
||||
reject comments, commits, code, wiki edits, issues, and other contributions
|
||||
that are not aligned to this Code of Conduct, or to ban temporarily or
|
||||
permanently any contributor for other behaviors that they deem inappropriate,
|
||||
threatening, offensive, or harmful.
|
||||
|
||||
## Scope
|
||||
|
||||
This Code of Conduct applies both within project spaces and in public spaces
|
||||
when an individual is representing the project or its community. Examples of
|
||||
representing a project or community include using an official project e-mail
|
||||
address, posting via an official social media account, or acting as an appointed
|
||||
representative at an online or offline event. Representation of a project may be
|
||||
further defined and clarified by project maintainers.
|
||||
|
||||
## Enforcement
|
||||
|
||||
Instances of abusive, harassing, or otherwise unacceptable behavior may be
|
||||
reported by contacting the project team at khopa.studio@gmail.com. All
|
||||
complaints will be reviewed and investigated and will result in a response that
|
||||
is deemed necessary and appropriate to the circumstances. The project team is
|
||||
obligated to maintain confidentiality with regard to the reporter of an incident.
|
||||
Further details of specific enforcement policies may be posted separately.
|
||||
|
||||
Project maintainers who do not follow or enforce the Code of Conduct in good
|
||||
faith may face temporary or permanent repercussions as determined by other
|
||||
members of the project's leadership.
|
||||
|
||||
## Attribution
|
||||
|
||||
This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 1.4,
|
||||
available at https://www.contributor-covenant.org/version/1/4/code-of-conduct.html
|
||||
|
||||
[homepage]: https://www.contributor-covenant.org
|
||||
|
||||
For answers to common questions about this code of conduct, see
|
||||
https://www.contributor-covenant.org/faq
|
||||
26
CONTRIBUTING.md
Normal file
26
CONTRIBUTING.md
Normal file
@@ -0,0 +1,26 @@
|
||||
First, note that we have a code of conduct, please follow it in all your interactions with the project.
|
||||
|
||||
## Contributing as a non-developer
|
||||
|
||||
* Report bugs by opening issues here on Github.
|
||||
* Help others users on Discord by answering their questions.
|
||||
* Raise awareness about the project, by making a video and/or a tutorial.
|
||||
|
||||
Should you report a bug, please use the search bar at the top of the page to see if it has already been reported.
|
||||
Note that you may need to remove the filter for open bugs if it's something we've recently fixed.
|
||||
|
||||
## Making content for Liberation
|
||||
|
||||
You can create new campaigns : See [campaign creation wiki](https://github.com/Khopa/dcs_liberation/wiki/Custom-Campaigns).
|
||||
You can also improve existing campaigns.
|
||||
|
||||
You can then submit new campaigns on the "campaigns" channel on Discord, or by making a pull request if you are comfortable with git.
|
||||
|
||||
## Develop new features
|
||||
|
||||
If you want to develop a new feature, we recommend you first open an issue describing the new feature and discuss it with us on Discord before starting development.
|
||||
However, feel free to work on any existing issue.
|
||||
|
||||
## Pull requests
|
||||
|
||||
Please submit your pull requests on the **develop** branch. We expect a description of its content, and when applicable, a reference to the issue(s) it is resolving.
|
||||
165
LICENSE
Normal file
165
LICENSE
Normal file
@@ -0,0 +1,165 @@
|
||||
GNU LESSER GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
|
||||
This version of the GNU Lesser General Public License incorporates
|
||||
the terms and conditions of version 3 of the GNU General Public
|
||||
License, supplemented by the additional permissions listed below.
|
||||
|
||||
0. Additional Definitions.
|
||||
|
||||
As used herein, "this License" refers to version 3 of the GNU Lesser
|
||||
General Public License, and the "GNU GPL" refers to version 3 of the GNU
|
||||
General Public License.
|
||||
|
||||
"The Library" refers to a covered work governed by this License,
|
||||
other than an Application or a Combined Work as defined below.
|
||||
|
||||
An "Application" is any work that makes use of an interface provided
|
||||
by the Library, but which is not otherwise based on the Library.
|
||||
Defining a subclass of a class defined by the Library is deemed a mode
|
||||
of using an interface provided by the Library.
|
||||
|
||||
A "Combined Work" is a work produced by combining or linking an
|
||||
Application with the Library. The particular version of the Library
|
||||
with which the Combined Work was made is also called the "Linked
|
||||
Version".
|
||||
|
||||
The "Minimal Corresponding Source" for a Combined Work means the
|
||||
Corresponding Source for the Combined Work, excluding any source code
|
||||
for portions of the Combined Work that, considered in isolation, are
|
||||
based on the Application, and not on the Linked Version.
|
||||
|
||||
The "Corresponding Application Code" for a Combined Work means the
|
||||
object code and/or source code for the Application, including any data
|
||||
and utility programs needed for reproducing the Combined Work from the
|
||||
Application, but excluding the System Libraries of the Combined Work.
|
||||
|
||||
1. Exception to Section 3 of the GNU GPL.
|
||||
|
||||
You may convey a covered work under sections 3 and 4 of this License
|
||||
without being bound by section 3 of the GNU GPL.
|
||||
|
||||
2. Conveying Modified Versions.
|
||||
|
||||
If you modify a copy of the Library, and, in your modifications, a
|
||||
facility refers to a function or data to be supplied by an Application
|
||||
that uses the facility (other than as an argument passed when the
|
||||
facility is invoked), then you may convey a copy of the modified
|
||||
version:
|
||||
|
||||
a) under this License, provided that you make a good faith effort to
|
||||
ensure that, in the event an Application does not supply the
|
||||
function or data, the facility still operates, and performs
|
||||
whatever part of its purpose remains meaningful, or
|
||||
|
||||
b) under the GNU GPL, with none of the additional permissions of
|
||||
this License applicable to that copy.
|
||||
|
||||
3. Object Code Incorporating Material from Library Header Files.
|
||||
|
||||
The object code form of an Application may incorporate material from
|
||||
a header file that is part of the Library. You may convey such object
|
||||
code under terms of your choice, provided that, if the incorporated
|
||||
material is not limited to numerical parameters, data structure
|
||||
layouts and accessors, or small macros, inline functions and templates
|
||||
(ten or fewer lines in length), you do both of the following:
|
||||
|
||||
a) Give prominent notice with each copy of the object code that the
|
||||
Library is used in it and that the Library and its use are
|
||||
covered by this License.
|
||||
|
||||
b) Accompany the object code with a copy of the GNU GPL and this license
|
||||
document.
|
||||
|
||||
4. Combined Works.
|
||||
|
||||
You may convey a Combined Work under terms of your choice that,
|
||||
taken together, effectively do not restrict modification of the
|
||||
portions of the Library contained in the Combined Work and reverse
|
||||
engineering for debugging such modifications, if you also do each of
|
||||
the following:
|
||||
|
||||
a) Give prominent notice with each copy of the Combined Work that
|
||||
the Library is used in it and that the Library and its use are
|
||||
covered by this License.
|
||||
|
||||
b) Accompany the Combined Work with a copy of the GNU GPL and this license
|
||||
document.
|
||||
|
||||
c) For a Combined Work that displays copyright notices during
|
||||
execution, include the copyright notice for the Library among
|
||||
these notices, as well as a reference directing the user to the
|
||||
copies of the GNU GPL and this license document.
|
||||
|
||||
d) Do one of the following:
|
||||
|
||||
0) Convey the Minimal Corresponding Source under the terms of this
|
||||
License, and the Corresponding Application Code in a form
|
||||
suitable for, and under terms that permit, the user to
|
||||
recombine or relink the Application with a modified version of
|
||||
the Linked Version to produce a modified Combined Work, in the
|
||||
manner specified by section 6 of the GNU GPL for conveying
|
||||
Corresponding Source.
|
||||
|
||||
1) Use a suitable shared library mechanism for linking with the
|
||||
Library. A suitable mechanism is one that (a) uses at run time
|
||||
a copy of the Library already present on the user's computer
|
||||
system, and (b) will operate properly with a modified version
|
||||
of the Library that is interface-compatible with the Linked
|
||||
Version.
|
||||
|
||||
e) Provide Installation Information, but only if you would otherwise
|
||||
be required to provide such information under section 6 of the
|
||||
GNU GPL, and only to the extent that such information is
|
||||
necessary to install and execute a modified version of the
|
||||
Combined Work produced by recombining or relinking the
|
||||
Application with a modified version of the Linked Version. (If
|
||||
you use option 4d0, the Installation Information must accompany
|
||||
the Minimal Corresponding Source and Corresponding Application
|
||||
Code. If you use option 4d1, you must provide the Installation
|
||||
Information in the manner specified by section 6 of the GNU GPL
|
||||
for conveying Corresponding Source.)
|
||||
|
||||
5. Combined Libraries.
|
||||
|
||||
You may place library facilities that are a work based on the
|
||||
Library side by side in a single library together with other library
|
||||
facilities that are not Applications and are not covered by this
|
||||
License, and convey such a combined library under terms of your
|
||||
choice, if you do both of the following:
|
||||
|
||||
a) Accompany the combined library with a copy of the same work based
|
||||
on the Library, uncombined with any other library facilities,
|
||||
conveyed under the terms of this License.
|
||||
|
||||
b) Give prominent notice with the combined library that part of it
|
||||
is a work based on the Library, and explaining where to find the
|
||||
accompanying uncombined form of the same work.
|
||||
|
||||
6. Revised Versions of the GNU Lesser General Public License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions
|
||||
of the GNU Lesser General Public License from time to time. Such new
|
||||
versions will be similar in spirit to the present version, but may
|
||||
differ in detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Library as you received it specifies that a certain numbered version
|
||||
of the GNU Lesser General Public License "or any later version"
|
||||
applies to it, you have the option of following the terms and
|
||||
conditions either of that published version or of any later version
|
||||
published by the Free Software Foundation. If the Library as you
|
||||
received it does not specify a version number of the GNU Lesser
|
||||
General Public License, you may choose any version of the GNU Lesser
|
||||
General Public License ever published by the Free Software Foundation.
|
||||
|
||||
If the Library as you received it specifies that a proxy can decide
|
||||
whether future versions of the GNU Lesser General Public License shall
|
||||
apply, that proxy's public statement of acceptance of any version is
|
||||
permanent authorization for you to choose that version for the
|
||||
Library.
|
||||
10
README.md
10
README.md
@@ -21,6 +21,16 @@ It is an external program that generates full and complex DCS missions and manag
|
||||
|
||||
Latest release is available here : https://github.com/Khopa/dcs_liberation/releases
|
||||
|
||||
To download preview builds of the next version of DCS Liberation, see https://github.com/Khopa/dcs_liberation/wiki/Preview-builds.
|
||||
|
||||
## Bugs and feature requests
|
||||
|
||||
If you need to report a bug or want to suggest a new feature, you can do this on our [bug tracker](https://github.com/Khopa/dcs_liberation/issues). In either case, please use the search bar at the top of the page to see if it has already been reported. Note that you may need to remove the filter for open bugs if it's something we've recently fixed.
|
||||
|
||||
## Roadmap
|
||||
|
||||
Our plans for future releases can be found on our [Projects page](https://github.com/Khopa/dcs_liberation/projects). Each planned release has a Project, and the page for that project has columns for to do, in progress, and done. Items in the Done column are in the [preview build](https://github.com/Khopa/dcs_liberation/wiki/Preview-builds) for that release. Items in the To do column are planned to be added to that release.
|
||||
|
||||
## Resources
|
||||
|
||||
Tutorials, contributors and developer's guides are available in the project's [Wiki](https://github.com/Khopa/dcs_liberation/wiki/)
|
||||
|
||||
183
changelog.md
183
changelog.md
@@ -1,6 +1,187 @@
|
||||
# 2.4.0
|
||||
|
||||
Saves from 2.3 are not compatible with 2.4.
|
||||
|
||||
## Highlights
|
||||
|
||||
* Improved flight plan generation to avoid loitering in or traveling through threatened areas when practical.
|
||||
* Improved AI aircraft purchasing behavior.
|
||||
* Era-restricted weapons (work in progress).
|
||||
* Tons of UI polish.
|
||||
* Rebalanced economy to keep opfor competitive over the course of the game.
|
||||
|
||||
## Features/Improvements
|
||||
|
||||
* **[Flight Planner]** Air-to-air and SEAD escorts will no longer be automatically planned for packages that are not in range of threats.
|
||||
* **[Flight Planner]** Non-custom flight plans will now navigate around threat areas en route to the target area when practical.
|
||||
* **[Flight Planner]** Flight plans along front lines now ensure that the race track start is closer to the departure airfield than the race track end.
|
||||
* **[Campaign AI]** Auto-purchase now prefers airfields that are not within range of the enemy.
|
||||
* **[Campaign AI]** Auto-purchase now prefers the best aircraft for the task, but will attempt to maintain some variety.
|
||||
* **[Campaign AI]** Opfor now sells off odd aircraft since they're unlikely to be used.
|
||||
* **[Campaign AI]** Multiple rounds of CAP will be planned (roughly 90 minutes of coverage). Default starting budget has increased to account for the increased need for aircraft.
|
||||
* **[Mission Generator]** Multiple groups are created for complex SAM sites (SAMs with additional point defense or SHORADS), improving Skynet behavior.
|
||||
* **[Mission Generator]** Default start type can now be chosen in the settings. This replaces the non-functional "AI Parking Start" option. **Selecting any type other than cold will break OCA/Aircraft missions.**
|
||||
* **[Cheat Menu]** Added ability to toggle base capture and frontline advance/retreat cheats.
|
||||
* **[Skynet]** Updated to 2.0.1.
|
||||
* **[Skynet]** Point defenses are now configured to remain on to protect the site they accompany.
|
||||
* **[Hercules]** Updated the Hercules Cargo list file.
|
||||
* **[Balance]** Opfor now gains income using the same rules as the player, significantly increasing their income relative to the player for most campaigns.
|
||||
* **[Balance]** Units now retreat from captured bases when able. Units with no retreat path will be captured and sold.
|
||||
* **[Economy]** FOBs generate only $10M per turn (previously $20M like airbases).
|
||||
* **[Economy]** Carriers and off-map spawns generate no income (previously $20M like airbases).
|
||||
* **[Economy]** Sales of aircraft and ground vehicles can now be cancelled before the next turn begins.
|
||||
* **[UI]** Multi-SAM objectives now show threat and detection rings per group.
|
||||
* **[UI]** New icon for AA sites with no active threat.
|
||||
* **[UI]** Unit names are now prettier and more accurate, and can now be set per-country for added historical flavour.
|
||||
* **[UI]** Default loadout is now shown for flights with no custom loadout selected.
|
||||
* **[UI]** Aircraft for a new flight are now only selectable if they match the task type for that flight.
|
||||
* **[UI]** WIP - There is now a unit info button for each unit in the recruitment list, that should help newer players learn what each unit does.
|
||||
* **[UI]** Docs for time-on-target and creating new theaters/factions/loadouts are now linked in the UI at the appropriate places.
|
||||
* **[UI]** ASAP is now a checkbox rather than a button. Enabling this will disable the TOT selector but changes to the package structure will automatically re-ASAP the package.
|
||||
* **[UI]** Arrival airfield is now shown in the flight list if it differs from the departure airfield.
|
||||
* **[UI]** Start type can now be selected when creating a flight.
|
||||
* **[UI]** Arrival and divert airfields can be edited after the flight is created.
|
||||
* **[Factions]** Added option for date-based loadout restriction. Active radar homing missiles are handled, patches welcome for the other thousand weapons.
|
||||
* **[Factions]** Added Poland 2010 faction.
|
||||
* **[Factions]** Added Greece 2005 faction.
|
||||
* **[Factions]** Added Iran 1988 faction.
|
||||
* **[Units]** Support for E-2 Hawkeye, SH-60B Seahawk, S-3B Viking (thanks to awinterquest) and SpGH Dana - these are now being used by appropriate factions.
|
||||
* **[Culling]** Missile sites are no longer culled.
|
||||
* **[Campaigns]** Added campaign "Black Sea Lite" by Starfire
|
||||
* **[Campaigns]** Added campaign "Exercise Vegas Nerve" by Starfire
|
||||
* **[New game Wizard]** The theater page is now the first page of the campaign wizard, recommended factions will be selected automatically on the faction selection page
|
||||
* **[New game Wizard]** Added information text about the selected campaign performance.
|
||||
* **[Mod Support]** Added support for High Digit SAMs mod 1.4.0
|
||||
* **[Mod Support]** Added SAMs sites generator : KS19Generator, SA10BGenerator, SA12Generator, SA17Generator, SA20Generator, SA20BGenerator, SA23Generator
|
||||
|
||||
## Fixes
|
||||
|
||||
* **[Hercules]** Updated the default Hercules radio frequency.
|
||||
* **[Economy]** Pending unit orders at captured bases will be refunded.
|
||||
* **[UI]** Carrier group SAM threat rings now move with the carrier.
|
||||
* **[UI]** Base intel menu no longer compresses text, and is now scrollable.
|
||||
* **[UI]** Edit Flight window is now dynamically sized to adapt to the width of waypoint names, so they no longer get truncated.
|
||||
* **[UI]** Budget income display is now rounded to 2 decimal places.
|
||||
* **[UI]** Fixed incorrect income per turn displayed for strike target tooltip.
|
||||
* **[Factions]** USA with C-130 faction now links to the required mod.
|
||||
* **[Campaign]** Fixed issue where destroyed buildings would sometimes not count as destroyed and thus respawn.
|
||||
* **[Campaign]** Fixed issue where destroyed runways were not registered.
|
||||
* **[Units]** J-11A is no longer spawned with empty loadout.
|
||||
* **[Units]** F-14B is no longer spawned with empty loadout for fighter sweep tasks.
|
||||
* **[Units]** Pyotr Velikiy cruiser has been removed for now as it's nearly unkillable.
|
||||
* **[Units]** Submarines have been removed for now as they aren't wholly functional.
|
||||
* **[Units]** Fixed "FACTION ERROR : Unable to find OliverHazardPerryGroupGenerator in pydcs" error at startup.
|
||||
* **[Mission Generator]** Fixed a bug where units set to Aggressive stance sometimes did not move.
|
||||
* **[Mission Generator]** Flyover points for OCA/Aircraft missions are now generated correctly.
|
||||
* **[Flight Planner]** Fixed not being able to create custom waypoints for buildings.
|
||||
* **[Flight Planner]** Strike missions will no longer be automatically planned against SAMs.
|
||||
* **[Flight Planner]** Strike missions will no longer be automatically planned against FOB structures.
|
||||
|
||||
# 2.3.4
|
||||
|
||||
## Fixes:
|
||||
[Mission Generator] Mission generator would crash when generating fire missions for destroyed SCUD sites - fixed
|
||||
|
||||
# 2.3.3
|
||||
|
||||
## Features/Improvements
|
||||
* **[Campaigns]** Reworked Golan Heights campaign on Syria, (Added FOB and preset locations for SAMS)
|
||||
* **[Campaigns]** Added a lite version of the Golan Heights campaign
|
||||
* **[Campaigns]** Reworked Syrian Civil War campaign (Added FOB and preset locations for SAMS)
|
||||
* **[Campaigns]** Reworked Emirates campaign
|
||||
* **[Campaigns]** AA units added to frontlines and updated all factions to include some frontline AA units.
|
||||
* **[Mission Generator]** Infantry will only be generated for APC and IFV groups
|
||||
* **[Mission Generator]** Infantry squads size is not randomized anymore
|
||||
* **[Mission Generator]** Infantry squads can have a mortar.
|
||||
* **[Mission Generator]** SCUD missiles sites will now fire on enemy controls points in range when possible
|
||||
* **[Factions]** Updated Nato Desert Storm to include F-14A
|
||||
* **[Factions]** Updated Iraq 1991 factions to include Zsu-57 and Mig-29A
|
||||
* **[Factions]** Germany 1944, added Stug III and Stug IV
|
||||
* **[Factions]** Added factions Insurgents (Hard) with better and more weapons
|
||||
* **[Plugins]** [The EWRS plugin](https://github.com/Bob7heBuilder/EWRS) is now included.
|
||||
* **[UI]** Added enemy intelligence summary and details window.
|
||||
|
||||
## Fixes:
|
||||
* **[Factions]** AI would never buy artillery units for the frontline - fixed
|
||||
* **[Factions]** Removed the F-111 unit from the NATO desert storm faction. (Recruiting it would cause crashes in DCS, since it is not a valid unit)
|
||||
* **[Campaign]** Automatic redeployment of ground units would sometimes fail - fixed
|
||||
* **[Mission Generator]** Artillery groups would retreat in the wrong direction - fixed
|
||||
* **[Units]** Fixed SPG_Stryker_M1128_MGS not being in db
|
||||
* **[UI]** Fixed and added many missing ground units icons
|
||||
* **[UI]** Ship groups could be replaced by SAM sites in the UI, which would lead to broken mission being generated - fixed
|
||||
* **[New Game Wizard]** Removed the "mid game" campaign generator option which is currently broken
|
||||
* **[Mission Generator]** Empty navy groups will no longer be generated
|
||||
* **[Mission Generator]** Fixed BAI, SEAD, and DEAD flights ocassionally being assigned the wrong targets.
|
||||
* **[Flight Planner]** Fixed not being able to plan packages against opfor carriers
|
||||
* **[UI]** Repaired SAMs no longer show as dead.
|
||||
* **[UI]** Fixed not being able to manage a disbanded site after disbanding and closing the base menu.
|
||||
|
||||
# 2.3.2
|
||||
|
||||
## Features/Improvements
|
||||
* **[Units]** Support for newly added BTR-82A, T-72B3
|
||||
* **[Units]** Added ZSU-57 AAA sites
|
||||
* **[Culling]** BARCAP missions no longer create culling exclusion zones.
|
||||
* **[Flight Planner]** Improved TOT planning. Negative start times no longer occur with TARCAPs and hold times no longer affect planning for flight plans without hold points.
|
||||
* **[Factions]** Added Iraq 1991 faction (thanks again to Hawkmoon!)
|
||||
|
||||
## Fixes:
|
||||
* **[Mission Generator]** Fix mission generation error when there are too many radio frequency to setup for the Mig-21
|
||||
* **[Mission Generator]** Fix ground units not moving forward
|
||||
* **[Mission Generator]** Fixed assigned radio channels overlapping with beacons.
|
||||
* **[Flight Planner]** Fix creation of custom waypoints.
|
||||
* **[Campaigns]** Fixed many cases of SAMs spawning on the runways/taxiways in Syria Full.
|
||||
|
||||
# 2.3.1
|
||||
|
||||
## Features/Improvements
|
||||
* **[UX]** Added a warning message when the player is attempting to buy more planes at an already full airbase.
|
||||
* **[Campaigns]** Migrated Syria full map to new format. (Thanks to Hawkmoon)
|
||||
* **[Faction]** Added NATO desert Storm faction (Thanks to Hawkmoon)
|
||||
|
||||
## Fixes:
|
||||
* **[AI]** CAP flights will engage enemies again.
|
||||
* **[Campaigns]** Fixed a missing path on the Caucasus Full Map campaign
|
||||
|
||||
# 2.3.0
|
||||
|
||||
## Features/Improvements
|
||||
* **[Campaign Map]** Overhauled the campaign model
|
||||
* **[Campaign Map]** Possible to add FOB as control points
|
||||
* **[Campaign Map]** Added off-map spawn locations
|
||||
* **[Campaign AI]** Overhauled AI recruiting behaviour
|
||||
* **[Campaign AI]** Added AI procurement for Blue
|
||||
* **[Campaign]** New Campaign: "Black Sea"
|
||||
* **[Mission Planner]** Possible to move carrier and tarawa on the campaign map
|
||||
* **[Mission Generator]** Infantry squads on frontline can have manpads
|
||||
* **[Mission Generator]** Unused aircraft now spawned to allow for OCA strikes
|
||||
* **[Mission Generator]** Opfor now obeys parking limits
|
||||
* **[Mission Generator]** Support for Anubis C-130 Hercules mod
|
||||
* **[Flight Planner]** Added fighter sweep missions.
|
||||
* **[Flight Planner]** Added BAI missions.
|
||||
* **[Flight Planner]** Added anti-ship missions.
|
||||
* **[Flight Planner]** Differentiated BARCAP and TARCAP. TARCAP is now for hostile areas and will arrive before the package.
|
||||
* **[Flight Planner]** Added OCA missions
|
||||
* **[Flight Planner]** Added Alternate/divert airfields
|
||||
* **[Culling]** Added possibility to include/exclude carriers from culling zones
|
||||
* **[QOL]** On liberation startup, your latest save game is loaded automatically
|
||||
* **[Units]** Reduced starting fuel load for C101
|
||||
* **[UI]** Inform the user of the weather
|
||||
* **[UI]** Added toolbar buttons to change map display settings
|
||||
* **[Game]** Added new Economy options for adjusting income multipliers and starting budgets.
|
||||
|
||||
## Fixes :
|
||||
* **[Map]** Missiles sites now have a proper icon and will not re-use the SAM sites icon
|
||||
* **[Mission Generator]** Ground unit waypoints improperly set to "On Road" - fixed
|
||||
* **[Mission Generator]** Target waypoints not at ground level - fixed
|
||||
* **[Mission Generator]** Selected skill not applied to Helicopters - fixed
|
||||
* **[Mission Generator]** Ground units do not always spawn - fixed
|
||||
* **[Kneeboard]** Briefing waypoints off by one - fixed
|
||||
* **[Game]** Destroyed buildings still granting budget - fixed
|
||||
|
||||
# 2.2.1
|
||||
|
||||
# Features/Improvements
|
||||
## Features/Improvements
|
||||
* **[Factions]** Added factions : Georgia 2008, USN 1985, France 2005 Frenchpack by HerrTom
|
||||
* **[Factions]** Added map Persian Gulf full by Plob
|
||||
* **[Flight Planner]** Player flights with start delays under ten minutes will spawn immediately.
|
||||
|
||||
@@ -3,9 +3,9 @@ import dcs
|
||||
|
||||
DEFAULT_AVAILABLE_BUILDINGS = ['fuel', 'ammo', 'comms', 'oil', 'ware', 'farp', 'fob', 'power', 'factory', 'derrick']
|
||||
|
||||
WW2_FREE = ['fuel', 'factory', 'ware']
|
||||
WW2_GERMANY_BUILDINGS = ['fuel', 'factory', 'ww2bunker', 'ww2bunker', 'ww2bunker', 'allycamp', 'allycamp']
|
||||
WW2_ALLIES_BUILDINGS = ['fuel', 'factory', 'allycamp', 'allycamp', 'allycamp', 'allycamp', 'allycamp']
|
||||
WW2_FREE = ['fuel', 'factory', 'ware', 'fob']
|
||||
WW2_GERMANY_BUILDINGS = ['fuel', 'factory', 'ww2bunker', 'ww2bunker', 'ww2bunker', 'allycamp', 'allycamp', 'fob']
|
||||
WW2_ALLIES_BUILDINGS = ['fuel', 'factory', 'allycamp', 'allycamp', 'allycamp', 'allycamp', 'allycamp', 'fob']
|
||||
|
||||
FORTIFICATION_BUILDINGS = ['Siegfried Line', 'Concertina wire', 'Concertina Wire', 'Czech hedgehogs 1', 'Czech hedgehogs 2',
|
||||
'Dragonteeth 1', 'Dragonteeth 2', 'Dragonteeth 3', 'Dragonteeth 4', 'Dragonteeth 5',
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
from dataclasses import dataclass
|
||||
from datetime import timedelta
|
||||
|
||||
from game.utils import nm_to_meter, feet_to_meter
|
||||
from game.utils import Distance, feet, nautical_miles
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
@@ -12,30 +12,44 @@ class Doctrine:
|
||||
strike: bool
|
||||
antiship: bool
|
||||
|
||||
strike_max_range: int
|
||||
sead_max_range: int
|
||||
rendezvous_altitude: Distance
|
||||
hold_distance: Distance
|
||||
push_distance: Distance
|
||||
join_distance: Distance
|
||||
split_distance: Distance
|
||||
ingress_egress_distance: Distance
|
||||
ingress_altitude: Distance
|
||||
egress_altitude: Distance
|
||||
|
||||
rendezvous_altitude: int
|
||||
hold_distance: int
|
||||
push_distance: int
|
||||
join_distance: int
|
||||
split_distance: int
|
||||
ingress_egress_distance: int
|
||||
ingress_altitude: int
|
||||
egress_altitude: int
|
||||
|
||||
min_patrol_altitude: int
|
||||
max_patrol_altitude: int
|
||||
pattern_altitude: int
|
||||
min_patrol_altitude: Distance
|
||||
max_patrol_altitude: Distance
|
||||
pattern_altitude: Distance
|
||||
|
||||
#: The duration that CAP flights will remain on-station.
|
||||
cap_duration: timedelta
|
||||
cap_min_track_length: int
|
||||
cap_max_track_length: int
|
||||
cap_min_distance_from_cp: int
|
||||
cap_max_distance_from_cp: int
|
||||
|
||||
#: The minimum length of the CAP race track.
|
||||
cap_min_track_length: Distance
|
||||
|
||||
#: The maximum length of the CAP race track.
|
||||
cap_max_track_length: Distance
|
||||
|
||||
#: The minimum distance between the defended position and the *end* of the
|
||||
#: CAP race track.
|
||||
cap_min_distance_from_cp: Distance
|
||||
|
||||
#: The maximum distance between the defended position and the *end* of the
|
||||
#: CAP race track.
|
||||
cap_max_distance_from_cp: Distance
|
||||
|
||||
#: The engagement range of CAP flights. Any enemy aircraft within this range
|
||||
#: of the CAP's current position will be engaged by the CAP.
|
||||
cap_engagement_range: Distance
|
||||
|
||||
cas_duration: timedelta
|
||||
|
||||
sweep_distance: Distance
|
||||
|
||||
|
||||
MODERN_DOCTRINE = Doctrine(
|
||||
cap=True,
|
||||
@@ -43,25 +57,25 @@ MODERN_DOCTRINE = Doctrine(
|
||||
sead=True,
|
||||
strike=True,
|
||||
antiship=True,
|
||||
strike_max_range=1500000,
|
||||
sead_max_range=1500000,
|
||||
rendezvous_altitude=feet_to_meter(25000),
|
||||
hold_distance=nm_to_meter(15),
|
||||
push_distance=nm_to_meter(20),
|
||||
join_distance=nm_to_meter(20),
|
||||
split_distance=nm_to_meter(20),
|
||||
ingress_egress_distance=nm_to_meter(45),
|
||||
ingress_altitude=feet_to_meter(20000),
|
||||
egress_altitude=feet_to_meter(20000),
|
||||
min_patrol_altitude=feet_to_meter(15000),
|
||||
max_patrol_altitude=feet_to_meter(33000),
|
||||
pattern_altitude=feet_to_meter(5000),
|
||||
rendezvous_altitude=feet(25000),
|
||||
hold_distance=nautical_miles(15),
|
||||
push_distance=nautical_miles(20),
|
||||
join_distance=nautical_miles(20),
|
||||
split_distance=nautical_miles(20),
|
||||
ingress_egress_distance=nautical_miles(45),
|
||||
ingress_altitude=feet(20000),
|
||||
egress_altitude=feet(20000),
|
||||
min_patrol_altitude=feet(15000),
|
||||
max_patrol_altitude=feet(33000),
|
||||
pattern_altitude=feet(5000),
|
||||
cap_duration=timedelta(minutes=30),
|
||||
cap_min_track_length=nm_to_meter(15),
|
||||
cap_max_track_length=nm_to_meter(40),
|
||||
cap_min_distance_from_cp=nm_to_meter(10),
|
||||
cap_max_distance_from_cp=nm_to_meter(40),
|
||||
cap_min_track_length=nautical_miles(15),
|
||||
cap_max_track_length=nautical_miles(40),
|
||||
cap_min_distance_from_cp=nautical_miles(10),
|
||||
cap_max_distance_from_cp=nautical_miles(40),
|
||||
cap_engagement_range=nautical_miles(50),
|
||||
cas_duration=timedelta(minutes=30),
|
||||
sweep_distance=nautical_miles(60),
|
||||
)
|
||||
|
||||
COLDWAR_DOCTRINE = Doctrine(
|
||||
@@ -70,25 +84,25 @@ COLDWAR_DOCTRINE = Doctrine(
|
||||
sead=True,
|
||||
strike=True,
|
||||
antiship=True,
|
||||
strike_max_range=1500000,
|
||||
sead_max_range=1500000,
|
||||
rendezvous_altitude=feet_to_meter(22000),
|
||||
hold_distance=nm_to_meter(10),
|
||||
push_distance=nm_to_meter(10),
|
||||
join_distance=nm_to_meter(10),
|
||||
split_distance=nm_to_meter(10),
|
||||
ingress_egress_distance=nm_to_meter(30),
|
||||
ingress_altitude=feet_to_meter(18000),
|
||||
egress_altitude=feet_to_meter(18000),
|
||||
min_patrol_altitude=feet_to_meter(10000),
|
||||
max_patrol_altitude=feet_to_meter(24000),
|
||||
pattern_altitude=feet_to_meter(5000),
|
||||
rendezvous_altitude=feet(22000),
|
||||
hold_distance=nautical_miles(10),
|
||||
push_distance=nautical_miles(10),
|
||||
join_distance=nautical_miles(10),
|
||||
split_distance=nautical_miles(10),
|
||||
ingress_egress_distance=nautical_miles(30),
|
||||
ingress_altitude=feet(18000),
|
||||
egress_altitude=feet(18000),
|
||||
min_patrol_altitude=feet(10000),
|
||||
max_patrol_altitude=feet(24000),
|
||||
pattern_altitude=feet(5000),
|
||||
cap_duration=timedelta(minutes=30),
|
||||
cap_min_track_length=nm_to_meter(12),
|
||||
cap_max_track_length=nm_to_meter(24),
|
||||
cap_min_distance_from_cp=nm_to_meter(8),
|
||||
cap_max_distance_from_cp=nm_to_meter(25),
|
||||
cap_min_track_length=nautical_miles(12),
|
||||
cap_max_track_length=nautical_miles(24),
|
||||
cap_min_distance_from_cp=nautical_miles(8),
|
||||
cap_max_distance_from_cp=nautical_miles(25),
|
||||
cap_engagement_range=nautical_miles(35),
|
||||
cas_duration=timedelta(minutes=30),
|
||||
sweep_distance=nautical_miles(40),
|
||||
)
|
||||
|
||||
WWII_DOCTRINE = Doctrine(
|
||||
@@ -97,23 +111,23 @@ WWII_DOCTRINE = Doctrine(
|
||||
sead=False,
|
||||
strike=True,
|
||||
antiship=True,
|
||||
strike_max_range=1500000,
|
||||
sead_max_range=1500000,
|
||||
hold_distance=nm_to_meter(5),
|
||||
push_distance=nm_to_meter(5),
|
||||
join_distance=nm_to_meter(5),
|
||||
split_distance=nm_to_meter(5),
|
||||
rendezvous_altitude=feet_to_meter(10000),
|
||||
ingress_egress_distance=nm_to_meter(7),
|
||||
ingress_altitude=feet_to_meter(8000),
|
||||
egress_altitude=feet_to_meter(8000),
|
||||
min_patrol_altitude=feet_to_meter(4000),
|
||||
max_patrol_altitude=feet_to_meter(15000),
|
||||
pattern_altitude=feet_to_meter(5000),
|
||||
hold_distance=nautical_miles(5),
|
||||
push_distance=nautical_miles(5),
|
||||
join_distance=nautical_miles(5),
|
||||
split_distance=nautical_miles(5),
|
||||
rendezvous_altitude=feet(10000),
|
||||
ingress_egress_distance=nautical_miles(7),
|
||||
ingress_altitude=feet(8000),
|
||||
egress_altitude=feet(8000),
|
||||
min_patrol_altitude=feet(4000),
|
||||
max_patrol_altitude=feet(15000),
|
||||
pattern_altitude=feet(5000),
|
||||
cap_duration=timedelta(minutes=30),
|
||||
cap_min_track_length=nm_to_meter(8),
|
||||
cap_max_track_length=nm_to_meter(18),
|
||||
cap_min_distance_from_cp=nm_to_meter(0),
|
||||
cap_max_distance_from_cp=nm_to_meter(5),
|
||||
cap_min_track_length=nautical_miles(8),
|
||||
cap_max_track_length=nautical_miles(18),
|
||||
cap_min_distance_from_cp=nautical_miles(0),
|
||||
cap_max_distance_from_cp=nautical_miles(5),
|
||||
cap_engagement_range=nautical_miles(20),
|
||||
cas_duration=timedelta(minutes=30),
|
||||
sweep_distance=nautical_miles(10),
|
||||
)
|
||||
|
||||
326
game/data/weapons.py
Normal file
326
game/data/weapons.py
Normal file
@@ -0,0 +1,326 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import datetime
|
||||
import inspect
|
||||
import logging
|
||||
from collections import defaultdict
|
||||
from dataclasses import dataclass
|
||||
from typing import Dict, Iterator, Optional, Set, Tuple, Type, Union, cast
|
||||
|
||||
from dcs.unitgroup import FlyingGroup
|
||||
from dcs.unittype import FlyingType
|
||||
from dcs.weapons_data import Weapons, weapon_ids
|
||||
|
||||
|
||||
PydcsWeapon = Dict[str, Union[int, str]]
|
||||
PydcsWeaponAssignment = Tuple[int, PydcsWeapon]
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class Weapon:
|
||||
"""Wraps a pydcs weapon dict in a hashable type."""
|
||||
|
||||
cls_id: str
|
||||
name: str
|
||||
weight: int
|
||||
|
||||
def available_on(self, date: datetime.date) -> bool:
|
||||
introduction_year = WEAPON_INTRODUCTION_YEARS.get(self)
|
||||
if introduction_year is None:
|
||||
logging.warning(
|
||||
f"No introduction year for {self}, assuming always available")
|
||||
return True
|
||||
return date >= datetime.date(introduction_year, 1, 1)
|
||||
|
||||
@property
|
||||
def as_pydcs(self) -> PydcsWeapon:
|
||||
return {
|
||||
"clsid": self.cls_id,
|
||||
"name": self.name,
|
||||
"weight": self.weight,
|
||||
}
|
||||
|
||||
@property
|
||||
def fallbacks(self) -> Iterator[Weapon]:
|
||||
yield self
|
||||
fallback = WEAPON_FALLBACK_MAP[self]
|
||||
if fallback is not None:
|
||||
yield from fallback.fallbacks
|
||||
|
||||
@classmethod
|
||||
def from_pydcs(cls, weapon_data: PydcsWeapon) -> Weapon:
|
||||
return cls(
|
||||
cast(str, weapon_data["clsid"]),
|
||||
cast(str, weapon_data["name"]),
|
||||
cast(int, weapon_data["weight"])
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def from_clsid(cls, clsid: str) -> Optional[Weapon]:
|
||||
data = weapon_ids.get(clsid)
|
||||
if data is None:
|
||||
return None
|
||||
return cls.from_pydcs(data)
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class Pylon:
|
||||
number: int
|
||||
allowed: Set[Weapon]
|
||||
|
||||
def can_equip(self, weapon: Weapon) -> bool:
|
||||
return weapon in self.allowed
|
||||
|
||||
def equip(self, group: FlyingGroup, weapon: Weapon) -> None:
|
||||
if not self.can_equip(weapon):
|
||||
raise ValueError(f"Pylon {self.number} cannot equip {weapon.name}")
|
||||
group.load_pylon(self.make_pydcs_assignment(weapon), self.number)
|
||||
|
||||
def make_pydcs_assignment(self, weapon: Weapon) -> PydcsWeaponAssignment:
|
||||
return self.number, weapon.as_pydcs
|
||||
|
||||
def available_on(self, date: datetime.date) -> Iterator[Weapon]:
|
||||
for weapon in self.allowed:
|
||||
if weapon.available_on(date):
|
||||
yield weapon
|
||||
|
||||
@classmethod
|
||||
def for_aircraft(cls, aircraft: Type[FlyingType], number: int) -> Pylon:
|
||||
# In pydcs these are all arbitrary inner classes of the aircraft type.
|
||||
# The only way to identify them is by their name.
|
||||
pylons = [v for v in aircraft.__dict__.values() if
|
||||
inspect.isclass(v) and v.__name__.startswith("Pylon")]
|
||||
|
||||
# And that Pylon class has members with irrelevant names that have
|
||||
# values of (pylon number, allowed weapon).
|
||||
allowed = set()
|
||||
for pylon in pylons:
|
||||
for key, value in pylon.__dict__.items():
|
||||
if key.startswith("__"):
|
||||
continue
|
||||
pylon_number, weapon = value
|
||||
if pylon_number != number:
|
||||
continue
|
||||
allowed.add(Weapon.from_pydcs(weapon))
|
||||
|
||||
return cls(number, allowed)
|
||||
|
||||
@classmethod
|
||||
def iter_pylons(cls, aircraft: Type[FlyingType]) -> Iterator[Pylon]:
|
||||
for pylon in sorted(list(aircraft.pylons)):
|
||||
yield cls.for_aircraft(aircraft, pylon)
|
||||
|
||||
|
||||
_WEAPON_FALLBACKS = [
|
||||
# AIM-120C
|
||||
(Weapons.AIM_120C, Weapons.AIM_120B),
|
||||
(Weapons.LAU_115___AIM_120C, Weapons.LAU_115___AIM_120B),
|
||||
(Weapons.LAU_115_2_LAU_127_AIM_120C, Weapons.LAU_115_2_LAU_127_AIM_120B),
|
||||
|
||||
# AIM-120B
|
||||
(Weapons.AIM_120B, Weapons.AIM_7MH),
|
||||
(Weapons.LAU_115___AIM_120B, Weapons.LAU_115C_AIM_7MH),
|
||||
(Weapons.LAU_115_2_LAU_127_AIM_120B, Weapons.LAU_115C_AIM_7MH),
|
||||
|
||||
# AIM-7MH
|
||||
(Weapons.AIM_7MH, Weapons.AIM_7M),
|
||||
(Weapons.AIM_7MH_, Weapons.AIM_7M_),
|
||||
(Weapons.AIM_7MH__, Weapons.AIM_7M__),
|
||||
(Weapons.LAU_115C_AIM_7MH, Weapons.LAU_115___AIM_7M),
|
||||
|
||||
# AIM-7M
|
||||
(Weapons.AIM_7M, Weapons.AIM_7F),
|
||||
(Weapons.AIM_7M_, None),
|
||||
(Weapons.AIM_7M__, None),
|
||||
(Weapons.LAU_115___AIM_7M, Weapons.LAU_115C_AIM_7F),
|
||||
|
||||
# AIM-7F
|
||||
(Weapons.AIM_7F, Weapons.AIM_7E),
|
||||
(Weapons.AIM_7F_, Weapons.AIM_7E),
|
||||
(Weapons.AIM_7F__, Weapons.AIM_7E),
|
||||
(Weapons.LAU_115C_AIM_7F, Weapons.LAU_115C_AIM_7E),
|
||||
|
||||
# AIM-7E
|
||||
(Weapons.AIM_7E, Weapons.AIM_9X_Sidewinder_IR_AAM),
|
||||
(Weapons.LAU_115C_AIM_7E, Weapons.LAU_115_LAU_127_AIM_9X),
|
||||
|
||||
# AIM-9X
|
||||
(Weapons.AIM_9X_Sidewinder_IR_AAM, Weapons.AIM_9P5_Sidewinder_IR_AAM),
|
||||
(Weapons.LAU_7_AIM_9X_Sidewinder_IR_AAM, Weapons.LAU_7_AIM_9P5_Sidewinder_IR_AAM),
|
||||
(Weapons.LAU_115_LAU_127_AIM_9X, Weapons.LAU_115_LAU_127_AIM_9M),
|
||||
(Weapons.LAU_115_2_LAU_127_AIM_9X, Weapons.LAU_115_2_LAU_127_AIM_9M),
|
||||
(Weapons.LAU_127_AIM_9X, Weapons.LAU_127_AIM_9M),
|
||||
|
||||
# AIM-9P5
|
||||
(Weapons.AIM_9P5_Sidewinder_IR_AAM, Weapons.AIM_9P_Sidewinder_IR_AAM),
|
||||
(Weapons.LAU_7_AIM_9P5_Sidewinder_IR_AAM, Weapons.LAU_7_AIM_9P_Sidewinder_IR_AAM),
|
||||
|
||||
# AIM-9P
|
||||
(Weapons.AIM_9P_Sidewinder_IR_AAM, Weapons.AIM_9M_Sidewinder_IR_AAM),
|
||||
(Weapons.LAU_7_AIM_9P_Sidewinder_IR_AAM, Weapons.LAU_7_AIM_9M_Sidewinder_IR_AAM),
|
||||
|
||||
# AIM-9M
|
||||
(Weapons.AIM_9M_Sidewinder_IR_AAM, Weapons.AIM_9L_Sidewinder_IR_AAM),
|
||||
(Weapons.LAU_7_AIM_9M_Sidewinder_IR_AAM, Weapons.LAU_7_AIM_9L),
|
||||
|
||||
# AIM-9L
|
||||
(Weapons.AIM_9L_Sidewinder_IR_AAM, None),
|
||||
(Weapons.LAU_7_AIM_9L, None),
|
||||
|
||||
# AIM-54C Mk47
|
||||
(Weapons.AIM_54C_Mk47, Weapons.AIM_54A_Mk60),
|
||||
(Weapons.AIM_54C_Mk47_, Weapons.AIM_54A_Mk60_),
|
||||
(Weapons.AIM_54C_Mk47__, Weapons.AIM_54A_Mk60__),
|
||||
|
||||
# AIM-54A Mk60
|
||||
(Weapons.AIM_54A_Mk60, Weapons.AIM_54A_Mk47),
|
||||
(Weapons.AIM_54A_Mk60_, Weapons.AIM_54A_Mk47_),
|
||||
(Weapons.AIM_54A_Mk60__, Weapons.AIM_54A_Mk47__),
|
||||
|
||||
# R-27 (AA-10 Alamo)
|
||||
(Weapons.R_27ER, Weapons.R_27R),
|
||||
(Weapons.R_27ET, Weapons.R_27T),
|
||||
|
||||
# R-77 (AA-12)
|
||||
(Weapons.R_77, Weapons.R_27ER),
|
||||
(Weapons.R_77_, Weapons.R_27ER),
|
||||
|
||||
# R-73 (AA-11)
|
||||
(Weapons.R_73, Weapons.R_60M),
|
||||
(Weapons.R_73_, Weapons.R_60M_),
|
||||
|
||||
# GBU-38 (JDAM)
|
||||
(Weapons.GBU_38, Weapons.GBU_12),
|
||||
(Weapons.GBU_38_16, Weapons.MK_82_28), # B1-B only
|
||||
(Weapons._2_GBU_38_, Weapons._2_GBU_12),
|
||||
(Weapons._2_GBU_38, Weapons._2_GBU_12),
|
||||
(Weapons._3_GBU_38, Weapons._3_GBU_12),
|
||||
(Weapons.BRU_55___2_x_GBU_38, Weapons.BRU_33___2_x_GBU_12),
|
||||
(Weapons.BRU_57___2_x_GBU_38, Weapons.BRU_33___2_x_GBU_12),
|
||||
|
||||
# AGM-154A (JSOW)
|
||||
(Weapons.AGM_154A, Weapons.GBU_12),
|
||||
(Weapons.BRU_55___2_x_AGM_154A, Weapons.BRU_33___2_x_GBU_12),
|
||||
(Weapons.BRU_57___2_x_AGM_154A, Weapons.BRU_33___2_x_GBU_12),
|
||||
|
||||
# AGM-154C (JSOW)
|
||||
(Weapons.AGM_154C, Weapons.GBU_12),
|
||||
(Weapons.AGM_154C_4, Weapons.MK_82_28), # B1-B only
|
||||
(Weapons.BRU_55___2_x_AGM_154C, Weapons.BRU_33___2_x_GBU_12),
|
||||
|
||||
# AGM-84E (SLAM)
|
||||
(Weapons.AGM_84E, Weapons.LAU_117_AGM_65F),
|
||||
|
||||
# CBU-97
|
||||
(Weapons.CBU_97, Weapons.GBU_12),
|
||||
(Weapons.TER_9A___2_x_CBU_97, Weapons.TER_9A___2_x_GBU_12),
|
||||
(Weapons.TER_9A___2_x_CBU_97_, Weapons.TER_9A___2_x_GBU_12),
|
||||
(Weapons.TER_9A___3_x_CBU_97, Weapons.TER_9A___2_x_GBU_12),
|
||||
|
||||
]
|
||||
|
||||
WEAPON_FALLBACK_MAP: Dict[Weapon, Optional[Weapon]] = defaultdict(
|
||||
lambda: cast(Optional[Weapon], None),
|
||||
((Weapon.from_pydcs(a), b if b is None else Weapon.from_pydcs(b))
|
||||
for a, b in _WEAPON_FALLBACKS))
|
||||
|
||||
|
||||
WEAPON_INTRODUCTION_YEARS = {
|
||||
# AIM-120C
|
||||
Weapon.from_pydcs(Weapons.AIM_120C): 1996,
|
||||
Weapon.from_pydcs(Weapons.LAU_115_2_LAU_127_AIM_120C): 1996,
|
||||
Weapon.from_pydcs(Weapons.LAU_115___AIM_120C): 1996,
|
||||
|
||||
# AIM-120B
|
||||
Weapon.from_pydcs(Weapons.AIM_120B): 1994,
|
||||
Weapon.from_pydcs(Weapons.LAU_115_2_LAU_127_AIM_120B): 1994,
|
||||
Weapon.from_pydcs(Weapons.LAU_115___AIM_120B): 1994,
|
||||
|
||||
# AIM-7MH
|
||||
Weapon.from_pydcs(Weapons.AIM_7MH): 1987,
|
||||
Weapon.from_pydcs(Weapons.AIM_7MH_): 1987,
|
||||
Weapon.from_pydcs(Weapons.AIM_7MH__): 1987,
|
||||
Weapon.from_pydcs(Weapons.LAU_115C_AIM_7MH): 1987,
|
||||
|
||||
# AIM-7M
|
||||
Weapon.from_pydcs(Weapons.AIM_7M): 1982,
|
||||
Weapon.from_pydcs(Weapons.AIM_7M_): 1982,
|
||||
Weapon.from_pydcs(Weapons.AIM_7M__): 1982,
|
||||
Weapon.from_pydcs(Weapons.LAU_115___AIM_7M): 1982,
|
||||
|
||||
# AIM-7F
|
||||
Weapon.from_pydcs(Weapons.AIM_7F): 1976,
|
||||
Weapon.from_pydcs(Weapons.AIM_7F_): 1976,
|
||||
Weapon.from_pydcs(Weapons.AIM_7F__): 1976,
|
||||
Weapon.from_pydcs(Weapons.LAU_115C_AIM_7F): 1976,
|
||||
|
||||
# AIM-7E
|
||||
Weapon.from_pydcs(Weapons.AIM_7E): 1963,
|
||||
Weapon.from_pydcs(Weapons.LAU_115C_AIM_7E): 1963,
|
||||
|
||||
# AIM-9X
|
||||
Weapon.from_pydcs(Weapons.AIM_9X_Sidewinder_IR_AAM): 2003,
|
||||
Weapon.from_pydcs(Weapons.LAU_7_AIM_9X_Sidewinder_IR_AAM): 2003,
|
||||
Weapon.from_pydcs(Weapons.LAU_115_LAU_127_AIM_9X): 2003,
|
||||
Weapon.from_pydcs(Weapons.LAU_115_2_LAU_127_AIM_9X): 2003,
|
||||
Weapon.from_pydcs(Weapons.LAU_127_AIM_9X): 2003,
|
||||
|
||||
# AIM-9P5
|
||||
Weapon.from_pydcs(Weapons.AIM_9P5_Sidewinder_IR_AAM): 1963,
|
||||
Weapon.from_pydcs(Weapons.LAU_7_AIM_9P5_Sidewinder_IR_AAM): 1963,
|
||||
|
||||
# AIM-9P
|
||||
Weapon.from_pydcs(Weapons.AIM_9P_Sidewinder_IR_AAM): 1978,
|
||||
Weapon.from_pydcs(Weapons.LAU_7_AIM_9P_Sidewinder_IR_AAM): 1978,
|
||||
|
||||
# AIM-9M
|
||||
Weapon.from_pydcs(Weapons.AIM_9M_Sidewinder_IR_AAM): 1983,
|
||||
Weapon.from_pydcs(Weapons.LAU_7_AIM_9M_Sidewinder_IR_AAM): 1983,
|
||||
|
||||
# AIM-9L
|
||||
Weapon.from_pydcs(Weapons.AIM_9L_Sidewinder_IR_AAM): 1977,
|
||||
Weapon.from_pydcs(Weapons.LAU_7_AIM_9L): 1977,
|
||||
|
||||
# AIM-54C-Mk47
|
||||
Weapon.from_pydcs(Weapons.AIM_54C_Mk47): 1986,
|
||||
Weapon.from_pydcs(Weapons.AIM_54C_Mk47_): 1986,
|
||||
Weapon.from_pydcs(Weapons.AIM_54C_Mk47__): 1986,
|
||||
Weapon.from_pydcs(Weapons.AIM_54C): 1986, # this weapon id is unused (legacy F-14A)
|
||||
|
||||
# R-77 (AA-12)
|
||||
Weapon.from_pydcs(Weapons.R_77): 2002,
|
||||
Weapon.from_pydcs(Weapons.R_77_): 2002,
|
||||
|
||||
# R-73 (AA-11)
|
||||
Weapon.from_pydcs(Weapons.R_73): 1989,
|
||||
Weapon.from_pydcs(Weapons.R_73_): 1989,
|
||||
|
||||
# GBU-38 (JDAM)
|
||||
Weapon.from_pydcs(Weapons.GBU_38): 1998,
|
||||
Weapon.from_pydcs(Weapons.GBU_38_16): 1998, # B1-B only
|
||||
Weapon.from_pydcs(Weapons._2_GBU_38_): 1998,
|
||||
Weapon.from_pydcs(Weapons._2_GBU_38): 1998,
|
||||
Weapon.from_pydcs(Weapons._3_GBU_38): 1998,
|
||||
Weapon.from_pydcs(Weapons.BRU_55___2_x_GBU_38): 1998,
|
||||
Weapon.from_pydcs(Weapons.BRU_57___2_x_GBU_38): 1998,
|
||||
|
||||
# AGM-154A (JSOW)
|
||||
Weapon.from_pydcs(Weapons.AGM_154A): 1999,
|
||||
Weapon.from_pydcs(Weapons.BRU_55___2_x_AGM_154A): 1999,
|
||||
Weapon.from_pydcs(Weapons.BRU_57___2_x_AGM_154A): 1999,
|
||||
|
||||
# AGM-154C (JSOW)
|
||||
Weapon.from_pydcs(Weapons.AGM_154C): 2005,
|
||||
Weapon.from_pydcs(Weapons.AGM_154C_4): 2005, # B1-B only
|
||||
Weapon.from_pydcs(Weapons.BRU_55___2_x_AGM_154C): 2005,
|
||||
|
||||
# AGM-84E
|
||||
Weapon.from_pydcs(Weapons.AGM_84E): 1990,
|
||||
|
||||
# CBU-97
|
||||
Weapon.from_pydcs(Weapons.CBU_97): 1995,
|
||||
Weapon.from_pydcs(Weapons.TER_9A___2_x_CBU_97): 1995,
|
||||
Weapon.from_pydcs(Weapons.TER_9A___2_x_CBU_97_): 1995,
|
||||
Weapon.from_pydcs(Weapons.TER_9A___3_x_CBU_97): 1995
|
||||
|
||||
}
|
||||
363
game/db.py
363
game/db.py
@@ -1,6 +1,8 @@
|
||||
from datetime import datetime
|
||||
from enum import Enum
|
||||
from typing import Dict, List, Optional, Tuple, Type, Union
|
||||
import json
|
||||
from pathlib import Path
|
||||
|
||||
from dcs.countries import country_dict
|
||||
from dcs.helicopters import (
|
||||
@@ -17,6 +19,7 @@ from dcs.helicopters import (
|
||||
SA342M,
|
||||
SA342Minigun,
|
||||
SA342Mistral,
|
||||
SH_60B,
|
||||
UH_1H,
|
||||
UH_60A,
|
||||
helicopter_map,
|
||||
@@ -40,12 +43,14 @@ from dcs.planes import (
|
||||
C_101CC,
|
||||
C_130,
|
||||
E_3A,
|
||||
E_2C,
|
||||
FA_18C_hornet,
|
||||
FW_190A8,
|
||||
FW_190D9,
|
||||
F_117A,
|
||||
F_14A_135_GR,
|
||||
F_14B,
|
||||
F_111F,
|
||||
F_15C,
|
||||
F_15E,
|
||||
F_16A,
|
||||
@@ -61,6 +66,7 @@ from dcs.planes import (
|
||||
Ju_88A4,
|
||||
KC130,
|
||||
KC_135,
|
||||
KC135MPRS,
|
||||
KJ_2000,
|
||||
L_39C,
|
||||
L_39ZA,
|
||||
@@ -84,6 +90,7 @@ from dcs.planes import (
|
||||
P_51D_30_NA,
|
||||
PlaneType,
|
||||
RQ_1A_Predator,
|
||||
S_3B,
|
||||
S_3B_Tanker,
|
||||
SpitfireLFMkIX,
|
||||
SpitfireLFMkIXCW,
|
||||
@@ -104,7 +111,8 @@ from dcs.planes import (
|
||||
Tu_95MS,
|
||||
WingLoong_I,
|
||||
Yak_40,
|
||||
plane_map
|
||||
plane_map,
|
||||
I_16
|
||||
)
|
||||
from dcs.ships import (
|
||||
Armed_speedboat,
|
||||
@@ -113,6 +121,7 @@ from dcs.ships import (
|
||||
CVN_72_Abraham_Lincoln,
|
||||
CVN_73_George_Washington,
|
||||
CVN_74_John_C__Stennis,
|
||||
CVN_75_Harry_S__Truman,
|
||||
CV_1143_5_Admiral_Kuznetsov,
|
||||
CV_1143_5_Admiral_Kuznetsov_2017,
|
||||
Dry_cargo_ship_Ivanov,
|
||||
@@ -128,6 +137,7 @@ from dcs.task import (
|
||||
CargoTransportation,
|
||||
Embarking,
|
||||
Escort,
|
||||
FighterSweep,
|
||||
GroundAttack,
|
||||
Intercept,
|
||||
MainTask,
|
||||
@@ -138,6 +148,7 @@ from dcs.task import (
|
||||
SEAD,
|
||||
Task,
|
||||
Transport,
|
||||
RunwayAttack,
|
||||
)
|
||||
from dcs.terrain.terrain import Airport
|
||||
from dcs.unit import Ship, Unit, Vehicle
|
||||
@@ -154,18 +165,25 @@ from dcs.vehicles import (
|
||||
)
|
||||
|
||||
import pydcs_extensions.frenchpack.frenchpack as frenchpack
|
||||
import pydcs_extensions.highdigitsams.highdigitsams as highdigitsams
|
||||
# PATCH pydcs data with MODS
|
||||
from game.factions.faction_loader import FactionLoader
|
||||
from pydcs_extensions.a4ec.a4ec import A_4E_C
|
||||
from pydcs_extensions.f22a.f22a import F_22A
|
||||
from pydcs_extensions.hercules.hercules import Hercules
|
||||
from pydcs_extensions.mb339.mb339 import MB_339PAN
|
||||
from pydcs_extensions.rafale.rafale import Rafale_A_S, Rafale_M
|
||||
from pydcs_extensions.rafale.rafale import Rafale_A_S, Rafale_M, Rafale_B
|
||||
from pydcs_extensions.su57.su57 import Su_57
|
||||
|
||||
UNITINFOTEXT_PATH = Path("./resources/units/unit_info_text.json")
|
||||
|
||||
plane_map["A-4E-C"] = A_4E_C
|
||||
plane_map["MB-339PAN"] = MB_339PAN
|
||||
plane_map["Rafale_M"] = Rafale_M
|
||||
plane_map["Rafale_A_S"] = Rafale_A_S
|
||||
plane_map["Rafale_B"] = Rafale_B
|
||||
plane_map["Su-57"] = Su_57
|
||||
plane_map["Hercules"] = Hercules
|
||||
|
||||
vehicle_map["FieldHL"] = frenchpack._FIELD_HIDE
|
||||
vehicle_map["HARRIERH"] = frenchpack._FIELD_HIDE_SMALL
|
||||
@@ -202,6 +220,49 @@ vehicle_map["Toyota_vert"] = frenchpack.DIM__TOYOTA_GREEN
|
||||
vehicle_map["Toyota_desert"] = frenchpack.DIM__TOYOTA_DESERT
|
||||
vehicle_map["Kamikaze"] = frenchpack.DIM__KAMIKAZE
|
||||
|
||||
vehicle_map[highdigitsams.AAA_SON_9_Fire_Can.id] = highdigitsams.AAA_SON_9_Fire_Can
|
||||
vehicle_map[highdigitsams.AAA_100mm_KS_19.id] = highdigitsams.AAA_100mm_KS_19
|
||||
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_54K6_CP.id] = highdigitsams.SAM_SA_10B_S_300PS_54K6_CP
|
||||
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_5P85SE_LN.id] = highdigitsams.SAM_SA_10B_S_300PS_5P85SE_LN
|
||||
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_5P85SU_LN.id] = highdigitsams.SAM_SA_10B_S_300PS_5P85SU_LN
|
||||
vehicle_map[highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85CE.id] = highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85CE
|
||||
vehicle_map[highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85DE.id] = highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85DE
|
||||
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_30N6_TR.id] = highdigitsams.SAM_SA_10B_S_300PS_30N6_TR
|
||||
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_40B6M_TR.id] = highdigitsams.SAM_SA_10B_S_300PS_40B6M_TR
|
||||
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_40B6MD_SR.id] = highdigitsams.SAM_SA_10B_S_300PS_40B6MD_SR
|
||||
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_64H6E_SR.id] = highdigitsams.SAM_SA_10B_S_300PS_64H6E_SR
|
||||
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_CP_54K6.id] = highdigitsams.SAM_SA_20_S_300PMU1_CP_54K6
|
||||
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E.id] = highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E
|
||||
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E_truck.id] = highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E_truck
|
||||
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_SR_5N66E.id] = highdigitsams.SAM_SA_20_S_300PMU1_SR_5N66E
|
||||
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_SR_64N6E.id] = highdigitsams.SAM_SA_20_S_300PMU1_SR_64N6E
|
||||
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85CE.id] = highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85CE
|
||||
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85DE.id] = highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85DE
|
||||
vehicle_map[highdigitsams.SAM_SA_20B_S_300PMU2_CP_54K6E2.id] = highdigitsams.SAM_SA_20B_S_300PMU2_CP_54K6E2
|
||||
vehicle_map[highdigitsams.SAM_SA_20B_S_300PMU2_TR_92H6E_truck.id] = highdigitsams.SAM_SA_20B_S_300PMU2_TR_92H6E_truck
|
||||
vehicle_map[highdigitsams.SAM_SA_20B_S_300PMU2_SR_64N6E2.id] = highdigitsams.SAM_SA_20B_S_300PMU2_SR_64N6E2
|
||||
vehicle_map[highdigitsams.SAM_SA_20B_S_300PMU2_LN_5P85SE2.id] = highdigitsams.SAM_SA_20B_S_300PMU2_LN_5P85SE2
|
||||
vehicle_map[highdigitsams.SAM_SA_12_S_300V_9S457_CP.id] = highdigitsams.SAM_SA_12_S_300V_9S457_CP
|
||||
vehicle_map[highdigitsams.SAM_SA_12_S_300V_9A82_LN.id] = highdigitsams.SAM_SA_12_S_300V_9A82_LN
|
||||
vehicle_map[highdigitsams.SAM_SA_12_S_300V_9A83_LN.id] = highdigitsams.SAM_SA_12_S_300V_9A83_LN
|
||||
vehicle_map[highdigitsams.SAM_SA_12_S_300V_9S15_SR.id] = highdigitsams.SAM_SA_12_S_300V_9S15_SR
|
||||
vehicle_map[highdigitsams.SAM_SA_12_S_300V_9S19_SR.id] = highdigitsams.SAM_SA_12_S_300V_9S19_SR
|
||||
vehicle_map[highdigitsams.SAM_SA_12_S_300V_9S32_TR.id] = highdigitsams.SAM_SA_12_S_300V_9S32_TR
|
||||
vehicle_map[highdigitsams.SAM_SA_23_S_300VM_9S457ME_CP.id] = highdigitsams.SAM_SA_23_S_300VM_9S457ME_CP
|
||||
vehicle_map[highdigitsams.SAM_SA_23_S_300VM_9S15M2_SR.id] = highdigitsams.SAM_SA_23_S_300VM_9S15M2_SR
|
||||
vehicle_map[highdigitsams.SAM_SA_23_S_300VM_9S19M2_SR.id] = highdigitsams.SAM_SA_23_S_300VM_9S19M2_SR
|
||||
vehicle_map[highdigitsams.SAM_SA_23_S_300VM_9S32ME_TR.id] = highdigitsams.SAM_SA_23_S_300VM_9S32ME_TR
|
||||
vehicle_map[highdigitsams.SAM_SA_23_S_300VM_9A83ME_LN.id] = highdigitsams.SAM_SA_23_S_300VM_9A83ME_LN
|
||||
vehicle_map[highdigitsams.SAM_SA_23_S_300VM_9A82ME_LN.id] = highdigitsams.SAM_SA_23_S_300VM_9A82ME_LN
|
||||
vehicle_map[highdigitsams.SAM_SA_17_Buk_M1_2_LN_9A310M1_2.id] = highdigitsams.SAM_SA_17_Buk_M1_2_LN_9A310M1_2
|
||||
vehicle_map[highdigitsams.SAM_SA_2__V759__LN_SM_90.id] = highdigitsams.SAM_SA_2__V759__LN_SM_90
|
||||
vehicle_map[highdigitsams.SAM_HQ_2_LN_SM_90.id] = highdigitsams.SAM_HQ_2_LN_SM_90
|
||||
vehicle_map[highdigitsams.SAM_SA_3__V_601P__LN_5P73.id] = highdigitsams.SAM_SA_3__V_601P__LN_5P73
|
||||
vehicle_map[highdigitsams.SAM_SA_24_Igla_S_manpad.id] = highdigitsams.SAM_SA_24_Igla_S_manpad
|
||||
vehicle_map[highdigitsams.SAM_SA_14_Strela_3_manpad.id] = highdigitsams.SAM_SA_14_Strela_3_manpad
|
||||
vehicle_map[highdigitsams.Polyana_D4M1_C2_node.id] = highdigitsams.Polyana_D4M1_C2_node
|
||||
vehicle_map[highdigitsams._34Ya6E_Gazetchik_E_decoy.id] = highdigitsams._34Ya6E_Gazetchik_E_decoy
|
||||
|
||||
"""
|
||||
---------- BEGINNING OF CONFIGURATION SECTION
|
||||
"""
|
||||
@@ -223,6 +284,11 @@ from this example `Identifier` should be used (which may or may not include cate
|
||||
For example, player accessible Hornet is called `FA_18C_hornet`, and MANPAD Igla is called `AirDefence.SAM_SA_18_Igla_S_MANPADS`
|
||||
"""
|
||||
|
||||
# This should probably be much higher, but the AI doesn't rollover their budget
|
||||
# and isn't smart enough to save to repair a critical runway anyway, so it has
|
||||
# to be cheap enough to repair with a single turn's income.
|
||||
RUNWAY_REPAIR_COST = 100
|
||||
|
||||
"""
|
||||
Prices for the aircraft.
|
||||
This defines both price for the player (although only aircraft listed in CAP/CAS/Transport/Armor/AirDefense roles will be purchasable)
|
||||
@@ -245,6 +311,7 @@ PRICES = {
|
||||
|
||||
SpitfireLFMkIX: 14,
|
||||
SpitfireLFMkIXCW: 14,
|
||||
I_16: 10,
|
||||
Bf_109K_4: 14,
|
||||
FW_190D9: 16,
|
||||
FW_190A8: 14,
|
||||
@@ -272,6 +339,7 @@ PRICES = {
|
||||
F_16A: 14,
|
||||
F_14A_135_GR: 20,
|
||||
F_14B: 24,
|
||||
F_22A: 40,
|
||||
Tornado_IDS: 20,
|
||||
Tornado_GR4: 20,
|
||||
|
||||
@@ -288,6 +356,7 @@ PRICES = {
|
||||
A_10A: 16,
|
||||
A_10C: 22,
|
||||
A_10C_2: 24,
|
||||
S_3B: 10,
|
||||
|
||||
# heli
|
||||
Ka_50: 13,
|
||||
@@ -303,6 +372,7 @@ PRICES = {
|
||||
AH_64A: 24,
|
||||
AH_64D: 30,
|
||||
OH_58D: 6,
|
||||
SH_60B: 6,
|
||||
|
||||
# Bombers
|
||||
B_52H: 35,
|
||||
@@ -311,6 +381,7 @@ PRICES = {
|
||||
Tu_160: 50,
|
||||
Tu_22M3: 40,
|
||||
Tu_95MS: 35,
|
||||
F_111F: 21,
|
||||
|
||||
# special
|
||||
IL_76MD: 30,
|
||||
@@ -321,11 +392,14 @@ PRICES = {
|
||||
IL_78M: 25,
|
||||
KC_135: 25,
|
||||
KC130: 25,
|
||||
KC135MPRS: 25,
|
||||
|
||||
A_50: 50,
|
||||
KJ_2000: 50,
|
||||
E_3A: 50,
|
||||
E_2C: 50,
|
||||
C_130: 25,
|
||||
Hercules: 25,
|
||||
|
||||
# WW2
|
||||
P_51D_30_NA: 18,
|
||||
@@ -343,15 +417,18 @@ PRICES = {
|
||||
# Modded
|
||||
Rafale_M: 26,
|
||||
Rafale_A_S: 26,
|
||||
Rafale_B: 26,
|
||||
|
||||
# armor
|
||||
Armor.APC_MTLB: 4,
|
||||
Armor.FDDM_Grad: 5,
|
||||
Armor.FDDM_Grad: 4,
|
||||
Armor.ARV_BRDM_2: 6,
|
||||
Armor.ARV_BTR_RD: 8,
|
||||
Armor.ARV_BTR_RD: 6,
|
||||
Armor.APC_BTR_80: 8,
|
||||
Armor.APC_BTR_82A: 10,
|
||||
Armor.MBT_T_55: 18,
|
||||
Armor.MBT_T_72B: 22,
|
||||
Armor.MBT_T_72B: 20,
|
||||
Armor.MBT_T_72B3: 25,
|
||||
Armor.MBT_T_80U: 25,
|
||||
Armor.MBT_T_90: 30,
|
||||
Armor.IFV_BMD_1: 8,
|
||||
@@ -367,6 +444,7 @@ PRICES = {
|
||||
Armor.ATGM_M1045_HMMWV_TOW: 8,
|
||||
Armor.IFV_M2A2_Bradley: 12,
|
||||
Armor.APC_M1126_Stryker_ICV: 10,
|
||||
Armor.SPG_M1128_Stryker_MGS: 14,
|
||||
Armor.ATGM_M1134_Stryker: 12,
|
||||
Armor.MBT_M60A3_Patton: 16,
|
||||
Armor.MBT_M1A2_Abrams: 25,
|
||||
@@ -390,6 +468,8 @@ PRICES = {
|
||||
Artillery.MLRS_BM_21_Grad: 15,
|
||||
Artillery.MLRS_9K57_Uragan_BM_27: 50,
|
||||
Artillery.MLRS_9A52_Smerch: 40,
|
||||
Artillery._2B11_mortar: 4,
|
||||
Artillery.SpGH_Dana: 26,
|
||||
|
||||
Unarmed.Transport_UAZ_469: 3,
|
||||
Unarmed.Transport_Ural_375: 3,
|
||||
@@ -418,6 +498,7 @@ PRICES = {
|
||||
Armor.LAC_M8_Greyhound: 8,
|
||||
Armor.TD_M10_GMC: 14,
|
||||
Armor.StuG_III_Ausf__G: 12,
|
||||
Armor.StuG_IV: 14,
|
||||
Artillery.M12_GMC: 10,
|
||||
Artillery.Sturmpanzer_IV_Brummbär: 10,
|
||||
Armor.Daimler_Armoured_Car: 8,
|
||||
@@ -438,14 +519,14 @@ PRICES = {
|
||||
AirDefence.SAM_SA_19_Tunguska_2S6: 30,
|
||||
AirDefence.SAM_SA_6_Kub_LN_2P25: 20,
|
||||
AirDefence.SAM_SA_3_S_125_LN_5P73: 6,
|
||||
AirDefence.SAM_SA_10_S_300PS_LN_5P85C: 22,
|
||||
AirDefence.SAM_SA_10_S_300PS_LN_5P85D: 22,
|
||||
|
||||
AirDefence.SAM_SA_11_Buk_LN_9A310M1: 30,
|
||||
AirDefence.SAM_SA_11_Buk_CC_9S470M1: 25,
|
||||
AirDefence.SAM_SA_11_Buk_SR_9S18M1: 28,
|
||||
AirDefence.SAM_SA_8_Osa_9A33: 28,
|
||||
AirDefence.SAM_SA_15_Tor_9A331: 40,
|
||||
AirDefence.SAM_SA_13_Strela_10M3_9A35M3: 16,
|
||||
AirDefence.SAM_SA_9_Strela_1_9P31: 12,
|
||||
AirDefence.SAM_SA_11_Buk_CC_9S470M1: 25,
|
||||
AirDefence.SAM_SA_8_Osa_LD_9T217: 22,
|
||||
AirDefence.SAM_Patriot_AMG_AN_MRC_137: 35,
|
||||
AirDefence.SAM_Patriot_ECS_AN_MSQ_104: 30,
|
||||
@@ -460,16 +541,16 @@ PRICES = {
|
||||
AirDefence.SAM_Patriot_EPP_III: 15,
|
||||
AirDefence.SAM_Patriot_ICC: 18,
|
||||
AirDefence.SAM_Roland_ADS: 12,
|
||||
AirDefence.SAM_SA_10_S_300PS_CP_54K6: 18,
|
||||
AirDefence.Stinger_MANPADS: 6,
|
||||
AirDefence.SAM_Stinger_comm_dsr: 4,
|
||||
AirDefence.SAM_Stinger_comm: 4,
|
||||
AirDefence.SPAAA_ZSU_23_4_Shilka: 10,
|
||||
AirDefence.AAA_ZSU_57_2: 12,
|
||||
AirDefence.AAA_ZU_23_Closed: 6,
|
||||
AirDefence.AAA_ZU_23_Emplacement: 6,
|
||||
AirDefence.AAA_ZU_23_on_Ural_375: 8,
|
||||
AirDefence.AAA_ZU_23_on_Ural_375: 7,
|
||||
AirDefence.AAA_ZU_23_Insurgent_Closed: 6,
|
||||
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375: 8,
|
||||
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375: 7,
|
||||
AirDefence.AAA_ZU_23_Insurgent: 6,
|
||||
AirDefence.SAM_SA_18_Igla_MANPADS: 10,
|
||||
AirDefence.SAM_SA_18_Igla_comm: 8,
|
||||
@@ -477,11 +558,8 @@ PRICES = {
|
||||
AirDefence.SAM_SA_18_Igla_S_comm: 8,
|
||||
AirDefence.EWR_1L13: 30,
|
||||
AirDefence.SAM_SA_6_Kub_STR_9S91: 22,
|
||||
AirDefence.SAM_SA_10_S_300PS_TR_30N6: 24,
|
||||
AirDefence.SAM_SA_10_S_300PS_SR_5N66M: 30,
|
||||
|
||||
AirDefence.EWR_55G6: 30,
|
||||
AirDefence.SAM_SA_10_S_300PS_SR_64H6E: 30,
|
||||
AirDefence.SAM_SA_11_Buk_SR_9S18M1: 28,
|
||||
AirDefence.CP_9S80M1_Sborka: 10,
|
||||
AirDefence.SAM_Hawk_TR_AN_MPQ_46: 14,
|
||||
AirDefence.SAM_Hawk_SR_AN_MPQ_50: 18,
|
||||
@@ -542,6 +620,57 @@ PRICES = {
|
||||
frenchpack.DIM__TOYOTA_DESERT: 2,
|
||||
frenchpack.DIM__KAMIKAZE: 6,
|
||||
|
||||
# SA-10
|
||||
AirDefence.SAM_SA_10_S_300PS_CP_54K6: 18,
|
||||
AirDefence.SAM_SA_10_S_300PS_TR_30N6: 24,
|
||||
AirDefence.SAM_SA_10_S_300PS_SR_5N66M: 30,
|
||||
AirDefence.SAM_SA_10_S_300PS_SR_64H6E: 30,
|
||||
AirDefence.SAM_SA_10_S_300PS_LN_5P85C: 22,
|
||||
AirDefence.SAM_SA_10_S_300PS_LN_5P85D: 22,
|
||||
|
||||
# High digit sams mod
|
||||
highdigitsams.AAA_SON_9_Fire_Can: 8,
|
||||
highdigitsams.AAA_100mm_KS_19: 10,
|
||||
|
||||
highdigitsams.SAM_SA_10B_S_300PS_54K6_CP: 20,
|
||||
highdigitsams.SAM_SA_10B_S_300PS_5P85SE_LN: 24,
|
||||
highdigitsams.SAM_SA_10B_S_300PS_5P85SU_LN: 24,
|
||||
highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85CE: 24,
|
||||
highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85DE: 24,
|
||||
highdigitsams.SAM_SA_10B_S_300PS_30N6_TR: 26,
|
||||
highdigitsams.SAM_SA_10B_S_300PS_40B6M_TR: 26,
|
||||
highdigitsams.SAM_SA_10B_S_300PS_40B6MD_SR: 32,
|
||||
highdigitsams.SAM_SA_10B_S_300PS_64H6E_SR: 32,
|
||||
|
||||
highdigitsams.SAM_SA_12_S_300V_9S457_CP: 22,
|
||||
highdigitsams.SAM_SA_12_S_300V_9A82_LN: 26,
|
||||
highdigitsams.SAM_SA_12_S_300V_9A83_LN: 26,
|
||||
highdigitsams.SAM_SA_12_S_300V_9S15_SR: 34,
|
||||
highdigitsams.SAM_SA_12_S_300V_9S19_SR: 34,
|
||||
highdigitsams.SAM_SA_12_S_300V_9S32_TR: 28,
|
||||
|
||||
highdigitsams.SAM_SA_20_S_300PMU1_CP_54K6: 26,
|
||||
highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E: 30,
|
||||
highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E_truck: 32,
|
||||
highdigitsams.SAM_SA_20_S_300PMU1_SR_5N66E: 38,
|
||||
highdigitsams.SAM_SA_20_S_300PMU1_SR_64N6E: 38,
|
||||
highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85CE: 28,
|
||||
highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85DE: 28,
|
||||
|
||||
highdigitsams.SAM_SA_20B_S_300PMU2_CP_54K6E2: 27,
|
||||
highdigitsams.SAM_SA_20B_S_300PMU2_TR_92H6E_truck: 33,
|
||||
highdigitsams.SAM_SA_20B_S_300PMU2_SR_64N6E2: 40,
|
||||
highdigitsams.SAM_SA_20B_S_300PMU2_LN_5P85SE2: 30,
|
||||
|
||||
highdigitsams.SAM_SA_23_S_300VM_9S457ME_CP: 30,
|
||||
highdigitsams.SAM_SA_23_S_300VM_9S15M2_SR: 45,
|
||||
highdigitsams.SAM_SA_23_S_300VM_9S19M2_SR: 45,
|
||||
highdigitsams.SAM_SA_23_S_300VM_9S32ME_TR: 35,
|
||||
highdigitsams.SAM_SA_23_S_300VM_9A83ME_LN: 32,
|
||||
highdigitsams.SAM_SA_23_S_300VM_9A82ME_LN: 32,
|
||||
|
||||
highdigitsams.SAM_SA_17_Buk_M1_2_LN_9A310M1_2: 40,
|
||||
|
||||
}
|
||||
|
||||
"""
|
||||
@@ -552,6 +681,7 @@ Following tasks are present:
|
||||
* CAS - CAS aircraft
|
||||
* Transport - transport aircraft (used as targets in intercept operations)
|
||||
* AWACS - awacs
|
||||
* AntishipStrike - units that will engage shipping
|
||||
* PinpointStrike - armor that will engage in ground war
|
||||
* AirDefense - AA units
|
||||
* Reconnaissance - units that will be used as targets in destroy insurgents operations
|
||||
@@ -575,6 +705,7 @@ UNIT_BY_TASK = {
|
||||
MiG_31,
|
||||
FA_18C_hornet,
|
||||
F_15C,
|
||||
F_22A,
|
||||
F_14A_135_GR,
|
||||
F_14B,
|
||||
F_16A,
|
||||
@@ -589,6 +720,7 @@ UNIT_BY_TASK = {
|
||||
JF_17,
|
||||
F_4E,
|
||||
C_101CC,
|
||||
I_16,
|
||||
Bf_109K_4,
|
||||
FW_190D9,
|
||||
FW_190A8,
|
||||
@@ -609,6 +741,7 @@ UNIT_BY_TASK = {
|
||||
A_10C_2,
|
||||
A_20G,
|
||||
B_17G,
|
||||
F_111F,
|
||||
B_1B,
|
||||
B_52H,
|
||||
F_117A,
|
||||
@@ -630,6 +763,8 @@ UNIT_BY_TASK = {
|
||||
P_47D_40,
|
||||
RQ_1A_Predator,
|
||||
Rafale_A_S,
|
||||
Rafale_B,
|
||||
S_3B,
|
||||
SA342L,
|
||||
SA342M,
|
||||
SA342Minigun,
|
||||
@@ -644,24 +779,31 @@ UNIT_BY_TASK = {
|
||||
Tu_160,
|
||||
Tu_22M3,
|
||||
Tu_95MS,
|
||||
UH_1H,
|
||||
UH_1H,
|
||||
SH_60B,
|
||||
WingLoong_I,
|
||||
Hercules
|
||||
],
|
||||
Transport: [
|
||||
IL_76MD,
|
||||
An_26B,
|
||||
An_30M,
|
||||
Yak_40,
|
||||
|
||||
C_130,
|
||||
C_130
|
||||
],
|
||||
Refueling: [
|
||||
IL_78M,
|
||||
KC_135,
|
||||
KC130,
|
||||
S_3B_Tanker,
|
||||
KC135MPRS,
|
||||
],
|
||||
AWACS: [
|
||||
E_3A,
|
||||
E_2C,
|
||||
A_50,
|
||||
KJ_2000
|
||||
],
|
||||
AWACS: [E_3A, A_50, KJ_2000],
|
||||
PinpointStrike: [
|
||||
Armor.APC_MTLB,
|
||||
Armor.APC_MTLB,
|
||||
@@ -685,6 +827,8 @@ UNIT_BY_TASK = {
|
||||
Armor.APC_BTR_80,
|
||||
Armor.APC_BTR_80,
|
||||
Armor.APC_BTR_80,
|
||||
Armor.APC_BTR_82A,
|
||||
Armor.APC_BTR_82A,
|
||||
Armor.IFV_BMP_1,
|
||||
Armor.IFV_BMP_1,
|
||||
Armor.IFV_BMP_1,
|
||||
@@ -692,6 +836,7 @@ UNIT_BY_TASK = {
|
||||
Armor.IFV_BMP_2,
|
||||
Armor.IFV_BMP_3,
|
||||
Armor.IFV_BMP_3,
|
||||
Armor.IFV_BMD_1,
|
||||
Armor.ZBD_04A,
|
||||
Armor.ZBD_04A,
|
||||
Armor.ZBD_04A,
|
||||
@@ -700,6 +845,8 @@ UNIT_BY_TASK = {
|
||||
Armor.MBT_T_55,
|
||||
Armor.MBT_T_72B,
|
||||
Armor.MBT_T_72B,
|
||||
Armor.MBT_T_72B3,
|
||||
Armor.MBT_T_72B3,
|
||||
Armor.MBT_T_80U,
|
||||
Armor.MBT_T_80U,
|
||||
Armor.MBT_T_90,
|
||||
@@ -728,6 +875,7 @@ UNIT_BY_TASK = {
|
||||
Armor.APC_M1126_Stryker_ICV,
|
||||
Armor.APC_M1126_Stryker_ICV,
|
||||
Armor.APC_M1126_Stryker_ICV,
|
||||
Armor.SPG_M1128_Stryker_MGS,
|
||||
Armor.IFV_MCV_80,
|
||||
Armor.IFV_MCV_80,
|
||||
Armor.IFV_MCV_80,
|
||||
@@ -792,8 +940,11 @@ UNIT_BY_TASK = {
|
||||
Armor.TD_M10_GMC,
|
||||
Armor.TD_M10_GMC,
|
||||
Armor.StuG_III_Ausf__G,
|
||||
Armor.StuG_IV,
|
||||
Artillery.M12_GMC,
|
||||
Artillery.Sturmpanzer_IV_Brummbär,
|
||||
Armor.Daimler_Armoured_Car,
|
||||
Armor.LT_Mk_VII_Tetrarch,
|
||||
|
||||
Artillery.MLRS_M270,
|
||||
Artillery.SPH_M109_Paladin,
|
||||
@@ -805,9 +956,34 @@ UNIT_BY_TASK = {
|
||||
Artillery.MLRS_BM_21_Grad,
|
||||
Artillery.MLRS_9K57_Uragan_BM_27,
|
||||
Artillery.MLRS_9A52_Smerch,
|
||||
Artillery.SpGH_Dana,
|
||||
Artillery.M12_GMC,
|
||||
Artillery.Sturmpanzer_IV_Brummbär,
|
||||
|
||||
AirDefence.AAA_ZU_23_on_Ural_375,
|
||||
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375,
|
||||
AirDefence.AAA_ZSU_57_2,
|
||||
AirDefence.SPAAA_ZSU_23_4_Shilka,
|
||||
AirDefence.SAM_SA_8_Osa_9A33,
|
||||
AirDefence.SAM_SA_9_Strela_1_9P31,
|
||||
AirDefence.SAM_SA_13_Strela_10M3_9A35M3,
|
||||
AirDefence.SAM_SA_15_Tor_9A331,
|
||||
AirDefence.SAM_SA_19_Tunguska_2S6,
|
||||
AirDefence.SPAAA_Gepard,
|
||||
AirDefence.AAA_Vulcan_M163,
|
||||
AirDefence.SAM_Linebacker_M6,
|
||||
AirDefence.SAM_Chaparral_M48,
|
||||
AirDefence.SAM_Avenger_M1097,
|
||||
AirDefence.SAM_Roland_ADS,
|
||||
AirDefence.HQ_7_Self_Propelled_LN,
|
||||
AirDefence.AAA_8_8cm_Flak_18,
|
||||
AirDefence.AAA_8_8cm_Flak_36,
|
||||
AirDefence.AAA_8_8cm_Flak_37,
|
||||
AirDefence.AAA_8_8cm_Flak_41,
|
||||
AirDefence.AAA_Bofors_40mm,
|
||||
AirDefence.AAA_M1_37mm,
|
||||
AirDefence.AA_gun_QF_3_7,
|
||||
|
||||
frenchpack.DIM__TOYOTA_BLUE,
|
||||
frenchpack.DIM__TOYOTA_DESERT,
|
||||
frenchpack.DIM__TOYOTA_GREEN,
|
||||
@@ -833,23 +1009,6 @@ UNIT_BY_TASK = {
|
||||
|
||||
],
|
||||
AirDefence: [
|
||||
|
||||
# those are listed multiple times here to balance prioritization more into lower tier AAs
|
||||
AirDefence.AAA_Vulcan_M163,
|
||||
AirDefence.AAA_Vulcan_M163,
|
||||
AirDefence.AAA_Vulcan_M163,
|
||||
AirDefence.SAM_Linebacker_M6,
|
||||
|
||||
AirDefence.SPAAA_ZSU_23_4_Shilka,
|
||||
AirDefence.AAA_ZU_23_Closed,
|
||||
AirDefence.SAM_SA_9_Strela_1_9P31,
|
||||
AirDefence.SAM_SA_8_Osa_9A33,
|
||||
AirDefence.SAM_SA_19_Tunguska_2S6,
|
||||
AirDefence.SAM_SA_6_Kub_LN_2P25,
|
||||
AirDefence.SAM_SA_3_S_125_LN_5P73,
|
||||
AirDefence.SAM_Hawk_PCP,
|
||||
AirDefence.SAM_SA_2_LN_SM_90,
|
||||
AirDefence.SAM_SA_11_Buk_LN_9A310M1,
|
||||
],
|
||||
Reconnaissance: [Unarmed.Transport_M818, Unarmed.Transport_Ural_375, Unarmed.Transport_UAZ_469],
|
||||
Nothing: [Infantry.Infantry_M4, Infantry.Soldier_AK, ],
|
||||
@@ -957,6 +1116,33 @@ COMMON_OVERRIDE = {
|
||||
AntishipStrike: "ANTISHIP",
|
||||
GroundAttack: "STRIKE",
|
||||
Escort: "CAP",
|
||||
RunwayAttack: "RUNWAY_ATTACK",
|
||||
FighterSweep: "CAP"
|
||||
}
|
||||
|
||||
"""
|
||||
This is a list of mappings from the FlightType of a Flight to the type of payload defined in the
|
||||
resources/payloads/UNIT_TYPE.lua file. A Flight has no concept of a PyDCS task, so COMMON_OVERRIDE cannot be
|
||||
used here. This is used in the payload editor, for setting the default loadout of an object.
|
||||
The left element is the FlightType name, and the right element is a tuple containing what is used in the lua file.
|
||||
Some aircraft differ from the standard loadout names, so those have been included here too.
|
||||
The priority goes from first to last - the first element in the tuple will be tried first, then the second, etc.
|
||||
"""
|
||||
|
||||
EXPANDED_TASK_PAYLOAD_OVERRIDE = {
|
||||
"TARCAP": ("CAP HEAVY", "CAP"),
|
||||
"BARCAP": ("CAP HEAVY", "CAP"),
|
||||
"CAS": ("CAS MAVERICK F", "CAS"),
|
||||
"INTERCEPTION": ("CAP HEAVY", "CAP"),
|
||||
"STRIKE": ("STRIKE",),
|
||||
"ANTISHIP": ("ANTISHIP",),
|
||||
"SEAD": ("SEAD",),
|
||||
"DEAD": ("SEAD",),
|
||||
"ESCORT": ("CAP HEAVY", "CAP"),
|
||||
"BAI": ( "BAI", "CAS MAVERICK F", "CAS"),
|
||||
"SWEEP": ("CAP HEAVY", "CAP"),
|
||||
"OCA_RUNWAY": ("RUNWAY_ATTACK","RUNWAY_STRIKE","STRIKE"),
|
||||
"OCA_AIRCRAFT": ("OCA","CAS MAVERICK F", "CAS")
|
||||
}
|
||||
|
||||
PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
|
||||
@@ -974,6 +1160,7 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
|
||||
AntishipStrike: "ANTISHIP",
|
||||
GroundAttack: "STRIKE",
|
||||
Escort: "CAP HEAVY",
|
||||
FighterSweep: "CAP HEAVY",
|
||||
},
|
||||
F_A_18C: {
|
||||
CAP: "CAP HEAVY",
|
||||
@@ -984,6 +1171,7 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
|
||||
AntishipStrike: "ANTISHIP",
|
||||
GroundAttack: "STRIKE",
|
||||
Escort: "CAP HEAVY",
|
||||
FighterSweep: "CAP HEAVY",
|
||||
},
|
||||
Tu_160: {
|
||||
PinpointStrike: "Kh-65*12",
|
||||
@@ -999,6 +1187,8 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
|
||||
F_14A_135_GR: COMMON_OVERRIDE,
|
||||
F_14B: COMMON_OVERRIDE,
|
||||
F_15C: COMMON_OVERRIDE,
|
||||
F_111F: COMMON_OVERRIDE,
|
||||
F_22A: COMMON_OVERRIDE,
|
||||
F_16C_50: COMMON_OVERRIDE,
|
||||
JF_17: COMMON_OVERRIDE,
|
||||
M_2000C: COMMON_OVERRIDE,
|
||||
@@ -1023,6 +1213,7 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
|
||||
Tornado_IDS: COMMON_OVERRIDE,
|
||||
Mirage_2000_5: COMMON_OVERRIDE,
|
||||
MiG_31: COMMON_OVERRIDE,
|
||||
S_3B: COMMON_OVERRIDE,
|
||||
SA342M: COMMON_OVERRIDE,
|
||||
SA342L: COMMON_OVERRIDE,
|
||||
SA342Mistral: COMMON_OVERRIDE,
|
||||
@@ -1043,6 +1234,7 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
|
||||
FW_190D9: COMMON_OVERRIDE,
|
||||
FW_190A8: COMMON_OVERRIDE,
|
||||
Bf_109K_4: COMMON_OVERRIDE,
|
||||
I_16: COMMON_OVERRIDE,
|
||||
SpitfireLFMkIXCW: COMMON_OVERRIDE,
|
||||
SpitfireLFMkIX: COMMON_OVERRIDE,
|
||||
A_20G: COMMON_OVERRIDE,
|
||||
@@ -1050,6 +1242,7 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
|
||||
MB_339PAN: COMMON_OVERRIDE,
|
||||
Rafale_M: COMMON_OVERRIDE,
|
||||
Rafale_A_S: COMMON_OVERRIDE,
|
||||
Rafale_B: COMMON_OVERRIDE,
|
||||
OH_58D: COMMON_OVERRIDE,
|
||||
F_16A: COMMON_OVERRIDE,
|
||||
MQ_9_Reaper: COMMON_OVERRIDE,
|
||||
@@ -1058,6 +1251,8 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
|
||||
AH_1W: COMMON_OVERRIDE,
|
||||
AH_64D: COMMON_OVERRIDE,
|
||||
AH_64A: COMMON_OVERRIDE,
|
||||
SH_60B: COMMON_OVERRIDE,
|
||||
Hercules: COMMON_OVERRIDE,
|
||||
|
||||
Su_25TM: {
|
||||
SEAD: "Kh-31P*2_Kh-25ML*4_R-73*2_L-081_MPS410",
|
||||
@@ -1119,14 +1314,11 @@ TIME_PERIODS = {
|
||||
}
|
||||
|
||||
REWARDS = {
|
||||
"power": 4, "warehouse": 2, "fuel": 2, "ammo": 2,
|
||||
"power": 4, "warehouse": 2, "ware": 2, "fuel": 2, "ammo": 2,
|
||||
"farp": 1, "fob": 1, "factory": 10, "comms": 10, "oil": 10,
|
||||
"derrick": 8
|
||||
}
|
||||
|
||||
# Base post-turn bonus value
|
||||
PLAYER_BUDGET_BASE = 20
|
||||
|
||||
CARRIER_CAPABLE = [
|
||||
FA_18C_hornet,
|
||||
F_14A_135_GR,
|
||||
@@ -1135,6 +1327,7 @@ CARRIER_CAPABLE = [
|
||||
Su_33,
|
||||
A_4E_C,
|
||||
Rafale_M,
|
||||
S_3B,
|
||||
|
||||
UH_1H,
|
||||
Mi_8MT,
|
||||
@@ -1142,6 +1335,7 @@ CARRIER_CAPABLE = [
|
||||
AH_1W,
|
||||
OH_58D,
|
||||
UH_60A,
|
||||
SH_60B,
|
||||
|
||||
SA342L,
|
||||
SA342M,
|
||||
@@ -1158,6 +1352,7 @@ LHA_CAPABLE = [
|
||||
AH_1W,
|
||||
OH_58D,
|
||||
UH_60A,
|
||||
SH_60B,
|
||||
|
||||
SA342L,
|
||||
SA342M,
|
||||
@@ -1190,6 +1385,8 @@ def upgrade_to_supercarrier(unit, name: str):
|
||||
return CVN_72_Abraham_Lincoln
|
||||
elif name == "CVN-73 George Washington":
|
||||
return CVN_73_George_Washington
|
||||
elif name == "CVN-75 Harry S. Truman":
|
||||
return CVN_75_Harry_S__Truman
|
||||
else:
|
||||
return CVN_71_Theodore_Roosevelt
|
||||
elif unit == CV_1143_5_Admiral_Kuznetsov:
|
||||
@@ -1210,29 +1407,46 @@ def unit_task(unit: UnitType) -> Optional[Task]:
|
||||
return None
|
||||
|
||||
|
||||
def find_unittype(for_task: Task, country_name: str) -> List[UnitType]:
|
||||
def find_unittype(for_task: Task, country_name: str) -> List[Type[UnitType]]:
|
||||
return [x for x in UNIT_BY_TASK[for_task] if x in FACTIONS[country_name].units]
|
||||
|
||||
|
||||
def find_infantry(country_name: str) -> List[UnitType]:
|
||||
inf = [
|
||||
Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS,
|
||||
Infantry.Paratrooper_AKS,
|
||||
Infantry.Soldier_RPG,
|
||||
Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4,
|
||||
Infantry.Soldier_M249,
|
||||
Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK,
|
||||
Infantry.Paratrooper_RPG_16,
|
||||
Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4,
|
||||
Infantry.Georgian_soldier_with_M4,
|
||||
Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus,
|
||||
Infantry.Infantry_Soldier_Rus,
|
||||
Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1,
|
||||
Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98,
|
||||
Infantry.Infantry_Mauser_98,
|
||||
Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand,
|
||||
Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents
|
||||
]
|
||||
MANPADS: List[VehicleType] = [
|
||||
AirDefence.SAM_SA_18_Igla_MANPADS,
|
||||
AirDefence.SAM_SA_18_Igla_S_MANPADS,
|
||||
AirDefence.Stinger_MANPADS
|
||||
]
|
||||
|
||||
INFANTRY: List[VehicleType] = [
|
||||
Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS,
|
||||
Infantry.Paratrooper_AKS,
|
||||
Infantry.Soldier_RPG,
|
||||
Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4,
|
||||
Infantry.Soldier_M249,
|
||||
Artillery._2B11_mortar,
|
||||
Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK,
|
||||
Infantry.Paratrooper_RPG_16,
|
||||
Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4,
|
||||
Infantry.Georgian_soldier_with_M4,
|
||||
Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus,
|
||||
Infantry.Infantry_Soldier_Rus,
|
||||
Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1,
|
||||
Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98,
|
||||
Infantry.Infantry_Mauser_98,
|
||||
Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand,
|
||||
Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents
|
||||
]
|
||||
|
||||
|
||||
def find_manpad(country_name: str) -> List[VehicleType]:
|
||||
return [x for x in MANPADS if x in FACTIONS[country_name].infantry_units]
|
||||
|
||||
|
||||
def find_infantry(country_name: str, allow_manpad: bool = False) -> List[VehicleType]:
|
||||
if allow_manpad:
|
||||
inf = INFANTRY + MANPADS
|
||||
else:
|
||||
inf = INFANTRY
|
||||
return [x for x in inf if x in FACTIONS[country_name].infantry_units]
|
||||
|
||||
|
||||
@@ -1243,8 +1457,35 @@ def unit_type_name(unit_type) -> str:
|
||||
def unit_type_name_2(unit_type) -> str:
|
||||
return unit_type.name and unit_type.name or unit_type.id
|
||||
|
||||
def unit_get_expanded_info(country_name: str, unit_type, request_type: str) -> str:
|
||||
original_name = unit_type.name and unit_type.name or unit_type.id
|
||||
default_value = None
|
||||
faction_value = None
|
||||
with UNITINFOTEXT_PATH.open("r", encoding="utf-8") as fdata:
|
||||
data = json.load(fdata, encoding="utf-8")
|
||||
type_exists = data.get(original_name)
|
||||
if type_exists is not None:
|
||||
for faction in type_exists:
|
||||
if default_value is None:
|
||||
default_exists = faction.get("default")
|
||||
if default_exists is not None:
|
||||
default_value = default_exists.get(request_type)
|
||||
if faction_value is None:
|
||||
faction_exists = faction.get(country_name)
|
||||
if faction_exists is not None:
|
||||
faction_value = faction_exists.get(request_type)
|
||||
if default_value is None:
|
||||
if request_type == "text":
|
||||
return "WIP - This unit doesn't have any description text yet."
|
||||
if request_type == "name":
|
||||
return original_name
|
||||
else:
|
||||
return "Unknown"
|
||||
if faction_value is None:
|
||||
return default_value
|
||||
return faction_value
|
||||
|
||||
def unit_type_from_name(name: str) -> Optional[UnitType]:
|
||||
def unit_type_from_name(name: str) -> Optional[Type[UnitType]]:
|
||||
if name in vehicle_map:
|
||||
return vehicle_map[name]
|
||||
elif name in plane_map:
|
||||
|
||||
@@ -1,176 +1,238 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import itertools
|
||||
import json
|
||||
import logging
|
||||
import os
|
||||
import threading
|
||||
import time
|
||||
import typing
|
||||
from collections import defaultdict
|
||||
from dataclasses import dataclass, field
|
||||
from typing import (
|
||||
Any,
|
||||
Callable,
|
||||
Dict,
|
||||
Iterator,
|
||||
List,
|
||||
Type,
|
||||
TYPE_CHECKING,
|
||||
)
|
||||
|
||||
from dcs.unittype import FlyingType, UnitType
|
||||
|
||||
from game import db
|
||||
from game.theater import Airfield, ControlPoint
|
||||
from game.unitmap import Building, FrontLineUnit, GroundObjectUnit, UnitMap
|
||||
from gen.flights.flight import Flight
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
|
||||
DEBRIEFING_LOG_EXTENSION = "log"
|
||||
|
||||
class DebriefingDeadUnitInfo:
|
||||
country_id = -1
|
||||
player_unit = False
|
||||
type = None
|
||||
|
||||
def __init__(self, country_id, player_unit , type):
|
||||
self.country_id = country_id
|
||||
self.player_unit = player_unit
|
||||
self.type = type
|
||||
@dataclass(frozen=True)
|
||||
class AirLosses:
|
||||
player: List[Flight]
|
||||
enemy: List[Flight]
|
||||
|
||||
@property
|
||||
def losses(self) -> Iterator[Flight]:
|
||||
return itertools.chain(self.player, self.enemy)
|
||||
|
||||
def by_type(self, player: bool) -> Dict[Type[FlyingType], int]:
|
||||
losses_by_type: Dict[Type[FlyingType], int] = defaultdict(int)
|
||||
losses = self.player if player else self.enemy
|
||||
for loss in losses:
|
||||
losses_by_type[loss.unit_type] += 1
|
||||
return losses_by_type
|
||||
|
||||
def surviving_flight_members(self, flight: Flight) -> int:
|
||||
losses = 0
|
||||
for loss in self.losses:
|
||||
if loss == flight:
|
||||
losses += 1
|
||||
return flight.count - losses
|
||||
|
||||
|
||||
@dataclass
|
||||
class GroundLosses:
|
||||
player_front_line: List[FrontLineUnit] = field(default_factory=list)
|
||||
enemy_front_line: List[FrontLineUnit] = field(default_factory=list)
|
||||
|
||||
player_ground_objects: List[GroundObjectUnit] = field(default_factory=list)
|
||||
enemy_ground_objects: List[GroundObjectUnit] = field(default_factory=list)
|
||||
|
||||
player_buildings: List[Building] = field(default_factory=list)
|
||||
enemy_buildings: List[Building] = field(default_factory=list)
|
||||
|
||||
player_airfields: List[Airfield] = field(default_factory=list)
|
||||
enemy_airfields: List[Airfield] = field(default_factory=list)
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class StateData:
|
||||
#: True if the mission ended. If False, the mission exited abnormally.
|
||||
mission_ended: bool
|
||||
|
||||
#: Names of aircraft units that were killed during the mission.
|
||||
killed_aircraft: List[str]
|
||||
|
||||
#: Names of vehicle (and ship) units that were killed during the mission.
|
||||
killed_ground_units: List[str]
|
||||
|
||||
#: Names of static units that were destroyed during the mission.
|
||||
destroyed_statics: List[str]
|
||||
|
||||
#: Mangled names of bases that were captured during the mission.
|
||||
base_capture_events: List[str]
|
||||
|
||||
@classmethod
|
||||
def from_json(cls, data: Dict[str, Any]) -> StateData:
|
||||
return cls(
|
||||
mission_ended=data["mission_ended"],
|
||||
killed_aircraft=data["killed_aircrafts"],
|
||||
# Airfields emit a new "dead" event every time a bomb is dropped on
|
||||
# them when they've already dead. Dedup.
|
||||
killed_ground_units=list(set(data["killed_ground_units"])),
|
||||
destroyed_statics=data["destroyed_objects_positions"],
|
||||
base_capture_events=data["base_capture_events"]
|
||||
)
|
||||
|
||||
def __repr__(self):
|
||||
return str(self.country_id) + " " + str(self.player_unit) + " " + str(self.type)
|
||||
|
||||
class Debriefing:
|
||||
def __init__(self, state_data, game):
|
||||
self.state_data = state_data
|
||||
self.killed_aircrafts = state_data["killed_aircrafts"]
|
||||
self.killed_ground_units = state_data["killed_ground_units"]
|
||||
self.weapons_fired = state_data["weapons_fired"]
|
||||
self.mission_ended = state_data["mission_ended"]
|
||||
self.destroyed_units = state_data["destroyed_objects_positions"]
|
||||
|
||||
self.__destroyed_units = []
|
||||
logging.info("--------------------------------")
|
||||
logging.info("Starting Debriefing preprocessing")
|
||||
logging.info("--------------------------------")
|
||||
logging.info(self.base_capture_events)
|
||||
logging.info(self.killed_aircrafts)
|
||||
logging.info(self.killed_ground_units)
|
||||
logging.info(self.weapons_fired)
|
||||
logging.info(self.mission_ended)
|
||||
logging.info(self.destroyed_units)
|
||||
logging.info("--------------------------------")
|
||||
def __init__(self, state_data: Dict[str, Any], game: Game,
|
||||
unit_map: UnitMap) -> None:
|
||||
self.state_data = StateData.from_json(state_data)
|
||||
self.unit_map = unit_map
|
||||
|
||||
self.player_country = game.player_country
|
||||
self.enemy_country = game.enemy_country
|
||||
self.player_country_id = db.country_id_from_name(game.player_country)
|
||||
self.enemy_country_id = db.country_id_from_name(game.enemy_country)
|
||||
|
||||
self.dead_aircraft = []
|
||||
self.dead_units = []
|
||||
self.dead_aaa_groups = []
|
||||
self.dead_buildings = []
|
||||
self.air_losses = self.dead_aircraft()
|
||||
self.ground_losses = self.dead_ground_units()
|
||||
|
||||
for aircraft in self.killed_aircrafts:
|
||||
try:
|
||||
country = int(aircraft.split("|")[1])
|
||||
type = db.unit_type_from_name(aircraft.split("|")[4])
|
||||
player_unit = (country == self.player_country_id)
|
||||
aircraft = DebriefingDeadUnitInfo(country, player_unit, type)
|
||||
if type is not None:
|
||||
self.dead_aircraft.append(aircraft)
|
||||
except Exception as e:
|
||||
logging.error(e)
|
||||
@property
|
||||
def front_line_losses(self) -> Iterator[FrontLineUnit]:
|
||||
yield from self.ground_losses.player_front_line
|
||||
yield from self.ground_losses.enemy_front_line
|
||||
|
||||
for unit in self.killed_ground_units:
|
||||
try:
|
||||
country = int(unit.split("|")[1])
|
||||
type = db.unit_type_from_name(unit.split("|")[4])
|
||||
player_unit = (country == self.player_country_id)
|
||||
unit = DebriefingDeadUnitInfo(country, player_unit, type)
|
||||
if type is not None:
|
||||
self.dead_units.append(unit)
|
||||
except Exception as e:
|
||||
logging.error(e)
|
||||
@property
|
||||
def ground_object_losses(self) -> Iterator[GroundObjectUnit]:
|
||||
yield from self.ground_losses.player_ground_objects
|
||||
yield from self.ground_losses.enemy_ground_objects
|
||||
|
||||
for unit in self.killed_ground_units:
|
||||
for cp in game.theater.controlpoints:
|
||||
@property
|
||||
def building_losses(self) -> Iterator[Building]:
|
||||
yield from self.ground_losses.player_buildings
|
||||
yield from self.ground_losses.enemy_buildings
|
||||
|
||||
logging.info(cp.name)
|
||||
logging.info(cp.captured)
|
||||
@property
|
||||
def damaged_runways(self) -> Iterator[Airfield]:
|
||||
yield from self.ground_losses.player_airfields
|
||||
yield from self.ground_losses.enemy_airfields
|
||||
|
||||
if cp.captured:
|
||||
country = self.player_country_id
|
||||
def casualty_count(self, control_point: ControlPoint) -> int:
|
||||
return len(
|
||||
[x for x in self.front_line_losses if x.origin == control_point]
|
||||
)
|
||||
|
||||
def front_line_losses_by_type(
|
||||
self, player: bool) -> Dict[Type[UnitType], int]:
|
||||
losses_by_type: Dict[Type[UnitType], int] = defaultdict(int)
|
||||
if player:
|
||||
losses = self.ground_losses.player_front_line
|
||||
else:
|
||||
losses = self.ground_losses.enemy_front_line
|
||||
for loss in losses:
|
||||
losses_by_type[loss.unit_type] += 1
|
||||
return losses_by_type
|
||||
|
||||
def building_losses_by_type(self, player: bool) -> Dict[str, int]:
|
||||
losses_by_type: Dict[str, int] = defaultdict(int)
|
||||
if player:
|
||||
losses = self.ground_losses.player_buildings
|
||||
else:
|
||||
losses = self.ground_losses.enemy_buildings
|
||||
for loss in losses:
|
||||
if loss.ground_object.control_point.captured != player:
|
||||
continue
|
||||
|
||||
losses_by_type[loss.ground_object.dcs_identifier] += 1
|
||||
return losses_by_type
|
||||
|
||||
def dead_aircraft(self) -> AirLosses:
|
||||
player_losses = []
|
||||
enemy_losses = []
|
||||
for unit_name in self.state_data.killed_aircraft:
|
||||
flight = self.unit_map.flight(unit_name)
|
||||
if flight is None:
|
||||
logging.error(f"Could not find Flight matching {unit_name}")
|
||||
continue
|
||||
if flight.departure.captured:
|
||||
player_losses.append(flight)
|
||||
else:
|
||||
enemy_losses.append(flight)
|
||||
return AirLosses(player_losses, enemy_losses)
|
||||
|
||||
def dead_ground_units(self) -> GroundLosses:
|
||||
losses = GroundLosses()
|
||||
for unit_name in self.state_data.killed_ground_units:
|
||||
front_line_unit = self.unit_map.front_line_unit(unit_name)
|
||||
if front_line_unit is not None:
|
||||
if front_line_unit.origin.captured:
|
||||
losses.player_front_line.append(front_line_unit)
|
||||
else:
|
||||
country = self.enemy_country_id
|
||||
player_unit = (country == self.player_country_id)
|
||||
losses.enemy_front_line.append(front_line_unit)
|
||||
continue
|
||||
|
||||
for i, ground_object in enumerate(cp.ground_objects):
|
||||
logging.info(unit)
|
||||
logging.info(ground_object.group_name)
|
||||
if ground_object.is_same_group(unit):
|
||||
unit = DebriefingDeadUnitInfo(country, player_unit, ground_object.dcs_identifier)
|
||||
self.dead_buildings.append(unit)
|
||||
elif ground_object.dcs_identifier in ["AA", "CARRIER", "LHA"]:
|
||||
for g in ground_object.groups:
|
||||
for u in g.units:
|
||||
if u.name == unit:
|
||||
unit = DebriefingDeadUnitInfo(country, player_unit, db.unit_type_from_name(u.type))
|
||||
self.dead_units.append(unit)
|
||||
ground_object_unit = self.unit_map.ground_object_unit(unit_name)
|
||||
if ground_object_unit is not None:
|
||||
if ground_object_unit.ground_object.control_point.captured:
|
||||
losses.player_ground_objects.append(ground_object_unit)
|
||||
else:
|
||||
losses.enemy_ground_objects.append(ground_object_unit)
|
||||
continue
|
||||
|
||||
self.player_dead_aircraft = [a for a in self.dead_aircraft if a.country_id == self.player_country_id]
|
||||
self.enemy_dead_aircraft = [a for a in self.dead_aircraft if a.country_id == self.enemy_country_id]
|
||||
self.player_dead_units = [a for a in self.dead_units if a.country_id == self.player_country_id]
|
||||
self.enemy_dead_units = [a for a in self.dead_units if a.country_id == self.enemy_country_id]
|
||||
self.player_dead_buildings = [a for a in self.dead_buildings if a.country_id == self.player_country_id]
|
||||
self.enemy_dead_buildings = [a for a in self.dead_buildings if a.country_id == self.enemy_country_id]
|
||||
building = self.unit_map.building_or_fortification(unit_name)
|
||||
# Try appending object to the name, because we do this for building statics.
|
||||
if building is None:
|
||||
building = self.unit_map.building_or_fortification(
|
||||
f"{unit_name} object"
|
||||
)
|
||||
if building is not None:
|
||||
if building.ground_object.control_point.captured:
|
||||
losses.player_buildings.append(building)
|
||||
else:
|
||||
losses.enemy_buildings.append(building)
|
||||
continue
|
||||
|
||||
logging.info(self.player_dead_aircraft)
|
||||
logging.info(self.enemy_dead_aircraft)
|
||||
logging.info(self.player_dead_units)
|
||||
logging.info(self.enemy_dead_units)
|
||||
airfield = self.unit_map.airfield(unit_name)
|
||||
if airfield is not None:
|
||||
if airfield.captured:
|
||||
losses.player_airfields.append(airfield)
|
||||
else:
|
||||
losses.enemy_airfields.append(airfield)
|
||||
continue
|
||||
|
||||
self.player_dead_aircraft_dict = {}
|
||||
for a in self.player_dead_aircraft:
|
||||
if a.type in self.player_dead_aircraft_dict.keys():
|
||||
self.player_dead_aircraft_dict[a.type] = self.player_dead_aircraft_dict[a.type] + 1
|
||||
else:
|
||||
self.player_dead_aircraft_dict[a.type] = 1
|
||||
# Only logging as debug because we don't currently track infantry
|
||||
# deaths, so we expect to see quite a few unclaimed dead ground
|
||||
# units. We should start tracking those and covert this to a
|
||||
# warning.
|
||||
logging.debug(f"Death of untracked ground unit {unit_name} will "
|
||||
"have no effect. This may be normal behavior.")
|
||||
|
||||
self.enemy_dead_aircraft_dict = {}
|
||||
for a in self.enemy_dead_aircraft:
|
||||
if a.type in self.enemy_dead_aircraft_dict.keys():
|
||||
self.enemy_dead_aircraft_dict[a.type] = self.enemy_dead_aircraft_dict[a.type] + 1
|
||||
else:
|
||||
self.enemy_dead_aircraft_dict[a.type] = 1
|
||||
|
||||
self.player_dead_units_dict = {}
|
||||
for a in self.player_dead_units:
|
||||
if a.type in self.player_dead_units_dict.keys():
|
||||
self.player_dead_units_dict[a.type] = self.player_dead_units_dict[a.type] + 1
|
||||
else:
|
||||
self.player_dead_units_dict[a.type] = 1
|
||||
|
||||
self.enemy_dead_units_dict = {}
|
||||
for a in self.enemy_dead_units:
|
||||
if a.type in self.enemy_dead_units_dict.keys():
|
||||
self.enemy_dead_units_dict[a.type] = self.enemy_dead_units_dict[a.type] + 1
|
||||
else:
|
||||
self.enemy_dead_units_dict[a.type] = 1
|
||||
|
||||
self.player_dead_buildings_dict = {}
|
||||
for a in self.player_dead_buildings:
|
||||
if a.type in self.player_dead_buildings_dict.keys():
|
||||
self.player_dead_buildings_dict[a.type] = self.player_dead_buildings_dict[a.type] + 1
|
||||
else:
|
||||
self.player_dead_buildings_dict[a.type] = 1
|
||||
|
||||
self.enemy_dead_buildings_dict = {}
|
||||
for a in self.enemy_dead_buildings:
|
||||
if a.type in self.enemy_dead_buildings_dict.keys():
|
||||
self.enemy_dead_buildings_dict[a.type] = self.enemy_dead_buildings_dict[a.type] + 1
|
||||
else:
|
||||
self.enemy_dead_buildings_dict[a.type] = 1
|
||||
|
||||
logging.info("--------------------------------")
|
||||
logging.info("Debriefing pre process results :")
|
||||
logging.info("--------------------------------")
|
||||
logging.info(self.player_dead_aircraft_dict)
|
||||
logging.info(self.enemy_dead_aircraft_dict)
|
||||
logging.info(self.player_dead_units_dict)
|
||||
logging.info(self.enemy_dead_units_dict)
|
||||
logging.info(self.player_dead_buildings_dict)
|
||||
logging.info(self.enemy_dead_buildings_dict)
|
||||
return losses
|
||||
|
||||
@property
|
||||
def base_capture_events(self):
|
||||
"""Keeps only the last instance of a base capture event for each base ID"""
|
||||
reversed_captures = [i for i in self.state_data["base_capture_events"][::-1]]
|
||||
"""Keeps only the last instance of a base capture event for each base ID."""
|
||||
reversed_captures = list(reversed(self.state_data.base_capture_events))
|
||||
last_base_cap_indexes = []
|
||||
for idx, base in enumerate(i.split("||")[0] for i in reversed_captures):
|
||||
if base in [x[1] for x in last_base_cap_indexes]:
|
||||
continue
|
||||
else:
|
||||
if base not in [x[1] for x in last_base_cap_indexes]:
|
||||
last_base_cap_indexes.append((idx, base))
|
||||
return [reversed_captures[idx[0]] for idx in last_base_cap_indexes]
|
||||
|
||||
@@ -179,11 +241,13 @@ class PollDebriefingFileThread(threading.Thread):
|
||||
"""Thread class with a stop() method. The thread itself has to check
|
||||
regularly for the stopped() condition."""
|
||||
|
||||
def __init__(self, callback: typing.Callable, game):
|
||||
super(PollDebriefingFileThread, self).__init__()
|
||||
def __init__(self, callback: Callable[[Debriefing], None],
|
||||
game: Game, unit_map: UnitMap) -> None:
|
||||
super().__init__()
|
||||
self._stop_event = threading.Event()
|
||||
self.callback = callback
|
||||
self.game = game
|
||||
self.unit_map = unit_map
|
||||
|
||||
def stop(self):
|
||||
self._stop_event.set()
|
||||
@@ -200,14 +264,14 @@ class PollDebriefingFileThread(threading.Thread):
|
||||
if os.path.isfile("state.json") and os.path.getmtime("state.json") > last_modified:
|
||||
with open("state.json", "r") as json_file:
|
||||
json_data = json.load(json_file)
|
||||
debriefing = Debriefing(json_data, self.game)
|
||||
debriefing = Debriefing(json_data, self.game, self.unit_map)
|
||||
self.callback(debriefing)
|
||||
break
|
||||
time.sleep(5)
|
||||
|
||||
|
||||
def wait_for_debriefing(callback: typing.Callable, game)->PollDebriefingFileThread:
|
||||
thread = PollDebriefingFileThread(callback, game)
|
||||
def wait_for_debriefing(callback: Callable[[Debriefing], None],
|
||||
game: Game, unit_map) -> PollDebriefingFileThread:
|
||||
thread = PollDebriefingFileThread(callback, game, unit_map)
|
||||
thread.start()
|
||||
return thread
|
||||
|
||||
|
||||
14
game/event/airwar.py
Normal file
14
game/event/airwar.py
Normal file
@@ -0,0 +1,14 @@
|
||||
from __future__ import annotations
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
from .event import Event
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game.theater import ConflictTheater
|
||||
|
||||
|
||||
class AirWarEvent(Event):
|
||||
"""Event handler for the air battle"""
|
||||
|
||||
def __str__(self):
|
||||
return "AirWar"
|
||||
@@ -2,25 +2,25 @@ from __future__ import annotations
|
||||
|
||||
import logging
|
||||
import math
|
||||
from typing import Dict, List, Optional, Type, TYPE_CHECKING
|
||||
from typing import Dict, Iterator, List, TYPE_CHECKING, Tuple, Type
|
||||
|
||||
from dcs.mapping import Point
|
||||
from dcs.task import Task
|
||||
from dcs.unittype import UnitType
|
||||
|
||||
from game import db, persistency
|
||||
from game.debriefing import Debriefing
|
||||
from game import persistency
|
||||
from game.debriefing import AirLosses, Debriefing
|
||||
from game.infos.information import Information
|
||||
from game.operation.operation import Operation
|
||||
from game.theater import ControlPoint
|
||||
from gen import AirTaskingOrder
|
||||
from gen.ground_forces.combat_stance import CombatStance
|
||||
from theater import ControlPoint
|
||||
from ..db import PRICES
|
||||
from ..unitmap import UnitMap
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from ..game import Game
|
||||
|
||||
DIFFICULTY_LOG_BASE = 1.1
|
||||
EVENT_DEPARTURE_MAX_DISTANCE = 340000
|
||||
|
||||
|
||||
MINOR_DEFEAT_INFLUENCE = 0.1
|
||||
DEFEAT_INFLUENCE = 0.3
|
||||
@@ -30,21 +30,15 @@ STRONG_DEFEAT_INFLUENCE = 0.5
|
||||
class Event:
|
||||
silent = False
|
||||
informational = False
|
||||
is_awacs_enabled = False
|
||||
ca_slots = 0
|
||||
|
||||
game = None # type: Game
|
||||
location = None # type: Point
|
||||
from_cp = None # type: ControlPoint
|
||||
to_cp = None # type: ControlPoint
|
||||
|
||||
operation = None # type: Operation
|
||||
difficulty = 1 # type: int
|
||||
BONUS_BASE = 5
|
||||
|
||||
def __init__(self, game, from_cp: ControlPoint, target_cp: ControlPoint, location: Point, attacker_name: str, defender_name: str):
|
||||
self.game = game
|
||||
self.departure_cp: Optional[ControlPoint] = None
|
||||
self.from_cp = from_cp
|
||||
self.to_cp = target_cp
|
||||
self.location = location
|
||||
@@ -55,131 +49,125 @@ class Event:
|
||||
def is_player_attacking(self) -> bool:
|
||||
return self.attacker_name == self.game.player_name
|
||||
|
||||
@property
|
||||
def enemy_cp(self) -> Optional[ControlPoint]:
|
||||
if self.attacker_name == self.game.player_name:
|
||||
return self.to_cp
|
||||
else:
|
||||
return self.departure_cp
|
||||
|
||||
@property
|
||||
def tasks(self) -> List[Type[Task]]:
|
||||
return []
|
||||
|
||||
@property
|
||||
def global_cp_available(self) -> bool:
|
||||
return False
|
||||
def generate(self) -> UnitMap:
|
||||
Operation.prepare(self.game)
|
||||
unit_map = Operation.generate()
|
||||
Operation.current_mission.save(
|
||||
persistency.mission_path_for("liberation_nextturn.miz"))
|
||||
return unit_map
|
||||
|
||||
def is_departure_available_from(self, cp: ControlPoint) -> bool:
|
||||
if not cp.captured:
|
||||
return False
|
||||
|
||||
if self.location.distance_to_point(cp.position) > EVENT_DEPARTURE_MAX_DISTANCE:
|
||||
return False
|
||||
|
||||
if cp.is_global and not self.global_cp_available:
|
||||
return False
|
||||
|
||||
return True
|
||||
|
||||
def bonus(self) -> int:
|
||||
return int(math.log(self.to_cp.importance + 1, DIFFICULTY_LOG_BASE) * self.BONUS_BASE)
|
||||
|
||||
def is_successfull(self, debriefing: Debriefing) -> bool:
|
||||
return self.operation.is_successfull(debriefing)
|
||||
|
||||
def generate(self):
|
||||
self.operation.is_awacs_enabled = self.is_awacs_enabled
|
||||
self.operation.ca_slots = self.ca_slots
|
||||
|
||||
self.operation.prepare(self.game.theater.terrain, is_quick=False)
|
||||
self.operation.generate()
|
||||
self.operation.current_mission.save(persistency.mission_path_for("liberation_nextturn.miz"))
|
||||
self.environment_settings = self.operation.environment_settings
|
||||
|
||||
def commit(self, debriefing: Debriefing):
|
||||
|
||||
logging.info("Commiting mission results")
|
||||
|
||||
# ------------------------------
|
||||
# Destroyed aircrafts
|
||||
cp_map = {cp.id: cp for cp in self.game.theater.controlpoints}
|
||||
for destroyed_aircraft in debriefing.killed_aircrafts:
|
||||
try:
|
||||
cpid = int(destroyed_aircraft.split("|")[3])
|
||||
type = db.unit_type_from_name(destroyed_aircraft.split("|")[4])
|
||||
if cpid in cp_map.keys():
|
||||
cp = cp_map[cpid]
|
||||
if type in cp.base.aircraft.keys():
|
||||
logging.info("Aircraft destroyed : " + str(type))
|
||||
cp.base.aircraft[type] = max(0, cp.base.aircraft[type]-1)
|
||||
except Exception as e:
|
||||
print(e)
|
||||
|
||||
# ------------------------------
|
||||
# Destroyed ground units
|
||||
killed_unit_count_by_cp = {cp.id: 0 for cp in self.game.theater.controlpoints}
|
||||
cp_map = {cp.id: cp for cp in self.game.theater.controlpoints}
|
||||
for killed_ground_unit in debriefing.killed_ground_units:
|
||||
try:
|
||||
cpid = int(killed_ground_unit.split("|")[3])
|
||||
type = db.unit_type_from_name(killed_ground_unit.split("|")[4])
|
||||
if cpid in cp_map.keys():
|
||||
killed_unit_count_by_cp[cpid] = killed_unit_count_by_cp[cpid] + 1
|
||||
cp = cp_map[cpid]
|
||||
if type in cp.base.armor.keys():
|
||||
logging.info("Ground unit destroyed : " + str(type))
|
||||
cp.base.armor[type] = max(0, cp.base.armor[type] - 1)
|
||||
except Exception as e:
|
||||
print(e)
|
||||
|
||||
# ------------------------------
|
||||
# Static ground objects
|
||||
for destroyed_ground_unit_name in debriefing.killed_ground_units:
|
||||
for cp in self.game.theater.controlpoints:
|
||||
if not cp.ground_objects:
|
||||
@staticmethod
|
||||
def _transfer_aircraft(ato: AirTaskingOrder, losses: AirLosses,
|
||||
for_player: bool) -> None:
|
||||
for package in ato.packages:
|
||||
for flight in package.flights:
|
||||
# No need to transfer to the same location.
|
||||
if flight.departure == flight.arrival:
|
||||
continue
|
||||
|
||||
# -- Static ground objects
|
||||
for i, ground_object in enumerate(cp.ground_objects):
|
||||
if ground_object.is_dead:
|
||||
continue
|
||||
|
||||
if (
|
||||
(ground_object.group_name == destroyed_ground_unit_name)
|
||||
or
|
||||
(ground_object.is_same_group(destroyed_ground_unit_name))
|
||||
):
|
||||
logging.info("cp {} killing ground object {}".format(cp, ground_object.group_name))
|
||||
cp.ground_objects[i].is_dead = True
|
||||
# Don't transfer to bases that were captured. Note that if the
|
||||
# airfield was back-filling transfers it may overflow. We could
|
||||
# attempt to be smarter in the future by performing transfers in
|
||||
# order up a graph to prevent transfers to full airports and
|
||||
# send overflow off-map, but overflow is fine for now.
|
||||
if flight.arrival.captured != for_player:
|
||||
logging.info(
|
||||
f"Not transferring {flight} because {flight.arrival} "
|
||||
"was captured")
|
||||
continue
|
||||
|
||||
info = Information("Building destroyed",
|
||||
ground_object.dcs_identifier + " has been destroyed at location " + ground_object.obj_name,
|
||||
self.game.turn)
|
||||
self.game.informations.append(info)
|
||||
transfer_count = losses.surviving_flight_members(flight)
|
||||
if transfer_count < 0:
|
||||
logging.error(f"{flight} had {flight.count} aircraft but "
|
||||
f"{transfer_count} losses were recorded.")
|
||||
continue
|
||||
|
||||
aircraft = flight.unit_type
|
||||
available = flight.departure.base.total_units_of_type(aircraft)
|
||||
if available < transfer_count:
|
||||
logging.error(
|
||||
f"Found killed {aircraft} from {flight.departure} but "
|
||||
f"that airbase has only {available} available.")
|
||||
continue
|
||||
|
||||
# -- AA Site groups
|
||||
destroyed_units = 0
|
||||
info = Information("Units destroyed at " + ground_object.obj_name,
|
||||
"",
|
||||
self.game.turn)
|
||||
for i, ground_object in enumerate(cp.ground_objects):
|
||||
if ground_object.dcs_identifier in ["AA", "CARRIER", "LHA", "EWR"]:
|
||||
for g in ground_object.groups:
|
||||
if not hasattr(g, "units_losts"):
|
||||
g.units_losts = []
|
||||
for u in g.units:
|
||||
if u.name == destroyed_ground_unit_name:
|
||||
g.units.remove(u)
|
||||
g.units_losts.append(u)
|
||||
destroyed_units = destroyed_units + 1
|
||||
info.text = u.type
|
||||
ucount = sum([len(g.units) for g in ground_object.groups])
|
||||
if ucount == 0:
|
||||
ground_object.is_dead = True
|
||||
if destroyed_units > 0:
|
||||
self.game.informations.append(info)
|
||||
flight.departure.base.aircraft[aircraft] -= transfer_count
|
||||
if aircraft not in flight.arrival.base.aircraft:
|
||||
# TODO: Should use defaultdict.
|
||||
flight.arrival.base.aircraft[aircraft] = 0
|
||||
flight.arrival.base.aircraft[aircraft] += transfer_count
|
||||
|
||||
def complete_aircraft_transfers(self, debriefing: Debriefing) -> None:
|
||||
self._transfer_aircraft(self.game.blue_ato, debriefing.air_losses,
|
||||
for_player=True)
|
||||
self._transfer_aircraft(self.game.red_ato, debriefing.air_losses,
|
||||
for_player=False)
|
||||
|
||||
@staticmethod
|
||||
def commit_air_losses(debriefing: Debriefing) -> None:
|
||||
for loss in debriefing.air_losses.losses:
|
||||
aircraft = loss.unit_type
|
||||
cp = loss.departure
|
||||
available = cp.base.total_units_of_type(aircraft)
|
||||
if available <= 0:
|
||||
logging.error(
|
||||
f"Found killed {aircraft} from {cp} but that airbase has "
|
||||
"none available.")
|
||||
continue
|
||||
|
||||
logging.info(f"{aircraft} destroyed from {cp}")
|
||||
cp.base.aircraft[aircraft] -= 1
|
||||
|
||||
@staticmethod
|
||||
def commit_front_line_losses(debriefing: Debriefing) -> None:
|
||||
for loss in debriefing.front_line_losses:
|
||||
unit_type = loss.unit_type
|
||||
control_point = loss.origin
|
||||
available = control_point.base.total_units_of_type(unit_type)
|
||||
if available <= 0:
|
||||
logging.error(
|
||||
f"Found killed {unit_type} from {control_point} but that "
|
||||
"airbase has none available.")
|
||||
continue
|
||||
|
||||
logging.info(f"{unit_type} destroyed from {control_point}")
|
||||
control_point.base.armor[unit_type] -= 1
|
||||
|
||||
@staticmethod
|
||||
def commit_ground_object_losses(debriefing: Debriefing) -> None:
|
||||
for loss in debriefing.ground_object_losses:
|
||||
# TODO: This should be stored in the TGO, not in the pydcs Group.
|
||||
if not hasattr(loss.group, "units_losts"):
|
||||
loss.group.units_losts = []
|
||||
|
||||
loss.group.units.remove(loss.unit)
|
||||
loss.group.units_losts.append(loss.unit)
|
||||
|
||||
def commit_building_losses(self, debriefing: Debriefing) -> None:
|
||||
for loss in debriefing.building_losses:
|
||||
loss.ground_object.kill()
|
||||
self.game.informations.append(Information(
|
||||
"Building destroyed",
|
||||
f"{loss.ground_object.dcs_identifier} has been destroyed at "
|
||||
f"location {loss.ground_object.obj_name}", self.game.turn
|
||||
))
|
||||
|
||||
@staticmethod
|
||||
def commit_damaged_runways(debriefing: Debriefing) -> None:
|
||||
for damaged_runway in debriefing.damaged_runways:
|
||||
damaged_runway.damage_runway()
|
||||
|
||||
def commit(self, debriefing: Debriefing):
|
||||
logging.info("Committing mission results")
|
||||
|
||||
self.commit_air_losses(debriefing)
|
||||
self.commit_front_line_losses(debriefing)
|
||||
self.commit_ground_object_losses(debriefing)
|
||||
self.commit_building_losses(debriefing)
|
||||
self.commit_damaged_runways(debriefing)
|
||||
|
||||
# ------------------------------
|
||||
# Captured bases
|
||||
@@ -215,14 +203,14 @@ class Event:
|
||||
for cp in captured_cps:
|
||||
logging.info("Will run redeploy for " + cp.name)
|
||||
self.redeploy_units(cp)
|
||||
except Exception:
|
||||
logging.exception(f"Could not process base capture {captured}")
|
||||
|
||||
|
||||
except Exception as e:
|
||||
print(e)
|
||||
self.complete_aircraft_transfers(debriefing)
|
||||
|
||||
# Destroyed units carcass
|
||||
# -------------------------
|
||||
for destroyed_unit in debriefing.destroyed_units:
|
||||
for destroyed_unit in debriefing.state_data.destroyed_statics:
|
||||
self.game.add_destroyed_units(destroyed_unit)
|
||||
|
||||
# -----------------------------------
|
||||
@@ -234,8 +222,8 @@ class Event:
|
||||
|
||||
delta = 0.0
|
||||
player_won = True
|
||||
ally_casualties = killed_unit_count_by_cp[cp.id]
|
||||
enemy_casualties = killed_unit_count_by_cp[enemy_cp.id]
|
||||
ally_casualties = debriefing.casualty_count(cp)
|
||||
enemy_casualties = debriefing.casualty_count(enemy_cp)
|
||||
ally_units_alive = cp.base.total_armor
|
||||
enemy_units_alive = enemy_cp.base.total_armor
|
||||
|
||||
@@ -308,9 +296,6 @@ class Event:
|
||||
self.game.turn)
|
||||
self.game.informations.append(info)
|
||||
|
||||
def skip(self):
|
||||
pass
|
||||
|
||||
def redeploy_units(self, cp):
|
||||
""""
|
||||
Auto redeploy units to newly captured base
|
||||
@@ -352,31 +337,63 @@ class Event:
|
||||
logging.info(info.text)
|
||||
|
||||
|
||||
class UnitsDeliveryEvent:
|
||||
|
||||
class UnitsDeliveryEvent(Event):
|
||||
informational = True
|
||||
def __init__(self, control_point: ControlPoint) -> None:
|
||||
self.to_cp = control_point
|
||||
self.units: Dict[Type[UnitType], int] = {}
|
||||
|
||||
def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game):
|
||||
super(UnitsDeliveryEvent, self).__init__(game=game,
|
||||
location=to_cp.position,
|
||||
from_cp=from_cp,
|
||||
target_cp=to_cp,
|
||||
attacker_name=attacker_name,
|
||||
defender_name=defender_name)
|
||||
|
||||
self.units: Dict[UnitType, int] = {}
|
||||
|
||||
def __str__(self):
|
||||
def __str__(self) -> str:
|
||||
return "Pending delivery to {}".format(self.to_cp)
|
||||
|
||||
def deliver(self, units: Dict[UnitType, int]):
|
||||
def order(self, units: Dict[Type[UnitType], int]) -> None:
|
||||
for k, v in units.items():
|
||||
self.units[k] = self.units.get(k, 0) + v
|
||||
|
||||
def skip(self):
|
||||
def sell(self, units: Dict[Type[UnitType], int]) -> None:
|
||||
for k, v in units.items():
|
||||
self.units[k] = self.units.get(k, 0) - v
|
||||
|
||||
for k, v in self.units.items():
|
||||
info = Information("Ally Reinforcement", str(k.id) + " x " + str(v) + " at " + self.to_cp.name, self.game.turn)
|
||||
self.game.informations.append(info)
|
||||
def consume_each_order(self) -> Iterator[Tuple[Type[UnitType], int]]:
|
||||
while self.units:
|
||||
yield self.units.popitem()
|
||||
|
||||
self.to_cp.base.commision_units(self.units)
|
||||
def refund_all(self, game: Game) -> None:
|
||||
for unit_type, count in self.consume_each_order():
|
||||
try:
|
||||
price = PRICES[unit_type]
|
||||
except KeyError:
|
||||
logging.error(f"Could not refund {unit_type.id}, price unknown")
|
||||
continue
|
||||
|
||||
logging.info(
|
||||
f"Refunding {count} {unit_type.id} at {self.to_cp.name}")
|
||||
game.adjust_budget(price * count, player=self.to_cp.captured)
|
||||
|
||||
def available_next_turn(self, unit_type: Type[UnitType]) -> int:
|
||||
pending_units = self.units.get(unit_type)
|
||||
if pending_units is None:
|
||||
pending_units = 0
|
||||
current_units = self.to_cp.base.total_units_of_type(unit_type)
|
||||
return pending_units + current_units
|
||||
|
||||
def process(self, game: Game) -> None:
|
||||
bought_units: Dict[Type[UnitType], int] = {}
|
||||
sold_units: Dict[Type[UnitType], int] = {}
|
||||
for unit_type, count in self.units.items():
|
||||
coalition = "Ally" if self.to_cp.captured else "Enemy"
|
||||
aircraft = unit_type.id
|
||||
name = self.to_cp.name
|
||||
if count >= 0:
|
||||
bought_units[unit_type] = count
|
||||
game.message(
|
||||
f"{coalition} reinforcements: {aircraft} x {count} at {name}")
|
||||
else:
|
||||
sold_units[unit_type] = -count
|
||||
game.message(
|
||||
f"{coalition} sold: {aircraft} x {-count} at {name}")
|
||||
self.to_cp.base.commision_units(bought_units)
|
||||
self.to_cp.base.commit_losses(sold_units)
|
||||
self.units = {}
|
||||
bought_units = {}
|
||||
sold_units = {}
|
||||
|
||||
@@ -1,49 +1,11 @@
|
||||
from typing import List, Type
|
||||
|
||||
from dcs.task import CAP, CAS, Task
|
||||
|
||||
from game import db
|
||||
from game.operation.frontlineattack import FrontlineAttackOperation
|
||||
from .event import Event
|
||||
from ..debriefing import Debriefing
|
||||
|
||||
|
||||
class FrontlineAttackEvent(Event):
|
||||
|
||||
@property
|
||||
def tasks(self) -> List[Type[Task]]:
|
||||
if self.is_player_attacking:
|
||||
return [CAS, CAP]
|
||||
else:
|
||||
return [CAP]
|
||||
|
||||
@property
|
||||
def global_cp_available(self) -> bool:
|
||||
return True
|
||||
|
||||
"""
|
||||
An event centered on a FrontLine Conflict.
|
||||
Currently the same as its parent, but here for legacy compatibility as well as to allow for
|
||||
future unique Event handling
|
||||
"""
|
||||
def __str__(self):
|
||||
return "Frontline attack"
|
||||
|
||||
def is_successfull(self, debriefing: Debriefing):
|
||||
attackers_success = True
|
||||
if self.from_cp.captured:
|
||||
return attackers_success
|
||||
else:
|
||||
return not attackers_success
|
||||
|
||||
def commit(self, debriefing: Debriefing):
|
||||
super(FrontlineAttackEvent, self).commit(debriefing)
|
||||
|
||||
def skip(self):
|
||||
if self.to_cp.captured:
|
||||
self.to_cp.base.affect_strength(-0.1)
|
||||
|
||||
def player_attacking(self, flights: db.TaskForceDict):
|
||||
assert self.departure_cp is not None
|
||||
op = FrontlineAttackOperation(game=self.game,
|
||||
attacker_name=self.attacker_name,
|
||||
defender_name=self.defender_name,
|
||||
from_cp=self.from_cp,
|
||||
departure_cp=self.departure_cp,
|
||||
to_cp=self.to_cp)
|
||||
self.operation = op
|
||||
|
||||
@@ -31,31 +31,28 @@ class Faction:
|
||||
description: str = field(default="")
|
||||
|
||||
# Available aircraft
|
||||
aircrafts: List[UnitType] = field(default_factory=list)
|
||||
aircrafts: List[Type[FlyingType]] = field(default_factory=list)
|
||||
|
||||
# Available awacs aircraft
|
||||
awacs: List[UnitType] = field(default_factory=list)
|
||||
awacs: List[Type[FlyingType]] = field(default_factory=list)
|
||||
|
||||
# Available tanker aircraft
|
||||
tankers: List[UnitType] = field(default_factory=list)
|
||||
tankers: List[Type[FlyingType]] = field(default_factory=list)
|
||||
|
||||
# Available frontline units
|
||||
frontline_units: List[VehicleType] = field(default_factory=list)
|
||||
frontline_units: List[Type[VehicleType]] = field(default_factory=list)
|
||||
|
||||
# Available artillery units
|
||||
artillery_units: List[VehicleType] = field(default_factory=list)
|
||||
artillery_units: List[Type[VehicleType]] = field(default_factory=list)
|
||||
|
||||
# Infantry units used
|
||||
infantry_units: List[VehicleType] = field(default_factory=list)
|
||||
infantry_units: List[Type[VehicleType]] = field(default_factory=list)
|
||||
|
||||
# Logistics units used
|
||||
logistics_units: List[VehicleType] = field(default_factory=list)
|
||||
|
||||
# List of units that can be deployed as SHORAD
|
||||
shorads: List[str] = field(default_factory=list)
|
||||
logistics_units: List[Type[VehicleType]] = field(default_factory=list)
|
||||
|
||||
# Possible SAMS site generators for this faction
|
||||
sams: List[str] = field(default_factory=list)
|
||||
air_defenses: List[str] = field(default_factory=list)
|
||||
|
||||
# Possible EWR generators for this faction.
|
||||
ewrs: List[str] = field(default_factory=list)
|
||||
@@ -67,10 +64,10 @@ class Faction:
|
||||
requirements: Dict[str, str] = field(default_factory=dict)
|
||||
|
||||
# possible aircraft carrier units
|
||||
aircraft_carrier: List[UnitType] = field(default_factory=list)
|
||||
aircraft_carrier: List[Type[UnitType]] = field(default_factory=list)
|
||||
|
||||
# possible helicopter carrier units
|
||||
helicopter_carrier: List[UnitType] = field(default_factory=list)
|
||||
helicopter_carrier: List[Type[UnitType]] = field(default_factory=list)
|
||||
|
||||
# Possible carrier names
|
||||
carrier_names: List[str] = field(default_factory=list)
|
||||
@@ -82,10 +79,10 @@ class Faction:
|
||||
navy_generators: List[str] = field(default_factory=list)
|
||||
|
||||
# Available destroyers
|
||||
destroyers: List[str] = field(default_factory=list)
|
||||
destroyers: List[Type[ShipType]] = field(default_factory=list)
|
||||
|
||||
# Available cruisers
|
||||
cruisers: List[str] = field(default_factory=list)
|
||||
cruisers: List[Type[ShipType]] = field(default_factory=list)
|
||||
|
||||
# How many navy group should we try to generate per CP on startup for this faction
|
||||
navy_group_count: int = field(default=1)
|
||||
@@ -97,7 +94,7 @@ class Faction:
|
||||
has_jtac: bool = field(default=False)
|
||||
|
||||
# Unit to use as JTAC for this faction
|
||||
jtac_unit: Optional[FlyingType] = field(default=None)
|
||||
jtac_unit: Optional[Type[FlyingType]] = field(default=None)
|
||||
|
||||
# doctrine
|
||||
doctrine: Doctrine = field(default=MODERN_DOCTRINE)
|
||||
@@ -106,7 +103,17 @@ class Faction:
|
||||
building_set: List[str] = field(default_factory=list)
|
||||
|
||||
# List of default livery overrides
|
||||
liveries_overrides: Dict[UnitType, List[str]] = field(default_factory=dict)
|
||||
liveries_overrides: Dict[Type[UnitType], List[str]] = field(
|
||||
default_factory=dict)
|
||||
|
||||
#: Set to True if the faction should force the "Unrestricted satnav" option
|
||||
#: for the mission. This option enables GPS for capable aircraft regardless
|
||||
#: of the time period or operator. For example, the CJTF "countries" don't
|
||||
#: appear to have GPS capability, so they need this.
|
||||
#:
|
||||
#: Note that this option cannot be set per-side. If either faction needs it,
|
||||
#: both will use it.
|
||||
unrestricted_satnav: bool = False
|
||||
|
||||
@classmethod
|
||||
def from_json(cls: Type[Faction], json: Dict[str, Any]) -> Faction:
|
||||
@@ -137,9 +144,14 @@ class Faction:
|
||||
faction.logistics_units = load_all_vehicles(
|
||||
json.get("logistics_units", []))
|
||||
|
||||
faction.sams = json.get("sams", [])
|
||||
faction.ewrs = json.get("ewrs", [])
|
||||
faction.shorads = json.get("shorads", [])
|
||||
|
||||
faction.air_defenses = json.get("air_defenses", [])
|
||||
# Compatibility for older factions. All air defenses now belong to a
|
||||
# single group and the generator decides what belongs where.
|
||||
faction.air_defenses.extend(json.get("sams", []))
|
||||
faction.air_defenses.extend(json.get("shorads", []))
|
||||
|
||||
faction.missiles = json.get("missiles", [])
|
||||
faction.requirements = json.get("requirements", {})
|
||||
|
||||
@@ -194,16 +206,19 @@ class Faction:
|
||||
if k is not None:
|
||||
faction.liveries_overrides[k] = [s.lower() for s in v]
|
||||
|
||||
faction.unrestricted_satnav = json.get("unrestricted_satnav", False)
|
||||
|
||||
return faction
|
||||
|
||||
@property
|
||||
def units(self) -> List[UnitType]:
|
||||
def units(self) -> List[Type[UnitType]]:
|
||||
return (self.infantry_units + self.aircrafts + self.awacs +
|
||||
self.artillery_units + self.frontline_units +
|
||||
self.tankers + self.logistics_units)
|
||||
|
||||
|
||||
def unit_loader(unit: str, class_repository: List[Any]) -> Optional[UnitType]:
|
||||
def unit_loader(
|
||||
unit: str, class_repository: List[Any]) -> Optional[Type[UnitType]]:
|
||||
"""
|
||||
Find unit by name
|
||||
:param unit: Unit name as string
|
||||
@@ -226,13 +241,13 @@ def unit_loader(unit: str, class_repository: List[Any]) -> Optional[UnitType]:
|
||||
return None
|
||||
|
||||
|
||||
def load_aircraft(name: str) -> Optional[FlyingType]:
|
||||
def load_aircraft(name: str) -> Optional[Type[FlyingType]]:
|
||||
return cast(Optional[FlyingType], unit_loader(
|
||||
name, [dcs.planes, dcs.helicopters, MODDED_AIRPLANES]
|
||||
))
|
||||
|
||||
|
||||
def load_all_aircraft(data) -> List[FlyingType]:
|
||||
def load_all_aircraft(data) -> List[Type[FlyingType]]:
|
||||
items = []
|
||||
for name in data:
|
||||
item = load_aircraft(name)
|
||||
@@ -241,13 +256,13 @@ def load_all_aircraft(data) -> List[FlyingType]:
|
||||
return items
|
||||
|
||||
|
||||
def load_vehicle(name: str) -> Optional[VehicleType]:
|
||||
def load_vehicle(name: str) -> Optional[Type[VehicleType]]:
|
||||
return cast(Optional[FlyingType], unit_loader(
|
||||
name, [Infantry, Unarmed, Armor, AirDefence, Artillery, MODDED_VEHICLES]
|
||||
))
|
||||
|
||||
|
||||
def load_all_vehicles(data) -> List[VehicleType]:
|
||||
def load_all_vehicles(data) -> List[Type[VehicleType]]:
|
||||
items = []
|
||||
for name in data:
|
||||
item = load_vehicle(name)
|
||||
@@ -256,11 +271,11 @@ def load_all_vehicles(data) -> List[VehicleType]:
|
||||
return items
|
||||
|
||||
|
||||
def load_ship(name: str) -> Optional[ShipType]:
|
||||
def load_ship(name: str) -> Optional[Type[ShipType]]:
|
||||
return cast(Optional[FlyingType], unit_loader(name, [dcs.ships]))
|
||||
|
||||
|
||||
def load_all_ships(data) -> List[ShipType]:
|
||||
def load_all_ships(data) -> List[Type[ShipType]]:
|
||||
items = []
|
||||
for name in data:
|
||||
item = load_ship(name)
|
||||
|
||||
316
game/game.py
316
game/game.py
@@ -1,18 +1,17 @@
|
||||
import itertools
|
||||
import logging
|
||||
import math
|
||||
import random
|
||||
import sys
|
||||
from datetime import date, datetime, timedelta
|
||||
from typing import Dict, List
|
||||
from enum import Enum
|
||||
from typing import Any, Dict, List
|
||||
|
||||
from dcs.action import Coalition
|
||||
from dcs.mapping import Point
|
||||
from dcs.task import CAP, CAS, PinpointStrike, Task
|
||||
from dcs.unittype import UnitType
|
||||
from dcs.task import CAP, CAS, PinpointStrike
|
||||
from dcs.vehicles import AirDefence
|
||||
|
||||
from game import db
|
||||
from game.db import PLAYER_BUDGET_BASE, REWARDS
|
||||
from game.inventory import GlobalAircraftInventory
|
||||
from game.models.game_stats import GameStats
|
||||
from game.plugins import LuaPluginManager
|
||||
@@ -20,16 +19,22 @@ from gen.ato import AirTaskingOrder
|
||||
from gen.conflictgen import Conflict
|
||||
from gen.flights.ai_flight_planner import CoalitionMissionPlanner
|
||||
from gen.flights.closestairfields import ObjectiveDistanceCache
|
||||
from gen.flights.flight import FlightType
|
||||
from gen.ground_forces.ai_ground_planner import GroundPlanner
|
||||
from theater import ConflictTheater, ControlPoint
|
||||
from theater.conflicttheater import IMPORTANCE_HIGH, IMPORTANCE_LOW
|
||||
from . import persistency
|
||||
from .debriefing import Debriefing
|
||||
from .event.event import Event, UnitsDeliveryEvent
|
||||
from .event.frontlineattack import FrontlineAttackEvent
|
||||
from .factions.faction import Faction
|
||||
from .income import Income
|
||||
from .infos.information import Information
|
||||
from .navmesh import NavMesh
|
||||
from .procurement import ProcurementAi
|
||||
from .settings import Settings
|
||||
from .theater import ConflictTheater, ControlPoint, TheaterGroundObject
|
||||
from game.theater.theatergroundobject import MissileSiteGroundObject
|
||||
from .threatzones import ThreatZones
|
||||
from .unitmap import UnitMap
|
||||
from .weather import Conditions, TimeOfDay
|
||||
|
||||
COMMISION_UNIT_VARIETY = 4
|
||||
@@ -62,17 +67,21 @@ ENEMY_BASE_STRENGTH_RECOVERY = 0.05
|
||||
# cost of AWACS for single operation
|
||||
AWACS_BUDGET_COST = 4
|
||||
|
||||
# Initial budget value
|
||||
PLAYER_BUDGET_INITIAL = 650
|
||||
|
||||
# Bonus multiplier logarithm base
|
||||
PLAYER_BUDGET_IMPORTANCE_LOG = 2
|
||||
|
||||
|
||||
class TurnState(Enum):
|
||||
WIN = 0
|
||||
LOSS = 1
|
||||
CONTINUE = 2
|
||||
|
||||
|
||||
class Game:
|
||||
def __init__(self, player_name: str, enemy_name: str,
|
||||
theater: ConflictTheater, start_date: datetime,
|
||||
settings: Settings):
|
||||
settings: Settings, player_budget: float,
|
||||
enemy_budget: float) -> None:
|
||||
self.settings = settings
|
||||
self.events: List[Event] = []
|
||||
self.theater = theater
|
||||
@@ -87,10 +96,11 @@ class Game:
|
||||
self.ground_planners: Dict[int, GroundPlanner] = {}
|
||||
self.informations = []
|
||||
self.informations.append(Information("Game Start", "-" * 40, 0))
|
||||
self.__culling_points = self.compute_conflicts_position()
|
||||
self.__culling_points: List[Point] = []
|
||||
self.__destroyed_units: List[str] = []
|
||||
self.savepath = ""
|
||||
self.budget = PLAYER_BUDGET_INITIAL
|
||||
self.budget = player_budget
|
||||
self.enemy_budget = enemy_budget
|
||||
self.current_unit_id = 0
|
||||
self.current_group_id = 0
|
||||
|
||||
@@ -104,6 +114,33 @@ class Game:
|
||||
)
|
||||
|
||||
self.sanitize_sides()
|
||||
|
||||
self.on_load()
|
||||
|
||||
# Turn 0 procurement. We don't actually have any missions to plan, but
|
||||
# the planner will tell us what it would like to plan so we can use that
|
||||
# to drive purchase decisions.
|
||||
blue_planner = CoalitionMissionPlanner(self, is_player=True)
|
||||
blue_planner.plan_missions()
|
||||
|
||||
red_planner = CoalitionMissionPlanner(self, is_player=False)
|
||||
red_planner.plan_missions()
|
||||
|
||||
self.plan_procurement(blue_planner, red_planner)
|
||||
|
||||
def __getstate__(self) -> Dict[str, Any]:
|
||||
state = self.__dict__.copy()
|
||||
# Avoid persisting any volatile types that can be deterministically
|
||||
# recomputed on load for the sake of save compatibility.
|
||||
del state["blue_threat_zone"]
|
||||
del state["red_threat_zone"]
|
||||
del state["blue_navmesh"]
|
||||
del state["red_navmesh"]
|
||||
return state
|
||||
|
||||
def __setstate__(self, state: Dict[str, Any]) -> None:
|
||||
self.__dict__.update(state)
|
||||
# Regenerate any state that was not persisted.
|
||||
self.on_load()
|
||||
|
||||
def generate_conditions(self) -> Conditions:
|
||||
@@ -131,6 +168,11 @@ class Game:
|
||||
def enemy_faction(self) -> Faction:
|
||||
return db.FACTIONS[self.enemy_name]
|
||||
|
||||
def faction_for(self, player: bool) -> Faction:
|
||||
if player:
|
||||
return self.player_faction
|
||||
return self.enemy_faction
|
||||
|
||||
def _roll(self, prob, mult):
|
||||
if self.settings.version == "dev":
|
||||
# always generate all events for dev
|
||||
@@ -147,48 +189,29 @@ class Game:
|
||||
front_line.control_point_a,
|
||||
front_line.control_point_b)
|
||||
|
||||
@property
|
||||
def budget_reward_amount(self):
|
||||
reward = 0
|
||||
if len(self.theater.player_points()) > 0:
|
||||
reward = PLAYER_BUDGET_BASE * len(self.theater.player_points())
|
||||
for cp in self.theater.player_points():
|
||||
for g in cp.ground_objects:
|
||||
if g.category in REWARDS.keys() and not g.is_dead:
|
||||
reward = reward + REWARDS[g.category]
|
||||
return reward
|
||||
def adjust_budget(self, amount: float, player: bool) -> None:
|
||||
if player:
|
||||
self.budget += amount
|
||||
else:
|
||||
return reward
|
||||
self.enemy_budget += amount
|
||||
|
||||
def _budget_player(self):
|
||||
self.budget += self.budget_reward_amount
|
||||
def process_player_income(self):
|
||||
self.budget += Income(self, player=True).total
|
||||
|
||||
def awacs_expense_commit(self):
|
||||
self.budget -= AWACS_BUDGET_COST
|
||||
def process_enemy_income(self):
|
||||
# TODO: Clean up save compat.
|
||||
if not hasattr(self, "enemy_budget"):
|
||||
self.enemy_budget = 0
|
||||
self.enemy_budget += Income(self, player=False).total
|
||||
|
||||
def units_delivery_event(self, to_cp: ControlPoint) -> UnitsDeliveryEvent:
|
||||
event = UnitsDeliveryEvent(attacker_name=self.player_name,
|
||||
defender_name=self.player_name,
|
||||
from_cp=to_cp,
|
||||
to_cp=to_cp,
|
||||
game=self)
|
||||
self.events.append(event)
|
||||
return event
|
||||
|
||||
def units_delivery_remove(self, event: Event):
|
||||
if event in self.events:
|
||||
self.events.remove(event)
|
||||
|
||||
def initiate_event(self, event: Event):
|
||||
def initiate_event(self, event: Event) -> UnitMap:
|
||||
#assert event in self.events
|
||||
logging.info("Generating {} (regular)".format(event))
|
||||
event.generate()
|
||||
return event.generate()
|
||||
|
||||
def finish_event(self, event: Event, debriefing: Debriefing):
|
||||
logging.info("Finishing event {}".format(event))
|
||||
event.commit(debriefing)
|
||||
if event.is_successfull(debriefing):
|
||||
self.budget += event.bonus()
|
||||
|
||||
if event in self.events:
|
||||
self.events.remove(event)
|
||||
@@ -199,33 +222,25 @@ class Game:
|
||||
if isinstance(event, Event):
|
||||
return event and event.attacker_name and event.attacker_name == self.player_name
|
||||
else:
|
||||
return event and event.name and event.name == self.player_name
|
||||
raise RuntimeError(f"{event} was passed when an Event type was expected")
|
||||
|
||||
def on_load(self) -> None:
|
||||
LuaPluginManager.load_settings(self.settings)
|
||||
ObjectiveDistanceCache.set_theater(self.theater)
|
||||
|
||||
# Save game compatibility.
|
||||
|
||||
# TODO: Remove in 2.3.
|
||||
if not hasattr(self, "conditions"):
|
||||
self.conditions = self.generate_conditions()
|
||||
self.compute_conflicts_position()
|
||||
self.compute_threat_zones()
|
||||
|
||||
def pass_turn(self, no_action: bool = False) -> None:
|
||||
logging.info("Pass turn")
|
||||
self.informations.append(Information("End of turn #" + str(self.turn), "-" * 40, 0))
|
||||
self.turn += 1
|
||||
|
||||
for event in self.events:
|
||||
if self.settings.version == "dev":
|
||||
# don't damage player CPs in by skipping in dev mode
|
||||
if isinstance(event, UnitsDeliveryEvent):
|
||||
event.skip()
|
||||
else:
|
||||
event.skip()
|
||||
for control_point in self.theater.controlpoints:
|
||||
control_point.process_turn(self)
|
||||
|
||||
self._enemy_reinforcement()
|
||||
self._budget_player()
|
||||
self.process_enemy_income()
|
||||
|
||||
self.process_player_income()
|
||||
|
||||
if not no_action and self.turn > 1:
|
||||
for cp in self.theater.player_points():
|
||||
@@ -242,6 +257,14 @@ class Game:
|
||||
# Autosave progress
|
||||
persistency.autosave(self)
|
||||
|
||||
def check_win_loss(self):
|
||||
captured_states = {i.captured for i in self.theater.controlpoints}
|
||||
if True not in captured_states:
|
||||
return TurnState.LOSS
|
||||
if False not in captured_states:
|
||||
return TurnState.WIN
|
||||
return TurnState.CONTINUE
|
||||
|
||||
def initialize_turn(self) -> None:
|
||||
self.events = []
|
||||
self._generate_events()
|
||||
@@ -253,90 +276,62 @@ class Game:
|
||||
for cp in self.theater.controlpoints:
|
||||
self.aircraft_inventory.set_from_control_point(cp)
|
||||
|
||||
# Check for win or loss condition
|
||||
turn_state = self.check_win_loss()
|
||||
if turn_state in (TurnState.LOSS,TurnState.WIN):
|
||||
return self.process_win_loss(turn_state)
|
||||
|
||||
# Plan flights & combat for next turn
|
||||
self.__culling_points = self.compute_conflicts_position()
|
||||
self.compute_conflicts_position()
|
||||
self.compute_threat_zones()
|
||||
self.ground_planners = {}
|
||||
self.blue_ato.clear()
|
||||
self.red_ato.clear()
|
||||
CoalitionMissionPlanner(self, is_player=True).plan_missions()
|
||||
CoalitionMissionPlanner(self, is_player=False).plan_missions()
|
||||
|
||||
blue_planner = CoalitionMissionPlanner(self, is_player=True)
|
||||
blue_planner.plan_missions()
|
||||
|
||||
red_planner = CoalitionMissionPlanner(self, is_player=False)
|
||||
red_planner.plan_missions()
|
||||
|
||||
for cp in self.theater.controlpoints:
|
||||
if cp.has_frontline:
|
||||
gplanner = GroundPlanner(cp, self)
|
||||
gplanner.plan_groundwar()
|
||||
self.ground_planners[cp.id] = gplanner
|
||||
|
||||
def _enemy_reinforcement(self):
|
||||
"""
|
||||
Compute and commision reinforcement for enemy bases
|
||||
"""
|
||||
self.plan_procurement(blue_planner, red_planner)
|
||||
|
||||
MAX_ARMOR = 30 * self.settings.multiplier
|
||||
MAX_AIRCRAFT = 25 * self.settings.multiplier
|
||||
def plan_procurement(self, blue_planner: CoalitionMissionPlanner,
|
||||
red_planner: CoalitionMissionPlanner) -> None:
|
||||
# The first turn needs to buy a *lot* of aircraft to fill CAPs, so it
|
||||
# gets much more of the budget that turn. Otherwise budget (after
|
||||
# repairs) is split evenly between air and ground. For the default
|
||||
# starting budget of 2000 this gives 600 to ground forces and 1400 to
|
||||
# aircraft.
|
||||
ground_portion = 0.3 if self.turn == 0 else 0.5
|
||||
self.budget = ProcurementAi(
|
||||
self,
|
||||
for_player=True,
|
||||
faction=self.player_faction,
|
||||
manage_runways=self.settings.automate_runway_repair,
|
||||
manage_front_line=self.settings.automate_front_line_reinforcements,
|
||||
manage_aircraft=self.settings.automate_aircraft_reinforcements,
|
||||
front_line_budget_share=ground_portion
|
||||
).spend_budget(self.budget, blue_planner.procurement_requests)
|
||||
|
||||
production = 0.0
|
||||
for enemy_point in self.theater.enemy_points():
|
||||
for g in enemy_point.ground_objects:
|
||||
if g.category in REWARDS.keys() and not g.is_dead:
|
||||
production = production + REWARDS[g.category]
|
||||
self.enemy_budget = ProcurementAi(
|
||||
self,
|
||||
for_player=False,
|
||||
faction=self.enemy_faction,
|
||||
manage_runways=True,
|
||||
manage_front_line=True,
|
||||
manage_aircraft=True,
|
||||
front_line_budget_share=ground_portion
|
||||
).spend_budget(self.enemy_budget, red_planner.procurement_requests)
|
||||
|
||||
production = production * 0.75
|
||||
budget_for_armored_units = production / 2
|
||||
budget_for_aircraft = production / 2
|
||||
|
||||
potential_cp_armor = []
|
||||
for cp in self.theater.enemy_points():
|
||||
for cpe in cp.connected_points:
|
||||
if cpe.captured and cp.base.total_armor < MAX_ARMOR:
|
||||
potential_cp_armor.append(cp)
|
||||
if len(potential_cp_armor) == 0:
|
||||
potential_cp_armor = self.theater.enemy_points()
|
||||
|
||||
i = 0
|
||||
potential_units = db.FACTIONS[self.enemy_name].frontline_units
|
||||
|
||||
print("Enemy Recruiting")
|
||||
print(potential_cp_armor)
|
||||
print(budget_for_armored_units)
|
||||
print(potential_units)
|
||||
|
||||
if len(potential_units) > 0 and len(potential_cp_armor) > 0:
|
||||
while budget_for_armored_units > 0:
|
||||
i = i + 1
|
||||
if i > 50 or budget_for_armored_units <= 0:
|
||||
break
|
||||
target_cp = random.choice(potential_cp_armor)
|
||||
if target_cp.base.total_armor >= MAX_ARMOR:
|
||||
continue
|
||||
unit = random.choice(potential_units)
|
||||
price = db.PRICES[unit] * 2
|
||||
budget_for_armored_units -= price * 2
|
||||
target_cp.base.armor[unit] = target_cp.base.armor.get(unit, 0) + 2
|
||||
info = Information("Enemy Reinforcement", unit.id + " x 2 at " + target_cp.name, self.turn)
|
||||
print(str(info))
|
||||
self.informations.append(info)
|
||||
|
||||
if budget_for_armored_units > 0:
|
||||
budget_for_aircraft += budget_for_armored_units
|
||||
|
||||
potential_units = [u for u in db.FACTIONS[self.enemy_name].aircrafts
|
||||
if u in db.UNIT_BY_TASK[CAS] or u in db.UNIT_BY_TASK[CAP]]
|
||||
|
||||
if len(potential_units) > 0 and len(potential_cp_armor) > 0:
|
||||
while budget_for_aircraft > 0:
|
||||
i = i + 1
|
||||
if i > 50 or budget_for_aircraft <= 0:
|
||||
break
|
||||
target_cp = random.choice(potential_cp_armor)
|
||||
if target_cp.base.total_planes >= MAX_AIRCRAFT:
|
||||
continue
|
||||
unit = random.choice(potential_units)
|
||||
price = db.PRICES[unit] * 2
|
||||
budget_for_aircraft -= price * 2
|
||||
target_cp.base.aircraft[unit] = target_cp.base.aircraft.get(unit, 0) + 2
|
||||
info = Information("Enemy Reinforcement", unit.id + " x 2 at " + target_cp.name, self.turn)
|
||||
print(str(info))
|
||||
self.informations.append(info)
|
||||
def message(self, text: str) -> None:
|
||||
self.informations.append(Information(text, turn=self.turn))
|
||||
|
||||
@property
|
||||
def current_turn_time_of_day(self) -> TimeOfDay:
|
||||
@@ -360,6 +355,24 @@ class Game:
|
||||
self.current_group_id += 1
|
||||
return self.current_group_id
|
||||
|
||||
def compute_threat_zones(self) -> None:
|
||||
self.blue_threat_zone = ThreatZones.for_faction(self, player=True)
|
||||
self.red_threat_zone = ThreatZones.for_faction(self, player=False)
|
||||
self.blue_navmesh = NavMesh.from_threat_zones(self.red_threat_zone,
|
||||
self.theater)
|
||||
self.red_navmesh = NavMesh.from_threat_zones(self.blue_threat_zone,
|
||||
self.theater)
|
||||
|
||||
def threat_zone_for(self, player: bool) -> ThreatZones:
|
||||
if player:
|
||||
return self.blue_threat_zone
|
||||
return self.red_threat_zone
|
||||
|
||||
def navmesh_for(self, player: bool) -> NavMesh:
|
||||
if player:
|
||||
return self.blue_navmesh
|
||||
return self.red_navmesh
|
||||
|
||||
def compute_conflicts_position(self):
|
||||
"""
|
||||
Compute the current conflict center position(s), mainly used for culling calculation
|
||||
@@ -369,13 +382,24 @@ class Game:
|
||||
|
||||
# By default, use the existing frontline conflict position
|
||||
for front_line in self.theater.conflicts():
|
||||
position = Conflict.frontline_position(self.theater,
|
||||
front_line.control_point_a,
|
||||
front_line.control_point_b)
|
||||
position = Conflict.frontline_position(front_line.control_point_a,
|
||||
front_line.control_point_b,
|
||||
self.theater)
|
||||
points.append(position[0])
|
||||
points.append(front_line.control_point_a.position)
|
||||
points.append(front_line.control_point_b.position)
|
||||
|
||||
for cp in self.theater.controlpoints:
|
||||
# Don't cull missile sites - their range is long enough to make them
|
||||
# easily culled despite being a threat.
|
||||
for tgo in cp.ground_objects:
|
||||
if isinstance(tgo, MissileSiteGroundObject):
|
||||
points.append(cp.position)
|
||||
# If do_not_cull_carrier is enabled, add carriers as culling point
|
||||
if self.settings.perf_do_not_cull_carrier:
|
||||
if cp.is_carrier or cp.is_lha:
|
||||
points.append(cp.position)
|
||||
|
||||
# If there is no conflict take the center point between the two nearest opposing bases
|
||||
if len(points) == 0:
|
||||
cpoint = None
|
||||
@@ -394,12 +418,24 @@ class Game:
|
||||
if cpoint is not None:
|
||||
points.append(cpoint)
|
||||
|
||||
packages = itertools.chain(self.blue_ato.packages,
|
||||
self.red_ato.packages)
|
||||
for package in packages:
|
||||
if package.primary_task is FlightType.BARCAP:
|
||||
# BARCAPs will be planned at most locations on smaller theaters,
|
||||
# rendering culling fairly useless. BARCAP packages don't really
|
||||
# need the ground detail since they're defensive. SAMs nearby
|
||||
# are only interesting if there are enemies in the area, and if
|
||||
# there are they won't be culled because of the enemy's mission.
|
||||
continue
|
||||
points.append(package.target.position)
|
||||
|
||||
# Else 0,0, since we need a default value
|
||||
# (in this case this means the whole map is owned by the same player, so it is not an issue)
|
||||
if len(points) == 0:
|
||||
points.append(Point(0, 0))
|
||||
|
||||
return points
|
||||
self.__culling_points = points
|
||||
|
||||
def add_destroyed_units(self, data):
|
||||
pos = Point(data["x"], data["z"])
|
||||
@@ -447,4 +483,10 @@ class Game:
|
||||
return "blue"
|
||||
|
||||
def get_enemy_color(self):
|
||||
return "red"
|
||||
return "red"
|
||||
|
||||
def process_win_loss(self, turn_state: TurnState):
|
||||
if turn_state is TurnState.WIN:
|
||||
return self.message("Congratulations, you are victorious! Start a new campaign to continue.")
|
||||
elif turn_state is TurnState.LOSS:
|
||||
return self.message("Game Over, you lose. Start a new campaign to continue.")
|
||||
|
||||
55
game/income.py
Normal file
55
game/income.py
Normal file
@@ -0,0 +1,55 @@
|
||||
from __future__ import annotations
|
||||
|
||||
from dataclasses import dataclass
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
from game.db import REWARDS
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class BuildingIncome:
|
||||
name: str
|
||||
category: str
|
||||
number: int
|
||||
income_per_building: int
|
||||
|
||||
@property
|
||||
def income(self) -> int:
|
||||
return self.number * self.income_per_building
|
||||
|
||||
|
||||
class Income:
|
||||
def __init__(self, game: Game, player: bool) -> None:
|
||||
if player:
|
||||
self.multiplier = game.settings.player_income_multiplier
|
||||
else:
|
||||
self.multiplier = game.settings.enemy_income_multiplier
|
||||
self.control_points = []
|
||||
self.buildings = []
|
||||
|
||||
names = set()
|
||||
for cp in game.theater.control_points_for(player):
|
||||
if cp.income_per_turn:
|
||||
self.control_points.append(cp)
|
||||
for tgo in cp.ground_objects:
|
||||
names.add(tgo.obj_name)
|
||||
|
||||
for name in names:
|
||||
count = 0
|
||||
tgos = game.theater.find_ground_objects_by_obj_name(name)
|
||||
category = tgos[0].category
|
||||
if category not in REWARDS:
|
||||
continue
|
||||
for tgo in tgos:
|
||||
if not tgo.is_dead:
|
||||
count += 1
|
||||
self.buildings.append(BuildingIncome(name, category, count,
|
||||
REWARDS[category]))
|
||||
|
||||
self.from_bases = sum(cp.income_per_turn for cp in self.control_points)
|
||||
self.total_buildings = sum(b.income for b in self.buildings)
|
||||
self.total = ((self.total_buildings + self.from_bases) *
|
||||
self.multiplier)
|
||||
@@ -1,3 +1,4 @@
|
||||
import datetime
|
||||
|
||||
class Information():
|
||||
|
||||
@@ -5,7 +6,12 @@ class Information():
|
||||
self.title = title
|
||||
self.text = text
|
||||
self.turn = turn
|
||||
self.timestamp = datetime.datetime.now()
|
||||
|
||||
def __str__(self):
|
||||
s = "[" + str(self.turn) + "] " + self.title + "\n" + self.text
|
||||
return s
|
||||
return '[{}][{}] {} {}'.format(
|
||||
self.timestamp.strftime("%Y-%m-%d %H:%M:%S") if self.timestamp is not None else '',
|
||||
self.turn,
|
||||
self.title,
|
||||
self.text
|
||||
)
|
||||
@@ -1,11 +1,15 @@
|
||||
"""Inventory management APIs."""
|
||||
from collections import defaultdict
|
||||
from typing import Dict, Iterable, Iterator, Set, Tuple
|
||||
from __future__ import annotations
|
||||
|
||||
from dcs.unittype import UnitType
|
||||
from collections import defaultdict
|
||||
from typing import Dict, Iterable, Iterator, Set, Tuple, TYPE_CHECKING, Type
|
||||
|
||||
from dcs.unittype import FlyingType
|
||||
|
||||
from gen.flights.flight import Flight
|
||||
from theater import ControlPoint
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game.theater import ControlPoint
|
||||
|
||||
|
||||
class ControlPointAircraftInventory:
|
||||
@@ -13,9 +17,9 @@ class ControlPointAircraftInventory:
|
||||
|
||||
def __init__(self, control_point: ControlPoint) -> None:
|
||||
self.control_point = control_point
|
||||
self.inventory: Dict[UnitType, int] = defaultdict(int)
|
||||
self.inventory: Dict[Type[FlyingType], int] = defaultdict(int)
|
||||
|
||||
def add_aircraft(self, aircraft: UnitType, count: int) -> None:
|
||||
def add_aircraft(self, aircraft: Type[FlyingType], count: int) -> None:
|
||||
"""Adds aircraft to the inventory.
|
||||
|
||||
Args:
|
||||
@@ -24,7 +28,7 @@ class ControlPointAircraftInventory:
|
||||
"""
|
||||
self.inventory[aircraft] += count
|
||||
|
||||
def remove_aircraft(self, aircraft: UnitType, count: int) -> None:
|
||||
def remove_aircraft(self, aircraft: Type[FlyingType], count: int) -> None:
|
||||
"""Removes aircraft from the inventory.
|
||||
|
||||
Args:
|
||||
@@ -43,7 +47,7 @@ class ControlPointAircraftInventory:
|
||||
)
|
||||
self.inventory[aircraft] -= count
|
||||
|
||||
def available(self, aircraft: UnitType) -> int:
|
||||
def available(self, aircraft: Type[FlyingType]) -> int:
|
||||
"""Returns the number of available aircraft of the given type.
|
||||
|
||||
Args:
|
||||
@@ -55,14 +59,14 @@ class ControlPointAircraftInventory:
|
||||
return 0
|
||||
|
||||
@property
|
||||
def types_available(self) -> Iterator[UnitType]:
|
||||
def types_available(self) -> Iterator[Type[FlyingType]]:
|
||||
"""Iterates over all available aircraft types."""
|
||||
for aircraft, count in self.inventory.items():
|
||||
if count > 0:
|
||||
yield aircraft
|
||||
|
||||
@property
|
||||
def all_aircraft(self) -> Iterator[Tuple[UnitType, int]]:
|
||||
def all_aircraft(self) -> Iterator[Tuple[Type[FlyingType], int]]:
|
||||
"""Iterates over all available aircraft types, including amounts."""
|
||||
for aircraft, count in self.inventory.items():
|
||||
if count > 0:
|
||||
@@ -102,12 +106,14 @@ class GlobalAircraftInventory:
|
||||
return self.inventories[control_point]
|
||||
|
||||
@property
|
||||
def available_types_for_player(self) -> Iterator[UnitType]:
|
||||
def available_types_for_player(self) -> Iterator[Type[FlyingType]]:
|
||||
"""Iterates over all aircraft types available to the player."""
|
||||
seen: Set[UnitType] = set()
|
||||
seen: Set[Type[FlyingType]] = set()
|
||||
for control_point, inventory in self.inventories.items():
|
||||
if control_point.captured:
|
||||
for aircraft in inventory.types_available:
|
||||
if not control_point.can_operate(aircraft):
|
||||
continue
|
||||
if aircraft not in seen:
|
||||
seen.add(aircraft)
|
||||
yield aircraft
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
from theater import ControlPoint
|
||||
from game.theater import ControlPoint
|
||||
|
||||
|
||||
class FrontlineData:
|
||||
|
||||
270
game/navmesh.py
Normal file
270
game/navmesh.py
Normal file
@@ -0,0 +1,270 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import heapq
|
||||
import math
|
||||
from collections import defaultdict
|
||||
from dataclasses import dataclass, field
|
||||
from typing import Dict, List, Optional, Set, Tuple, Union
|
||||
|
||||
from dcs.mapping import Point
|
||||
from shapely.geometry import (
|
||||
LineString,
|
||||
MultiPolygon,
|
||||
Point as ShapelyPoint,
|
||||
Polygon,
|
||||
box,
|
||||
)
|
||||
from shapely.ops import nearest_points, triangulate
|
||||
|
||||
from game.theater import ConflictTheater
|
||||
from game.threatzones import ThreatZones
|
||||
from game.utils import nautical_miles
|
||||
|
||||
|
||||
class NavMeshPoly:
|
||||
def __init__(self, ident: int, poly: Polygon, threatened: bool) -> None:
|
||||
self.ident = ident
|
||||
self.poly = poly
|
||||
self.threatened = threatened
|
||||
self.neighbors: Dict[NavMeshPoly, Union[LineString, ShapelyPoint]] = {}
|
||||
|
||||
def __eq__(self, other: object) -> bool:
|
||||
if not isinstance(other, NavMeshPoly):
|
||||
return False
|
||||
return self.ident == other.ident
|
||||
|
||||
def __hash__(self) -> int:
|
||||
return self.ident
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class NavPoint:
|
||||
point: ShapelyPoint
|
||||
poly: NavMeshPoly
|
||||
|
||||
@property
|
||||
def world_point(self) -> Point:
|
||||
return Point(self.point.x, self.point.y)
|
||||
|
||||
def __hash__(self) -> int:
|
||||
return hash(self.poly.ident)
|
||||
|
||||
def __eq__(self, other: object) -> bool:
|
||||
if id(self) == id(other):
|
||||
return True
|
||||
|
||||
if not isinstance(other, NavPoint):
|
||||
return False
|
||||
|
||||
if not self.point.almost_equals(other.point):
|
||||
return False
|
||||
|
||||
return self.poly == other.poly
|
||||
|
||||
def __str__(self) -> str:
|
||||
return f"{self.point} in {self.poly.ident}"
|
||||
|
||||
|
||||
@dataclass(frozen=True, order=True)
|
||||
class FrontierNode:
|
||||
cost: float
|
||||
point: NavPoint = field(compare=False)
|
||||
|
||||
|
||||
class NavFrontier:
|
||||
def __init__(self) -> None:
|
||||
self.nodes: List[FrontierNode] = []
|
||||
|
||||
def push(self, poly: NavPoint, cost: float) -> None:
|
||||
heapq.heappush(self.nodes, FrontierNode(cost, poly))
|
||||
|
||||
def pop(self) -> Optional[NavPoint]:
|
||||
try:
|
||||
return heapq.heappop(self.nodes).point
|
||||
except IndexError:
|
||||
return None
|
||||
|
||||
|
||||
class NavMesh:
|
||||
def __init__(self, polys: List[NavMeshPoly]) -> None:
|
||||
self.polys = polys
|
||||
|
||||
def localize(self, point: Point) -> Optional[NavMeshPoly]:
|
||||
# This is a naive implementation but it's O(n). Runs at about 10k
|
||||
# lookups a second on a 5950X. Flights usually have 5-10 waypoints, so
|
||||
# that's 1k-2k flights before we lose a full second to localization as a
|
||||
# part of flight plan creation.
|
||||
#
|
||||
# Can improve the algorithm later if needed, but that seems unnecessary
|
||||
# currently.
|
||||
p = ShapelyPoint(point.x, point.y)
|
||||
for navpoly in self.polys:
|
||||
if navpoly.poly.contains(p):
|
||||
return navpoly
|
||||
return None
|
||||
|
||||
@staticmethod
|
||||
def travel_cost(a: NavPoint, b: NavPoint) -> float:
|
||||
modifier = 1.0
|
||||
if a.poly.threatened:
|
||||
modifier = 3.0
|
||||
return a.point.distance(b.point) * modifier
|
||||
|
||||
def travel_heuristic(self, a: NavPoint, b: NavPoint) -> float:
|
||||
return self.travel_cost(a, b)
|
||||
|
||||
@staticmethod
|
||||
def reconstruct_path(came_from: Dict[NavPoint, Optional[NavPoint]],
|
||||
origin: NavPoint,
|
||||
destination: NavPoint) -> List[Point]:
|
||||
current = destination
|
||||
path: List[Point] = []
|
||||
while current != origin:
|
||||
path.append(current.world_point)
|
||||
previous = came_from[current]
|
||||
if previous is None:
|
||||
raise RuntimeError(
|
||||
f"Could not reconstruct path to {destination} from {origin}"
|
||||
)
|
||||
current = previous
|
||||
path.append(origin.world_point)
|
||||
path.reverse()
|
||||
return path
|
||||
|
||||
@staticmethod
|
||||
def dcs_to_shapely_point(point: Point) -> ShapelyPoint:
|
||||
return ShapelyPoint(point.x, point.y)
|
||||
|
||||
def shortest_path(self, origin: Point, destination: Point) -> List[Point]:
|
||||
origin_poly = self.localize(origin)
|
||||
if origin_poly is None:
|
||||
raise ValueError(f"Origin point {origin} is outside the navmesh")
|
||||
destination_poly = self.localize(destination)
|
||||
if destination_poly is None:
|
||||
raise ValueError(
|
||||
f"Origin point {destination} is outside the navmesh")
|
||||
|
||||
return self._shortest_path(
|
||||
NavPoint(self.dcs_to_shapely_point(origin), origin_poly),
|
||||
NavPoint(self.dcs_to_shapely_point(destination), destination_poly)
|
||||
)
|
||||
|
||||
def _shortest_path(self, origin: NavPoint,
|
||||
destination: NavPoint) -> List[Point]:
|
||||
# Adapted from
|
||||
# https://www.redblobgames.com/pathfinding/a-star/implementation.py.
|
||||
frontier = NavFrontier()
|
||||
frontier.push(origin, 0.0)
|
||||
came_from: Dict[NavPoint, Optional[NavPoint]] = {origin: None}
|
||||
|
||||
best_known: Dict[NavPoint, float] = defaultdict(lambda: math.inf)
|
||||
best_known[origin] = 0.0
|
||||
|
||||
while (current := frontier.pop()) is not None:
|
||||
if current == destination:
|
||||
break
|
||||
|
||||
if current.poly == destination.poly:
|
||||
# Made it to the correct nav poly. Add the leg from the border
|
||||
# to the target.
|
||||
cost = best_known[current] + self.travel_cost(
|
||||
current, destination
|
||||
)
|
||||
if cost < best_known[destination]:
|
||||
best_known[destination] = cost
|
||||
estimated = cost
|
||||
frontier.push(destination, estimated)
|
||||
came_from[destination] = current
|
||||
|
||||
for neighbor, boundary in current.poly.neighbors.items():
|
||||
previous = came_from[current]
|
||||
if previous is not None and previous.poly == neighbor:
|
||||
# Don't backtrack.
|
||||
continue
|
||||
if previous is None and current != origin:
|
||||
raise RuntimeError
|
||||
_, neighbor_point = nearest_points(current.point, boundary)
|
||||
neighbor_nav = NavPoint(neighbor_point, neighbor)
|
||||
cost = best_known[current] + self.travel_cost(
|
||||
current, neighbor_nav
|
||||
)
|
||||
if cost < best_known[neighbor_nav]:
|
||||
best_known[neighbor_nav] = cost
|
||||
estimated = cost + self.travel_heuristic(
|
||||
neighbor_nav, destination
|
||||
)
|
||||
frontier.push(neighbor_nav, estimated)
|
||||
came_from[neighbor_nav] = current
|
||||
|
||||
return self.reconstruct_path(came_from, origin, destination)
|
||||
|
||||
@staticmethod
|
||||
def map_bounds(theater: ConflictTheater) -> Polygon:
|
||||
points = []
|
||||
for cp in theater.controlpoints:
|
||||
points.append(ShapelyPoint(cp.position.x, cp.position.y))
|
||||
for tgo in cp.ground_objects:
|
||||
points.append(ShapelyPoint(tgo.position.x, tgo.position.y))
|
||||
# Needs to be a large enough boundary beyond the known points so that
|
||||
# threatened airbases at the map edges have room to retreat from the
|
||||
# threat without running off the navmesh.
|
||||
return box(*LineString(points).bounds).buffer(
|
||||
nautical_miles(100).meters, resolution=1)
|
||||
|
||||
@staticmethod
|
||||
def create_navpolys(polys: List[Polygon],
|
||||
threat_zones: ThreatZones) -> List[NavMeshPoly]:
|
||||
return [NavMeshPoly(i, p, threat_zones.threatened(p))
|
||||
for i, p in enumerate(polys)]
|
||||
|
||||
@staticmethod
|
||||
def associate_neighbors(polys: List[NavMeshPoly]) -> None:
|
||||
# Maps (rounded) points to polygons that have a vertex at that point.
|
||||
# The points are rounded to the nearest int so we can use them as dict
|
||||
# keys. This allows us to perform approximate neighbor lookups more
|
||||
# efficiently than comparing each poly to every other poly by finding
|
||||
# approximate neighbors before checking if the polys actually touch.
|
||||
points_map: Dict[Tuple[int, int], Set[NavMeshPoly]] = defaultdict(set)
|
||||
|
||||
for navpoly in polys:
|
||||
# The coordinates of the polygon's boundary are a sequence of
|
||||
# coordinates that define the polygon. The first point is repeated
|
||||
# at the end, so skip the last vertex.
|
||||
for x, y in navpoly.poly.boundary.coords[:-1]:
|
||||
point = (int(x), int(y))
|
||||
neighbors = {}
|
||||
for potential_neighbor in points_map[point]:
|
||||
intersection = navpoly.poly.intersection(
|
||||
potential_neighbor.poly)
|
||||
if not intersection.is_empty:
|
||||
potential_neighbor.neighbors[navpoly] = intersection
|
||||
neighbors[potential_neighbor] = intersection
|
||||
navpoly.neighbors.update(neighbors)
|
||||
points_map[point].add(navpoly)
|
||||
|
||||
@classmethod
|
||||
def from_threat_zones(cls, threat_zones: ThreatZones,
|
||||
theater: ConflictTheater) -> NavMesh:
|
||||
# Simplify the threat poly to reduce the number of nav zones. Increase
|
||||
# the size of the zone and then simplify it with the buffer size as the
|
||||
# error margin. This will create a simpler poly around the threat zone.
|
||||
buffer = nautical_miles(10).meters
|
||||
threat_poly = threat_zones.all.buffer(buffer).simplify(buffer)
|
||||
|
||||
# Threat zones can be disconnected. Create a list of threat zones.
|
||||
if isinstance(threat_poly, MultiPolygon):
|
||||
polys = list(threat_poly.geoms)
|
||||
else:
|
||||
polys = [threat_poly]
|
||||
|
||||
# Subtract the threat zones from the whole-map poly to build a navmesh
|
||||
# for the *safe* areas. Navigation within threatened regions is always
|
||||
# a straight line to the target or out of the threatened region.
|
||||
bounds = cls.map_bounds(theater)
|
||||
for poly in polys:
|
||||
bounds = bounds.difference(poly)
|
||||
|
||||
# Triangulate the safe-region to build the navmesh.
|
||||
navpolys = cls.create_navpolys(triangulate(bounds), threat_zones)
|
||||
cls.associate_neighbors(navpolys)
|
||||
return cls(navpolys)
|
||||
@@ -1,38 +0,0 @@
|
||||
from dcs.terrain.terrain import Terrain
|
||||
|
||||
from gen.conflictgen import Conflict
|
||||
from .operation import Operation
|
||||
from .. import db
|
||||
|
||||
MAX_DISTANCE_BETWEEN_GROUPS = 12000
|
||||
|
||||
|
||||
class FrontlineAttackOperation(Operation):
|
||||
interceptors = None # type: db.AssignedUnitsDict
|
||||
escort = None # type: db.AssignedUnitsDict
|
||||
strikegroup = None # type: db.AssignedUnitsDict
|
||||
|
||||
attackers = None # type: db.ArmorDict
|
||||
defenders = None # type: db.ArmorDict
|
||||
|
||||
def prepare(self, terrain: Terrain, is_quick: bool):
|
||||
super(FrontlineAttackOperation, self).prepare(terrain, is_quick)
|
||||
if self.defender_name == self.game.player_name:
|
||||
self.attackers_starting_position = None
|
||||
self.defenders_starting_position = None
|
||||
|
||||
conflict = Conflict.frontline_cas_conflict(
|
||||
attacker_name=self.attacker_name,
|
||||
defender_name=self.defender_name,
|
||||
attacker=self.current_mission.country(self.attacker_country),
|
||||
defender=self.current_mission.country(self.defender_country),
|
||||
from_cp=self.from_cp,
|
||||
to_cp=self.to_cp,
|
||||
theater=self.game.theater
|
||||
)
|
||||
|
||||
self.initialize(mission=self.current_mission,
|
||||
conflict=conflict)
|
||||
|
||||
def generate(self):
|
||||
super(FrontlineAttackOperation, self).generate()
|
||||
@@ -1,7 +1,10 @@
|
||||
from __future__ import annotations
|
||||
from game.theater.theatergroundobject import TheaterGroundObject
|
||||
|
||||
import logging
|
||||
import os
|
||||
from pathlib import Path
|
||||
from typing import List, Optional, Set
|
||||
from typing import TYPE_CHECKING, Iterable, List, Optional, Set
|
||||
|
||||
from dcs import Mission
|
||||
from dcs.action import DoScript, DoScriptFile
|
||||
@@ -9,11 +12,8 @@ from dcs.coalition import Coalition
|
||||
from dcs.countries import country_dict
|
||||
from dcs.lua.parse import loads
|
||||
from dcs.mapping import Point
|
||||
from dcs.terrain.terrain import Terrain
|
||||
from dcs.translation import String
|
||||
from dcs.triggers import TriggerStart
|
||||
from dcs.unittype import UnitType
|
||||
|
||||
from game.plugins import LuaPluginManager
|
||||
from gen import Conflict, FlightType, VisualGenerator
|
||||
from gen.aircraft import AIRCRAFT_DATA, AircraftConflictGenerator, FlightData
|
||||
@@ -26,22 +26,22 @@ from gen.environmentgen import EnvironmentGenerator
|
||||
from gen.forcedoptionsgen import ForcedOptionsGenerator
|
||||
from gen.groundobjectsgen import GroundObjectsGenerator
|
||||
from gen.kneeboard import KneeboardGenerator
|
||||
from gen.naming import namegen
|
||||
from gen.radios import RadioFrequency, RadioRegistry
|
||||
from gen.tacan import TacanRegistry
|
||||
from gen.triggergen import TRIGGER_RADIUS_MEDIUM, TriggersGenerator
|
||||
from theater import ControlPoint
|
||||
|
||||
from .. import db
|
||||
from ..debriefing import Debriefing
|
||||
from ..theater import Airfield
|
||||
from ..unitmap import UnitMap
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
|
||||
|
||||
class Operation:
|
||||
attackers_starting_position = None # type: db.StartingPosition
|
||||
defenders_starting_position = None # type: db.StartingPosition
|
||||
|
||||
"""Static class for managing the final Mission generation"""
|
||||
current_mission = None # type: Mission
|
||||
regular_mission = None # type: Mission
|
||||
quick_mission = None # type: Mission
|
||||
conflict = None # type: Conflict
|
||||
airgen = None # type: AircraftConflictGenerator
|
||||
triggersgen = None # type: TriggersGenerator
|
||||
airsupportgen = None # type: AirSupportConflictGenerator
|
||||
@@ -51,104 +51,96 @@ class Operation:
|
||||
forcedoptionsgen = None # type: ForcedOptionsGenerator
|
||||
radio_registry: Optional[RadioRegistry] = None
|
||||
tacan_registry: Optional[TacanRegistry] = None
|
||||
|
||||
game = None # type: Game
|
||||
environment_settings = None
|
||||
trigger_radius = TRIGGER_RADIUS_MEDIUM
|
||||
is_quick = None
|
||||
is_awacs_enabled = False
|
||||
ca_slots = 0
|
||||
player_awacs_enabled = True
|
||||
# TODO: #436 Generate Air Support for red
|
||||
enemy_awacs_enabled = True
|
||||
ca_slots = 1
|
||||
unit_map: UnitMap
|
||||
jtacs: List[JtacInfo] = []
|
||||
plugin_scripts: List[str] = []
|
||||
|
||||
def __init__(self,
|
||||
game,
|
||||
attacker_name: str,
|
||||
defender_name: str,
|
||||
from_cp: ControlPoint,
|
||||
departure_cp: ControlPoint,
|
||||
to_cp: ControlPoint):
|
||||
self.game = game
|
||||
self.attacker_name = attacker_name
|
||||
self.attacker_country = db.FACTIONS[attacker_name].country
|
||||
self.defender_name = defender_name
|
||||
self.defender_country = db.FACTIONS[defender_name].country
|
||||
print(self.defender_country, self.attacker_country)
|
||||
self.from_cp = from_cp
|
||||
self.departure_cp = departure_cp
|
||||
self.to_cp = to_cp
|
||||
self.is_quick = False
|
||||
self.plugin_scripts: List[str] = []
|
||||
|
||||
def units_of(self, country_name: str) -> List[UnitType]:
|
||||
return []
|
||||
|
||||
def is_successfull(self, debriefing: Debriefing) -> bool:
|
||||
return True
|
||||
|
||||
@property
|
||||
def is_player_attack(self) -> bool:
|
||||
return self.from_cp.captured
|
||||
|
||||
def initialize(self, mission: Mission, conflict: Conflict):
|
||||
self.current_mission = mission
|
||||
self.conflict = conflict
|
||||
# self.briefinggen = BriefingGenerator(self.current_mission, self.game) Is it safe to remove this, or does it also break save compat?
|
||||
|
||||
def prepare(self, terrain: Terrain, is_quick: bool):
|
||||
@classmethod
|
||||
def prepare(cls, game: Game):
|
||||
with open("resources/default_options.lua", "r") as f:
|
||||
options_dict = loads(f.read())["options"]
|
||||
cls._set_mission(Mission(game.theater.terrain))
|
||||
cls.game = game
|
||||
cls._setup_mission_coalitions()
|
||||
cls.current_mission.options.load_from_dict(options_dict)
|
||||
|
||||
self.current_mission = Mission(terrain)
|
||||
@classmethod
|
||||
def conflicts(cls) -> Iterable[Conflict]:
|
||||
assert cls.game
|
||||
for frontline in cls.game.theater.conflicts():
|
||||
yield Conflict(
|
||||
cls.game.theater,
|
||||
frontline.control_point_a,
|
||||
frontline.control_point_b,
|
||||
cls.game.player_name,
|
||||
cls.game.enemy_name,
|
||||
cls.game.player_country,
|
||||
cls.game.enemy_country,
|
||||
frontline.position
|
||||
)
|
||||
|
||||
print(self.game.player_country)
|
||||
print(country_dict[db.country_id_from_name(self.game.player_country)])
|
||||
print(country_dict[db.country_id_from_name(self.game.player_country)]())
|
||||
@classmethod
|
||||
def air_conflict(cls) -> Conflict:
|
||||
assert cls.game
|
||||
player_cp, enemy_cp = cls.game.theater.closest_opposing_control_points()
|
||||
mid_point = player_cp.position.point_from_heading(
|
||||
player_cp.position.heading_between_point(enemy_cp.position),
|
||||
player_cp.position.distance_to_point(enemy_cp.position) / 2
|
||||
)
|
||||
return Conflict(
|
||||
cls.game.theater,
|
||||
player_cp,
|
||||
enemy_cp,
|
||||
cls.game.player_name,
|
||||
cls.game.enemy_name,
|
||||
cls.game.player_country,
|
||||
cls.game.enemy_country,
|
||||
mid_point
|
||||
)
|
||||
|
||||
# Setup coalition :
|
||||
self.current_mission.coalition["blue"] = Coalition("blue")
|
||||
self.current_mission.coalition["red"] = Coalition("red")
|
||||
@classmethod
|
||||
def _set_mission(cls, mission: Mission) -> None:
|
||||
cls.current_mission = mission
|
||||
|
||||
p_country = self.game.player_country
|
||||
e_country = self.game.enemy_country
|
||||
self.current_mission.coalition["blue"].add_country(country_dict[db.country_id_from_name(p_country)]())
|
||||
self.current_mission.coalition["red"].add_country(country_dict[db.country_id_from_name(e_country)]())
|
||||
@classmethod
|
||||
def _setup_mission_coalitions(cls):
|
||||
cls.current_mission.coalition["blue"] = Coalition("blue")
|
||||
cls.current_mission.coalition["red"] = Coalition("red")
|
||||
|
||||
print([c for c in self.current_mission.coalition["blue"].countries.keys()])
|
||||
print([c for c in self.current_mission.coalition["red"].countries.keys()])
|
||||
p_country = cls.game.player_country
|
||||
e_country = cls.game.enemy_country
|
||||
cls.current_mission.coalition["blue"].add_country(
|
||||
country_dict[db.country_id_from_name(p_country)]())
|
||||
cls.current_mission.coalition["red"].add_country(
|
||||
country_dict[db.country_id_from_name(e_country)]())
|
||||
|
||||
if is_quick:
|
||||
self.quick_mission = self.current_mission
|
||||
else:
|
||||
self.regular_mission = self.current_mission
|
||||
|
||||
self.current_mission.options.load_from_dict(options_dict)
|
||||
self.is_quick = is_quick
|
||||
|
||||
if is_quick:
|
||||
self.attackers_starting_position = None
|
||||
self.defenders_starting_position = None
|
||||
else:
|
||||
self.attackers_starting_position = self.departure_cp.at
|
||||
# TODO: Is this possible?
|
||||
if self.to_cp is not None:
|
||||
self.defenders_starting_position = self.to_cp.at
|
||||
else:
|
||||
self.defenders_starting_position = None
|
||||
|
||||
def inject_lua_trigger(self, contents: str, comment: str) -> None:
|
||||
@classmethod
|
||||
def inject_lua_trigger(cls, contents: str, comment: str) -> None:
|
||||
trigger = TriggerStart(comment=comment)
|
||||
trigger.add_action(DoScript(String(contents)))
|
||||
self.current_mission.triggerrules.triggers.append(trigger)
|
||||
cls.current_mission.triggerrules.triggers.append(trigger)
|
||||
|
||||
def bypass_plugin_script(self, mnemonic: str) -> None:
|
||||
self.plugin_scripts.append(mnemonic)
|
||||
@classmethod
|
||||
def bypass_plugin_script(cls, mnemonic: str) -> None:
|
||||
cls.plugin_scripts.append(mnemonic)
|
||||
|
||||
def inject_plugin_script(self, plugin_mnemonic: str, script: str,
|
||||
@classmethod
|
||||
def inject_plugin_script(cls, plugin_mnemonic: str, script: str,
|
||||
script_mnemonic: str) -> None:
|
||||
if script_mnemonic in self.plugin_scripts:
|
||||
if script_mnemonic in cls.plugin_scripts:
|
||||
logging.debug(
|
||||
f"Skipping already loaded {script} for {plugin_mnemonic}"
|
||||
)
|
||||
else:
|
||||
self.plugin_scripts.append(script_mnemonic)
|
||||
cls.plugin_scripts.append(script_mnemonic)
|
||||
|
||||
plugin_path = Path("./resources/plugins", plugin_mnemonic)
|
||||
|
||||
@@ -161,23 +153,25 @@ class Operation:
|
||||
|
||||
trigger = TriggerStart(comment=f"Load {script_mnemonic}")
|
||||
filename = script_path.resolve()
|
||||
fileref = self.current_mission.map_resource.add_resource_file(filename)
|
||||
fileref = cls.current_mission.map_resource.add_resource_file(
|
||||
filename)
|
||||
trigger.add_action(DoScriptFile(fileref))
|
||||
self.current_mission.triggerrules.triggers.append(trigger)
|
||||
cls.current_mission.triggerrules.triggers.append(trigger)
|
||||
|
||||
@classmethod
|
||||
def notify_info_generators(
|
||||
self,
|
||||
cls,
|
||||
groundobjectgen: GroundObjectsGenerator,
|
||||
airsupportgen: AirSupportConflictGenerator,
|
||||
jtacs: List[JtacInfo],
|
||||
airgen: AircraftConflictGenerator,
|
||||
):
|
||||
):
|
||||
"""Generates subscribed MissionInfoGenerator objects (currently kneeboards and briefings)
|
||||
"""
|
||||
gens: List[MissionInfoGenerator] = [
|
||||
KneeboardGenerator(self.current_mission, self.game),
|
||||
BriefingGenerator(self.current_mission, self.game)
|
||||
]
|
||||
KneeboardGenerator(cls.current_mission, cls.game),
|
||||
BriefingGenerator(cls.current_mission, cls.game)
|
||||
]
|
||||
for gen in gens:
|
||||
for dynamic_runway in groundobjectgen.runways.values():
|
||||
gen.add_dynamic_runway(dynamic_runway)
|
||||
@@ -185,7 +179,7 @@ class Operation:
|
||||
for tanker in airsupportgen.air_support.tankers:
|
||||
gen.add_tanker(tanker)
|
||||
|
||||
if self.is_awacs_enabled:
|
||||
if cls.player_awacs_enabled:
|
||||
for awacs in airsupportgen.air_support.awacs:
|
||||
gen.add_awacs(awacs)
|
||||
|
||||
@@ -196,301 +190,34 @@ class Operation:
|
||||
gen.add_flight(flight)
|
||||
gen.generate()
|
||||
|
||||
def generate(self):
|
||||
radio_registry = RadioRegistry()
|
||||
tacan_registry = TacanRegistry()
|
||||
@classmethod
|
||||
def create_unit_map(cls) -> None:
|
||||
cls.unit_map = UnitMap()
|
||||
for control_point in cls.game.theater.controlpoints:
|
||||
if isinstance(control_point, Airfield):
|
||||
cls.unit_map.add_airfield(control_point)
|
||||
|
||||
# Dedup beacon/radio frequencies, since some maps have some frequencies
|
||||
# used multiple times.
|
||||
beacons = load_beacons_for_terrain(self.game.theater.terrain.name)
|
||||
@classmethod
|
||||
def create_radio_registries(cls) -> None:
|
||||
unique_map_frequencies: Set[RadioFrequency] = set()
|
||||
for beacon in beacons:
|
||||
unique_map_frequencies.add(beacon.frequency)
|
||||
if beacon.is_tacan:
|
||||
if beacon.channel is None:
|
||||
logging.error(
|
||||
f"TACAN beacon has no channel: {beacon.callsign}")
|
||||
else:
|
||||
tacan_registry.reserve(beacon.tacan_channel)
|
||||
|
||||
for airfield, data in AIRFIELD_DATA.items():
|
||||
if data.theater == self.game.theater.terrain.name:
|
||||
unique_map_frequencies.add(data.atc.hf)
|
||||
unique_map_frequencies.add(data.atc.vhf_fm)
|
||||
unique_map_frequencies.add(data.atc.vhf_am)
|
||||
unique_map_frequencies.add(data.atc.uhf)
|
||||
# No need to reserve ILS or TACAN because those are in the
|
||||
# beacon list.
|
||||
cls._create_tacan_registry(unique_map_frequencies)
|
||||
cls._create_radio_registry(unique_map_frequencies)
|
||||
|
||||
assert cls.radio_registry is not None
|
||||
for frequency in unique_map_frequencies:
|
||||
radio_registry.reserve(frequency)
|
||||
cls.radio_registry.reserve(frequency)
|
||||
|
||||
# Set mission time and weather conditions.
|
||||
EnvironmentGenerator(self.current_mission,
|
||||
self.game.conditions).generate()
|
||||
|
||||
# Generate ground object first
|
||||
|
||||
groundobjectgen = GroundObjectsGenerator(
|
||||
self.current_mission,
|
||||
self.conflict,
|
||||
self.game,
|
||||
radio_registry,
|
||||
tacan_registry
|
||||
)
|
||||
groundobjectgen.generate()
|
||||
|
||||
# Generate destroyed units
|
||||
for d in self.game.get_destroyed_units():
|
||||
try:
|
||||
utype = db.unit_type_from_name(d["type"])
|
||||
except KeyError:
|
||||
continue
|
||||
|
||||
pos = Point(d["x"], d["z"])
|
||||
if utype is not None and not self.game.position_culled(pos) and self.game.settings.perf_destroyed_units:
|
||||
self.current_mission.static_group(
|
||||
country=self.current_mission.country(self.game.player_country),
|
||||
name="",
|
||||
_type=utype,
|
||||
hidden=True,
|
||||
position=pos,
|
||||
heading=d["orientation"],
|
||||
dead=True,
|
||||
)
|
||||
|
||||
# Air Support (Tanker & Awacs)
|
||||
airsupportgen = AirSupportConflictGenerator(
|
||||
self.current_mission, self.conflict, self.game, radio_registry,
|
||||
tacan_registry)
|
||||
airsupportgen.generate(self.is_awacs_enabled)
|
||||
|
||||
# Generate Activity on the map
|
||||
airgen = AircraftConflictGenerator(
|
||||
self.current_mission, self.conflict, self.game.settings, self.game,
|
||||
radio_registry)
|
||||
|
||||
airgen.generate_flights(
|
||||
self.current_mission.country(self.game.player_country),
|
||||
self.game.blue_ato,
|
||||
groundobjectgen.runways
|
||||
)
|
||||
airgen.generate_flights(
|
||||
self.current_mission.country(self.game.enemy_country),
|
||||
self.game.red_ato,
|
||||
groundobjectgen.runways
|
||||
)
|
||||
|
||||
# Generate ground units on frontline everywhere
|
||||
jtacs: List[JtacInfo] = []
|
||||
for front_line in self.game.theater.conflicts(True):
|
||||
player_cp = front_line.control_point_a
|
||||
enemy_cp = front_line.control_point_b
|
||||
conflict = Conflict.frontline_cas_conflict(self.attacker_name, self.defender_name,
|
||||
self.current_mission.country(self.attacker_country),
|
||||
self.current_mission.country(self.defender_country),
|
||||
player_cp, enemy_cp, self.game.theater)
|
||||
# Generate frontline ops
|
||||
player_gp = self.game.ground_planners[player_cp.id].units_per_cp[enemy_cp.id]
|
||||
enemy_gp = self.game.ground_planners[enemy_cp.id].units_per_cp[player_cp.id]
|
||||
groundConflictGen = GroundConflictGenerator(self.current_mission, conflict, self.game, player_gp, enemy_gp, player_cp.stances[enemy_cp.id])
|
||||
groundConflictGen.generate()
|
||||
jtacs.extend(groundConflictGen.jtacs)
|
||||
|
||||
# Setup combined arms parameters
|
||||
self.current_mission.groundControl.pilot_can_control_vehicles = self.ca_slots > 0
|
||||
if self.game.player_country in [country.name for country in self.current_mission.coalition["blue"].countries.values()]:
|
||||
self.current_mission.groundControl.blue_tactical_commander = self.ca_slots
|
||||
else:
|
||||
self.current_mission.groundControl.red_tactical_commander = self.ca_slots
|
||||
|
||||
# Triggers
|
||||
triggersgen = TriggersGenerator(self.current_mission, self.conflict,
|
||||
self.game)
|
||||
triggersgen.generate()
|
||||
|
||||
# Options
|
||||
forcedoptionsgen = ForcedOptionsGenerator(self.current_mission,
|
||||
self.conflict, self.game)
|
||||
forcedoptionsgen.generate()
|
||||
|
||||
# Generate Visuals Smoke Effects
|
||||
visualgen = VisualGenerator(self.current_mission, self.conflict,
|
||||
self.game)
|
||||
if self.game.settings.perf_smoke_gen:
|
||||
visualgen.generate()
|
||||
|
||||
luaData = {}
|
||||
luaData["AircraftCarriers"] = {}
|
||||
luaData["Tankers"] = {}
|
||||
luaData["AWACs"] = {}
|
||||
luaData["JTACs"] = {}
|
||||
luaData["TargetPoints"] = {}
|
||||
|
||||
self.assign_channels_to_flights(airgen.flights,
|
||||
airsupportgen.air_support)
|
||||
|
||||
for tanker in airsupportgen.air_support.tankers:
|
||||
luaData["Tankers"][tanker.callsign] = {
|
||||
"dcsGroupName": tanker.dcsGroupName,
|
||||
"callsign": tanker.callsign,
|
||||
"variant": tanker.variant,
|
||||
"radio": tanker.freq.mhz,
|
||||
"tacan": str(tanker.tacan.number) + tanker.tacan.band.name
|
||||
}
|
||||
|
||||
if self.is_awacs_enabled:
|
||||
for awacs in airsupportgen.air_support.awacs:
|
||||
luaData["AWACs"][awacs.callsign] = {
|
||||
"dcsGroupName": awacs.dcsGroupName,
|
||||
"callsign": awacs.callsign,
|
||||
"radio": awacs.freq.mhz
|
||||
}
|
||||
|
||||
for jtac in jtacs:
|
||||
luaData["JTACs"][jtac.callsign] = {
|
||||
"dcsGroupName": jtac.dcsGroupName,
|
||||
"callsign": jtac.callsign,
|
||||
"zone": jtac.region,
|
||||
"dcsUnit": jtac.unit_name,
|
||||
"laserCode": jtac.code
|
||||
}
|
||||
|
||||
for flight in airgen.flights:
|
||||
if flight.friendly and flight.flight_type in [FlightType.ANTISHIP, FlightType.DEAD, FlightType.SEAD, FlightType.STRIKE]:
|
||||
flightType = flight.flight_type.name
|
||||
flightTarget = flight.package.target
|
||||
if flightTarget:
|
||||
flightTargetName = None
|
||||
flightTargetType = None
|
||||
if hasattr(flightTarget, 'obj_name'):
|
||||
flightTargetName = flightTarget.obj_name
|
||||
flightTargetType = flightType + f" TGT ({flightTarget.category})"
|
||||
elif hasattr(flightTarget, 'name'):
|
||||
flightTargetName = flightTarget.name
|
||||
flightTargetType = flightType + " TGT (Airbase)"
|
||||
luaData["TargetPoints"][flightTargetName] = {
|
||||
"name": flightTargetName,
|
||||
"type": flightTargetType,
|
||||
"position": { "x": flightTarget.position.x, "y": flightTarget.position.y}
|
||||
}
|
||||
|
||||
# set a LUA table with data from Liberation that we want to set
|
||||
# at the moment it contains Liberation's install path, and an overridable definition for the JTACAutoLase function
|
||||
# later, we'll add data about the units and points having been generated, in order to facilitate the configuration of the plugin lua scripts
|
||||
state_location = "[[" + os.path.abspath(".") + "]]"
|
||||
lua = """
|
||||
-- setting configuration table
|
||||
env.info("DCSLiberation|: setting configuration table")
|
||||
|
||||
-- all data in this table is overridable.
|
||||
dcsLiberation = {}
|
||||
|
||||
-- the base location for state.json; if non-existent, it'll be replaced with LIBERATION_EXPORT_DIR, TEMP, or DCS working directory
|
||||
dcsLiberation.installPath=""" + state_location + """
|
||||
|
||||
"""
|
||||
# Process the tankers
|
||||
lua += """
|
||||
|
||||
-- list the tankers generated by Liberation
|
||||
dcsLiberation.Tankers = {
|
||||
"""
|
||||
for key in luaData["Tankers"]:
|
||||
data = luaData["Tankers"][key]
|
||||
dcsGroupName= data["dcsGroupName"]
|
||||
callsign = data["callsign"]
|
||||
variant = data["variant"]
|
||||
tacan = data["tacan"]
|
||||
radio = data["radio"]
|
||||
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', variant='{variant}', tacan='{tacan}', radio='{radio}' }}, \n"
|
||||
#lua += f" {{name='{dcsGroupName}', description='{callsign} ({variant})', information='Tacan:{tacan} Radio:{radio}' }}, \n"
|
||||
lua += "}"
|
||||
|
||||
# Process the AWACSes
|
||||
lua += """
|
||||
|
||||
-- list the AWACs generated by Liberation
|
||||
dcsLiberation.AWACs = {
|
||||
"""
|
||||
for key in luaData["AWACs"]:
|
||||
data = luaData["AWACs"][key]
|
||||
dcsGroupName= data["dcsGroupName"]
|
||||
callsign = data["callsign"]
|
||||
radio = data["radio"]
|
||||
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', radio='{radio}' }}, \n"
|
||||
#lua += f" {{name='{dcsGroupName}', description='{callsign} (AWACS)', information='Radio:{radio}' }}, \n"
|
||||
lua += "}"
|
||||
|
||||
# Process the JTACs
|
||||
lua += """
|
||||
|
||||
-- list the JTACs generated by Liberation
|
||||
dcsLiberation.JTACs = {
|
||||
"""
|
||||
for key in luaData["JTACs"]:
|
||||
data = luaData["JTACs"][key]
|
||||
dcsGroupName= data["dcsGroupName"]
|
||||
callsign = data["callsign"]
|
||||
zone = data["zone"]
|
||||
laserCode = data["laserCode"]
|
||||
dcsUnit = data["dcsUnit"]
|
||||
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', zone='{zone}', laserCode='{laserCode}', dcsUnit='{dcsUnit}' }}, \n"
|
||||
#lua += f" {{name='{dcsGroupName}', description='JTAC {callsign} ', information='Laser:{laserCode}', jtac={laserCode} }}, \n"
|
||||
lua += "}"
|
||||
|
||||
# Process the Target Points
|
||||
lua += """
|
||||
|
||||
-- list the target points generated by Liberation
|
||||
dcsLiberation.TargetPoints = {
|
||||
"""
|
||||
for key in luaData["TargetPoints"]:
|
||||
data = luaData["TargetPoints"][key]
|
||||
name = data["name"]
|
||||
pointType = data["type"]
|
||||
positionX = data["position"]["x"]
|
||||
positionY = data["position"]["y"]
|
||||
lua += f" {{name='{name}', pointType='{pointType}', positionX='{positionX}', positionY='{positionY}' }}, \n"
|
||||
#lua += f" {{name='{pointType} {name}', point{{x={positionX}, z={positionY} }} }}, \n"
|
||||
lua += "}"
|
||||
|
||||
lua += """
|
||||
|
||||
-- list the airbases generated by Liberation
|
||||
-- dcsLiberation.Airbases = {}
|
||||
|
||||
-- list the aircraft carriers generated by Liberation
|
||||
-- dcsLiberation.Carriers = {}
|
||||
|
||||
-- later, we'll add more data to the table
|
||||
|
||||
"""
|
||||
|
||||
|
||||
trigger = TriggerStart(comment="Set DCS Liberation data")
|
||||
trigger.add_action(DoScript(String(lua)))
|
||||
self.current_mission.triggerrules.triggers.append(trigger)
|
||||
|
||||
# Inject Plugins Lua Scripts and data
|
||||
for plugin in LuaPluginManager.plugins():
|
||||
if plugin.enabled:
|
||||
plugin.inject_scripts(self)
|
||||
plugin.inject_configuration(self)
|
||||
|
||||
self.assign_channels_to_flights(airgen.flights,
|
||||
airsupportgen.air_support)
|
||||
self.notify_info_generators(groundobjectgen, airsupportgen, jtacs, airgen)
|
||||
|
||||
def assign_channels_to_flights(self, flights: List[FlightData],
|
||||
@classmethod
|
||||
def assign_channels_to_flights(cls, flights: List[FlightData],
|
||||
air_support: AirSupport) -> None:
|
||||
"""Assigns preset radio channels for client flights."""
|
||||
for flight in flights:
|
||||
if not flight.client_units:
|
||||
continue
|
||||
self.assign_channels_to_flight(flight, air_support)
|
||||
cls.assign_channels_to_flight(flight, air_support)
|
||||
|
||||
def assign_channels_to_flight(self, flight: FlightData,
|
||||
@staticmethod
|
||||
def assign_channels_to_flight(flight: FlightData,
|
||||
air_support: AirSupport) -> None:
|
||||
"""Assigns preset radio channels for a client flight."""
|
||||
airframe = flight.aircraft_type
|
||||
@@ -505,3 +232,344 @@ dcsLiberation.TargetPoints = {
|
||||
aircraft_data.channel_allocator.assign_channels_for_flight(
|
||||
flight, air_support
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def _create_tacan_registry(cls, unique_map_frequencies: Set[RadioFrequency]) -> None:
|
||||
"""
|
||||
Dedup beacon/radio frequencies, since some maps have some frequencies
|
||||
used multiple times.
|
||||
"""
|
||||
cls.tacan_registry = TacanRegistry()
|
||||
beacons = load_beacons_for_terrain(cls.game.theater.terrain.name)
|
||||
|
||||
for beacon in beacons:
|
||||
unique_map_frequencies.add(beacon.frequency)
|
||||
if beacon.is_tacan:
|
||||
if beacon.channel is None:
|
||||
logging.error(
|
||||
f"TACAN beacon has no channel: {beacon.callsign}")
|
||||
else:
|
||||
cls.tacan_registry.reserve(beacon.tacan_channel)
|
||||
|
||||
@classmethod
|
||||
def _create_radio_registry(cls, unique_map_frequencies: Set[RadioFrequency]) -> None:
|
||||
cls.radio_registry = RadioRegistry()
|
||||
for data in AIRFIELD_DATA.values():
|
||||
if data.theater == cls.game.theater.terrain.name and data.atc:
|
||||
unique_map_frequencies.add(data.atc.hf)
|
||||
unique_map_frequencies.add(data.atc.vhf_fm)
|
||||
unique_map_frequencies.add(data.atc.vhf_am)
|
||||
unique_map_frequencies.add(data.atc.uhf)
|
||||
# No need to reserve ILS or TACAN because those are in the
|
||||
# beacon list.
|
||||
|
||||
@classmethod
|
||||
def _generate_ground_units(cls):
|
||||
cls.groundobjectgen = GroundObjectsGenerator(
|
||||
cls.current_mission,
|
||||
cls.game,
|
||||
cls.radio_registry,
|
||||
cls.tacan_registry,
|
||||
cls.unit_map
|
||||
)
|
||||
cls.groundobjectgen.generate()
|
||||
|
||||
@classmethod
|
||||
def _generate_destroyed_units(cls) -> None:
|
||||
"""Add destroyed units to the Mission"""
|
||||
for d in cls.game.get_destroyed_units():
|
||||
try:
|
||||
utype = db.unit_type_from_name(d["type"])
|
||||
except KeyError:
|
||||
continue
|
||||
|
||||
pos = Point(d["x"], d["z"])
|
||||
if utype is not None and not cls.game.position_culled(pos) and cls.game.settings.perf_destroyed_units:
|
||||
cls.current_mission.static_group(
|
||||
country=cls.current_mission.country(
|
||||
cls.game.player_country),
|
||||
name="",
|
||||
_type=utype,
|
||||
hidden=True,
|
||||
position=pos,
|
||||
heading=d["orientation"],
|
||||
dead=True,
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def generate(cls) -> UnitMap:
|
||||
"""Build the final Mission to be exported"""
|
||||
cls.create_unit_map()
|
||||
cls.create_radio_registries()
|
||||
# Set mission time and weather conditions.
|
||||
EnvironmentGenerator(cls.current_mission,
|
||||
cls.game.conditions).generate()
|
||||
cls._generate_ground_units()
|
||||
cls._generate_destroyed_units()
|
||||
cls._generate_air_units()
|
||||
cls.assign_channels_to_flights(cls.airgen.flights,
|
||||
cls.airsupportgen.air_support)
|
||||
cls._generate_ground_conflicts()
|
||||
|
||||
# Triggers
|
||||
triggersgen = TriggersGenerator(cls.current_mission, cls.game)
|
||||
triggersgen.generate()
|
||||
|
||||
# Setup combined arms parameters
|
||||
cls.current_mission.groundControl.pilot_can_control_vehicles = cls.ca_slots > 0
|
||||
if cls.game.player_country in [country.name for country in cls.current_mission.coalition["blue"].countries.values()]:
|
||||
cls.current_mission.groundControl.blue_tactical_commander = cls.ca_slots
|
||||
else:
|
||||
cls.current_mission.groundControl.red_tactical_commander = cls.ca_slots
|
||||
|
||||
# Options
|
||||
forcedoptionsgen = ForcedOptionsGenerator(
|
||||
cls.current_mission, cls.game)
|
||||
forcedoptionsgen.generate()
|
||||
|
||||
# Generate Visuals Smoke Effects
|
||||
visualgen = VisualGenerator(cls.current_mission, cls.game)
|
||||
if cls.game.settings.perf_smoke_gen:
|
||||
visualgen.generate()
|
||||
|
||||
cls.generate_lua(cls.airgen, cls.airsupportgen, cls.jtacs)
|
||||
|
||||
# Inject Plugins Lua Scripts and data
|
||||
cls.plugin_scripts.clear()
|
||||
for plugin in LuaPluginManager.plugins():
|
||||
if plugin.enabled:
|
||||
plugin.inject_scripts(cls)
|
||||
plugin.inject_configuration(cls)
|
||||
|
||||
cls.assign_channels_to_flights(cls.airgen.flights,
|
||||
cls.airsupportgen.air_support)
|
||||
cls.notify_info_generators(
|
||||
cls.groundobjectgen,
|
||||
cls.airsupportgen,
|
||||
cls.jtacs,
|
||||
cls.airgen
|
||||
)
|
||||
cls.reset_naming_ids()
|
||||
return cls.unit_map
|
||||
|
||||
@classmethod
|
||||
def _generate_air_units(cls) -> None:
|
||||
"""Generate the air units for the Operation"""
|
||||
|
||||
# Air Support (Tanker & Awacs)
|
||||
assert cls.radio_registry and cls.tacan_registry
|
||||
cls.airsupportgen = AirSupportConflictGenerator(
|
||||
cls.current_mission, cls.air_conflict(), cls.game, cls.radio_registry,
|
||||
cls.tacan_registry)
|
||||
cls.airsupportgen.generate()
|
||||
|
||||
# Generate Aircraft Activity on the map
|
||||
cls.airgen = AircraftConflictGenerator(
|
||||
cls.current_mission, cls.game.settings, cls.game,
|
||||
cls.radio_registry, cls.unit_map)
|
||||
cls.airgen.clear_parking_slots()
|
||||
|
||||
cls.airgen.generate_flights(
|
||||
cls.current_mission.country(cls.game.player_country),
|
||||
cls.game.blue_ato,
|
||||
cls.groundobjectgen.runways
|
||||
)
|
||||
cls.airgen.generate_flights(
|
||||
cls.current_mission.country(cls.game.enemy_country),
|
||||
cls.game.red_ato,
|
||||
cls.groundobjectgen.runways
|
||||
)
|
||||
cls.airgen.spawn_unused_aircraft(
|
||||
cls.current_mission.country(cls.game.player_country),
|
||||
cls.current_mission.country(cls.game.enemy_country))
|
||||
|
||||
@classmethod
|
||||
def _generate_ground_conflicts(cls) -> None:
|
||||
"""For each frontline in the Operation, generate the ground conflicts and JTACs"""
|
||||
for front_line in cls.game.theater.conflicts(True):
|
||||
player_cp = front_line.control_point_a
|
||||
enemy_cp = front_line.control_point_b
|
||||
conflict = Conflict.frontline_cas_conflict(
|
||||
cls.game.player_name,
|
||||
cls.game.enemy_name,
|
||||
cls.current_mission.country(cls.game.player_country),
|
||||
cls.current_mission.country(cls.game.enemy_country),
|
||||
player_cp,
|
||||
enemy_cp,
|
||||
cls.game.theater
|
||||
)
|
||||
# Generate frontline ops
|
||||
player_gp = cls.game.ground_planners[player_cp.id].units_per_cp[enemy_cp.id]
|
||||
enemy_gp = cls.game.ground_planners[enemy_cp.id].units_per_cp[player_cp.id]
|
||||
ground_conflict_gen = GroundConflictGenerator(
|
||||
cls.current_mission,
|
||||
conflict, cls.game,
|
||||
player_gp, enemy_gp,
|
||||
player_cp.stances[enemy_cp.id],
|
||||
cls.unit_map
|
||||
)
|
||||
ground_conflict_gen.generate()
|
||||
cls.jtacs.extend(ground_conflict_gen.jtacs)
|
||||
|
||||
@classmethod
|
||||
def reset_naming_ids(cls):
|
||||
namegen.reset_numbers()
|
||||
|
||||
@classmethod
|
||||
def generate_lua(cls, airgen: AircraftConflictGenerator,
|
||||
airsupportgen: AirSupportConflictGenerator,
|
||||
jtacs: List[JtacInfo]) -> None:
|
||||
# TODO: Refactor this
|
||||
luaData = {
|
||||
"AircraftCarriers": {},
|
||||
"Tankers": {},
|
||||
"AWACs": {},
|
||||
"JTACs": {},
|
||||
"TargetPoints": {},
|
||||
} # type: ignore
|
||||
|
||||
for tanker in airsupportgen.air_support.tankers:
|
||||
luaData["Tankers"][tanker.callsign] = {
|
||||
"dcsGroupName": tanker.dcsGroupName,
|
||||
"callsign": tanker.callsign,
|
||||
"variant": tanker.variant,
|
||||
"radio": tanker.freq.mhz,
|
||||
"tacan": str(tanker.tacan.number) + tanker.tacan.band.name
|
||||
}
|
||||
|
||||
if airsupportgen.air_support.awacs:
|
||||
for awacs in airsupportgen.air_support.awacs:
|
||||
luaData["AWACs"][awacs.callsign] = {
|
||||
"dcsGroupName": awacs.dcsGroupName,
|
||||
"callsign": awacs.callsign,
|
||||
"radio": awacs.freq.mhz
|
||||
}
|
||||
|
||||
for jtac in jtacs:
|
||||
luaData["JTACs"][jtac.callsign] = {
|
||||
"dcsGroupName": jtac.dcsGroupName,
|
||||
"callsign": jtac.callsign,
|
||||
"zone": jtac.region,
|
||||
"dcsUnit": jtac.unit_name,
|
||||
"laserCode": jtac.code
|
||||
}
|
||||
|
||||
for flight in airgen.flights:
|
||||
if flight.friendly and flight.flight_type in [FlightType.ANTISHIP,
|
||||
FlightType.DEAD,
|
||||
FlightType.SEAD,
|
||||
FlightType.STRIKE]:
|
||||
flightType = str(flight.flight_type)
|
||||
flightTarget = flight.package.target
|
||||
if flightTarget:
|
||||
flightTargetName = None
|
||||
flightTargetType = None
|
||||
if isinstance(flightTarget, TheaterGroundObject):
|
||||
flightTargetName = flightTarget.obj_name
|
||||
flightTargetType = flightType + \
|
||||
f" TGT ({flightTarget.category})"
|
||||
elif hasattr(flightTarget, 'name'):
|
||||
flightTargetName = flightTarget.name
|
||||
flightTargetType = flightType + " TGT (Airbase)"
|
||||
luaData["TargetPoints"][flightTargetName] = {
|
||||
"name": flightTargetName,
|
||||
"type": flightTargetType,
|
||||
"position": {"x": flightTarget.position.x,
|
||||
"y": flightTarget.position.y}
|
||||
}
|
||||
|
||||
# set a LUA table with data from Liberation that we want to set
|
||||
# at the moment it contains Liberation's install path, and an overridable definition for the JTACAutoLase function
|
||||
# later, we'll add data about the units and points having been generated, in order to facilitate the configuration of the plugin lua scripts
|
||||
state_location = "[[" + os.path.abspath(".") + "]]"
|
||||
lua = """
|
||||
-- setting configuration table
|
||||
env.info("DCSLiberation|: setting configuration table")
|
||||
|
||||
-- all data in this table is overridable.
|
||||
dcsLiberation = {}
|
||||
|
||||
-- the base location for state.json; if non-existent, it'll be replaced with LIBERATION_EXPORT_DIR, TEMP, or DCS working directory
|
||||
dcsLiberation.installPath=""" + state_location + """
|
||||
|
||||
"""
|
||||
# Process the tankers
|
||||
lua += """
|
||||
|
||||
-- list the tankers generated by Liberation
|
||||
dcsLiberation.Tankers = {
|
||||
"""
|
||||
for key in luaData["Tankers"]:
|
||||
data = luaData["Tankers"][key]
|
||||
dcsGroupName = data["dcsGroupName"]
|
||||
callsign = data["callsign"]
|
||||
variant = data["variant"]
|
||||
tacan = data["tacan"]
|
||||
radio = data["radio"]
|
||||
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', variant='{variant}', tacan='{tacan}', radio='{radio}' }}, \n"
|
||||
# lua += f" {{name='{dcsGroupName}', description='{callsign} ({variant})', information='Tacan:{tacan} Radio:{radio}' }}, \n"
|
||||
lua += "}"
|
||||
|
||||
# Process the AWACSes
|
||||
lua += """
|
||||
|
||||
-- list the AWACs generated by Liberation
|
||||
dcsLiberation.AWACs = {
|
||||
"""
|
||||
for key in luaData["AWACs"]:
|
||||
data = luaData["AWACs"][key]
|
||||
dcsGroupName = data["dcsGroupName"]
|
||||
callsign = data["callsign"]
|
||||
radio = data["radio"]
|
||||
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', radio='{radio}' }}, \n"
|
||||
# lua += f" {{name='{dcsGroupName}', description='{callsign} (AWACS)', information='Radio:{radio}' }}, \n"
|
||||
lua += "}"
|
||||
|
||||
# Process the JTACs
|
||||
lua += """
|
||||
|
||||
-- list the JTACs generated by Liberation
|
||||
dcsLiberation.JTACs = {
|
||||
"""
|
||||
for key in luaData["JTACs"]:
|
||||
data = luaData["JTACs"][key]
|
||||
dcsGroupName = data["dcsGroupName"]
|
||||
callsign = data["callsign"]
|
||||
zone = data["zone"]
|
||||
laserCode = data["laserCode"]
|
||||
dcsUnit = data["dcsUnit"]
|
||||
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', zone='{zone}', laserCode='{laserCode}', dcsUnit='{dcsUnit}' }}, \n"
|
||||
# lua += f" {{name='{dcsGroupName}', description='JTAC {callsign} ', information='Laser:{laserCode}', jtac={laserCode} }}, \n"
|
||||
lua += "}"
|
||||
|
||||
# Process the Target Points
|
||||
lua += """
|
||||
|
||||
-- list the target points generated by Liberation
|
||||
dcsLiberation.TargetPoints = {
|
||||
"""
|
||||
for key in luaData["TargetPoints"]:
|
||||
data = luaData["TargetPoints"][key]
|
||||
name = data["name"]
|
||||
pointType = data["type"]
|
||||
positionX = data["position"]["x"]
|
||||
positionY = data["position"]["y"]
|
||||
lua += f" {{name='{name}', pointType='{pointType}', positionX='{positionX}', positionY='{positionY}' }}, \n"
|
||||
# lua += f" {{name='{pointType} {name}', point{{x={positionX}, z={positionY} }} }}, \n"
|
||||
lua += "}"
|
||||
|
||||
lua += """
|
||||
|
||||
-- list the airbases generated by Liberation
|
||||
-- dcsLiberation.Airbases = {}
|
||||
|
||||
-- list the aircraft carriers generated by Liberation
|
||||
-- dcsLiberation.Carriers = {}
|
||||
|
||||
-- later, we'll add more data to the table
|
||||
|
||||
"""
|
||||
|
||||
trigger = TriggerStart(comment="Set DCS Liberation data")
|
||||
trigger.add_action(DoScript(String(lua)))
|
||||
Operation.current_mission.triggerrules.triggers.append(trigger)
|
||||
|
||||
@@ -7,45 +7,31 @@ from typing import Optional
|
||||
_dcs_saved_game_folder: Optional[str] = None
|
||||
_file_abs_path = None
|
||||
|
||||
|
||||
def setup(user_folder: str):
|
||||
global _dcs_saved_game_folder
|
||||
_dcs_saved_game_folder = user_folder
|
||||
_file_abs_path = os.path.join(base_path(), "default.liberation")
|
||||
|
||||
|
||||
def base_path() -> str:
|
||||
global _dcs_saved_game_folder
|
||||
assert _dcs_saved_game_folder
|
||||
return _dcs_saved_game_folder
|
||||
|
||||
def _save_file() -> str:
|
||||
return os.path.join(base_path(), "default.liberation")
|
||||
|
||||
def _temporary_save_file() -> str:
|
||||
return os.path.join(base_path(), "tmpsave.liberation")
|
||||
|
||||
|
||||
def _autosave_path() -> str:
|
||||
return os.path.join(base_path(), "autosave.liberation")
|
||||
|
||||
def _save_file_exists() -> bool:
|
||||
return os.path.exists(_save_file())
|
||||
|
||||
def mission_path_for(name: str) -> str:
|
||||
return os.path.join(base_path(), "Missions", "{}".format(name))
|
||||
|
||||
|
||||
def restore_game():
|
||||
if not _save_file_exists():
|
||||
return None
|
||||
|
||||
with open(_save_file(), "rb") as f:
|
||||
try:
|
||||
save = pickle.load(f)
|
||||
return save
|
||||
except Exception:
|
||||
logging.exception("Invalid Save game")
|
||||
return None
|
||||
|
||||
|
||||
def load_game(path):
|
||||
with open(path, "rb") as f:
|
||||
try:
|
||||
|
||||
@@ -5,7 +5,7 @@ import logging
|
||||
import textwrap
|
||||
from dataclasses import dataclass
|
||||
from pathlib import Path
|
||||
from typing import List, Optional, TYPE_CHECKING
|
||||
from typing import List, Optional, TYPE_CHECKING, Type
|
||||
|
||||
from game.settings import Settings
|
||||
|
||||
@@ -22,7 +22,7 @@ class LuaPluginWorkOrder:
|
||||
self.mnemonic = mnemonic
|
||||
self.disable = disable
|
||||
|
||||
def work(self, operation: Operation) -> None:
|
||||
def work(self, operation: Type[Operation]) -> None:
|
||||
if self.disable:
|
||||
operation.bypass_plugin_script(self.mnemonic)
|
||||
else:
|
||||
@@ -144,11 +144,11 @@ class LuaPlugin(PluginSettings):
|
||||
for option in self.definition.options:
|
||||
option.set_settings(self.settings)
|
||||
|
||||
def inject_scripts(self, operation: Operation) -> None:
|
||||
def inject_scripts(self, operation: Type[Operation]) -> None:
|
||||
for work_order in self.definition.work_orders:
|
||||
work_order.work(operation)
|
||||
|
||||
def inject_configuration(self, operation: Operation) -> None:
|
||||
def inject_configuration(self, operation: Type[Operation]) -> None:
|
||||
# inject the plugin options
|
||||
if self.options:
|
||||
option_decls = []
|
||||
|
||||
255
game/procurement.py
Normal file
255
game/procurement.py
Normal file
@@ -0,0 +1,255 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import math
|
||||
import random
|
||||
from dataclasses import dataclass
|
||||
from typing import Iterator, List, Optional, TYPE_CHECKING, Type
|
||||
|
||||
from dcs.unittype import FlyingType, VehicleType
|
||||
|
||||
from game import db
|
||||
from game.factions.faction import Faction
|
||||
from game.theater import ControlPoint, MissionTarget
|
||||
from game.utils import Distance
|
||||
from gen.flights.ai_flight_planner_db import aircraft_for_task
|
||||
from gen.flights.closestairfields import ObjectiveDistanceCache
|
||||
from gen.flights.flight import FlightType
|
||||
from gen.ground_forces.ai_ground_planner_db import TYPE_SHORAD
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class AircraftProcurementRequest:
|
||||
near: MissionTarget
|
||||
range: Distance
|
||||
task_capability: FlightType
|
||||
number: int
|
||||
|
||||
def __str__(self) -> str:
|
||||
task = self.task_capability.value
|
||||
distance = self.range.nautical_miles
|
||||
target = self.near.name
|
||||
return f"{self.number} ship {task} within {distance} nm of {target}"
|
||||
|
||||
|
||||
class ProcurementAi:
|
||||
def __init__(self, game: Game, for_player: bool, faction: Faction,
|
||||
manage_runways: bool, manage_front_line: bool,
|
||||
manage_aircraft: bool, front_line_budget_share: float) -> None:
|
||||
if front_line_budget_share > 1.0:
|
||||
raise ValueError
|
||||
|
||||
self.game = game
|
||||
self.is_player = for_player
|
||||
self.faction = faction
|
||||
self.manage_runways = manage_runways
|
||||
self.manage_front_line = manage_front_line
|
||||
self.manage_aircraft = manage_aircraft
|
||||
self.front_line_budget_share = front_line_budget_share
|
||||
self.threat_zones = self.game.threat_zone_for(not self.is_player)
|
||||
|
||||
def spend_budget(
|
||||
self, budget: float,
|
||||
aircraft_requests: List[AircraftProcurementRequest]) -> float:
|
||||
if self.manage_runways:
|
||||
budget = self.repair_runways(budget)
|
||||
if self.manage_front_line:
|
||||
armor_budget = math.ceil(budget * self.front_line_budget_share)
|
||||
budget -= armor_budget
|
||||
budget += self.reinforce_front_line(armor_budget)
|
||||
|
||||
# Don't sell overstock aircraft until after we've bought runways and
|
||||
# front lines. Any budget we free up should be earmarked for aircraft.
|
||||
if not self.is_player:
|
||||
budget += self.sell_incomplete_squadrons()
|
||||
if self.manage_aircraft:
|
||||
budget = self.purchase_aircraft(budget, aircraft_requests)
|
||||
return budget
|
||||
|
||||
def sell_incomplete_squadrons(self) -> float:
|
||||
# Selling incomplete squadrons gives us more money to spend on the next
|
||||
# turn. This serves as a short term fix for
|
||||
# https://github.com/Khopa/dcs_liberation/issues/41.
|
||||
#
|
||||
# Only incomplete squadrons which are unlikely to get used will be sold
|
||||
# rather than all unused aircraft because the unused aircraft are what
|
||||
# make OCA strikes worthwhile.
|
||||
#
|
||||
# This option is only used by the AI since players cannot cancel sales
|
||||
# (https://github.com/Khopa/dcs_liberation/issues/365).
|
||||
total = 0.0
|
||||
for cp in self.game.theater.control_points_for(self.is_player):
|
||||
inventory = self.game.aircraft_inventory.for_control_point(cp)
|
||||
for aircraft, available in inventory.all_aircraft:
|
||||
# We only ever plan even groups, so the odd aircraft is unlikely
|
||||
# to get used.
|
||||
if available % 2 == 0:
|
||||
continue
|
||||
inventory.remove_aircraft(aircraft, 1)
|
||||
total += db.PRICES[aircraft]
|
||||
return total
|
||||
|
||||
def repair_runways(self, budget: float) -> float:
|
||||
for control_point in self.owned_points:
|
||||
if budget < db.RUNWAY_REPAIR_COST:
|
||||
break
|
||||
if control_point.runway_can_be_repaired:
|
||||
control_point.begin_runway_repair()
|
||||
budget -= db.RUNWAY_REPAIR_COST
|
||||
if self.is_player:
|
||||
self.game.message(
|
||||
"OPFOR has begun repairing the runway at "
|
||||
f"{control_point}"
|
||||
)
|
||||
else:
|
||||
self.game.message(
|
||||
"We have begun repairing the runway at "
|
||||
f"{control_point}"
|
||||
)
|
||||
return budget
|
||||
|
||||
def random_affordable_ground_unit(
|
||||
self, budget: float,
|
||||
cp: ControlPoint) -> Optional[Type[VehicleType]]:
|
||||
affordable_units = [u for u in self.faction.frontline_units + self.faction.artillery_units if
|
||||
db.PRICES[u] <= budget]
|
||||
|
||||
total_number_aa = cp.base.total_frontline_aa + cp.pending_frontline_aa_deliveries_count
|
||||
total_non_aa = cp.base.total_armor + cp.pending_deliveries_count - total_number_aa
|
||||
max_aa = math.ceil(total_non_aa/8)
|
||||
|
||||
# Limit the number of AA units the AI will buy
|
||||
if not total_number_aa < max_aa:
|
||||
for unit in [u for u in affordable_units if u in TYPE_SHORAD]:
|
||||
affordable_units.remove(unit)
|
||||
|
||||
if not affordable_units:
|
||||
return None
|
||||
return random.choice(affordable_units)
|
||||
|
||||
def reinforce_front_line(self, budget: float) -> float:
|
||||
if not self.faction.frontline_units and not self.faction.artillery_units:
|
||||
return budget
|
||||
|
||||
while budget > 0:
|
||||
candidates = self.front_line_candidates()
|
||||
if not candidates:
|
||||
break
|
||||
|
||||
cp = random.choice(candidates)
|
||||
unit = self.random_affordable_ground_unit(budget, cp)
|
||||
if unit is None:
|
||||
# Can't afford any more units.
|
||||
break
|
||||
|
||||
budget -= db.PRICES[unit]
|
||||
cp.pending_unit_deliveries.order({unit: 1})
|
||||
|
||||
return budget
|
||||
|
||||
def _affordable_aircraft_of_types(
|
||||
self, types: List[Type[FlyingType]], airbase: ControlPoint,
|
||||
number: int, max_price: float) -> Optional[Type[FlyingType]]:
|
||||
best_choice: Optional[Type[FlyingType]] = None
|
||||
for unit in [u for u in self.faction.aircrafts if u in types]:
|
||||
if db.PRICES[unit] * number > max_price:
|
||||
continue
|
||||
if not airbase.can_operate(unit):
|
||||
continue
|
||||
|
||||
# Affordable and compatible. To keep some variety, skip with a 50/50
|
||||
# chance. Might be a good idea to have the chance to skip based on
|
||||
# the price compared to the rest of the choices.
|
||||
best_choice = unit
|
||||
if random.choice([True, False]):
|
||||
break
|
||||
return best_choice
|
||||
|
||||
def affordable_aircraft_for(
|
||||
self, request: AircraftProcurementRequest,
|
||||
airbase: ControlPoint, budget: float) -> Optional[Type[FlyingType]]:
|
||||
return self._affordable_aircraft_of_types(
|
||||
aircraft_for_task(request.task_capability),
|
||||
airbase, request.number, budget)
|
||||
|
||||
def purchase_aircraft(
|
||||
self, budget: float,
|
||||
aircraft_requests: List[AircraftProcurementRequest]) -> float:
|
||||
for request in aircraft_requests:
|
||||
for airbase in self.best_airbases_for(request):
|
||||
unit = self.affordable_aircraft_for(request, airbase, budget)
|
||||
if unit is None:
|
||||
# Can't afford any aircraft capable of performing the
|
||||
# required mission that can operate from this airbase. We
|
||||
# might be able to afford aircraft at other airbases though,
|
||||
# in the case where the airbase we attempted to use is only
|
||||
# able to operate expensive aircraft.
|
||||
continue
|
||||
|
||||
budget -= db.PRICES[unit] * request.number
|
||||
airbase.pending_unit_deliveries.order({unit: request.number})
|
||||
|
||||
return budget
|
||||
|
||||
@property
|
||||
def owned_points(self) -> List[ControlPoint]:
|
||||
if self.is_player:
|
||||
return self.game.theater.player_points()
|
||||
else:
|
||||
return self.game.theater.enemy_points()
|
||||
|
||||
def best_airbases_for(
|
||||
self,
|
||||
request: AircraftProcurementRequest) -> Iterator[ControlPoint]:
|
||||
distance_cache = ObjectiveDistanceCache.get_closest_airfields(
|
||||
request.near
|
||||
)
|
||||
threatened = []
|
||||
for cp in distance_cache.airfields_within(request.range):
|
||||
if not cp.is_friendly(self.is_player):
|
||||
continue
|
||||
if not cp.runway_is_operational():
|
||||
continue
|
||||
if cp.unclaimed_parking(self.game) < request.number:
|
||||
continue
|
||||
if self.threat_zones.threatened(cp.position):
|
||||
threatened.append(cp)
|
||||
yield cp
|
||||
yield from threatened
|
||||
|
||||
def front_line_candidates(self) -> List[ControlPoint]:
|
||||
candidates = []
|
||||
|
||||
# Prefer to buy front line units at active front lines that are not
|
||||
# already overloaded.
|
||||
for cp in self.owned_points:
|
||||
if cp.expected_ground_units_next_turn.total >= 30:
|
||||
# Control point is already sufficiently defended.
|
||||
continue
|
||||
for connected in cp.connected_points:
|
||||
if not connected.is_friendly(to_player=self.is_player):
|
||||
candidates.append(cp)
|
||||
|
||||
if not candidates:
|
||||
# Otherwise buy reserves, but don't exceed 10 reserve units per CP.
|
||||
# These units do not exist in the world until the CP becomes
|
||||
# connected to an active front line, at which point all these units
|
||||
# will suddenly appear at the gates of the newly captured CP.
|
||||
#
|
||||
# To avoid sudden overwhelming numbers of units we avoid buying
|
||||
# many.
|
||||
#
|
||||
# Also, do not bother buying units at bases that will never connect
|
||||
# to a front line.
|
||||
for cp in self.owned_points:
|
||||
if not cp.can_deploy_ground_units:
|
||||
continue
|
||||
if cp.expected_ground_units_next_turn.total >= 10:
|
||||
continue
|
||||
if cp.is_global:
|
||||
continue
|
||||
candidates.append(cp)
|
||||
|
||||
return candidates
|
||||
@@ -1,52 +1,58 @@
|
||||
from typing import Dict
|
||||
from dataclasses import dataclass, field
|
||||
from typing import Dict, Optional
|
||||
|
||||
from dcs.forcedoptions import ForcedOptions
|
||||
|
||||
|
||||
@dataclass
|
||||
class Settings:
|
||||
|
||||
def __init__(self):
|
||||
# Generator settings
|
||||
self.inverted = False
|
||||
self.do_not_generate_carrier = False # TODO : implement
|
||||
self.do_not_generate_lha = False # TODO : implement
|
||||
self.do_not_generate_player_navy = True # TODO : implement
|
||||
self.do_not_generate_enemy_navy = True # TODO : implement
|
||||
# Difficulty settings
|
||||
player_skill: str = "Good"
|
||||
enemy_skill: str = "Average"
|
||||
enemy_vehicle_skill: str = "Average"
|
||||
map_coalition_visibility: ForcedOptions.Views = ForcedOptions.Views.All
|
||||
labels: str = "Full"
|
||||
only_player_takeoff: bool = True # Legacy parameter do not use
|
||||
night_disabled: bool = False
|
||||
external_views_allowed: bool = True
|
||||
supercarrier: bool = False
|
||||
generate_marks: bool = True
|
||||
manpads: bool = True
|
||||
version: Optional[str] = None
|
||||
player_income_multiplier: float = 1.0
|
||||
enemy_income_multiplier: float = 1.0
|
||||
|
||||
# Difficulty settings
|
||||
self.player_skill = "Good"
|
||||
self.enemy_skill = "Average"
|
||||
self.enemy_vehicle_skill = "Average"
|
||||
self.map_coalition_visibility = "All Units"
|
||||
self.labels = "Full"
|
||||
self.only_player_takeoff = True # Legacy parameter do not use
|
||||
self.night_disabled = False
|
||||
self.external_views_allowed = True
|
||||
self.supercarrier = False
|
||||
self.multiplier = 1
|
||||
self.generate_marks = True
|
||||
self.sams = True # Legacy parameter do not use
|
||||
self.cold_start = False # Legacy parameter do not use
|
||||
self.version = None
|
||||
default_start_type: str = "Cold"
|
||||
|
||||
# Performance oriented
|
||||
self.perf_red_alert_state = True
|
||||
self.perf_smoke_gen = True
|
||||
self.perf_artillery = True
|
||||
self.perf_moving_units = True
|
||||
self.perf_infantry = True
|
||||
self.perf_ai_parking_start = True
|
||||
self.perf_destroyed_units = True
|
||||
# Campaign management
|
||||
automate_runway_repair: bool = False
|
||||
automate_front_line_reinforcements: bool = False
|
||||
automate_aircraft_reinforcements: bool = False
|
||||
restrict_weapons_by_date: bool = False
|
||||
|
||||
# Performance culling
|
||||
self.perf_culling = False
|
||||
self.perf_culling_distance = 100
|
||||
# Performance oriented
|
||||
perf_red_alert_state: bool = True
|
||||
perf_smoke_gen: bool = True
|
||||
perf_artillery: bool = True
|
||||
perf_moving_units: bool = True
|
||||
perf_infantry: bool = True
|
||||
perf_destroyed_units: bool = True
|
||||
|
||||
# LUA Plugins system
|
||||
self.plugins: Dict[str, bool] = {}
|
||||
# Performance culling
|
||||
perf_culling: bool = False
|
||||
perf_culling_distance: int = 100
|
||||
perf_do_not_cull_carrier = True
|
||||
|
||||
# Cheating
|
||||
self.show_red_ato = False
|
||||
# LUA Plugins system
|
||||
plugins: Dict[str, bool] = field(default_factory=dict)
|
||||
|
||||
self.never_delay_player_flights = False
|
||||
# Cheating
|
||||
show_red_ato: bool = False
|
||||
enable_frontline_cheats: bool = False
|
||||
enable_base_capture_cheat: bool = False
|
||||
|
||||
never_delay_player_flights: bool = False
|
||||
|
||||
@staticmethod
|
||||
def plugin_settings_key(identifier: str) -> str:
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
from .base import *
|
||||
from .conflicttheater import *
|
||||
from .controlpoint import *
|
||||
from .frontline import FrontLine
|
||||
from .missiontarget import MissionTarget
|
||||
from .theatergroundobject import SamGroundObject
|
||||
@@ -4,12 +4,13 @@ import math
|
||||
import typing
|
||||
from typing import Dict, Type
|
||||
|
||||
from dcs.planes import PlaneType
|
||||
from dcs.task import CAP, CAS, Embarking, PinpointStrike, Task
|
||||
from dcs.unittype import UnitType, VehicleType
|
||||
from dcs.unittype import FlyingType, UnitType, VehicleType
|
||||
from dcs.vehicles import AirDefence, Armor
|
||||
|
||||
from game import db
|
||||
from game.db import PRICES
|
||||
from gen.ground_forces.ai_ground_planner_db import TYPE_SHORAD
|
||||
|
||||
STRENGTH_AA_ASSEMBLE_MIN = 0.2
|
||||
PLANES_SCRAMBLE_MIN_BASE = 2
|
||||
@@ -21,26 +22,36 @@ BASE_MIN_STRENGTH = 0
|
||||
|
||||
|
||||
class Base:
|
||||
aircraft = {} # type: typing.Dict[PlaneType, int]
|
||||
armor = {} # type: typing.Dict[VehicleType, int]
|
||||
aa = {} # type: typing.Dict[AirDefence, int]
|
||||
strength = 1 # type: float
|
||||
|
||||
def __init__(self):
|
||||
self.aircraft = {}
|
||||
self.armor = {}
|
||||
self.aa = {}
|
||||
self.aircraft: Dict[Type[FlyingType], int] = {}
|
||||
self.armor: Dict[Type[VehicleType], int] = {}
|
||||
self.aa: Dict[AirDefence, int] = {}
|
||||
self.commision_points: Dict[Type, float] = {}
|
||||
self.strength = 1
|
||||
|
||||
@property
|
||||
def total_planes(self) -> int:
|
||||
def total_aircraft(self) -> int:
|
||||
return sum(self.aircraft.values())
|
||||
|
||||
@property
|
||||
def total_armor(self) -> int:
|
||||
return sum(self.armor.values())
|
||||
|
||||
@property
|
||||
def total_armor_value(self) -> int:
|
||||
total = 0
|
||||
for unit_type, count in self.armor.items():
|
||||
try:
|
||||
total += PRICES[unit_type] * count
|
||||
except KeyError:
|
||||
logging.exception(f"No price found for {unit_type.id}")
|
||||
return total
|
||||
|
||||
@property
|
||||
def total_frontline_aa(self) -> int:
|
||||
return sum([v for k, v in self.armor.items() if k in TYPE_SHORAD])
|
||||
|
||||
@property
|
||||
def total_aa(self) -> int:
|
||||
return sum(self.aa.values())
|
||||
@@ -83,7 +94,7 @@ class Base:
|
||||
logging.info("{} for {} ({}): {}".format(self, for_type, count, result))
|
||||
return result
|
||||
|
||||
def _find_best_planes(self, for_type: Task, count: int) -> typing.Dict[PlaneType, int]:
|
||||
def _find_best_planes(self, for_type: Task, count: int) -> typing.Dict[FlyingType, int]:
|
||||
return self._find_best_unit(self.aircraft, for_type, count)
|
||||
|
||||
def _find_best_armor(self, for_type: Task, count: int) -> typing.Dict[Armor, int]:
|
||||
@@ -103,11 +114,11 @@ class Base:
|
||||
self.armor = {k: v for k, v in self.armor.items() if k in applicable_units}
|
||||
|
||||
def commision_units(self, units: typing.Dict[typing.Any, int]):
|
||||
for value in units.values():
|
||||
assert value > 0
|
||||
assert value == math.floor(value)
|
||||
|
||||
for unit_type, unit_count in units.items():
|
||||
if unit_count <= 0:
|
||||
continue
|
||||
|
||||
for_task = db.unit_task(unit_type)
|
||||
|
||||
target_dict = None
|
||||
@@ -118,8 +129,10 @@ class Base:
|
||||
elif for_task == AirDefence:
|
||||
target_dict = self.aa
|
||||
|
||||
assert target_dict is not None
|
||||
target_dict[unit_type] = target_dict.get(unit_type, 0) + unit_count
|
||||
if target_dict is not None:
|
||||
target_dict[unit_type] = target_dict.get(unit_type, 0) + unit_count
|
||||
else:
|
||||
logging.error("Unable to determine target dict for " + str(unit_type))
|
||||
|
||||
def commit_losses(self, units_lost: typing.Dict[typing.Any, int]):
|
||||
|
||||
@@ -155,7 +168,7 @@ class Base:
|
||||
if task:
|
||||
count = sum([v for k, v in self.aircraft.items() if db.unit_task(k) == task])
|
||||
else:
|
||||
count = self.total_planes
|
||||
count = self.total_aircraft
|
||||
|
||||
count = int(math.ceil(count * PLANES_SCRAMBLE_FACTOR * self.strength))
|
||||
return min(min(max(count, PLANES_SCRAMBLE_MIN_BASE), int(PLANES_SCRAMBLE_MAX_BASE * multiplier)), count)
|
||||
@@ -167,18 +180,18 @@ class Base:
|
||||
# previous logic removed because we always want the full air defense capabilities.
|
||||
return self.total_aa
|
||||
|
||||
def scramble_sweep(self, multiplier: float) -> typing.Dict[PlaneType, int]:
|
||||
def scramble_sweep(self, multiplier: float) -> typing.Dict[FlyingType, int]:
|
||||
return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
|
||||
|
||||
def scramble_last_defense(self):
|
||||
# return as many CAP-capable aircraft as we can since this is the last defense of the base
|
||||
# (but not more than 20 - that's just nuts)
|
||||
return self._find_best_planes(CAP, min(self.total_planes, 20))
|
||||
return self._find_best_planes(CAP, min(self.total_aircraft, 20))
|
||||
|
||||
def scramble_cas(self, multiplier: float) -> typing.Dict[PlaneType, int]:
|
||||
def scramble_cas(self, multiplier: float) -> typing.Dict[FlyingType, int]:
|
||||
return self._find_best_planes(CAS, self.scramble_count(multiplier, CAS))
|
||||
|
||||
def scramble_interceptors(self, multiplier: float) -> typing.Dict[PlaneType, int]:
|
||||
def scramble_interceptors(self, multiplier: float) -> typing.Dict[FlyingType, int]:
|
||||
return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
|
||||
|
||||
def assemble_attack(self) -> typing.Dict[Armor, int]:
|
||||
960
game/theater/conflicttheater.py
Normal file
960
game/theater/conflicttheater.py
Normal file
@@ -0,0 +1,960 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import itertools
|
||||
import json
|
||||
import logging
|
||||
from dataclasses import dataclass
|
||||
from functools import cached_property
|
||||
from itertools import tee
|
||||
from pathlib import Path
|
||||
from typing import Any, Dict, Iterator, List, Optional, Set, Tuple, Union, cast
|
||||
|
||||
from shapely import geometry
|
||||
from shapely import ops
|
||||
|
||||
from dcs import Mission
|
||||
from dcs.countries import (
|
||||
CombinedJointTaskForcesBlue,
|
||||
CombinedJointTaskForcesRed,
|
||||
)
|
||||
from dcs.country import Country
|
||||
from dcs.mapping import Point
|
||||
from dcs.planes import F_15C
|
||||
from dcs.ships import (
|
||||
CVN_74_John_C__Stennis,
|
||||
LHA_1_Tarawa,
|
||||
USS_Arleigh_Burke_IIa,
|
||||
)
|
||||
from dcs.statics import Fortification
|
||||
from dcs.terrain import (
|
||||
caucasus,
|
||||
nevada,
|
||||
normandy,
|
||||
persiangulf,
|
||||
syria,
|
||||
thechannel,
|
||||
)
|
||||
from dcs.terrain.terrain import Airport, Terrain
|
||||
from dcs.unitgroup import (
|
||||
FlyingGroup,
|
||||
Group,
|
||||
ShipGroup,
|
||||
StaticGroup,
|
||||
VehicleGroup,
|
||||
)
|
||||
from dcs.vehicles import AirDefence, Armor, MissilesSS, Unarmed
|
||||
|
||||
from gen.flights.flight import FlightType
|
||||
from .controlpoint import (
|
||||
Airfield,
|
||||
Carrier,
|
||||
ControlPoint,
|
||||
Lha,
|
||||
MissionTarget,
|
||||
OffMapSpawn,
|
||||
Fob,
|
||||
)
|
||||
from .landmap import Landmap, load_landmap, poly_contains
|
||||
from ..utils import Distance, meters, nautical_miles
|
||||
|
||||
Numeric = Union[int, float]
|
||||
|
||||
SIZE_TINY = 150
|
||||
SIZE_SMALL = 600
|
||||
SIZE_REGULAR = 1000
|
||||
SIZE_BIG = 2000
|
||||
SIZE_LARGE = 3000
|
||||
|
||||
IMPORTANCE_LOW = 1
|
||||
IMPORTANCE_MEDIUM = 1.2
|
||||
IMPORTANCE_HIGH = 1.4
|
||||
|
||||
FRONTLINE_MIN_CP_DISTANCE = 5000
|
||||
|
||||
def pairwise(iterable):
|
||||
"""
|
||||
itertools recipe
|
||||
s -> (s0,s1), (s1,s2), (s2, s3), ...
|
||||
"""
|
||||
a, b = tee(iterable)
|
||||
next(b, None)
|
||||
return zip(a, b)
|
||||
|
||||
|
||||
class MizCampaignLoader:
|
||||
BLUE_COUNTRY = CombinedJointTaskForcesBlue()
|
||||
RED_COUNTRY = CombinedJointTaskForcesRed()
|
||||
|
||||
OFF_MAP_UNIT_TYPE = F_15C.id
|
||||
|
||||
CV_UNIT_TYPE = CVN_74_John_C__Stennis.id
|
||||
LHA_UNIT_TYPE = LHA_1_Tarawa.id
|
||||
FRONT_LINE_UNIT_TYPE = Armor.APC_M113.id
|
||||
|
||||
FOB_UNIT_TYPE = Unarmed.CP_SKP_11_ATC_Mobile_Command_Post.id
|
||||
|
||||
EWR_UNIT_TYPE = AirDefence.EWR_55G6.id
|
||||
SAM_UNIT_TYPE = AirDefence.SAM_SA_10_S_300PS_SR_64H6E.id
|
||||
GARRISON_UNIT_TYPE = AirDefence.SAM_SA_19_Tunguska_2S6.id
|
||||
OFFSHORE_STRIKE_TARGET_UNIT_TYPE = Fortification.Oil_platform.id
|
||||
SHIP_UNIT_TYPE = USS_Arleigh_Burke_IIa.id
|
||||
MISSILE_SITE_UNIT_TYPE = MissilesSS.SRBM_SS_1C_Scud_B_9K72_LN_9P117M.id
|
||||
COASTAL_DEFENSE_UNIT_TYPE = MissilesSS.SS_N_2_Silkworm.id
|
||||
|
||||
# Multiple options for the required SAMs so campaign designers can more
|
||||
# accurately see the coverage of their IADS for the expected type.
|
||||
REQUIRED_LONG_RANGE_SAM_UNIT_TYPES = {
|
||||
AirDefence.SAM_Patriot_LN_M901.id,
|
||||
AirDefence.SAM_SA_10_S_300PS_LN_5P85C.id,
|
||||
AirDefence.SAM_SA_10_S_300PS_LN_5P85D.id,
|
||||
}
|
||||
|
||||
REQUIRED_MEDIUM_RANGE_SAM_UNIT_TYPES = {
|
||||
AirDefence.SAM_Hawk_LN_M192.id,
|
||||
AirDefence.SAM_SA_2_LN_SM_90.id,
|
||||
AirDefence.SAM_SA_3_S_125_LN_5P73.id,
|
||||
}
|
||||
|
||||
BASE_DEFENSE_RADIUS = nautical_miles(2)
|
||||
|
||||
def __init__(self, miz: Path, theater: ConflictTheater) -> None:
|
||||
self.theater = theater
|
||||
self.mission = Mission()
|
||||
self.mission.load_file(str(miz))
|
||||
self.control_point_id = itertools.count(1000)
|
||||
|
||||
# If there are no red carriers there usually aren't red units. Make sure
|
||||
# both countries are initialized so we don't have to deal with None.
|
||||
if self.mission.country(self.BLUE_COUNTRY.name) is None:
|
||||
self.mission.coalition["blue"].add_country(self.BLUE_COUNTRY)
|
||||
if self.mission.country(self.RED_COUNTRY.name) is None:
|
||||
self.mission.coalition["red"].add_country(self.RED_COUNTRY)
|
||||
|
||||
@staticmethod
|
||||
def control_point_from_airport(airport: Airport) -> ControlPoint:
|
||||
|
||||
# The wiki says this is a legacy property and to just use regular.
|
||||
size = SIZE_REGULAR
|
||||
|
||||
# The importance is taken from the periodicity of the airport's
|
||||
# warehouse divided by 10. 30 is the default, and out of range (valid
|
||||
# values are between 1.0 and 1.4). If it is used, pick the default
|
||||
# importance.
|
||||
if airport.periodicity == 30:
|
||||
importance = IMPORTANCE_MEDIUM
|
||||
else:
|
||||
importance = airport.periodicity / 10
|
||||
|
||||
cp = Airfield(airport, size, importance)
|
||||
cp.captured = airport.is_blue()
|
||||
|
||||
# Use the unlimited aircraft option to determine if an airfield should
|
||||
# be owned by the player when the campaign is "inverted".
|
||||
cp.captured_invert = airport.unlimited_aircrafts
|
||||
|
||||
return cp
|
||||
|
||||
def country(self, blue: bool) -> Country:
|
||||
country = self.mission.country(
|
||||
self.BLUE_COUNTRY.name if blue else self.RED_COUNTRY.name)
|
||||
# Should be guaranteed because we initialized them.
|
||||
assert country
|
||||
return country
|
||||
|
||||
@property
|
||||
def blue(self) -> Country:
|
||||
return self.country(blue=True)
|
||||
|
||||
@property
|
||||
def red(self) -> Country:
|
||||
return self.country(blue=False)
|
||||
|
||||
def off_map_spawns(self, blue: bool) -> Iterator[FlyingGroup]:
|
||||
for group in self.country(blue).plane_group:
|
||||
if group.units[0].type == self.OFF_MAP_UNIT_TYPE:
|
||||
yield group
|
||||
|
||||
def carriers(self, blue: bool) -> Iterator[ShipGroup]:
|
||||
for group in self.country(blue).ship_group:
|
||||
if group.units[0].type == self.CV_UNIT_TYPE:
|
||||
yield group
|
||||
|
||||
def lhas(self, blue: bool) -> Iterator[ShipGroup]:
|
||||
for group in self.country(blue).ship_group:
|
||||
if group.units[0].type == self.LHA_UNIT_TYPE:
|
||||
yield group
|
||||
|
||||
def fobs(self, blue: bool) -> Iterator[VehicleGroup]:
|
||||
for group in self.country(blue).vehicle_group:
|
||||
if group.units[0].type == self.FOB_UNIT_TYPE:
|
||||
yield group
|
||||
|
||||
@property
|
||||
def ships(self) -> Iterator[ShipGroup]:
|
||||
for group in self.blue.ship_group:
|
||||
if group.units[0].type == self.SHIP_UNIT_TYPE:
|
||||
yield group
|
||||
|
||||
@property
|
||||
def ewrs(self) -> Iterator[VehicleGroup]:
|
||||
for group in self.blue.vehicle_group:
|
||||
if group.units[0].type == self.EWR_UNIT_TYPE:
|
||||
yield group
|
||||
|
||||
@property
|
||||
def sams(self) -> Iterator[VehicleGroup]:
|
||||
for group in self.blue.vehicle_group:
|
||||
if group.units[0].type == self.SAM_UNIT_TYPE:
|
||||
yield group
|
||||
|
||||
@property
|
||||
def garrisons(self) -> Iterator[VehicleGroup]:
|
||||
for group in self.blue.vehicle_group:
|
||||
if group.units[0].type == self.GARRISON_UNIT_TYPE:
|
||||
yield group
|
||||
|
||||
@property
|
||||
def offshore_strike_targets(self) -> Iterator[StaticGroup]:
|
||||
for group in self.blue.static_group:
|
||||
if group.units[0].type == self.OFFSHORE_STRIKE_TARGET_UNIT_TYPE:
|
||||
yield group
|
||||
|
||||
@property
|
||||
def missile_sites(self) -> Iterator[VehicleGroup]:
|
||||
for group in self.blue.vehicle_group:
|
||||
if group.units[0].type == self.MISSILE_SITE_UNIT_TYPE:
|
||||
yield group
|
||||
|
||||
@property
|
||||
def coastal_defenses(self) -> Iterator[VehicleGroup]:
|
||||
for group in self.blue.vehicle_group:
|
||||
if group.units[0].type == self.COASTAL_DEFENSE_UNIT_TYPE:
|
||||
yield group
|
||||
|
||||
@property
|
||||
def required_long_range_sams(self) -> Iterator[VehicleGroup]:
|
||||
for group in self.red.vehicle_group:
|
||||
if group.units[0].type in self.REQUIRED_LONG_RANGE_SAM_UNIT_TYPES:
|
||||
yield group
|
||||
|
||||
@property
|
||||
def required_medium_range_sams(self) -> Iterator[VehicleGroup]:
|
||||
for group in self.red.vehicle_group:
|
||||
if group.units[0].type in self.REQUIRED_MEDIUM_RANGE_SAM_UNIT_TYPES:
|
||||
yield group
|
||||
|
||||
@cached_property
|
||||
def control_points(self) -> Dict[int, ControlPoint]:
|
||||
control_points = {}
|
||||
for airport in self.mission.terrain.airport_list():
|
||||
if airport.is_blue() or airport.is_red():
|
||||
control_point = self.control_point_from_airport(airport)
|
||||
control_points[control_point.id] = control_point
|
||||
|
||||
for blue in (False, True):
|
||||
for group in self.off_map_spawns(blue):
|
||||
control_point = OffMapSpawn(next(self.control_point_id),
|
||||
str(group.name), group.position)
|
||||
control_point.captured = blue
|
||||
control_point.captured_invert = group.late_activation
|
||||
control_points[control_point.id] = control_point
|
||||
for group in self.carriers(blue):
|
||||
# TODO: Name the carrier.
|
||||
control_point = Carrier(
|
||||
"carrier", group.position, next(self.control_point_id))
|
||||
control_point.captured = blue
|
||||
control_point.captured_invert = group.late_activation
|
||||
control_points[control_point.id] = control_point
|
||||
for group in self.lhas(blue):
|
||||
# TODO: Name the LHA.
|
||||
control_point = Lha(
|
||||
"lha", group.position, next(self.control_point_id))
|
||||
control_point.captured = blue
|
||||
control_point.captured_invert = group.late_activation
|
||||
control_points[control_point.id] = control_point
|
||||
for group in self.fobs(blue):
|
||||
control_point = Fob(
|
||||
str(group.name), group.position, next(self.control_point_id)
|
||||
)
|
||||
control_point.captured = blue
|
||||
control_point.captured_invert = group.late_activation
|
||||
control_points[control_point.id] = control_point
|
||||
|
||||
return control_points
|
||||
|
||||
@property
|
||||
def front_line_path_groups(self) -> Iterator[VehicleGroup]:
|
||||
for group in self.country(blue=True).vehicle_group:
|
||||
if group.units[0].type == self.FRONT_LINE_UNIT_TYPE:
|
||||
yield group
|
||||
|
||||
@cached_property
|
||||
def front_lines(self) -> Dict[str, ComplexFrontLine]:
|
||||
# Dict of front line ID to a front line.
|
||||
front_lines = {}
|
||||
for group in self.front_line_path_groups:
|
||||
# The unit will have its first waypoint at the source CP and the
|
||||
# final waypoint at the destination CP. Intermediate waypoints
|
||||
# define the curve of the front line.
|
||||
waypoints = [p.position for p in group.points]
|
||||
origin = self.theater.closest_control_point(waypoints[0])
|
||||
if origin is None:
|
||||
raise RuntimeError(
|
||||
f"No control point near the first waypoint of {group.name}")
|
||||
destination = self.theater.closest_control_point(waypoints[-1])
|
||||
if destination is None:
|
||||
raise RuntimeError(
|
||||
f"No control point near the final waypoint of {group.name}")
|
||||
|
||||
# Snap the begin and end points to the control points.
|
||||
waypoints[0] = origin.position
|
||||
waypoints[-1] = destination.position
|
||||
front_line_id = f"{origin.id}|{destination.id}"
|
||||
front_lines[front_line_id] = ComplexFrontLine(origin, waypoints)
|
||||
self.control_points[origin.id].connect(
|
||||
self.control_points[destination.id])
|
||||
self.control_points[destination.id].connect(
|
||||
self.control_points[origin.id])
|
||||
return front_lines
|
||||
|
||||
def objective_info(self, group: Group) -> Tuple[ControlPoint, Distance]:
|
||||
closest = self.theater.closest_control_point(group.position)
|
||||
distance = meters(closest.position.distance_to_point(group.position))
|
||||
return closest, distance
|
||||
|
||||
def add_preset_locations(self) -> None:
|
||||
for group in self.garrisons:
|
||||
closest, distance = self.objective_info(group)
|
||||
if distance < self.BASE_DEFENSE_RADIUS:
|
||||
closest.preset_locations.base_garrisons.append(group.position)
|
||||
else:
|
||||
logging.warning(
|
||||
f"Found garrison unit too far from base: {group.name}")
|
||||
|
||||
for group in self.sams:
|
||||
closest, distance = self.objective_info(group)
|
||||
if distance < self.BASE_DEFENSE_RADIUS:
|
||||
closest.preset_locations.base_air_defense.append(group.position)
|
||||
else:
|
||||
closest.preset_locations.strike_locations.append(group.position)
|
||||
|
||||
for group in self.ewrs:
|
||||
closest, distance = self.objective_info(group)
|
||||
closest.preset_locations.ewrs.append(group.position)
|
||||
|
||||
for group in self.offshore_strike_targets:
|
||||
closest, distance = self.objective_info(group)
|
||||
closest.preset_locations.offshore_strike_locations.append(
|
||||
group.position)
|
||||
|
||||
for group in self.ships:
|
||||
closest, distance = self.objective_info(group)
|
||||
closest.preset_locations.ships.append(group.position)
|
||||
|
||||
for group in self.missile_sites:
|
||||
closest, distance = self.objective_info(group)
|
||||
closest.preset_locations.missile_sites.append(group.position)
|
||||
|
||||
for group in self.coastal_defenses:
|
||||
closest, distance = self.objective_info(group)
|
||||
closest.preset_locations.coastal_defenses.append(group.position)
|
||||
|
||||
for group in self.required_long_range_sams:
|
||||
closest, distance = self.objective_info(group)
|
||||
closest.preset_locations.required_long_range_sams.append(
|
||||
group.position
|
||||
)
|
||||
|
||||
for group in self.required_medium_range_sams:
|
||||
closest, distance = self.objective_info(group)
|
||||
closest.preset_locations.required_medium_range_sams.append(
|
||||
group.position
|
||||
)
|
||||
|
||||
def populate_theater(self) -> None:
|
||||
for control_point in self.control_points.values():
|
||||
self.theater.add_controlpoint(control_point)
|
||||
self.add_preset_locations()
|
||||
self.theater.set_frontline_data(self.front_lines)
|
||||
|
||||
|
||||
@dataclass
|
||||
class ReferencePoint:
|
||||
world_coordinates: Point
|
||||
image_coordinates: Point
|
||||
|
||||
|
||||
class ConflictTheater:
|
||||
terrain: Terrain
|
||||
|
||||
reference_points: Tuple[ReferencePoint, ReferencePoint]
|
||||
overview_image: str
|
||||
landmap: Optional[Landmap]
|
||||
"""
|
||||
land_poly = None # type: Polygon
|
||||
"""
|
||||
daytime_map: Dict[str, Tuple[int, int]]
|
||||
_frontline_data: Optional[Dict[str, ComplexFrontLine]] = None
|
||||
|
||||
def __init__(self):
|
||||
self.controlpoints: List[ControlPoint] = []
|
||||
self._frontline_data: Optional[Dict[str, ComplexFrontLine]] = None
|
||||
"""
|
||||
self.land_poly = geometry.Polygon(self.landmap[0][0])
|
||||
for x in self.landmap[1]:
|
||||
self.land_poly = self.land_poly.difference(geometry.Polygon(x))
|
||||
"""
|
||||
|
||||
@property
|
||||
def frontline_data(self) -> Optional[Dict[str, ComplexFrontLine]]:
|
||||
if self._frontline_data is None:
|
||||
self.load_frontline_data_from_file()
|
||||
return self._frontline_data
|
||||
|
||||
def load_frontline_data_from_file(self) -> None:
|
||||
if self._frontline_data is not None:
|
||||
logging.warning("Replacing existing frontline data from file")
|
||||
self._frontline_data = FrontLine.load_json_frontlines(self)
|
||||
if self._frontline_data is None:
|
||||
self._frontline_data = {}
|
||||
|
||||
def set_frontline_data(self, data: Dict[str, ComplexFrontLine]) -> None:
|
||||
if self._frontline_data is not None:
|
||||
logging.warning("Replacing existing frontline data")
|
||||
self._frontline_data = data
|
||||
|
||||
def add_controlpoint(self, point: ControlPoint,
|
||||
connected_to: Optional[List[ControlPoint]] = None):
|
||||
if connected_to is None:
|
||||
connected_to = []
|
||||
for connected_point in connected_to:
|
||||
point.connect(to=connected_point)
|
||||
|
||||
self.controlpoints.append(point)
|
||||
|
||||
def find_ground_objects_by_obj_name(self, obj_name):
|
||||
found = []
|
||||
for cp in self.controlpoints:
|
||||
for g in cp.ground_objects:
|
||||
if g.obj_name == obj_name:
|
||||
found.append(g)
|
||||
return found
|
||||
|
||||
def is_in_sea(self, point: Point) -> bool:
|
||||
if not self.landmap:
|
||||
return False
|
||||
|
||||
if self.is_on_land(point):
|
||||
return False
|
||||
|
||||
for exclusion_zone in self.landmap.exclusion_zones:
|
||||
if poly_contains(point.x, point.y, exclusion_zone):
|
||||
return False
|
||||
|
||||
for sea in self.landmap.sea_zones:
|
||||
if poly_contains(point.x, point.y, sea):
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
def is_on_land(self, point: Point) -> bool:
|
||||
if not self.landmap:
|
||||
return True
|
||||
|
||||
is_point_included = False
|
||||
if poly_contains(point.x, point.y, self.landmap.inclusion_zones):
|
||||
is_point_included = True
|
||||
|
||||
if not is_point_included:
|
||||
return False
|
||||
|
||||
for exclusion_zone in self.landmap.exclusion_zones:
|
||||
if poly_contains(point.x, point.y, exclusion_zone):
|
||||
return False
|
||||
|
||||
return True
|
||||
|
||||
def nearest_land_pos(self, point: Point, extend_dist: int = 50) -> Point:
|
||||
"""Returns the nearest point inside a land exclusion zone from point
|
||||
`extend_dist` determines how far inside the zone the point should be placed"""
|
||||
if self.is_on_land(point):
|
||||
return point
|
||||
point = geometry.Point(point.x, point.y)
|
||||
nearest_points = []
|
||||
if not self.landmap:
|
||||
raise RuntimeError("Landmap not initialized")
|
||||
for inclusion_zone in self.landmap.inclusion_zones:
|
||||
nearest_pair = ops.nearest_points(point, inclusion_zone)
|
||||
nearest_points.append(nearest_pair[1])
|
||||
min_distance = point.distance(nearest_points[0]) # type: geometry.Point
|
||||
nearest_point = nearest_points[0] # type: geometry.Point
|
||||
for pt in nearest_points[1:]:
|
||||
distance = point.distance(pt)
|
||||
if distance < min_distance:
|
||||
min_distance = distance
|
||||
nearest_point = pt
|
||||
assert isinstance(nearest_point, geometry.Point)
|
||||
point = Point(point.x, point.y)
|
||||
nearest_point = Point(nearest_point.x, nearest_point.y)
|
||||
new_point = point.point_from_heading(
|
||||
point.heading_between_point(nearest_point),
|
||||
point.distance_to_point(nearest_point) + extend_dist
|
||||
)
|
||||
return new_point
|
||||
|
||||
def control_points_for(self, player: bool) -> Iterator[ControlPoint]:
|
||||
for point in self.controlpoints:
|
||||
if point.captured == player:
|
||||
yield point
|
||||
|
||||
def player_points(self) -> List[ControlPoint]:
|
||||
return list(self.control_points_for(player=True))
|
||||
|
||||
def conflicts(self, from_player=True) -> Iterator[FrontLine]:
|
||||
for cp in [x for x in self.controlpoints if x.captured == from_player]:
|
||||
for connected_point in [x for x in cp.connected_points if x.captured != from_player]:
|
||||
yield FrontLine(cp, connected_point, self)
|
||||
|
||||
def enemy_points(self) -> List[ControlPoint]:
|
||||
return list(self.control_points_for(player=False))
|
||||
|
||||
def closest_control_point(self, point: Point) -> ControlPoint:
|
||||
closest = self.controlpoints[0]
|
||||
closest_distance = point.distance_to_point(closest.position)
|
||||
for control_point in self.controlpoints[1:]:
|
||||
distance = point.distance_to_point(control_point.position)
|
||||
if distance < closest_distance:
|
||||
closest = control_point
|
||||
closest_distance = distance
|
||||
return closest
|
||||
|
||||
def closest_target(self, point: Point) -> MissionTarget:
|
||||
closest: MissionTarget = self.controlpoints[0]
|
||||
closest_distance = point.distance_to_point(closest.position)
|
||||
for control_point in self.controlpoints[1:]:
|
||||
distance = point.distance_to_point(control_point.position)
|
||||
if distance < closest_distance:
|
||||
closest = control_point
|
||||
closest_distance = distance
|
||||
for tgo in control_point.ground_objects:
|
||||
distance = point.distance_to_point(tgo.position)
|
||||
if distance < closest_distance:
|
||||
closest = tgo
|
||||
closest_distance = distance
|
||||
for conflict in self.conflicts():
|
||||
distance = conflict.position.distance_to_point(point)
|
||||
if distance < closest_distance:
|
||||
closest = conflict
|
||||
closest_distance = distance
|
||||
return closest
|
||||
|
||||
def closest_opposing_control_points(self) -> Tuple[ControlPoint, ControlPoint]:
|
||||
"""
|
||||
Returns a tuple of the two nearest opposing ControlPoints in theater.
|
||||
(player_cp, enemy_cp)
|
||||
"""
|
||||
all_cp_min_distances = {}
|
||||
for idx, control_point in enumerate(self.controlpoints):
|
||||
distances = {}
|
||||
closest_distance = None
|
||||
for i, cp in enumerate(self.controlpoints):
|
||||
if i != idx and cp.captured is not control_point.captured:
|
||||
dist = cp.position.distance_to_point(control_point.position)
|
||||
if not closest_distance:
|
||||
closest_distance = dist
|
||||
distances[cp.id] = dist
|
||||
if dist < closest_distance:
|
||||
distances[cp.id] = dist
|
||||
closest_cp_id = min(distances, key=distances.get) # type: ignore
|
||||
|
||||
all_cp_min_distances[(control_point.id, closest_cp_id)] = distances[closest_cp_id]
|
||||
closest_opposing_cps = [
|
||||
self.find_control_point_by_id(i)
|
||||
for i
|
||||
in min(all_cp_min_distances, key=all_cp_min_distances.get) # type: ignore
|
||||
] # type: List[ControlPoint]
|
||||
assert len(closest_opposing_cps) == 2
|
||||
if closest_opposing_cps[0].captured:
|
||||
return cast(Tuple[ControlPoint, ControlPoint], tuple(closest_opposing_cps))
|
||||
else:
|
||||
return cast(Tuple[ControlPoint, ControlPoint], tuple(reversed(closest_opposing_cps)))
|
||||
|
||||
def find_control_point_by_id(self, id: int) -> ControlPoint:
|
||||
for i in self.controlpoints:
|
||||
if i.id == id:
|
||||
return i
|
||||
raise RuntimeError(f"Cannot find ControlPoint with ID {id}")
|
||||
|
||||
def add_json_cp(self, theater, p: dict) -> ControlPoint:
|
||||
cp: ControlPoint
|
||||
if p["type"] == "airbase":
|
||||
|
||||
airbase = theater.terrain.airports[p["id"]]
|
||||
|
||||
if "size" in p.keys():
|
||||
size = p["size"]
|
||||
else:
|
||||
size = SIZE_REGULAR
|
||||
|
||||
if "importance" in p.keys():
|
||||
importance = p["importance"]
|
||||
else:
|
||||
importance = IMPORTANCE_MEDIUM
|
||||
|
||||
cp = Airfield(airbase, size, importance)
|
||||
elif p["type"] == "carrier":
|
||||
cp = Carrier("carrier", Point(p["x"], p["y"]), p["id"])
|
||||
else:
|
||||
cp = Lha("lha", Point(p["x"], p["y"]), p["id"])
|
||||
|
||||
if "captured_invert" in p.keys():
|
||||
cp.captured_invert = p["captured_invert"]
|
||||
else:
|
||||
cp.captured_invert = False
|
||||
|
||||
return cp
|
||||
|
||||
@staticmethod
|
||||
def from_json(directory: Path, data: Dict[str, Any]) -> ConflictTheater:
|
||||
theaters = {
|
||||
"Caucasus": CaucasusTheater,
|
||||
"Nevada": NevadaTheater,
|
||||
"Persian Gulf": PersianGulfTheater,
|
||||
"Normandy": NormandyTheater,
|
||||
"The Channel": TheChannelTheater,
|
||||
"Syria": SyriaTheater,
|
||||
}
|
||||
theater = theaters[data["theater"]]
|
||||
t = theater()
|
||||
|
||||
miz = data.get("miz", None)
|
||||
if miz is not None:
|
||||
MizCampaignLoader(directory / miz, t).populate_theater()
|
||||
return t
|
||||
|
||||
cps = {}
|
||||
for p in data["player_points"]:
|
||||
cp = t.add_json_cp(theater, p)
|
||||
cp.captured = True
|
||||
cps[p["id"]] = cp
|
||||
t.add_controlpoint(cp)
|
||||
|
||||
for p in data["enemy_points"]:
|
||||
cp = t.add_json_cp(theater, p)
|
||||
cps[p["id"]] = cp
|
||||
t.add_controlpoint(cp)
|
||||
|
||||
for l in data["links"]:
|
||||
cps[l[0]].connect(cps[l[1]])
|
||||
cps[l[1]].connect(cps[l[0]])
|
||||
|
||||
return t
|
||||
|
||||
|
||||
class CaucasusTheater(ConflictTheater):
|
||||
terrain = caucasus.Caucasus()
|
||||
overview_image = "caumap.gif"
|
||||
reference_points = (
|
||||
ReferencePoint(caucasus.Gelendzhik.position, Point(176, 298)),
|
||||
ReferencePoint(caucasus.Batumi.position, Point(1307, 1205)),
|
||||
)
|
||||
|
||||
landmap = load_landmap("resources\\caulandmap.p")
|
||||
daytime_map = {
|
||||
"dawn": (6, 9),
|
||||
"day": (9, 18),
|
||||
"dusk": (18, 20),
|
||||
"night": (0, 5),
|
||||
}
|
||||
|
||||
|
||||
class PersianGulfTheater(ConflictTheater):
|
||||
terrain = persiangulf.PersianGulf()
|
||||
overview_image = "persiangulf.gif"
|
||||
reference_points = (
|
||||
ReferencePoint(persiangulf.Jiroft_Airport.position,
|
||||
Point(1692, 1343)),
|
||||
ReferencePoint(persiangulf.Liwa_Airbase.position, Point(358, 3238)),
|
||||
)
|
||||
landmap = load_landmap("resources\\gulflandmap.p")
|
||||
daytime_map = {
|
||||
"dawn": (6, 8),
|
||||
"day": (8, 16),
|
||||
"dusk": (16, 18),
|
||||
"night": (0, 5),
|
||||
}
|
||||
|
||||
|
||||
class NevadaTheater(ConflictTheater):
|
||||
terrain = nevada.Nevada()
|
||||
overview_image = "nevada.gif"
|
||||
reference_points = (
|
||||
ReferencePoint(nevada.Mina_Airport_3Q0.position, Point(252, 295)),
|
||||
ReferencePoint(nevada.Laughlin_Airport.position, Point(844, 909)),
|
||||
)
|
||||
landmap = load_landmap("resources\\nevlandmap.p")
|
||||
daytime_map = {
|
||||
"dawn": (4, 6),
|
||||
"day": (6, 17),
|
||||
"dusk": (17, 18),
|
||||
"night": (0, 5),
|
||||
}
|
||||
|
||||
|
||||
class NormandyTheater(ConflictTheater):
|
||||
terrain = normandy.Normandy()
|
||||
overview_image = "normandy.gif"
|
||||
reference_points = (
|
||||
ReferencePoint(normandy.Needs_Oar_Point.position, Point(515, 329)),
|
||||
ReferencePoint(normandy.Evreux.position, Point(2029, 1709)),
|
||||
)
|
||||
landmap = load_landmap("resources\\normandylandmap.p")
|
||||
daytime_map = {
|
||||
"dawn": (6, 8),
|
||||
"day": (10, 17),
|
||||
"dusk": (17, 18),
|
||||
"night": (0, 5),
|
||||
}
|
||||
|
||||
|
||||
class TheChannelTheater(ConflictTheater):
|
||||
terrain = thechannel.TheChannel()
|
||||
overview_image = "thechannel.gif"
|
||||
reference_points = (
|
||||
ReferencePoint(thechannel.Abbeville_Drucat.position, Point(2005, 2390)),
|
||||
ReferencePoint(thechannel.Detling.position, Point(706, 382))
|
||||
)
|
||||
landmap = load_landmap("resources\\channellandmap.p")
|
||||
daytime_map = {
|
||||
"dawn": (6, 8),
|
||||
"day": (10, 17),
|
||||
"dusk": (17, 18),
|
||||
"night": (0, 5),
|
||||
}
|
||||
|
||||
|
||||
class SyriaTheater(ConflictTheater):
|
||||
terrain = syria.Syria()
|
||||
overview_image = "syria.gif"
|
||||
reference_points = (
|
||||
ReferencePoint(syria.Eyn_Shemer.position, Point(564, 1289)),
|
||||
ReferencePoint(syria.Tabqa.position, Point(1329, 491)),
|
||||
)
|
||||
landmap = load_landmap("resources\\syrialandmap.p")
|
||||
daytime_map = {
|
||||
"dawn": (6, 8),
|
||||
"day": (8, 16),
|
||||
"dusk": (16, 18),
|
||||
"night": (0, 5),
|
||||
}
|
||||
|
||||
|
||||
@dataclass
|
||||
class ComplexFrontLine:
|
||||
"""
|
||||
Stores data necessary for building a multi-segment frontline.
|
||||
"points" should be ordered from closest to farthest distance originating from start_cp.position
|
||||
"""
|
||||
|
||||
start_cp: ControlPoint
|
||||
points: List[Point]
|
||||
|
||||
|
||||
@dataclass
|
||||
class FrontLineSegment:
|
||||
"""
|
||||
Describes a line segment of a FrontLine
|
||||
"""
|
||||
|
||||
point_a: Point
|
||||
point_b: Point
|
||||
|
||||
@property
|
||||
def attack_heading(self) -> Numeric:
|
||||
"""The heading of the frontline segment from player to enemy control point"""
|
||||
return self.point_a.heading_between_point(self.point_b)
|
||||
|
||||
@property
|
||||
def attack_distance(self) -> Numeric:
|
||||
"""Length of the segment"""
|
||||
return self.point_a.distance_to_point(self.point_b)
|
||||
|
||||
|
||||
class FrontLine(MissionTarget):
|
||||
"""Defines a front line location between two control points.
|
||||
Front lines are the area where ground combat happens.
|
||||
Overwrites the entirety of MissionTarget __init__ method to allow for
|
||||
dynamic position calculation.
|
||||
"""
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
control_point_a: ControlPoint,
|
||||
control_point_b: ControlPoint,
|
||||
theater: ConflictTheater
|
||||
) -> None:
|
||||
self.control_point_a = control_point_a
|
||||
self.control_point_b = control_point_b
|
||||
self.segments: List[FrontLineSegment] = []
|
||||
self.theater = theater
|
||||
self._build_segments()
|
||||
self.name = f"Front line {control_point_a}/{control_point_b}"
|
||||
|
||||
def is_friendly(self, to_player: bool) -> bool:
|
||||
"""Returns True if the objective is in friendly territory."""
|
||||
return False
|
||||
|
||||
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
||||
yield from [
|
||||
FlightType.CAS,
|
||||
# TODO: FlightType.TROOP_TRANSPORT
|
||||
# TODO: FlightType.EVAC
|
||||
]
|
||||
yield from super().mission_types(for_player)
|
||||
|
||||
@property
|
||||
def position(self):
|
||||
"""
|
||||
The position where the conflict should occur
|
||||
according to the current strength of each control point.
|
||||
"""
|
||||
return self.point_from_a(self._position_distance)
|
||||
|
||||
@property
|
||||
def control_points(self) -> Tuple[ControlPoint, ControlPoint]:
|
||||
"""Returns a tuple of the two control points."""
|
||||
return self.control_point_a, self.control_point_b
|
||||
|
||||
@property
|
||||
def attack_distance(self):
|
||||
"""The total distance of all segments"""
|
||||
return sum(i.attack_distance for i in self.segments)
|
||||
|
||||
@property
|
||||
def attack_heading(self):
|
||||
"""The heading of the active attack segment from player to enemy control point"""
|
||||
return self.active_segment.attack_heading
|
||||
|
||||
@property
|
||||
def active_segment(self) -> FrontLineSegment:
|
||||
"""The FrontLine segment where there can be an active conflict"""
|
||||
if self._position_distance <= self.segments[0].attack_distance:
|
||||
return self.segments[0]
|
||||
|
||||
remaining_dist = self._position_distance
|
||||
for segment in self.segments:
|
||||
if remaining_dist <= segment.attack_distance:
|
||||
return segment
|
||||
else:
|
||||
remaining_dist -= segment.attack_distance
|
||||
logging.error(
|
||||
"Frontline attack distance is greater than the sum of its segments"
|
||||
)
|
||||
return self.segments[0]
|
||||
|
||||
def point_from_a(self, distance: Numeric) -> Point:
|
||||
"""
|
||||
Returns a point {distance} away from control_point_a along the frontline segments.
|
||||
"""
|
||||
if distance < self.segments[0].attack_distance:
|
||||
return self.control_point_a.position.point_from_heading(
|
||||
self.segments[0].attack_heading, distance
|
||||
)
|
||||
remaining_dist = distance
|
||||
for segment in self.segments:
|
||||
if remaining_dist < segment.attack_distance:
|
||||
return segment.point_a.point_from_heading(
|
||||
segment.attack_heading, remaining_dist
|
||||
)
|
||||
else:
|
||||
remaining_dist -= segment.attack_distance
|
||||
|
||||
@property
|
||||
def _position_distance(self) -> float:
|
||||
"""
|
||||
The distance from point "a" where the conflict should occur
|
||||
according to the current strength of each control point
|
||||
"""
|
||||
total_strength = (
|
||||
self.control_point_a.base.strength + self.control_point_b.base.strength
|
||||
)
|
||||
if self.control_point_a.base.strength == 0:
|
||||
return self._adjust_for_min_dist(0)
|
||||
if self.control_point_b.base.strength == 0:
|
||||
return self._adjust_for_min_dist(self.attack_distance)
|
||||
strength_pct = self.control_point_a.base.strength / total_strength
|
||||
return self._adjust_for_min_dist(strength_pct * self.attack_distance)
|
||||
|
||||
def _adjust_for_min_dist(self, distance: Numeric) -> Numeric:
|
||||
"""
|
||||
Ensures the frontline conflict is never located within the minimum distance
|
||||
constant of either end control point.
|
||||
"""
|
||||
if (distance > self.attack_distance / 2) and (
|
||||
distance + FRONTLINE_MIN_CP_DISTANCE > self.attack_distance
|
||||
):
|
||||
distance = self.attack_distance - FRONTLINE_MIN_CP_DISTANCE
|
||||
elif (distance < self.attack_distance / 2) and (
|
||||
distance < FRONTLINE_MIN_CP_DISTANCE
|
||||
):
|
||||
distance = FRONTLINE_MIN_CP_DISTANCE
|
||||
return distance
|
||||
|
||||
def _build_segments(self) -> None:
|
||||
"""Create line segments for the frontline"""
|
||||
control_point_ids = "|".join(
|
||||
[str(self.control_point_a.id), str(self.control_point_b.id)]
|
||||
) # from_cp.id|to_cp.id
|
||||
reversed_cp_ids = "|".join(
|
||||
[str(self.control_point_b.id), str(self.control_point_a.id)]
|
||||
)
|
||||
complex_frontlines = self.theater.frontline_data
|
||||
if (complex_frontlines) and (
|
||||
(control_point_ids in complex_frontlines)
|
||||
or (reversed_cp_ids in complex_frontlines)
|
||||
):
|
||||
# The frontline segments must be stored in the correct order for the distance algorithms to work.
|
||||
# The points in the frontline are ordered from the id before the | to the id after.
|
||||
# First, check if control point id pair matches in order, and create segments if a match is found.
|
||||
if control_point_ids in complex_frontlines:
|
||||
point_pairs = pairwise(complex_frontlines[control_point_ids].points)
|
||||
for i in point_pairs:
|
||||
self.segments.append(FrontLineSegment(i[0], i[1]))
|
||||
# Check the reverse order and build in reverse if found.
|
||||
elif reversed_cp_ids in complex_frontlines:
|
||||
point_pairs = pairwise(
|
||||
reversed(complex_frontlines[reversed_cp_ids].points)
|
||||
)
|
||||
for i in point_pairs:
|
||||
self.segments.append(FrontLineSegment(i[0], i[1]))
|
||||
# If no complex frontline has been configured, fall back to the old straight line method.
|
||||
else:
|
||||
self.segments.append(
|
||||
FrontLineSegment(
|
||||
self.control_point_a.position, self.control_point_b.position
|
||||
)
|
||||
)
|
||||
|
||||
|
||||
@staticmethod
|
||||
def load_json_frontlines(
|
||||
theater: ConflictTheater
|
||||
) -> Optional[Dict[str, ComplexFrontLine]]:
|
||||
"""Load complex frontlines from json"""
|
||||
try:
|
||||
path = Path(f"resources/frontlines/{theater.terrain.name.lower()}.json")
|
||||
with open(path, "r") as file:
|
||||
logging.debug(f"Loading frontline from {path}...")
|
||||
data = json.load(file)
|
||||
return {
|
||||
frontline: ComplexFrontLine(
|
||||
data[frontline]["start_cp"],
|
||||
[Point(i[0], i[1]) for i in data[frontline]["points"]],
|
||||
)
|
||||
for frontline in data
|
||||
}
|
||||
except OSError:
|
||||
logging.warning(
|
||||
f"Unable to load preset frontlines for {theater.terrain.name}"
|
||||
)
|
||||
return None
|
||||
879
game/theater/controlpoint.py
Normal file
879
game/theater/controlpoint.py
Normal file
@@ -0,0 +1,879 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import heapq
|
||||
import itertools
|
||||
import logging
|
||||
import random
|
||||
import re
|
||||
from abc import ABC, abstractmethod
|
||||
from dataclasses import dataclass, field
|
||||
from enum import Enum
|
||||
from functools import total_ordering
|
||||
from typing import Any, Dict, Iterator, List, Optional, TYPE_CHECKING, Type
|
||||
|
||||
from dcs.mapping import Point
|
||||
from dcs.ships import (
|
||||
CVN_74_John_C__Stennis,
|
||||
CV_1143_5_Admiral_Kuznetsov,
|
||||
LHA_1_Tarawa,
|
||||
Type_071_Amphibious_Transport_Dock,
|
||||
)
|
||||
from dcs.terrain.terrain import Airport, ParkingSlot
|
||||
from dcs.unittype import FlyingType
|
||||
|
||||
from game import db
|
||||
from gen.flights.closestairfields import ObjectiveDistanceCache
|
||||
from gen.ground_forces.ai_ground_planner_db import TYPE_SHORAD
|
||||
from gen.ground_forces.combat_stance import CombatStance
|
||||
from gen.runways import RunwayAssigner, RunwayData
|
||||
from .base import Base
|
||||
from .missiontarget import MissionTarget
|
||||
from .theatergroundobject import (
|
||||
BaseDefenseGroundObject,
|
||||
EwrGroundObject,
|
||||
GenericCarrierGroundObject,
|
||||
SamGroundObject,
|
||||
TheaterGroundObject,
|
||||
VehicleGroupGroundObject,
|
||||
)
|
||||
from ..db import PRICES
|
||||
from ..utils import nautical_miles
|
||||
from ..weather import Conditions
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
from gen.flights.flight import FlightType
|
||||
|
||||
|
||||
class ControlPointType(Enum):
|
||||
#: An airbase with slots for everything.
|
||||
AIRBASE = 0
|
||||
#: A group with a Stennis type carrier (F/A-18, F-14 compatible).
|
||||
AIRCRAFT_CARRIER_GROUP = 1
|
||||
#: A group with a Tarawa carrier (Helicopters & Harrier).
|
||||
LHA_GROUP = 2
|
||||
#: A FARP, with slots for helicopters
|
||||
FARP = 4
|
||||
#: A FOB (ground units only)
|
||||
FOB = 5
|
||||
OFF_MAP = 6
|
||||
|
||||
|
||||
class LocationType(Enum):
|
||||
BaseAirDefense = "base air defense"
|
||||
Coastal = "coastal defense"
|
||||
Ewr = "EWR"
|
||||
Garrison = "garrison"
|
||||
MissileSite = "missile site"
|
||||
OffshoreStrikeTarget = "offshore strike target"
|
||||
Sam = "SAM"
|
||||
Ship = "ship"
|
||||
Shorad = "SHORAD"
|
||||
StrikeTarget = "strike target"
|
||||
|
||||
|
||||
@dataclass
|
||||
class PresetLocations:
|
||||
"""Defines the preset locations loaded from the campaign mission file."""
|
||||
|
||||
#: Locations used for spawning ground defenses for bases.
|
||||
base_garrisons: List[Point] = field(default_factory=list)
|
||||
|
||||
#: Locations used for spawning air defenses for bases. Used by SAMs, AAA,
|
||||
#: and SHORADs.
|
||||
base_air_defense: List[Point] = field(default_factory=list)
|
||||
|
||||
#: Locations used by EWRs.
|
||||
ewrs: List[Point] = field(default_factory=list)
|
||||
|
||||
#: Locations used by non-carrier ships. Carriers and LHAs are not random.
|
||||
ships: List[Point] = field(default_factory=list)
|
||||
|
||||
#: Locations used by coastal defenses.
|
||||
coastal_defenses: List[Point] = field(default_factory=list)
|
||||
|
||||
#: Locations used by ground based strike objectives.
|
||||
strike_locations: List[Point] = field(default_factory=list)
|
||||
|
||||
#: Locations used by offshore strike objectives.
|
||||
offshore_strike_locations: List[Point] = field(default_factory=list)
|
||||
|
||||
#: Locations used by missile sites like scuds and V-2s.
|
||||
missile_sites: List[Point] = field(default_factory=list)
|
||||
|
||||
#: Locations of long range SAMs which should always be spawned.
|
||||
required_long_range_sams: List[Point] = field(default_factory=list)
|
||||
|
||||
#: Locations of medium range SAMs which should always be spawned.
|
||||
required_medium_range_sams: List[Point] = field(default_factory=list)
|
||||
|
||||
@staticmethod
|
||||
def _random_from(points: List[Point]) -> Optional[Point]:
|
||||
"""Finds, removes, and returns a random position from the given list."""
|
||||
if not points:
|
||||
return None
|
||||
point = random.choice(points)
|
||||
points.remove(point)
|
||||
return point
|
||||
|
||||
def random_for(self, location_type: LocationType) -> Optional[Point]:
|
||||
"""Returns a position suitable for the given location type.
|
||||
|
||||
The location, if found, will be claimed by the caller and not available
|
||||
to subsequent calls.
|
||||
"""
|
||||
if location_type == LocationType.BaseAirDefense:
|
||||
return self._random_from(self.base_air_defense)
|
||||
if location_type == LocationType.Coastal:
|
||||
return self._random_from(self.coastal_defenses)
|
||||
if location_type == LocationType.Ewr:
|
||||
return self._random_from(self.ewrs)
|
||||
if location_type == LocationType.Garrison:
|
||||
return self._random_from(self.base_garrisons)
|
||||
if location_type == LocationType.MissileSite:
|
||||
return self._random_from(self.missile_sites)
|
||||
if location_type == LocationType.OffshoreStrikeTarget:
|
||||
return self._random_from(self.offshore_strike_locations)
|
||||
if location_type == LocationType.Sam:
|
||||
return self._random_from(self.strike_locations)
|
||||
if location_type == LocationType.Ship:
|
||||
return self._random_from(self.ships)
|
||||
if location_type == LocationType.Shorad:
|
||||
return self._random_from(self.base_garrisons)
|
||||
if location_type == LocationType.StrikeTarget:
|
||||
return self._random_from(self.strike_locations)
|
||||
logging.error(f"Unknown location type: {location_type}")
|
||||
return None
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class PendingOccupancy:
|
||||
present: int
|
||||
ordered: int
|
||||
transferring: int
|
||||
|
||||
@property
|
||||
def total(self) -> int:
|
||||
return self.present + self.ordered + self.transferring
|
||||
|
||||
|
||||
@dataclass
|
||||
class RunwayStatus:
|
||||
damaged: bool = False
|
||||
repair_turns_remaining: Optional[int] = None
|
||||
|
||||
def damage(self) -> None:
|
||||
self.damaged = True
|
||||
# If the runway is already under repair and is damaged again, progress
|
||||
# is reset.
|
||||
self.repair_turns_remaining = None
|
||||
|
||||
def begin_repair(self) -> None:
|
||||
if self.repair_turns_remaining is not None:
|
||||
logging.error("Runway already under repair. Restarting.")
|
||||
self.repair_turns_remaining = 4
|
||||
|
||||
def process_turn(self) -> None:
|
||||
if self.repair_turns_remaining is not None:
|
||||
if self.repair_turns_remaining == 1:
|
||||
self.repair_turns_remaining = None
|
||||
self.damaged = False
|
||||
else:
|
||||
self.repair_turns_remaining -= 1
|
||||
|
||||
@property
|
||||
def needs_repair(self) -> bool:
|
||||
return self.damaged and self.repair_turns_remaining is None
|
||||
|
||||
def __str__(self) -> str:
|
||||
if not self.damaged:
|
||||
return "Runway operational"
|
||||
|
||||
turns_remaining = self.repair_turns_remaining
|
||||
if turns_remaining is None:
|
||||
return "Runway damaged"
|
||||
|
||||
return f"Runway repairing, {turns_remaining} turns remaining"
|
||||
|
||||
|
||||
@total_ordering
|
||||
class GroundUnitDestination:
|
||||
def __init__(self, control_point: ControlPoint) -> None:
|
||||
self.control_point = control_point
|
||||
|
||||
@property
|
||||
def total_value(self) -> float:
|
||||
return self.control_point.base.total_armor_value
|
||||
|
||||
def __eq__(self, other: Any) -> bool:
|
||||
if not isinstance(other, GroundUnitDestination):
|
||||
raise TypeError
|
||||
|
||||
return self.total_value == other.total_value
|
||||
|
||||
def __lt__(self, other: Any) -> bool:
|
||||
if not isinstance(other, GroundUnitDestination):
|
||||
raise TypeError
|
||||
|
||||
return self.total_value < other.total_value
|
||||
|
||||
|
||||
class ControlPoint(MissionTarget, ABC):
|
||||
|
||||
position = None # type: Point
|
||||
name = None # type: str
|
||||
|
||||
captured = False
|
||||
has_frontline = True
|
||||
|
||||
alt = 0
|
||||
|
||||
# TODO: Only airbases have IDs.
|
||||
# TODO: has_frontline is only reasonable for airbases.
|
||||
# TODO: cptype is obsolete.
|
||||
def __init__(self, cp_id: int, name: str, position: Point,
|
||||
at: db.StartingPosition, size: int,
|
||||
importance: float, has_frontline=True,
|
||||
cptype=ControlPointType.AIRBASE):
|
||||
super().__init__(name, position)
|
||||
# TODO: Should be Airbase specific.
|
||||
self.id = cp_id
|
||||
self.full_name = name
|
||||
self.at = at
|
||||
self.connected_objectives: List[TheaterGroundObject] = []
|
||||
self.base_defenses: List[BaseDefenseGroundObject] = []
|
||||
self.preset_locations = PresetLocations()
|
||||
|
||||
# TODO: Should be Airbase specific.
|
||||
self.size = size
|
||||
self.importance = importance
|
||||
self.captured = False
|
||||
self.captured_invert = False
|
||||
# TODO: Should be Airbase specific.
|
||||
self.has_frontline = has_frontline
|
||||
self.connected_points: List[ControlPoint] = []
|
||||
self.base: Base = Base()
|
||||
self.cptype = cptype
|
||||
# TODO: Should be Airbase specific.
|
||||
self.stances: Dict[int, CombatStance] = {}
|
||||
from ..event import UnitsDeliveryEvent
|
||||
self.pending_unit_deliveries = UnitsDeliveryEvent(self)
|
||||
|
||||
self.target_position: Optional[Point] = None
|
||||
|
||||
def __repr__(self):
|
||||
return f"<{__class__}: {self.name}>"
|
||||
|
||||
@property
|
||||
def ground_objects(self) -> List[TheaterGroundObject]:
|
||||
return list(
|
||||
itertools.chain(self.connected_objectives, self.base_defenses))
|
||||
|
||||
@property
|
||||
@abstractmethod
|
||||
def heading(self) -> int:
|
||||
...
|
||||
|
||||
def __str__(self):
|
||||
return self.name
|
||||
|
||||
@property
|
||||
def is_global(self):
|
||||
return not self.connected_points
|
||||
|
||||
@property
|
||||
def is_carrier(self):
|
||||
"""
|
||||
:return: Whether this control point is an aircraft carrier
|
||||
"""
|
||||
return False
|
||||
|
||||
@property
|
||||
def is_fleet(self):
|
||||
"""
|
||||
:return: Whether this control point is a boat (mobile)
|
||||
"""
|
||||
return False
|
||||
|
||||
@property
|
||||
def is_lha(self):
|
||||
"""
|
||||
:return: Whether this control point is an LHA
|
||||
"""
|
||||
return False
|
||||
|
||||
@property
|
||||
def moveable(self) -> bool:
|
||||
"""
|
||||
:return: Whether this control point can be moved around
|
||||
"""
|
||||
return False
|
||||
|
||||
@property
|
||||
@abstractmethod
|
||||
def can_deploy_ground_units(self) -> bool:
|
||||
...
|
||||
|
||||
@property
|
||||
@abstractmethod
|
||||
def total_aircraft_parking(self):
|
||||
"""
|
||||
:return: The maximum number of aircraft that can be stored in this
|
||||
control point
|
||||
"""
|
||||
...
|
||||
|
||||
# TODO: Should be Airbase specific.
|
||||
def connect(self, to: ControlPoint) -> None:
|
||||
self.connected_points.append(to)
|
||||
self.stances[to.id] = CombatStance.DEFENSIVE
|
||||
|
||||
@abstractmethod
|
||||
def runway_is_operational(self) -> bool:
|
||||
"""
|
||||
Check whether this control point supports taking offs and landings.
|
||||
:return:
|
||||
"""
|
||||
...
|
||||
|
||||
# TODO: Should be naval specific.
|
||||
def get_carrier_group_name(self):
|
||||
"""
|
||||
Get the carrier group name if the airbase is a carrier
|
||||
:return: Carrier group name
|
||||
"""
|
||||
if self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP,
|
||||
ControlPointType.LHA_GROUP]:
|
||||
for g in self.ground_objects:
|
||||
if g.dcs_identifier == "CARRIER":
|
||||
for group in g.groups:
|
||||
for u in group.units:
|
||||
if db.unit_type_from_name(u.type) in [
|
||||
CVN_74_John_C__Stennis,
|
||||
CV_1143_5_Admiral_Kuznetsov]:
|
||||
return group.name
|
||||
elif g.dcs_identifier == "LHA":
|
||||
for group in g.groups:
|
||||
for u in group.units:
|
||||
if db.unit_type_from_name(u.type) in [LHA_1_Tarawa]:
|
||||
return group.name
|
||||
return None
|
||||
|
||||
# TODO: Should be Airbase specific.
|
||||
def is_connected(self, to) -> bool:
|
||||
return to in self.connected_points
|
||||
|
||||
def find_ground_objects_by_obj_name(self, obj_name):
|
||||
found = []
|
||||
for g in self.ground_objects:
|
||||
if g.obj_name == obj_name:
|
||||
found.append(g)
|
||||
return found
|
||||
|
||||
def is_friendly(self, to_player: bool) -> bool:
|
||||
return self.captured == to_player
|
||||
|
||||
# TODO: Should be Airbase specific.
|
||||
def clear_base_defenses(self) -> None:
|
||||
for base_defense in self.base_defenses:
|
||||
if isinstance(base_defense, EwrGroundObject):
|
||||
self.preset_locations.ewrs.append(base_defense.position)
|
||||
elif isinstance(base_defense, SamGroundObject):
|
||||
self.preset_locations.base_air_defense.append(
|
||||
base_defense.position)
|
||||
elif isinstance(base_defense, VehicleGroupGroundObject):
|
||||
self.preset_locations.base_garrisons.append(
|
||||
base_defense.position)
|
||||
else:
|
||||
logging.error(
|
||||
"Could not determine preset location type for "
|
||||
f"{base_defense}. Assuming garrison type.")
|
||||
self.preset_locations.base_garrisons.append(
|
||||
base_defense.position)
|
||||
self.base_defenses = []
|
||||
|
||||
def capture_equipment(self, game: Game) -> None:
|
||||
total = self.base.total_armor_value
|
||||
self.base.armor.clear()
|
||||
game.adjust_budget(total, player=not self.captured)
|
||||
game.message(
|
||||
f"{self.name} is not connected to any friendly points. Ground "
|
||||
f"vehicles have been captured and sold for ${total}M.")
|
||||
|
||||
def retreat_ground_units(self, game: Game):
|
||||
# When there are multiple valid destinations, deliver units to whichever
|
||||
# base is least defended first. The closest approximation of unit
|
||||
# strength we have is price
|
||||
destinations = [GroundUnitDestination(cp)
|
||||
for cp in self.connected_points
|
||||
if cp.captured == self.captured]
|
||||
if not destinations:
|
||||
self.capture_equipment(game)
|
||||
return
|
||||
|
||||
heapq.heapify(destinations)
|
||||
destination = heapq.heappop(destinations)
|
||||
while self.base.armor:
|
||||
unit_type, count = self.base.armor.popitem()
|
||||
for _ in range(count):
|
||||
destination.control_point.base.commision_units({unit_type: 1})
|
||||
destination = heapq.heappushpop(destinations, destination)
|
||||
|
||||
def capture_aircraft(self, game: Game, airframe: Type[FlyingType],
|
||||
count: int) -> None:
|
||||
try:
|
||||
value = PRICES[airframe] * count
|
||||
except KeyError:
|
||||
logging.exception(f"Unknown price for {airframe.id}")
|
||||
return
|
||||
|
||||
game.adjust_budget(value, player=not self.captured)
|
||||
game.message(
|
||||
f"No valid retreat destination in range of {self.name} for "
|
||||
f"{airframe.id}. {count} aircraft have been captured and sold for "
|
||||
f"${value}M.")
|
||||
|
||||
def aircraft_retreat_destination(
|
||||
self, game: Game,
|
||||
airframe: Type[FlyingType]) -> Optional[ControlPoint]:
|
||||
closest = ObjectiveDistanceCache.get_closest_airfields(self)
|
||||
# TODO: Should be airframe dependent.
|
||||
max_retreat_distance = nautical_miles(200)
|
||||
# Skip the first airbase because that's the airbase we're retreating
|
||||
# from.
|
||||
airfields = list(closest.airfields_within(max_retreat_distance))[1:]
|
||||
for airbase in airfields:
|
||||
if not airbase.can_operate(airframe):
|
||||
continue
|
||||
if airbase.captured != self.captured:
|
||||
continue
|
||||
if airbase.unclaimed_parking(game) > 0:
|
||||
return airbase
|
||||
return None
|
||||
|
||||
def _retreat_air_units(self, game: Game, airframe: Type[FlyingType],
|
||||
count: int) -> None:
|
||||
while count:
|
||||
logging.debug(f"Retreating {count} {airframe.id} from {self.name}")
|
||||
destination = self.aircraft_retreat_destination(game, airframe)
|
||||
if destination is None:
|
||||
self.capture_aircraft(game, airframe, count)
|
||||
return
|
||||
parking = destination.unclaimed_parking(game)
|
||||
transfer_amount = min([parking, count])
|
||||
destination.base.commision_units({airframe: transfer_amount})
|
||||
count -= transfer_amount
|
||||
|
||||
def retreat_air_units(self, game: Game) -> None:
|
||||
# TODO: Capture in order of price to retain maximum value?
|
||||
while self.base.aircraft:
|
||||
airframe, count = self.base.aircraft.popitem()
|
||||
self._retreat_air_units(game, airframe, count)
|
||||
|
||||
# TODO: Should be Airbase specific.
|
||||
def capture(self, game: Game, for_player: bool) -> None:
|
||||
self.pending_unit_deliveries.refund_all(game)
|
||||
self.retreat_ground_units(game)
|
||||
self.retreat_air_units(game)
|
||||
|
||||
if for_player:
|
||||
self.captured = True
|
||||
else:
|
||||
self.captured = False
|
||||
|
||||
self.base.set_strength_to_minimum()
|
||||
|
||||
self.clear_base_defenses()
|
||||
from .start_generator import BaseDefenseGenerator
|
||||
BaseDefenseGenerator(game, self).generate()
|
||||
|
||||
@abstractmethod
|
||||
def can_operate(self, aircraft: Type[FlyingType]) -> bool:
|
||||
...
|
||||
|
||||
def aircraft_transferring(self, game: Game) -> int:
|
||||
if self.captured:
|
||||
ato = game.blue_ato
|
||||
else:
|
||||
ato = game.red_ato
|
||||
|
||||
total = 0
|
||||
for package in ato.packages:
|
||||
for flight in package.flights:
|
||||
if flight.departure == flight.arrival:
|
||||
continue
|
||||
if flight.departure == self:
|
||||
total -= flight.count
|
||||
elif flight.arrival == self:
|
||||
total += flight.count
|
||||
return total
|
||||
|
||||
def expected_aircraft_next_turn(self, game: Game) -> PendingOccupancy:
|
||||
on_order = 0
|
||||
for unit_bought in self.pending_unit_deliveries.units:
|
||||
if issubclass(unit_bought, FlyingType):
|
||||
on_order += self.pending_unit_deliveries.units[unit_bought]
|
||||
|
||||
return PendingOccupancy(self.base.total_aircraft, on_order,
|
||||
self.aircraft_transferring(game))
|
||||
|
||||
def unclaimed_parking(self, game: Game) -> int:
|
||||
return (self.total_aircraft_parking -
|
||||
self.expected_aircraft_next_turn(game).total)
|
||||
|
||||
@abstractmethod
|
||||
def active_runway(self, conditions: Conditions,
|
||||
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
|
||||
...
|
||||
|
||||
@property
|
||||
def parking_slots(self) -> Iterator[ParkingSlot]:
|
||||
yield from []
|
||||
|
||||
@property
|
||||
@abstractmethod
|
||||
def runway_status(self) -> RunwayStatus:
|
||||
...
|
||||
|
||||
@property
|
||||
def runway_can_be_repaired(self) -> bool:
|
||||
return self.runway_status.needs_repair
|
||||
|
||||
def begin_runway_repair(self) -> None:
|
||||
if not self.runway_can_be_repaired:
|
||||
logging.error(f"Cannot repair runway at {self}")
|
||||
return
|
||||
self.runway_status.begin_repair()
|
||||
|
||||
def process_turn(self, game: Game) -> None:
|
||||
self.pending_unit_deliveries.process(game)
|
||||
|
||||
runway_status = self.runway_status
|
||||
if runway_status is not None:
|
||||
runway_status.process_turn()
|
||||
|
||||
# Process movements for ships control points group
|
||||
if self.target_position is not None:
|
||||
delta = self.target_position - self.position
|
||||
self.position = self.target_position
|
||||
self.target_position = None
|
||||
|
||||
# Move the linked unit groups
|
||||
for ground_object in self.ground_objects:
|
||||
if isinstance(ground_object, GenericCarrierGroundObject):
|
||||
ground_object.position.x = ground_object.position.x + delta.x
|
||||
ground_object.position.y = ground_object.position.y + delta.y
|
||||
for group in ground_object.groups:
|
||||
for u in group.units:
|
||||
u.position.x = u.position.x + delta.x
|
||||
u.position.y = u.position.y + delta.y
|
||||
|
||||
@property
|
||||
def pending_frontline_aa_deliveries_count(self):
|
||||
"""
|
||||
Get number of pending frontline aa units
|
||||
"""
|
||||
if self.pending_unit_deliveries:
|
||||
return sum([v for k,v in self.pending_unit_deliveries.units.items() if k in TYPE_SHORAD])
|
||||
else:
|
||||
return 0
|
||||
|
||||
@property
|
||||
def pending_deliveries_count(self):
|
||||
"""
|
||||
Get number of pending units
|
||||
"""
|
||||
if self.pending_unit_deliveries:
|
||||
return sum([v for k, v in self.pending_unit_deliveries.units.items()])
|
||||
else:
|
||||
return 0
|
||||
|
||||
@property
|
||||
def expected_ground_units_next_turn(self) -> PendingOccupancy:
|
||||
on_order = 0
|
||||
for unit_bought in self.pending_unit_deliveries.units:
|
||||
if issubclass(unit_bought, FlyingType):
|
||||
continue
|
||||
if unit_bought in TYPE_SHORAD:
|
||||
continue
|
||||
on_order += self.pending_unit_deliveries.units[unit_bought]
|
||||
|
||||
return PendingOccupancy(self.base.total_armor, on_order,
|
||||
# Ground unit transfers not yet implemented.
|
||||
transferring=0)
|
||||
|
||||
@property
|
||||
def income_per_turn(self) -> int:
|
||||
return 0
|
||||
|
||||
|
||||
class Airfield(ControlPoint):
|
||||
|
||||
def __init__(self, airport: Airport, size: int,
|
||||
importance: float, has_frontline=True):
|
||||
super().__init__(airport.id, airport.name, airport.position, airport,
|
||||
size, importance, has_frontline,
|
||||
cptype=ControlPointType.AIRBASE)
|
||||
self.airport = airport
|
||||
self._runway_status = RunwayStatus()
|
||||
|
||||
def can_operate(self, aircraft: FlyingType) -> bool:
|
||||
# TODO: Allow helicopters.
|
||||
# Need to implement ground spawns so the helos don't use the runway.
|
||||
# TODO: Allow harrier.
|
||||
# Needs ground spawns just like helos do, but also need to be able to
|
||||
# limit takeoff weight to ~20500 lbs or it won't be able to take off.
|
||||
return self.runway_is_operational()
|
||||
|
||||
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
||||
from gen.flights.flight import FlightType
|
||||
if self.is_friendly(for_player):
|
||||
yield from [
|
||||
# TODO: FlightType.INTERCEPTION
|
||||
# TODO: FlightType.LOGISTICS
|
||||
]
|
||||
else:
|
||||
yield from [
|
||||
FlightType.OCA_AIRCRAFT,
|
||||
FlightType.OCA_RUNWAY,
|
||||
]
|
||||
yield from super().mission_types(for_player)
|
||||
|
||||
@property
|
||||
def total_aircraft_parking(self) -> int:
|
||||
return len(self.airport.parking_slots)
|
||||
|
||||
@property
|
||||
def heading(self) -> int:
|
||||
return self.airport.runways[0].heading
|
||||
|
||||
def runway_is_operational(self) -> bool:
|
||||
return not self.runway_status.damaged
|
||||
|
||||
@property
|
||||
def runway_status(self) -> RunwayStatus:
|
||||
return self._runway_status
|
||||
|
||||
def damage_runway(self) -> None:
|
||||
self.runway_status.damage()
|
||||
|
||||
def active_runway(self, conditions: Conditions,
|
||||
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
|
||||
assigner = RunwayAssigner(conditions)
|
||||
return assigner.get_preferred_runway(self.airport)
|
||||
|
||||
@property
|
||||
def parking_slots(self) -> Iterator[ParkingSlot]:
|
||||
yield from self.airport.parking_slots
|
||||
|
||||
@property
|
||||
def can_deploy_ground_units(self) -> bool:
|
||||
return True
|
||||
|
||||
@property
|
||||
def income_per_turn(self) -> int:
|
||||
return 20
|
||||
|
||||
|
||||
class NavalControlPoint(ControlPoint, ABC):
|
||||
|
||||
@property
|
||||
def is_fleet(self) -> bool:
|
||||
return True
|
||||
|
||||
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
||||
from gen.flights.flight import FlightType
|
||||
if self.is_friendly(for_player):
|
||||
yield from [
|
||||
# TODO: FlightType.INTERCEPTION
|
||||
# TODO: Buddy tanking for the A-4?
|
||||
# TODO: Rescue chopper?
|
||||
# TODO: Inter-ship logistics?
|
||||
]
|
||||
else:
|
||||
yield FlightType.ANTISHIP
|
||||
yield from super().mission_types(for_player)
|
||||
|
||||
@property
|
||||
def heading(self) -> int:
|
||||
return 0 # TODO compute heading
|
||||
|
||||
def runway_is_operational(self) -> bool:
|
||||
# Necessary because it's possible for the carrier itself to have sunk
|
||||
# while its escorts are still alive.
|
||||
for g in self.ground_objects:
|
||||
if g.dcs_identifier in ["CARRIER", "LHA"]:
|
||||
for group in g.groups:
|
||||
for u in group.units:
|
||||
if db.unit_type_from_name(u.type) in [
|
||||
CVN_74_John_C__Stennis, LHA_1_Tarawa,
|
||||
CV_1143_5_Admiral_Kuznetsov,
|
||||
Type_071_Amphibious_Transport_Dock]:
|
||||
return True
|
||||
return False
|
||||
|
||||
def active_runway(self, conditions: Conditions,
|
||||
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
|
||||
# TODO: Assign TACAN and ICLS earlier so we don't need this.
|
||||
fallback = RunwayData(self.full_name, runway_heading=0, runway_name="")
|
||||
return dynamic_runways.get(self.name, fallback)
|
||||
|
||||
@property
|
||||
def runway_status(self) -> RunwayStatus:
|
||||
return RunwayStatus(damaged=not self.runway_is_operational())
|
||||
|
||||
@property
|
||||
def runway_can_be_repaired(self) -> bool:
|
||||
return False
|
||||
|
||||
@property
|
||||
def moveable(self) -> bool:
|
||||
return True
|
||||
|
||||
@property
|
||||
def can_deploy_ground_units(self) -> bool:
|
||||
return False
|
||||
|
||||
|
||||
class Carrier(NavalControlPoint):
|
||||
|
||||
def __init__(self, name: str, at: Point, cp_id: int):
|
||||
import game.theater.conflicttheater
|
||||
super().__init__(cp_id, name, at, at,
|
||||
game.theater.conflicttheater.SIZE_SMALL, 1,
|
||||
has_frontline=False, cptype=ControlPointType.AIRCRAFT_CARRIER_GROUP)
|
||||
|
||||
def capture(self, game: Game, for_player: bool) -> None:
|
||||
raise RuntimeError("Carriers cannot be captured")
|
||||
|
||||
@property
|
||||
def is_carrier(self):
|
||||
return True
|
||||
|
||||
def can_operate(self, aircraft: FlyingType) -> bool:
|
||||
return aircraft in db.CARRIER_CAPABLE
|
||||
|
||||
@property
|
||||
def total_aircraft_parking(self) -> int:
|
||||
return 90
|
||||
|
||||
|
||||
class Lha(NavalControlPoint):
|
||||
|
||||
def __init__(self, name: str, at: Point, cp_id: int):
|
||||
import game.theater.conflicttheater
|
||||
super().__init__(cp_id, name, at, at,
|
||||
game.theater.conflicttheater.SIZE_SMALL, 1,
|
||||
has_frontline=False, cptype=ControlPointType.LHA_GROUP)
|
||||
|
||||
def capture(self, game: Game, for_player: bool) -> None:
|
||||
raise RuntimeError("LHAs cannot be captured")
|
||||
|
||||
@property
|
||||
def is_lha(self) -> bool:
|
||||
return True
|
||||
|
||||
def can_operate(self, aircraft: FlyingType) -> bool:
|
||||
return aircraft in db.LHA_CAPABLE
|
||||
|
||||
@property
|
||||
def total_aircraft_parking(self) -> int:
|
||||
return 20
|
||||
|
||||
|
||||
class OffMapSpawn(ControlPoint):
|
||||
|
||||
def runway_is_operational(self) -> bool:
|
||||
return True
|
||||
|
||||
def __init__(self, cp_id: int, name: str, position: Point):
|
||||
from . import IMPORTANCE_MEDIUM, SIZE_REGULAR
|
||||
super().__init__(cp_id, name, position, at=position,
|
||||
size=SIZE_REGULAR, importance=IMPORTANCE_MEDIUM,
|
||||
has_frontline=False, cptype=ControlPointType.OFF_MAP)
|
||||
|
||||
def capture(self, game: Game, for_player: bool) -> None:
|
||||
raise RuntimeError("Off map control points cannot be captured")
|
||||
|
||||
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
||||
yield from []
|
||||
|
||||
@property
|
||||
def total_aircraft_parking(self) -> int:
|
||||
return 1000
|
||||
|
||||
def can_operate(self, aircraft: FlyingType) -> bool:
|
||||
return True
|
||||
|
||||
@property
|
||||
def heading(self) -> int:
|
||||
return 0
|
||||
|
||||
def active_runway(self, conditions: Conditions,
|
||||
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
|
||||
logging.warning("TODO: Off map spawns have no runways.")
|
||||
return RunwayData(self.full_name, runway_heading=0, runway_name="")
|
||||
|
||||
@property
|
||||
def runway_status(self) -> RunwayStatus:
|
||||
return RunwayStatus()
|
||||
|
||||
@property
|
||||
def can_deploy_ground_units(self) -> bool:
|
||||
return False
|
||||
|
||||
|
||||
class Fob(ControlPoint):
|
||||
|
||||
def __init__(self, name: str, at: Point, cp_id: int):
|
||||
import game.theater.conflicttheater
|
||||
super().__init__(cp_id, name, at, at,
|
||||
game.theater.conflicttheater.SIZE_SMALL, 1,
|
||||
has_frontline=True, cptype=ControlPointType.FOB)
|
||||
self.name = name
|
||||
|
||||
def runway_is_operational(self) -> bool:
|
||||
return False
|
||||
|
||||
def active_runway(self, conditions: Conditions,
|
||||
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
|
||||
logging.warning("TODO: FOBs have no runways.")
|
||||
return RunwayData(self.full_name, runway_heading=0, runway_name="")
|
||||
|
||||
@property
|
||||
def runway_status(self) -> RunwayStatus:
|
||||
return RunwayStatus()
|
||||
|
||||
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
||||
from gen.flights.flight import FlightType
|
||||
if self.is_friendly(for_player):
|
||||
yield from [
|
||||
FlightType.BARCAP,
|
||||
# TODO: FlightType.LOGISTICS
|
||||
]
|
||||
else:
|
||||
yield from [
|
||||
FlightType.STRIKE,
|
||||
FlightType.SWEEP,
|
||||
FlightType.ESCORT,
|
||||
FlightType.SEAD,
|
||||
]
|
||||
|
||||
@property
|
||||
def total_aircraft_parking(self) -> int:
|
||||
return 0
|
||||
|
||||
def can_operate(self, aircraft: FlyingType) -> bool:
|
||||
return False
|
||||
|
||||
@property
|
||||
def heading(self) -> int:
|
||||
return 0
|
||||
|
||||
@property
|
||||
def can_deploy_ground_units(self) -> bool:
|
||||
return True
|
||||
|
||||
@property
|
||||
def income_per_turn(self) -> int:
|
||||
return 10
|
||||
49
game/theater/landmap.py
Normal file
49
game/theater/landmap.py
Normal file
@@ -0,0 +1,49 @@
|
||||
from dataclasses import dataclass
|
||||
import pickle
|
||||
from functools import cached_property
|
||||
from typing import Optional, Tuple, Union
|
||||
import logging
|
||||
|
||||
from shapely import geometry
|
||||
from shapely.geometry import MultiPolygon, Polygon
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class Landmap:
|
||||
inclusion_zones: MultiPolygon
|
||||
exclusion_zones: MultiPolygon
|
||||
sea_zones: MultiPolygon
|
||||
|
||||
def __post_init__(self):
|
||||
if not self.inclusion_zones.is_valid:
|
||||
raise RuntimeError("Inclusion zones not valid")
|
||||
if not self.exclusion_zones.is_valid:
|
||||
raise RuntimeError("Exclusion zones not valid")
|
||||
if not self.sea_zones.is_valid:
|
||||
raise RuntimeError("Sea zones not valid")
|
||||
|
||||
@cached_property
|
||||
def inclusion_zone_only(self) -> MultiPolygon:
|
||||
return self.inclusion_zones - self.exclusion_zones - self.sea_zones
|
||||
|
||||
|
||||
def load_landmap(filename: str) -> Optional[Landmap]:
|
||||
try:
|
||||
with open(filename, "rb") as f:
|
||||
return pickle.load(f)
|
||||
except:
|
||||
logging.exception(f"Failed to load landmap {filename}")
|
||||
return None
|
||||
|
||||
|
||||
def poly_contains(x, y, poly: Union[MultiPolygon, Polygon]):
|
||||
return poly.contains(geometry.Point(x, y))
|
||||
|
||||
|
||||
def poly_centroid(poly) -> Tuple[float, float]:
|
||||
x_list = [vertex[0] for vertex in poly]
|
||||
y_list = [vertex[1] for vertex in poly]
|
||||
x = sum(x_list) / len(poly)
|
||||
y = sum(y_list) / len(poly)
|
||||
return (x, y)
|
||||
|
||||
43
game/theater/missiontarget.py
Normal file
43
game/theater/missiontarget.py
Normal file
@@ -0,0 +1,43 @@
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import Iterator, TYPE_CHECKING
|
||||
|
||||
from dcs.mapping import Point
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from gen.flights.flight import FlightType
|
||||
|
||||
|
||||
class MissionTarget:
|
||||
def __init__(self, name: str, position: Point) -> None:
|
||||
"""Initializes a mission target.
|
||||
|
||||
Args:
|
||||
name: The name of the mission target.
|
||||
position: The location of the mission target.
|
||||
"""
|
||||
self.name = name
|
||||
self.position = position
|
||||
|
||||
def distance_to(self, other: MissionTarget) -> int:
|
||||
"""Computes the distance to the given mission target."""
|
||||
return self.position.distance_to_point(other.position)
|
||||
|
||||
def is_friendly(self, to_player: bool) -> bool:
|
||||
"""Returns True if the objective is in friendly territory."""
|
||||
raise NotImplementedError
|
||||
|
||||
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
||||
from gen.flights.flight import FlightType
|
||||
if self.is_friendly(for_player):
|
||||
yield FlightType.BARCAP
|
||||
else:
|
||||
yield from [
|
||||
FlightType.ESCORT,
|
||||
FlightType.TARCAP,
|
||||
FlightType.SEAD,
|
||||
FlightType.SWEEP,
|
||||
# TODO: FlightType.ELINT,
|
||||
# TODO: FlightType.EWAR,
|
||||
# TODO: FlightType.RECON,
|
||||
]
|
||||
739
game/theater/start_generator.py
Normal file
739
game/theater/start_generator.py
Normal file
@@ -0,0 +1,739 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import logging
|
||||
import pickle
|
||||
import random
|
||||
from dataclasses import dataclass
|
||||
from datetime import datetime
|
||||
from typing import Any, Dict, Iterable, List, Optional, Set
|
||||
|
||||
from dcs.mapping import Point
|
||||
from dcs.task import CAP, CAS, PinpointStrike
|
||||
from dcs.vehicles import AirDefence
|
||||
|
||||
from game import Game, db
|
||||
from game.factions.faction import Faction
|
||||
from game.theater import Carrier, Lha, LocationType
|
||||
from game.theater.theatergroundobject import (
|
||||
BuildingGroundObject,
|
||||
CarrierGroundObject,
|
||||
EwrGroundObject,
|
||||
LhaGroundObject,
|
||||
MissileSiteGroundObject,
|
||||
SamGroundObject,
|
||||
ShipGroundObject,
|
||||
VehicleGroupGroundObject,
|
||||
)
|
||||
from game.version import VERSION
|
||||
from gen import namegen
|
||||
from gen.defenses.armor_group_generator import generate_armor_group
|
||||
from gen.fleet.ship_group_generator import (
|
||||
generate_carrier_group,
|
||||
generate_lha_group,
|
||||
generate_ship_group,
|
||||
)
|
||||
from gen.locations.preset_location_finder import MizDataLocationFinder
|
||||
from gen.missiles.missiles_group_generator import generate_missile_group
|
||||
from gen.sam.airdefensegroupgenerator import AirDefenseRange
|
||||
from gen.sam.sam_group_generator import (
|
||||
generate_anti_air_group,
|
||||
generate_ewr_group,
|
||||
)
|
||||
from . import (
|
||||
ConflictTheater,
|
||||
ControlPoint,
|
||||
ControlPointType,
|
||||
Fob,
|
||||
OffMapSpawn,
|
||||
)
|
||||
from ..settings import Settings
|
||||
|
||||
GroundObjectTemplates = Dict[str, Dict[str, Any]]
|
||||
|
||||
UNIT_VARIETY = 6
|
||||
UNIT_AMOUNT_FACTOR = 16
|
||||
UNIT_COUNT_IMPORTANCE_LOG = 1.3
|
||||
|
||||
COUNT_BY_TASK = {
|
||||
PinpointStrike: 12,
|
||||
CAP: 8,
|
||||
CAS: 4,
|
||||
AirDefence: 1,
|
||||
}
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class GeneratorSettings:
|
||||
start_date: datetime
|
||||
player_budget: int
|
||||
enemy_budget: int
|
||||
midgame: bool
|
||||
inverted: bool
|
||||
no_carrier: bool
|
||||
no_lha: bool
|
||||
no_player_navy: bool
|
||||
no_enemy_navy: bool
|
||||
|
||||
|
||||
class GameGenerator:
|
||||
def __init__(self, player: str, enemy: str, theater: ConflictTheater,
|
||||
settings: Settings,
|
||||
generator_settings: GeneratorSettings) -> None:
|
||||
self.player = player
|
||||
self.enemy = enemy
|
||||
self.theater = theater
|
||||
self.settings = settings
|
||||
self.generator_settings = generator_settings
|
||||
|
||||
def generate(self) -> Game:
|
||||
# Reset name generator
|
||||
namegen.reset()
|
||||
self.prepare_theater()
|
||||
game = Game(
|
||||
player_name=self.player,
|
||||
enemy_name=self.enemy,
|
||||
theater=self.theater,
|
||||
start_date=self.generator_settings.start_date,
|
||||
settings=self.settings,
|
||||
player_budget=self.generator_settings.player_budget,
|
||||
enemy_budget=self.generator_settings.enemy_budget
|
||||
)
|
||||
|
||||
GroundObjectGenerator(game, self.generator_settings).generate()
|
||||
game.settings.version = VERSION
|
||||
return game
|
||||
|
||||
def prepare_theater(self) -> None:
|
||||
to_remove: List[ControlPoint] = []
|
||||
# Auto-capture half the bases if midgame.
|
||||
if self.generator_settings.midgame:
|
||||
control_points = self.theater.controlpoints
|
||||
for control_point in control_points[:len(control_points) // 2]:
|
||||
control_point.captured = True
|
||||
|
||||
# Remove carrier and lha, invert situation if needed
|
||||
for cp in self.theater.controlpoints:
|
||||
if isinstance(cp, Carrier) and self.generator_settings.no_carrier:
|
||||
to_remove.append(cp)
|
||||
elif isinstance(cp, Lha) and self.generator_settings.no_lha:
|
||||
to_remove.append(cp)
|
||||
|
||||
if self.generator_settings.inverted:
|
||||
cp.captured = cp.captured_invert
|
||||
|
||||
# do remove
|
||||
for cp in to_remove:
|
||||
self.theater.controlpoints.remove(cp)
|
||||
|
||||
# TODO: Fix this. This captures all bases for blue.
|
||||
# reapply midgame inverted if needed
|
||||
if self.generator_settings.midgame and self.generator_settings.inverted:
|
||||
for i, cp in enumerate(reversed(self.theater.controlpoints)):
|
||||
if i > len(self.theater.controlpoints):
|
||||
break
|
||||
else:
|
||||
cp.captured = True
|
||||
|
||||
|
||||
class LocationFinder:
|
||||
def __init__(self, game: Game, control_point: ControlPoint) -> None:
|
||||
self.game = game
|
||||
self.control_point = control_point
|
||||
self.miz_data = MizDataLocationFinder.compute_possible_locations(
|
||||
game.theater.terrain.name, control_point.full_name)
|
||||
|
||||
def location_for(self, location_type: LocationType) -> Optional[Point]:
|
||||
position = self.control_point.preset_locations.random_for(location_type)
|
||||
if position is not None:
|
||||
return position
|
||||
|
||||
logging.warning(f"No campaign location for %s at %s",
|
||||
location_type.value, self.control_point)
|
||||
position = self.random_from_miz_data(
|
||||
location_type == LocationType.OffshoreStrikeTarget)
|
||||
if position is not None:
|
||||
return position
|
||||
|
||||
logging.debug(f"No mizdata location for %s at %s", location_type.value,
|
||||
self.control_point)
|
||||
position = self.random_position(location_type)
|
||||
if position is not None:
|
||||
return position
|
||||
|
||||
logging.error(f"Could not find position for %s at %s",
|
||||
location_type.value, self.control_point)
|
||||
return None
|
||||
|
||||
def random_from_miz_data(self, offshore: bool) -> Optional[Point]:
|
||||
if offshore:
|
||||
locations = self.miz_data.offshore_locations
|
||||
else:
|
||||
locations = self.miz_data.ashore_locations
|
||||
if self.miz_data.offshore_locations:
|
||||
preset = random.choice(locations)
|
||||
locations.remove(preset)
|
||||
return preset.position
|
||||
return None
|
||||
|
||||
def random_position(self, location_type: LocationType) -> Optional[Point]:
|
||||
# TODO: Flesh out preset locations so we never hit this case.
|
||||
logging.warning("Falling back to random location for %s at %s",
|
||||
location_type.value, self.control_point)
|
||||
|
||||
is_base_defense = location_type in {
|
||||
LocationType.BaseAirDefense,
|
||||
LocationType.Garrison,
|
||||
LocationType.Shorad,
|
||||
}
|
||||
|
||||
on_land = location_type not in {
|
||||
LocationType.OffshoreStrikeTarget,
|
||||
LocationType.Ship,
|
||||
}
|
||||
|
||||
avoid_others = location_type not in {
|
||||
LocationType.Garrison,
|
||||
LocationType.MissileSite,
|
||||
LocationType.Sam,
|
||||
LocationType.Ship,
|
||||
LocationType.Shorad,
|
||||
}
|
||||
|
||||
if is_base_defense:
|
||||
min_range = 400
|
||||
max_range = 3200
|
||||
elif location_type == LocationType.Ship:
|
||||
min_range = 5000
|
||||
max_range = 40000
|
||||
elif location_type == LocationType.MissileSite:
|
||||
min_range = 2500
|
||||
max_range = 40000
|
||||
else:
|
||||
min_range = 10000
|
||||
max_range = 40000
|
||||
|
||||
position = self._find_random_position(min_range, max_range,
|
||||
on_land, is_base_defense,
|
||||
avoid_others)
|
||||
|
||||
# Retry once, searching a bit further (On some big airbases, 3200 is too
|
||||
# short (Ex : Incirlik)), but searching farther on every base would be
|
||||
# problematic, as some base defense units would end up very far away
|
||||
# from small airfields.
|
||||
if position is None and is_base_defense:
|
||||
position = self._find_random_position(3200, 4800,
|
||||
on_land, is_base_defense,
|
||||
avoid_others)
|
||||
return position
|
||||
|
||||
def _find_random_position(self, min_range: int, max_range: int,
|
||||
on_ground: bool, is_base_defense: bool,
|
||||
avoid_others: bool) -> Optional[Point]:
|
||||
"""
|
||||
Find a valid ground object location
|
||||
:param on_ground: Whether it should be on ground or on sea (True = on
|
||||
ground)
|
||||
:param min_range: Minimal range from point
|
||||
:param max_range: Max range from point
|
||||
:param is_base_defense: True if the location is for base defense.
|
||||
:return:
|
||||
"""
|
||||
near = self.control_point.position
|
||||
others = self.control_point.ground_objects
|
||||
|
||||
def is_valid(point: Optional[Point]) -> bool:
|
||||
if point is None:
|
||||
return False
|
||||
|
||||
if on_ground and not self.game.theater.is_on_land(point):
|
||||
return False
|
||||
elif not on_ground and not self.game.theater.is_in_sea(point):
|
||||
return False
|
||||
|
||||
if avoid_others:
|
||||
for other in others:
|
||||
if other.position.distance_to_point(point) < 10000:
|
||||
return False
|
||||
|
||||
if is_base_defense:
|
||||
# If it's a base defense we don't care how close it is to other
|
||||
# points.
|
||||
return True
|
||||
|
||||
# Else verify that it's not too close to another control point.
|
||||
for control_point in self.game.theater.controlpoints:
|
||||
if control_point != self.control_point:
|
||||
if control_point.position.distance_to_point(point) < 30000:
|
||||
return False
|
||||
for ground_obj in control_point.ground_objects:
|
||||
if ground_obj.position.distance_to_point(point) < 10000:
|
||||
return False
|
||||
return True
|
||||
|
||||
for _ in range(300):
|
||||
# Check if on land or sea
|
||||
p = near.random_point_within(max_range, min_range)
|
||||
if is_valid(p):
|
||||
return p
|
||||
return None
|
||||
|
||||
|
||||
class ControlPointGroundObjectGenerator:
|
||||
def __init__(self, game: Game, generator_settings: GeneratorSettings,
|
||||
control_point: ControlPoint) -> None:
|
||||
self.game = game
|
||||
self.generator_settings = generator_settings
|
||||
self.control_point = control_point
|
||||
self.location_finder = LocationFinder(game, control_point)
|
||||
|
||||
@property
|
||||
def faction_name(self) -> str:
|
||||
if self.control_point.captured:
|
||||
return self.game.player_name
|
||||
else:
|
||||
return self.game.enemy_name
|
||||
|
||||
@property
|
||||
def faction(self) -> Faction:
|
||||
return db.FACTIONS[self.faction_name]
|
||||
|
||||
def generate(self) -> bool:
|
||||
self.control_point.connected_objectives = []
|
||||
if self.faction.navy_generators:
|
||||
# Even airbases can generate navies if they are close enough to the
|
||||
# water. This is not controlled by the control point definition, but
|
||||
# rather by whether or not the generator can find a valid position
|
||||
# for the ship.
|
||||
self.generate_navy()
|
||||
|
||||
return True
|
||||
|
||||
def generate_navy(self) -> None:
|
||||
skip_player_navy = self.generator_settings.no_player_navy
|
||||
if self.control_point.captured and skip_player_navy:
|
||||
return
|
||||
|
||||
skip_enemy_navy = self.generator_settings.no_enemy_navy
|
||||
if not self.control_point.captured and skip_enemy_navy:
|
||||
return
|
||||
|
||||
for _ in range(self.faction.navy_group_count):
|
||||
self.generate_ship()
|
||||
|
||||
def generate_ship(self) -> None:
|
||||
point = self.location_finder.location_for(
|
||||
LocationType.OffshoreStrikeTarget)
|
||||
if point is None:
|
||||
return
|
||||
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
g = ShipGroundObject(namegen.random_objective_name(), group_id, point,
|
||||
self.control_point)
|
||||
|
||||
group = generate_ship_group(self.game, g, self.faction_name)
|
||||
g.groups = []
|
||||
if group is not None:
|
||||
g.groups.append(group)
|
||||
self.control_point.connected_objectives.append(g)
|
||||
|
||||
|
||||
class NoOpGroundObjectGenerator(ControlPointGroundObjectGenerator):
|
||||
def generate(self) -> bool:
|
||||
return True
|
||||
|
||||
|
||||
class CarrierGroundObjectGenerator(ControlPointGroundObjectGenerator):
|
||||
def generate(self) -> bool:
|
||||
if not super().generate():
|
||||
return False
|
||||
|
||||
carrier_names = self.faction.carrier_names
|
||||
if not carrier_names:
|
||||
logging.info(
|
||||
f"Skipping generation of {self.control_point.name} because "
|
||||
f"{self.faction_name} has no carriers")
|
||||
return False
|
||||
|
||||
# Create ground object group
|
||||
group_id = self.game.next_group_id()
|
||||
g = CarrierGroundObject(namegen.random_objective_name(), group_id,
|
||||
self.control_point)
|
||||
group = generate_carrier_group(self.faction_name, self.game, g)
|
||||
g.groups = []
|
||||
if group is not None:
|
||||
g.groups.append(group)
|
||||
self.control_point.connected_objectives.append(g)
|
||||
self.control_point.name = random.choice(carrier_names)
|
||||
return True
|
||||
|
||||
|
||||
class LhaGroundObjectGenerator(ControlPointGroundObjectGenerator):
|
||||
def generate(self) -> bool:
|
||||
if not super().generate():
|
||||
return False
|
||||
|
||||
lha_names = self.faction.helicopter_carrier_names
|
||||
if not lha_names:
|
||||
logging.info(
|
||||
f"Skipping generation of {self.control_point.name} because "
|
||||
f"{self.faction_name} has no LHAs")
|
||||
return False
|
||||
|
||||
# Create ground object group
|
||||
group_id = self.game.next_group_id()
|
||||
g = LhaGroundObject(namegen.random_objective_name(), group_id,
|
||||
self.control_point)
|
||||
group = generate_lha_group(self.faction_name, self.game, g)
|
||||
g.groups = []
|
||||
if group is not None:
|
||||
g.groups.append(group)
|
||||
self.control_point.connected_objectives.append(g)
|
||||
self.control_point.name = random.choice(lha_names)
|
||||
return True
|
||||
|
||||
|
||||
class BaseDefenseGenerator:
|
||||
def __init__(self, game: Game, control_point: ControlPoint) -> None:
|
||||
self.game = game
|
||||
self.control_point = control_point
|
||||
self.location_finder = LocationFinder(game, control_point)
|
||||
|
||||
@property
|
||||
def faction_name(self) -> str:
|
||||
if self.control_point.captured:
|
||||
return self.game.player_name
|
||||
else:
|
||||
return self.game.enemy_name
|
||||
|
||||
@property
|
||||
def faction(self) -> Faction:
|
||||
return db.FACTIONS[self.faction_name]
|
||||
|
||||
def generate(self) -> None:
|
||||
self.generate_ewr()
|
||||
self.generate_garrison()
|
||||
self.generate_base_defenses()
|
||||
|
||||
def generate_ewr(self) -> None:
|
||||
position = self.location_finder.location_for(LocationType.Ewr)
|
||||
if position is None:
|
||||
return
|
||||
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
g = EwrGroundObject(namegen.random_objective_name(), group_id,
|
||||
position, self.control_point)
|
||||
|
||||
group = generate_ewr_group(self.game, g, self.faction)
|
||||
if group is None:
|
||||
logging.error(f"Could not generate EWR at {self.control_point}")
|
||||
return
|
||||
|
||||
g.groups = [group]
|
||||
self.control_point.base_defenses.append(g)
|
||||
|
||||
def generate_base_defenses(self) -> None:
|
||||
# First group has a 1/2 chance of being a SAM, 1/6 chance of SHORAD,
|
||||
# and a 1/6 chance of a garrison.
|
||||
#
|
||||
# Further groups have a 1/3 chance of being SHORAD and 2/3 chance of
|
||||
# being a garrison.
|
||||
for i in range(random.randint(2, 5)):
|
||||
if i == 0 and random.randint(0, 1) == 0:
|
||||
self.generate_sam()
|
||||
elif random.randint(0, 2) == 1:
|
||||
self.generate_shorad()
|
||||
else:
|
||||
self.generate_garrison()
|
||||
|
||||
def generate_garrison(self) -> None:
|
||||
position = self.location_finder.location_for(LocationType.Garrison)
|
||||
if position is None:
|
||||
return
|
||||
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
g = VehicleGroupGroundObject(namegen.random_objective_name(), group_id,
|
||||
position, self.control_point,
|
||||
for_airbase=True)
|
||||
|
||||
group = generate_armor_group(self.faction_name, self.game, g)
|
||||
if group is None:
|
||||
logging.error(
|
||||
f"Could not generate garrison at {self.control_point}")
|
||||
return
|
||||
g.groups.append(group)
|
||||
self.control_point.base_defenses.append(g)
|
||||
|
||||
def generate_sam(self) -> None:
|
||||
position = self.location_finder.location_for(
|
||||
LocationType.BaseAirDefense)
|
||||
if position is None:
|
||||
return
|
||||
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
g = SamGroundObject(namegen.random_objective_name(), group_id,
|
||||
position, self.control_point, for_airbase=True)
|
||||
|
||||
groups = generate_anti_air_group(self.game, g, self.faction)
|
||||
if not groups:
|
||||
logging.error(f"Could not generate SAM at {self.control_point}")
|
||||
return
|
||||
g.groups = groups
|
||||
self.control_point.base_defenses.append(g)
|
||||
|
||||
def generate_shorad(self) -> None:
|
||||
position = self.location_finder.location_for(
|
||||
LocationType.BaseAirDefense)
|
||||
if position is None:
|
||||
return
|
||||
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
g = SamGroundObject(namegen.random_objective_name(), group_id,
|
||||
position, self.control_point, for_airbase=True)
|
||||
|
||||
groups = generate_anti_air_group(self.game, g, self.faction,
|
||||
ranges=[{AirDefenseRange.Short}])
|
||||
if not groups:
|
||||
logging.error(
|
||||
f"Could not generate SHORAD group at {self.control_point}")
|
||||
return
|
||||
g.groups = groups
|
||||
self.control_point.base_defenses.append(g)
|
||||
|
||||
|
||||
class FobDefenseGenerator(BaseDefenseGenerator):
|
||||
def generate(self) -> None:
|
||||
self.generate_garrison()
|
||||
self.generate_fob_defenses()
|
||||
|
||||
def generate_fob_defenses(self):
|
||||
# First group has a 1/2 chance of being a SHORAD,
|
||||
# and a 1/2 chance of a garrison.
|
||||
#
|
||||
# Further groups have a 1/3 chance of being SHORAD and 2/3 chance of
|
||||
# being a garrison.
|
||||
for i in range(random.randint(2, 5)):
|
||||
if i == 0 and random.randint(0, 1) == 0:
|
||||
self.generate_shorad()
|
||||
elif i == 0 and random.randint(0, 1) == 0:
|
||||
self.generate_garrison()
|
||||
elif random.randint(0, 2) == 1:
|
||||
self.generate_shorad()
|
||||
else:
|
||||
self.generate_garrison()
|
||||
|
||||
|
||||
class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
|
||||
def __init__(self, game: Game, generator_settings: GeneratorSettings,
|
||||
control_point: ControlPoint,
|
||||
templates: GroundObjectTemplates) -> None:
|
||||
super().__init__(game, generator_settings, control_point)
|
||||
self.templates = templates
|
||||
|
||||
def generate(self) -> bool:
|
||||
if not super().generate():
|
||||
return False
|
||||
|
||||
BaseDefenseGenerator(self.game, self.control_point).generate()
|
||||
self.generate_ground_points()
|
||||
|
||||
if self.faction.missiles:
|
||||
self.generate_missile_sites()
|
||||
|
||||
return True
|
||||
|
||||
def generate_ground_points(self) -> None:
|
||||
"""Generate ground objects and AA sites for the control point."""
|
||||
skip_sams = self.generate_required_aa()
|
||||
|
||||
if self.control_point.is_global:
|
||||
return
|
||||
|
||||
# Always generate at least one AA point.
|
||||
self.generate_aa_site()
|
||||
|
||||
# And between 2 and 7 other objectives.
|
||||
amount = random.randrange(2, 7)
|
||||
for i in range(amount):
|
||||
# 1 in 4 additional objectives are AA.
|
||||
if random.randint(0, 3) == 0:
|
||||
if skip_sams > 0:
|
||||
skip_sams -= 1
|
||||
else:
|
||||
self.generate_aa_site()
|
||||
else:
|
||||
self.generate_ground_point()
|
||||
|
||||
def generate_required_aa(self) -> int:
|
||||
"""Generates the AA sites that are required by the campaign.
|
||||
|
||||
Returns:
|
||||
The number of AA sites that were generated.
|
||||
"""
|
||||
presets = self.control_point.preset_locations
|
||||
for position in presets.required_long_range_sams:
|
||||
self.generate_aa_at(position, ranges=[
|
||||
{AirDefenseRange.Long},
|
||||
{AirDefenseRange.Medium},
|
||||
{AirDefenseRange.Short},
|
||||
])
|
||||
for position in presets.required_medium_range_sams:
|
||||
self.generate_aa_at(position, ranges=[
|
||||
{AirDefenseRange.Medium},
|
||||
{AirDefenseRange.Short},
|
||||
])
|
||||
return (len(presets.required_long_range_sams) +
|
||||
len(presets.required_medium_range_sams))
|
||||
|
||||
def generate_ground_point(self) -> None:
|
||||
try:
|
||||
category = random.choice(self.faction.building_set)
|
||||
except IndexError:
|
||||
logging.exception("Faction has no buildings defined")
|
||||
return
|
||||
|
||||
obj_name = namegen.random_objective_name()
|
||||
template = random.choice(list(self.templates[category].values()))
|
||||
|
||||
if category == "oil":
|
||||
location_type = LocationType.OffshoreStrikeTarget
|
||||
else:
|
||||
location_type = LocationType.StrikeTarget
|
||||
|
||||
# Pick from preset locations
|
||||
point = self.location_finder.location_for(location_type)
|
||||
if point is None:
|
||||
return
|
||||
|
||||
object_id = 0
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
# TODO: Create only one TGO per objective, each with multiple units.
|
||||
for unit in template:
|
||||
object_id += 1
|
||||
|
||||
template_point = Point(unit["offset"].x, unit["offset"].y)
|
||||
g = BuildingGroundObject(
|
||||
obj_name, category, group_id, object_id, point + template_point,
|
||||
unit["heading"], self.control_point, unit["type"])
|
||||
|
||||
self.control_point.connected_objectives.append(g)
|
||||
|
||||
def generate_aa_site(self) -> None:
|
||||
position = self.location_finder.location_for(LocationType.Sam)
|
||||
if position is None:
|
||||
return
|
||||
self.generate_aa_at(position, ranges=[
|
||||
# Prefer to use proper SAMs, but fall back to SHORADs if needed.
|
||||
{AirDefenseRange.Long, AirDefenseRange.Medium},
|
||||
{AirDefenseRange.Short},
|
||||
])
|
||||
|
||||
def generate_aa_at(
|
||||
self, position: Point,
|
||||
ranges: Iterable[Set[AirDefenseRange]]) -> None:
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
g = SamGroundObject(namegen.random_objective_name(), group_id,
|
||||
position, self.control_point, for_airbase=False)
|
||||
groups = generate_anti_air_group(self.game, g, self.faction, ranges)
|
||||
if not groups:
|
||||
logging.error("Could not generate air defense group for %s at %s",
|
||||
g.name, self.control_point)
|
||||
return
|
||||
g.groups = groups
|
||||
self.control_point.connected_objectives.append(g)
|
||||
|
||||
def generate_missile_sites(self) -> None:
|
||||
for i in range(self.faction.missiles_group_count):
|
||||
self.generate_missile_site()
|
||||
|
||||
def generate_missile_site(self) -> None:
|
||||
position = self.location_finder.location_for(LocationType.MissileSite)
|
||||
if position is None:
|
||||
return
|
||||
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
g = MissileSiteGroundObject(namegen.random_objective_name(), group_id,
|
||||
position, self.control_point)
|
||||
group = generate_missile_group(self.game, g, self.faction_name)
|
||||
g.groups = []
|
||||
if group is not None:
|
||||
g.groups.append(group)
|
||||
self.control_point.connected_objectives.append(g)
|
||||
return
|
||||
|
||||
|
||||
class FobGroundObjectGenerator(AirbaseGroundObjectGenerator):
|
||||
def generate(self) -> bool:
|
||||
self.generate_fob()
|
||||
FobDefenseGenerator(self.game, self.control_point).generate()
|
||||
self.generate_required_aa()
|
||||
return True
|
||||
|
||||
def generate_fob(self) -> None:
|
||||
try:
|
||||
category = self.faction.building_set[self.faction.building_set.index('fob')]
|
||||
except IndexError:
|
||||
logging.exception("Faction has no fob buildings defined")
|
||||
return
|
||||
|
||||
obj_name = self.control_point.name
|
||||
template = random.choice(list(self.templates[category].values()))
|
||||
point = self.control_point.position
|
||||
# Pick from preset locations
|
||||
object_id = 0
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
# TODO: Create only one TGO per objective, each with multiple units.
|
||||
for unit in template:
|
||||
object_id += 1
|
||||
|
||||
template_point = Point(unit["offset"].x, unit["offset"].y)
|
||||
g = BuildingGroundObject(
|
||||
obj_name, category, group_id, object_id, point + template_point,
|
||||
unit["heading"], self.control_point, unit["type"], airbase_group=True)
|
||||
self.control_point.connected_objectives.append(g)
|
||||
|
||||
|
||||
class GroundObjectGenerator:
|
||||
def __init__(self, game: Game,
|
||||
generator_settings: GeneratorSettings) -> None:
|
||||
self.game = game
|
||||
self.generator_settings = generator_settings
|
||||
with open("resources/groundobject_templates.p", "rb") as f:
|
||||
self.templates: GroundObjectTemplates = pickle.load(f)
|
||||
|
||||
def generate(self) -> None:
|
||||
# Copied so we can remove items from the original list without breaking
|
||||
# the iterator.
|
||||
control_points = list(self.game.theater.controlpoints)
|
||||
for control_point in control_points:
|
||||
if not self.generate_for_control_point(control_point):
|
||||
self.game.theater.controlpoints.remove(control_point)
|
||||
|
||||
def generate_for_control_point(self, control_point: ControlPoint) -> bool:
|
||||
generator: ControlPointGroundObjectGenerator
|
||||
if control_point.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
|
||||
generator = CarrierGroundObjectGenerator(
|
||||
self.game, self.generator_settings, control_point)
|
||||
elif control_point.cptype == ControlPointType.LHA_GROUP:
|
||||
generator = LhaGroundObjectGenerator(
|
||||
self.game, self.generator_settings, control_point)
|
||||
elif isinstance(control_point, OffMapSpawn):
|
||||
generator = NoOpGroundObjectGenerator(
|
||||
self.game, self.generator_settings, control_point)
|
||||
elif isinstance(control_point, Fob):
|
||||
generator = FobGroundObjectGenerator(
|
||||
self.game, self.generator_settings, control_point,
|
||||
self.templates)
|
||||
else:
|
||||
generator = AirbaseGroundObjectGenerator(
|
||||
self.game, self.generator_settings, control_point,
|
||||
self.templates)
|
||||
return generator.generate()
|
||||
@@ -1,14 +1,21 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import itertools
|
||||
from typing import List, TYPE_CHECKING
|
||||
import logging
|
||||
from typing import Iterator, List, TYPE_CHECKING
|
||||
|
||||
from dcs.mapping import Point
|
||||
from dcs.unit import Unit
|
||||
from dcs.unitgroup import Group
|
||||
|
||||
from .. import db
|
||||
from ..data.radar_db import UNITS_WITH_RADAR
|
||||
from ..utils import Distance, meters
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from .controlpoint import ControlPoint
|
||||
from gen.flights.flight import FlightType
|
||||
|
||||
from .missiontarget import MissionTarget
|
||||
|
||||
NAME_BY_CATEGORY = {
|
||||
@@ -83,10 +90,12 @@ class TheaterGroundObject(MissionTarget):
|
||||
self.dcs_identifier = dcs_identifier
|
||||
self.airbase_group = airbase_group
|
||||
self.sea_object = sea_object
|
||||
self.is_dead = False
|
||||
# TODO: There is never more than one group.
|
||||
self.groups: List[Group] = []
|
||||
|
||||
@property
|
||||
def is_dead(self) -> bool:
|
||||
return self.alive_unit_count == 0
|
||||
|
||||
@property
|
||||
def units(self) -> List[Unit]:
|
||||
"""
|
||||
@@ -117,11 +126,76 @@ class TheaterGroundObject(MissionTarget):
|
||||
def faction_color(self) -> str:
|
||||
return "BLUE" if self.control_point.captured else "RED"
|
||||
|
||||
def is_friendly(self, to_player: bool) -> bool:
|
||||
return self.control_point.is_friendly(to_player)
|
||||
|
||||
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
||||
from gen.flights.flight import FlightType
|
||||
if self.is_friendly(for_player):
|
||||
yield from [
|
||||
# TODO: FlightType.LOGISTICS
|
||||
# TODO: FlightType.TROOP_TRANSPORT
|
||||
]
|
||||
else:
|
||||
yield from [
|
||||
FlightType.STRIKE,
|
||||
FlightType.BAI,
|
||||
]
|
||||
yield from super().mission_types(for_player)
|
||||
|
||||
@property
|
||||
def alive_unit_count(self) -> int:
|
||||
return sum(len(g.units) for g in self.groups)
|
||||
|
||||
@property
|
||||
def might_have_aa(self) -> bool:
|
||||
return False
|
||||
|
||||
@property
|
||||
def has_radar(self) -> bool:
|
||||
"""Returns True if the ground object contains a unit with radar."""
|
||||
for group in self.groups:
|
||||
for unit in group.units:
|
||||
if db.unit_type_from_name(unit.type) in UNITS_WITH_RADAR:
|
||||
return True
|
||||
return False
|
||||
|
||||
def _max_range_of_type(self, group: Group, range_type: str) -> Distance:
|
||||
if not self.might_have_aa:
|
||||
return meters(0)
|
||||
|
||||
max_range = meters(0)
|
||||
for u in group.units:
|
||||
unit = db.unit_type_from_name(u.type)
|
||||
if unit is None:
|
||||
logging.error(f"Unknown unit type {u.type}")
|
||||
continue
|
||||
|
||||
# Some units in pydcs have detection_range/threat_range defined,
|
||||
# but explicitly set to None.
|
||||
unit_range = getattr(unit, range_type, None)
|
||||
if unit_range is not None:
|
||||
max_range = max(max_range, meters(unit_range))
|
||||
return max_range
|
||||
|
||||
def detection_range(self, group: Group) -> Distance:
|
||||
return self._max_range_of_type(group, "detection_range")
|
||||
|
||||
def threat_range(self, group: Group) -> Distance:
|
||||
if not self.detection_range(group):
|
||||
# For simple SAMs like shilkas, the unit has both a threat and
|
||||
# detection range. For complex sites like SA-2s, the launcher has a
|
||||
# threat range and the search/track radars have detection ranges. If
|
||||
# the site has no detection range it has no radars and can't fire,
|
||||
# so it's not actually a threat even if it still has launchers.
|
||||
return meters(0)
|
||||
return self._max_range_of_type(group, "threat_range")
|
||||
|
||||
|
||||
class BuildingGroundObject(TheaterGroundObject):
|
||||
def __init__(self, name: str, category: str, group_id: int, object_id: int,
|
||||
position: Point, heading: int, control_point: ControlPoint,
|
||||
dcs_identifier: str) -> None:
|
||||
dcs_identifier: str, airbase_group=False) -> None:
|
||||
super().__init__(
|
||||
name=name,
|
||||
category=category,
|
||||
@@ -130,10 +204,13 @@ class BuildingGroundObject(TheaterGroundObject):
|
||||
heading=heading,
|
||||
control_point=control_point,
|
||||
dcs_identifier=dcs_identifier,
|
||||
airbase_group=False,
|
||||
airbase_group=airbase_group,
|
||||
sea_object=False
|
||||
)
|
||||
self.object_id = object_id
|
||||
# Other TGOs track deadness based on the number of alive units, but
|
||||
# buildings don't have groups assigned to the TGO.
|
||||
self._dead = False
|
||||
|
||||
@property
|
||||
def group_name(self) -> str:
|
||||
@@ -144,8 +221,29 @@ class BuildingGroundObject(TheaterGroundObject):
|
||||
def waypoint_name(self) -> str:
|
||||
return f"{super().waypoint_name} #{self.object_id}"
|
||||
|
||||
@property
|
||||
def is_dead(self) -> bool:
|
||||
if not hasattr(self, "_dead"):
|
||||
self._dead = False
|
||||
return self._dead
|
||||
|
||||
class GenericCarrierGroundObject(TheaterGroundObject):
|
||||
def kill(self) -> None:
|
||||
self._dead = True
|
||||
|
||||
|
||||
class NavalGroundObject(TheaterGroundObject):
|
||||
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
||||
from gen.flights.flight import FlightType
|
||||
if not self.is_friendly(for_player):
|
||||
yield FlightType.ANTISHIP
|
||||
yield from super().mission_types(for_player)
|
||||
|
||||
@property
|
||||
def might_have_aa(self) -> bool:
|
||||
return True
|
||||
|
||||
|
||||
class GenericCarrierGroundObject(NavalGroundObject):
|
||||
pass
|
||||
|
||||
|
||||
@@ -216,8 +314,8 @@ class BaseDefenseGroundObject(TheaterGroundObject):
|
||||
|
||||
|
||||
# TODO: Differentiate types.
|
||||
# This type gets used both for AA sites (SAM, AAA, or SHORAD) but also for the
|
||||
# armor garrisons at airbases. These should each be split into their own types.
|
||||
# This type gets used both for AA sites (SAM, AAA, or SHORAD). These should each
|
||||
# be split into their own types.
|
||||
class SamGroundObject(BaseDefenseGroundObject):
|
||||
def __init__(self, name: str, group_id: int, position: Point,
|
||||
control_point: ControlPoint, for_airbase: bool) -> None:
|
||||
@@ -245,6 +343,32 @@ class SamGroundObject(BaseDefenseGroundObject):
|
||||
else:
|
||||
return super().group_name
|
||||
|
||||
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
||||
from gen.flights.flight import FlightType
|
||||
if not self.is_friendly(for_player):
|
||||
yield FlightType.DEAD
|
||||
yield from super().mission_types(for_player)
|
||||
|
||||
@property
|
||||
def might_have_aa(self) -> bool:
|
||||
return True
|
||||
|
||||
|
||||
class VehicleGroupGroundObject(BaseDefenseGroundObject):
|
||||
def __init__(self, name: str, group_id: int, position: Point,
|
||||
control_point: ControlPoint, for_airbase: bool) -> None:
|
||||
super().__init__(
|
||||
name=name,
|
||||
category="aa",
|
||||
group_id=group_id,
|
||||
position=position,
|
||||
heading=0,
|
||||
control_point=control_point,
|
||||
dcs_identifier="AA",
|
||||
airbase_group=for_airbase,
|
||||
sea_object=False
|
||||
)
|
||||
|
||||
|
||||
class EwrGroundObject(BaseDefenseGroundObject):
|
||||
def __init__(self, name: str, group_id: int, position: Point,
|
||||
@@ -266,8 +390,18 @@ class EwrGroundObject(BaseDefenseGroundObject):
|
||||
# Prefix the group names with the side color so Skynet can find them.
|
||||
return f"{self.faction_color}|{super().group_name}"
|
||||
|
||||
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
||||
from gen.flights.flight import FlightType
|
||||
if not self.is_friendly(for_player):
|
||||
yield FlightType.DEAD
|
||||
yield from super().mission_types(for_player)
|
||||
|
||||
class ShipGroundObject(TheaterGroundObject):
|
||||
@property
|
||||
def might_have_aa(self) -> bool:
|
||||
return True
|
||||
|
||||
|
||||
class ShipGroundObject(NavalGroundObject):
|
||||
def __init__(self, name: str, group_id: int, position: Point,
|
||||
control_point: ControlPoint) -> None:
|
||||
super().__init__(
|
||||
158
game/threatzones.py
Normal file
158
game/threatzones.py
Normal file
@@ -0,0 +1,158 @@
|
||||
from __future__ import annotations
|
||||
|
||||
from functools import singledispatchmethod
|
||||
from typing import Optional, TYPE_CHECKING, Union
|
||||
|
||||
from dcs.mapping import Point as DcsPoint
|
||||
from shapely.geometry import (
|
||||
LineString,
|
||||
MultiPolygon,
|
||||
Point as ShapelyPoint,
|
||||
Polygon,
|
||||
)
|
||||
from shapely.geometry.base import BaseGeometry
|
||||
from shapely.ops import nearest_points, unary_union
|
||||
|
||||
from game.theater import ControlPoint
|
||||
from game.utils import Distance, meters, nautical_miles
|
||||
from gen.flights.closestairfields import ObjectiveDistanceCache
|
||||
from gen.flights.flight import Flight
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
|
||||
|
||||
ThreatPoly = Union[MultiPolygon, Polygon]
|
||||
|
||||
|
||||
class ThreatZones:
|
||||
def __init__(self, airbases: ThreatPoly, air_defenses: ThreatPoly) -> None:
|
||||
self.airbases = airbases
|
||||
self.air_defenses = air_defenses
|
||||
self.all = unary_union([airbases, air_defenses])
|
||||
|
||||
def closest_boundary(self, point: DcsPoint) -> DcsPoint:
|
||||
boundary, _ = nearest_points(self.all.boundary,
|
||||
self.dcs_to_shapely_point(point))
|
||||
return DcsPoint(boundary.x, boundary.y)
|
||||
|
||||
@singledispatchmethod
|
||||
def threatened(self, position) -> bool:
|
||||
raise NotImplementedError
|
||||
|
||||
@threatened.register
|
||||
def _threatened_geometry(self, position: BaseGeometry) -> bool:
|
||||
return self.all.intersects(position)
|
||||
|
||||
@threatened.register
|
||||
def _threatened_dcs_point(self, position: DcsPoint) -> bool:
|
||||
return self.all.intersects(self.dcs_to_shapely_point(position))
|
||||
|
||||
def path_threatened(self, a: DcsPoint, b: DcsPoint) -> bool:
|
||||
return self.threatened(LineString(
|
||||
[self.dcs_to_shapely_point(a), self.dcs_to_shapely_point(b)]))
|
||||
|
||||
@singledispatchmethod
|
||||
def threatened_by_aircraft(self, target) -> bool:
|
||||
raise NotImplementedError
|
||||
|
||||
@threatened_by_aircraft.register
|
||||
def _threatened_by_aircraft_geom(self, position: BaseGeometry) -> bool:
|
||||
return self.airbases.intersects(position)
|
||||
|
||||
@threatened_by_aircraft.register
|
||||
def _threatened_by_aircraft_flight(self, flight: Flight) -> bool:
|
||||
return self.threatened_by_aircraft(LineString((
|
||||
self.dcs_to_shapely_point(p.position) for p in flight.points
|
||||
)))
|
||||
|
||||
@singledispatchmethod
|
||||
def threatened_by_air_defense(self, target) -> bool:
|
||||
raise NotImplementedError
|
||||
|
||||
@threatened_by_air_defense.register
|
||||
def _threatened_by_air_defense_geom(self, position: BaseGeometry) -> bool:
|
||||
return self.air_defenses.intersects(position)
|
||||
|
||||
@threatened_by_air_defense.register
|
||||
def _threatened_by_air_defense_flight(self, flight: Flight) -> bool:
|
||||
return self.threatened_by_air_defense(LineString((
|
||||
self.dcs_to_shapely_point(p.position) for p in flight.points
|
||||
)))
|
||||
|
||||
@classmethod
|
||||
def closest_enemy_airbase(cls, location: ControlPoint,
|
||||
max_distance: Distance) -> Optional[ControlPoint]:
|
||||
airfields = ObjectiveDistanceCache.get_closest_airfields(location)
|
||||
for airfield in airfields.airfields_within(max_distance):
|
||||
if airfield.captured != location.captured:
|
||||
return airfield
|
||||
return None
|
||||
|
||||
@classmethod
|
||||
def barcap_threat_range(cls, game: Game,
|
||||
control_point: ControlPoint) -> Distance:
|
||||
doctrine = game.faction_for(control_point.captured).doctrine
|
||||
cap_threat_range = (doctrine.cap_max_distance_from_cp +
|
||||
doctrine.cap_engagement_range)
|
||||
opposing_airfield = cls.closest_enemy_airbase(control_point,
|
||||
cap_threat_range * 2)
|
||||
if opposing_airfield is None:
|
||||
return cap_threat_range
|
||||
|
||||
airfield_distance = meters(
|
||||
opposing_airfield.position.distance_to_point(control_point.position)
|
||||
)
|
||||
|
||||
# BARCAPs should not commit further than halfway to the closest enemy
|
||||
# airfield (with some breathing room) to avoid those missions becoming
|
||||
# offensive. For dissimilar doctrines we could weight this so that, as
|
||||
# an example, modern US goes no closer than 70% of the way to the WW2
|
||||
# German base, and the Germans go no closer than 30% of the way to the
|
||||
# US base, but for now equal weighting is fine.
|
||||
max_distance = airfield_distance * 0.45
|
||||
return min(cap_threat_range, max_distance)
|
||||
|
||||
@classmethod
|
||||
def for_faction(cls, game: Game, player: bool) -> ThreatZones:
|
||||
"""Generates the threat zones projected by the given coalition.
|
||||
|
||||
Args:
|
||||
game: The game to generate the threat zone for.
|
||||
player: True if the coalition projecting the threat zone belongs to
|
||||
the player.
|
||||
|
||||
Returns:
|
||||
The threat zones projected by the given coalition. If the threat
|
||||
zone belongs to the player, it is the zone that will be avoided by
|
||||
the enemy and vice versa.
|
||||
"""
|
||||
airbases = []
|
||||
air_defenses = []
|
||||
for control_point in game.theater.controlpoints:
|
||||
if control_point.captured != player:
|
||||
continue
|
||||
if control_point.runway_is_operational():
|
||||
point = ShapelyPoint(control_point.position.x,
|
||||
control_point.position.y)
|
||||
cap_threat_range = cls.barcap_threat_range(game, control_point)
|
||||
airbases.append(point.buffer(cap_threat_range.meters))
|
||||
|
||||
for tgo in control_point.ground_objects:
|
||||
for group in tgo.groups:
|
||||
threat_range = tgo.threat_range(group)
|
||||
# Any system with a shorter range than this is not worth
|
||||
# even avoiding.
|
||||
if threat_range > nautical_miles(3):
|
||||
point = ShapelyPoint(tgo.position.x, tgo.position.y)
|
||||
threat_zone = point.buffer(threat_range.meters)
|
||||
air_defenses.append(threat_zone)
|
||||
|
||||
return cls(
|
||||
airbases=unary_union(airbases),
|
||||
air_defenses=unary_union(air_defenses)
|
||||
)
|
||||
|
||||
@staticmethod
|
||||
def dcs_to_shapely_point(point: DcsPoint) -> ShapelyPoint:
|
||||
return ShapelyPoint(point.x, point.y)
|
||||
135
game/unitmap.py
Normal file
135
game/unitmap.py
Normal file
@@ -0,0 +1,135 @@
|
||||
"""Maps generated units back to their Liberation types."""
|
||||
from dataclasses import dataclass
|
||||
from typing import Dict, Optional, Type
|
||||
|
||||
from dcs.unit import Unit
|
||||
from dcs.unitgroup import FlyingGroup, Group, VehicleGroup
|
||||
from dcs.unittype import VehicleType
|
||||
|
||||
from game import db
|
||||
from game.theater import Airfield, ControlPoint, TheaterGroundObject
|
||||
from game.theater.theatergroundobject import BuildingGroundObject
|
||||
from gen.flights.flight import Flight
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class FrontLineUnit:
|
||||
unit_type: Type[VehicleType]
|
||||
origin: ControlPoint
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class GroundObjectUnit:
|
||||
ground_object: TheaterGroundObject
|
||||
group: Group
|
||||
unit: Unit
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class Building:
|
||||
ground_object: BuildingGroundObject
|
||||
|
||||
|
||||
class UnitMap:
|
||||
def __init__(self) -> None:
|
||||
self.aircraft: Dict[str, Flight] = {}
|
||||
self.airfields: Dict[str, Airfield] = {}
|
||||
self.front_line_units: Dict[str, FrontLineUnit] = {}
|
||||
self.ground_object_units: Dict[str, GroundObjectUnit] = {}
|
||||
self.buildings: Dict[str, Building] = {}
|
||||
|
||||
def add_aircraft(self, group: FlyingGroup, flight: Flight) -> None:
|
||||
for unit in group.units:
|
||||
# The actual name is a String (the pydcs translatable string), which
|
||||
# doesn't define __eq__.
|
||||
name = str(unit.name)
|
||||
if name in self.aircraft:
|
||||
raise RuntimeError(f"Duplicate unit name: {name}")
|
||||
self.aircraft[name] = flight
|
||||
|
||||
def flight(self, unit_name: str) -> Optional[Flight]:
|
||||
return self.aircraft.get(unit_name, None)
|
||||
|
||||
def add_airfield(self, airfield: Airfield) -> None:
|
||||
if airfield.name in self.airfields:
|
||||
raise RuntimeError(f"Duplicate airfield: {airfield.name}")
|
||||
self.airfields[airfield.name] = airfield
|
||||
|
||||
def airfield(self, name: str) -> Optional[Airfield]:
|
||||
return self.airfields.get(name, None)
|
||||
|
||||
def add_front_line_units(self, group: Group, origin: ControlPoint) -> None:
|
||||
for unit in group.units:
|
||||
# The actual name is a String (the pydcs translatable string), which
|
||||
# doesn't define __eq__.
|
||||
name = str(unit.name)
|
||||
if name in self.front_line_units:
|
||||
raise RuntimeError(f"Duplicate front line unit: {name}")
|
||||
unit_type = db.unit_type_from_name(unit.type)
|
||||
if unit_type is None:
|
||||
raise RuntimeError(f"Unknown unit type: {unit.type}")
|
||||
if not issubclass(unit_type, VehicleType):
|
||||
raise RuntimeError(
|
||||
f"{name} is a {unit_type.__name__}, expected a VehicleType")
|
||||
self.front_line_units[name] = FrontLineUnit(unit_type, origin)
|
||||
|
||||
def front_line_unit(self, name: str) -> Optional[FrontLineUnit]:
|
||||
return self.front_line_units.get(name, None)
|
||||
|
||||
def add_ground_object_units(self, ground_object: TheaterGroundObject,
|
||||
persistence_group: Group,
|
||||
miz_group: Group) -> None:
|
||||
"""Adds a group associated with a TGO to the unit map.
|
||||
|
||||
Args:
|
||||
ground_object: The TGO the group is associated with.
|
||||
persistence_group: The Group tracked by the TGO itself.
|
||||
miz_group: The Group spawned for the miz to match persistence_group.
|
||||
"""
|
||||
# Deaths for units at TGOs are recorded in the Group that is contained
|
||||
# by the TGO, but when groundobjectsgen populates the miz it creates new
|
||||
# groups based on that template, so the units and groups in the miz are
|
||||
# not a direct match for the units and groups that persist in the TGO.
|
||||
#
|
||||
# This means that we need to map the spawned unit names back to the
|
||||
# original TGO units, not the ones in the miz.
|
||||
if len(persistence_group.units) != len(miz_group.units):
|
||||
raise ValueError("Persistent group does not match generated group")
|
||||
unit_pairs = zip(persistence_group.units, miz_group.units)
|
||||
for persistent_unit, miz_unit in unit_pairs:
|
||||
# The actual name is a String (the pydcs translatable string), which
|
||||
# doesn't define __eq__.
|
||||
name = str(miz_unit.name)
|
||||
if name in self.ground_object_units:
|
||||
raise RuntimeError(f"Duplicate TGO unit: {name}")
|
||||
self.ground_object_units[name] = GroundObjectUnit(
|
||||
ground_object, persistence_group, persistent_unit)
|
||||
|
||||
def ground_object_unit(self, name: str) -> Optional[GroundObjectUnit]:
|
||||
return self.ground_object_units.get(name, None)
|
||||
|
||||
def add_building(self, ground_object: BuildingGroundObject,
|
||||
group: Group) -> None:
|
||||
# The actual name is a String (the pydcs translatable string), which
|
||||
# doesn't define __eq__.
|
||||
# The name of the initiator in the DCS dead event will have " object"
|
||||
# appended for statics.
|
||||
name = f"{group.name} object"
|
||||
if name in self.buildings:
|
||||
raise RuntimeError(f"Duplicate TGO unit: {name}")
|
||||
self.buildings[name] = Building(ground_object)
|
||||
|
||||
def add_fortification(self, ground_object: BuildingGroundObject,
|
||||
group: VehicleGroup) -> None:
|
||||
if len(group.units) != 1:
|
||||
raise ValueError("Fortification groups must have exactly one unit.")
|
||||
unit = group.units[0]
|
||||
# The actual name is a String (the pydcs translatable string), which
|
||||
# doesn't define __eq__.
|
||||
name = str(unit.name)
|
||||
if name in self.buildings:
|
||||
raise RuntimeError(f"Duplicate TGO unit: {name}")
|
||||
self.buildings[name] = Building(ground_object)
|
||||
|
||||
def building_or_fortification(self, name: str) -> Optional[Building]:
|
||||
return self.buildings.get(name, None)
|
||||
182
game/utils.py
182
game/utils.py
@@ -1,14 +1,180 @@
|
||||
def meter_to_feet(value_in_meter: float) -> int:
|
||||
return int(3.28084 * value_in_meter)
|
||||
from __future__ import annotations
|
||||
|
||||
import math
|
||||
from dataclasses import dataclass
|
||||
from typing import Union
|
||||
|
||||
METERS_TO_FEET = 3.28084
|
||||
FEET_TO_METERS = 1 / METERS_TO_FEET
|
||||
NM_TO_METERS = 1852
|
||||
METERS_TO_NM = 1 / NM_TO_METERS
|
||||
|
||||
KNOTS_TO_KPH = 1.852
|
||||
KPH_TO_KNOTS = 1 / KNOTS_TO_KPH
|
||||
MS_TO_KPH = 3.6
|
||||
KPH_TO_MS = 1 / MS_TO_KPH
|
||||
|
||||
|
||||
def feet_to_meter(value_in_feet: float) -> int:
|
||||
return int(value_in_feet / 3.28084)
|
||||
def heading_sum(h, a) -> int:
|
||||
h += a
|
||||
if h > 360:
|
||||
return h - 360
|
||||
elif h < 0:
|
||||
return 360 + h
|
||||
else:
|
||||
return h
|
||||
|
||||
|
||||
def meter_to_nm(value_in_meter: float) -> int:
|
||||
return int(value_in_meter / 1852)
|
||||
def opposite_heading(h):
|
||||
return heading_sum(h, 180)
|
||||
|
||||
|
||||
def nm_to_meter(value_in_nm: float) -> int:
|
||||
return int(value_in_nm * 1852)
|
||||
@dataclass(frozen=True, order=True)
|
||||
class Distance:
|
||||
distance_in_meters: float
|
||||
|
||||
@property
|
||||
def feet(self) -> float:
|
||||
return self.distance_in_meters * METERS_TO_FEET
|
||||
|
||||
@property
|
||||
def meters(self) -> float:
|
||||
return self.distance_in_meters
|
||||
|
||||
@property
|
||||
def nautical_miles(self) -> float:
|
||||
return self.distance_in_meters * METERS_TO_NM
|
||||
|
||||
@classmethod
|
||||
def from_feet(cls, value: float) -> Distance:
|
||||
return cls(value * FEET_TO_METERS)
|
||||
|
||||
@classmethod
|
||||
def from_meters(cls, value: float) -> Distance:
|
||||
return cls(value)
|
||||
|
||||
@classmethod
|
||||
def from_nautical_miles(cls, value: float) -> Distance:
|
||||
return cls(value * NM_TO_METERS)
|
||||
|
||||
def __add__(self, other: Distance) -> Distance:
|
||||
return meters(self.meters + other.meters)
|
||||
|
||||
def __sub__(self, other: Distance) -> Distance:
|
||||
return meters(self.meters - other.meters)
|
||||
|
||||
def __mul__(self, other: Union[float, int]) -> Distance:
|
||||
return meters(self.meters * other)
|
||||
|
||||
def __truediv__(self, other: Union[float, int]) -> Distance:
|
||||
return meters(self.meters / other)
|
||||
|
||||
def __floordiv__(self, other: Union[float, int]) -> Distance:
|
||||
return meters(self.meters // other)
|
||||
|
||||
def __bool__(self) -> bool:
|
||||
return not math.isclose(self.meters, 0.0)
|
||||
|
||||
|
||||
def feet(value: float) -> Distance:
|
||||
return Distance.from_feet(value)
|
||||
|
||||
|
||||
def meters(value: float) -> Distance:
|
||||
return Distance.from_meters(value)
|
||||
|
||||
|
||||
def nautical_miles(value: float) -> Distance:
|
||||
return Distance.from_nautical_miles(value)
|
||||
|
||||
|
||||
@dataclass(frozen=True, order=True)
|
||||
class Speed:
|
||||
speed_in_kph: float
|
||||
|
||||
@property
|
||||
def knots(self) -> float:
|
||||
return self.speed_in_kph * KPH_TO_KNOTS
|
||||
|
||||
@property
|
||||
def kph(self) -> float:
|
||||
return self.speed_in_kph
|
||||
|
||||
@property
|
||||
def meters_per_second(self) -> float:
|
||||
return self.speed_in_kph * KPH_TO_MS
|
||||
|
||||
def mach(self, altitude: Distance = meters(0)) -> float:
|
||||
c_sound = mach(1, altitude)
|
||||
return self.speed_in_kph / c_sound.kph
|
||||
|
||||
@classmethod
|
||||
def from_knots(cls, value: float) -> Speed:
|
||||
return cls(value * KNOTS_TO_KPH)
|
||||
|
||||
@classmethod
|
||||
def from_kph(cls, value: float) -> Speed:
|
||||
return cls(value)
|
||||
|
||||
@classmethod
|
||||
def from_meters_per_second(cls, value: float) -> Speed:
|
||||
return cls(value * MS_TO_KPH)
|
||||
|
||||
@classmethod
|
||||
def from_mach(cls, value: float, altitude: Distance) -> Speed:
|
||||
# https://www.grc.nasa.gov/WWW/K-12/airplane/atmos.html
|
||||
if altitude <= feet(36152):
|
||||
temperature_f = 59 - 0.00356 * altitude.feet
|
||||
else:
|
||||
# There's another formula for altitudes over 82k feet, but we better
|
||||
# not be planning waypoints that high...
|
||||
temperature_f = -70
|
||||
|
||||
temperature_k = (temperature_f + 459.67) * (5 / 9)
|
||||
|
||||
# https://www.engineeringtoolbox.com/specific-heat-ratio-d_602.html
|
||||
# Dependent on temperature, but varies very little (+/-0.001)
|
||||
# between -40F and 180F.
|
||||
heat_capacity_ratio = 1.4
|
||||
|
||||
# https://www.grc.nasa.gov/WWW/K-12/airplane/sound.html
|
||||
gas_constant = 286 # m^2/s^2/K
|
||||
c_sound = math.sqrt(heat_capacity_ratio * gas_constant * temperature_k)
|
||||
return mps(c_sound) * value
|
||||
|
||||
def __add__(self, other: Speed) -> Speed:
|
||||
return kph(self.kph + other.kph)
|
||||
|
||||
def __sub__(self, other: Speed) -> Speed:
|
||||
return kph(self.kph - other.kph)
|
||||
|
||||
def __mul__(self, other: Union[float, int]) -> Speed:
|
||||
return kph(self.kph * other)
|
||||
|
||||
def __truediv__(self, other: Union[float, int]) -> Speed:
|
||||
return kph(self.kph / other)
|
||||
|
||||
def __floordiv__(self, other: Union[float, int]) -> Speed:
|
||||
return kph(self.kph // other)
|
||||
|
||||
def __bool__(self) -> bool:
|
||||
return not math.isclose(self.kph, 0.0)
|
||||
|
||||
|
||||
def knots(value: float) -> Speed:
|
||||
return Speed.from_knots(value)
|
||||
|
||||
|
||||
def kph(value: float) -> Speed:
|
||||
return Speed.from_kph(value)
|
||||
|
||||
|
||||
def mps(value: float) -> Speed:
|
||||
return Speed.from_meters_per_second(value)
|
||||
|
||||
|
||||
def mach(value: float, altitude: Distance) -> Speed:
|
||||
return Speed.from_mach(value, altitude)
|
||||
|
||||
|
||||
SPEED_OF_SOUND_AT_SEA_LEVEL = knots(661.5)
|
||||
|
||||
@@ -2,7 +2,7 @@ from pathlib import Path
|
||||
|
||||
|
||||
def _build_version_string() -> str:
|
||||
components = ["2.2.0"]
|
||||
components = ["2.4"]
|
||||
build_number_path = Path("resources/buildnumber")
|
||||
if build_number_path.exists():
|
||||
with build_number_path.open("r") as build_number_file:
|
||||
|
||||
@@ -5,12 +5,15 @@ import logging
|
||||
import random
|
||||
from dataclasses import dataclass
|
||||
from enum import Enum
|
||||
from typing import Optional
|
||||
from typing import Optional, TYPE_CHECKING
|
||||
|
||||
from dcs.weather import Weather as PydcsWeather, Wind
|
||||
|
||||
from game.settings import Settings
|
||||
from theater import ConflictTheater
|
||||
from game.utils import Distance, meters
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game.theater import ConflictTheater
|
||||
|
||||
|
||||
class TimeOfDay(Enum):
|
||||
@@ -37,7 +40,7 @@ class Clouds:
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class Fog:
|
||||
visibility: int
|
||||
visibility: Distance
|
||||
thickness: int
|
||||
|
||||
|
||||
@@ -54,7 +57,7 @@ class Weather:
|
||||
if random.randrange(5) != 0:
|
||||
return None
|
||||
return Fog(
|
||||
visibility=random.randint(2500, 5000),
|
||||
visibility=meters(random.randint(2500, 5000)),
|
||||
thickness=random.randint(100, 500)
|
||||
)
|
||||
|
||||
|
||||
548
gen/aircraft.py
548
gen/aircraft.py
@@ -5,7 +5,7 @@ import random
|
||||
from dataclasses import dataclass
|
||||
from datetime import timedelta
|
||||
from functools import cached_property
|
||||
from typing import Dict, List, Optional, Type, Union, TYPE_CHECKING
|
||||
from typing import Dict, List, Optional, TYPE_CHECKING, Type, Union
|
||||
|
||||
from dcs import helicopters
|
||||
from dcs.action import AITaskPush, ActivateGroup
|
||||
@@ -13,11 +13,15 @@ from dcs.condition import CoalitionHasAirdrome, TimeAfter
|
||||
from dcs.country import Country
|
||||
from dcs.flyingunit import FlyingUnit
|
||||
from dcs.helicopters import UH_1H, helicopter_map
|
||||
from dcs.mapping import Point
|
||||
from dcs.mission import Mission, StartType
|
||||
from dcs.planes import (
|
||||
AJS37,
|
||||
B_17G,
|
||||
B_52H,
|
||||
Bf_109K_4,
|
||||
C_101CC,
|
||||
C_101EB,
|
||||
FW_190A8,
|
||||
FW_190D9,
|
||||
F_14B,
|
||||
@@ -29,48 +33,64 @@ from dcs.planes import (
|
||||
P_47D_40,
|
||||
P_51D,
|
||||
P_51D_30_NA,
|
||||
PlaneType,
|
||||
SpitfireLFMkIX,
|
||||
SpitfireLFMkIXCW,
|
||||
Su_33, A_20G, Tu_22M3, B_52H,
|
||||
Su_33,
|
||||
Tu_22M3,
|
||||
)
|
||||
from dcs.point import MovingPoint, PointAction
|
||||
from dcs.task import (
|
||||
AntishipStrike,
|
||||
AttackGroup,
|
||||
Bombing,
|
||||
BombingRunway,
|
||||
CAP,
|
||||
CAS,
|
||||
ControlledTask,
|
||||
EPLRS,
|
||||
EngageTargets,
|
||||
EngageTargetsInZone,
|
||||
FighterSweep,
|
||||
GroundAttack,
|
||||
OptROE,
|
||||
OptRTBOnBingoFuel,
|
||||
OptRTBOnOutOfAmmo,
|
||||
OptReactOnThreat,
|
||||
OptRestrictAfterburner,
|
||||
OptRestrictJettison,
|
||||
OrbitAction,
|
||||
PinpointStrike,
|
||||
RunwayAttack,
|
||||
SEAD,
|
||||
StartCommand,
|
||||
Targets,
|
||||
Task, WeaponType,
|
||||
Task,
|
||||
WeaponType,
|
||||
)
|
||||
from dcs.terrain.terrain import Airport
|
||||
from dcs.translation import String
|
||||
from dcs.terrain.terrain import Airport, NoParkingSlotError
|
||||
from dcs.triggers import Event, TriggerOnce, TriggerRule
|
||||
from dcs.unitgroup import FlyingGroup, ShipGroup, StaticGroup
|
||||
from dcs.unittype import FlyingType, UnitType
|
||||
|
||||
from game import db
|
||||
from game.data.cap_capabilities_db import GUNFIGHTERS
|
||||
from game.data.weapons import Pylon, Weapon
|
||||
from game.factions.faction import Faction
|
||||
from game.settings import Settings
|
||||
from game.utils import nm_to_meter
|
||||
from game.theater.controlpoint import (
|
||||
Airfield,
|
||||
ControlPoint,
|
||||
ControlPointType,
|
||||
NavalControlPoint,
|
||||
OffMapSpawn,
|
||||
)
|
||||
from game.theater.theatergroundobject import TheaterGroundObject
|
||||
from game.unitmap import UnitMap
|
||||
from game.utils import Distance, meters, nautical_miles
|
||||
from gen.airsupportgen import AirSupport
|
||||
from gen.ato import AirTaskingOrder, Package
|
||||
from gen.callsigns import create_group_callsign_from_unit
|
||||
from gen.conflictgen import FRONTLINE_LENGTH
|
||||
from gen.flights.flight import (
|
||||
Flight,
|
||||
FlightType,
|
||||
@@ -79,29 +99,22 @@ from gen.flights.flight import (
|
||||
)
|
||||
from gen.radios import MHz, Radio, RadioFrequency, RadioRegistry, get_radio
|
||||
from gen.runways import RunwayData
|
||||
from gen.conflictgen import FRONTLINE_LENGTH
|
||||
from dcs.mapping import Point
|
||||
from theater import TheaterGroundObject
|
||||
from theater.controlpoint import ControlPoint, ControlPointType
|
||||
from .conflictgen import Conflict
|
||||
from .flights.flightplan import (
|
||||
CasFlightPlan,
|
||||
FormationFlightPlan,
|
||||
LoiterFlightPlan,
|
||||
PatrollingFlightPlan,
|
||||
SweepFlightPlan,
|
||||
)
|
||||
from .flights.traveltime import TotEstimator
|
||||
from .flights.traveltime import GroundSpeed, TotEstimator
|
||||
from .naming import namegen
|
||||
from .runways import RunwayAssigner
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
|
||||
WARM_START_HELI_AIRSPEED = 120
|
||||
WARM_START_HELI_ALT = 500
|
||||
WARM_START_ALTITUDE = 3000
|
||||
WARM_START_AIRSPEED = 550
|
||||
WARM_START_HELI_ALT = meters(500)
|
||||
WARM_START_ALTITUDE = meters(3000)
|
||||
|
||||
RTB_ALTITUDE = 800
|
||||
RTB_ALTITUDE = meters(800)
|
||||
RTB_DISTANCE = 5000
|
||||
HELI_ALT = 500
|
||||
|
||||
@@ -249,6 +262,9 @@ class FlightData:
|
||||
#: The package that the flight belongs to.
|
||||
package: Package
|
||||
|
||||
#: The country that the flight belongs to.
|
||||
country: str
|
||||
|
||||
flight_type: FlightType
|
||||
|
||||
#: All units in the flight.
|
||||
@@ -281,13 +297,21 @@ class FlightData:
|
||||
#: Map of radio frequencies to their assigned radio and channel, if any.
|
||||
frequency_to_channel_map: Dict[RadioFrequency, ChannelAssignment]
|
||||
|
||||
def __init__(self, package: Package, flight_type: FlightType,
|
||||
#: Bingo fuel value in lbs.
|
||||
bingo_fuel: Optional[int]
|
||||
|
||||
joker_fuel: Optional[int]
|
||||
|
||||
def __init__(self, package: Package, country: str, flight_type: FlightType,
|
||||
units: List[FlyingUnit], size: int, friendly: bool,
|
||||
departure_delay: timedelta, departure: RunwayData,
|
||||
arrival: RunwayData, divert: Optional[RunwayData],
|
||||
waypoints: List[FlightWaypoint],
|
||||
intra_flight_channel: RadioFrequency) -> None:
|
||||
intra_flight_channel: RadioFrequency,
|
||||
bingo_fuel: Optional[int],
|
||||
joker_fuel: Optional[int]) -> None:
|
||||
self.package = package
|
||||
self.country = country
|
||||
self.flight_type = flight_type
|
||||
self.units = units
|
||||
self.size = size
|
||||
@@ -299,6 +323,8 @@ class FlightData:
|
||||
self.waypoints = waypoints
|
||||
self.intra_flight_channel = intra_flight_channel
|
||||
self.frequency_to_channel_map = {}
|
||||
self.bingo_fuel = bingo_fuel
|
||||
self.joker_fuel = joker_fuel
|
||||
self.callsign = create_group_callsign_from_unit(self.units[0])
|
||||
|
||||
@property
|
||||
@@ -640,13 +666,13 @@ AIRCRAFT_DATA["P-47D-30"] = AIRCRAFT_DATA["P-51D"]
|
||||
|
||||
|
||||
class AircraftConflictGenerator:
|
||||
def __init__(self, mission: Mission, conflict: Conflict, settings: Settings,
|
||||
game: Game, radio_registry: RadioRegistry):
|
||||
def __init__(self, mission: Mission, settings: Settings, game: Game,
|
||||
radio_registry: RadioRegistry, unit_map: UnitMap) -> None:
|
||||
self.m = mission
|
||||
self.game = game
|
||||
self.settings = settings
|
||||
self.conflict = conflict
|
||||
self.radio_registry = radio_registry
|
||||
self.unit_map = unit_map
|
||||
self.flights: List[FlightData] = []
|
||||
|
||||
@cached_property
|
||||
@@ -703,6 +729,11 @@ class AircraftConflictGenerator:
|
||||
if for_task in db.PLANE_PAYLOAD_OVERRIDES[unit_type]:
|
||||
payload_name = db.PLANE_PAYLOAD_OVERRIDES[unit_type][for_task]
|
||||
group.load_loadout(payload_name)
|
||||
if not group.units[0].pylons and for_task == RunwayAttack:
|
||||
if PinpointStrike in db.PLANE_PAYLOAD_OVERRIDES[unit_type]:
|
||||
logging.warning("No loadout for \"Runway Attack\" for the {}, defaulting to Strike loadout".format(str(unit_type)))
|
||||
payload_name = db.PLANE_PAYLOAD_OVERRIDES[unit_type][PinpointStrike]
|
||||
group.load_loadout(payload_name)
|
||||
did_load_loadout = True
|
||||
logging.info("Loaded overridden payload for {} - {} for task {}".format(unit_type, payload_name, for_task))
|
||||
|
||||
@@ -739,54 +770,44 @@ class AircraftConflictGenerator:
|
||||
if unit_type is F_14B:
|
||||
unit.set_property(F_14B.Properties.INSAlignmentStored.id, True)
|
||||
|
||||
|
||||
group.points[0].tasks.append(OptReactOnThreat(OptReactOnThreat.Values.EvadeFire))
|
||||
|
||||
channel = self.get_intra_flight_channel(unit_type)
|
||||
group.set_frequency(channel.mhz)
|
||||
|
||||
# TODO: Support for different departure/arrival airfields.
|
||||
cp = flight.from_cp
|
||||
fallback_runway = RunwayData(cp.full_name, runway_heading=0,
|
||||
runway_name="")
|
||||
if cp.cptype == ControlPointType.AIRBASE:
|
||||
assigner = RunwayAssigner(self.game.conditions)
|
||||
departure_runway = assigner.get_preferred_runway(
|
||||
flight.from_cp.airport)
|
||||
elif cp.is_fleet:
|
||||
departure_runway = dynamic_runways.get(cp.name, fallback_runway)
|
||||
else:
|
||||
logging.warning(f"Unhandled departure control point: {cp.cptype}")
|
||||
departure_runway = fallback_runway
|
||||
divert = None
|
||||
if flight.divert is not None:
|
||||
divert = flight.divert.active_runway(self.game.conditions,
|
||||
dynamic_runways)
|
||||
|
||||
self.flights.append(FlightData(
|
||||
package=package,
|
||||
country=faction.country,
|
||||
flight_type=flight.flight_type,
|
||||
units=group.units,
|
||||
size=len(group.units),
|
||||
friendly=flight.from_cp.captured,
|
||||
# Set later.
|
||||
departure_delay=timedelta(),
|
||||
departure=departure_runway,
|
||||
arrival=departure_runway,
|
||||
# TODO: Support for divert airfields.
|
||||
divert=None,
|
||||
departure=flight.departure.active_runway(self.game.conditions,
|
||||
dynamic_runways),
|
||||
arrival=flight.arrival.active_runway(self.game.conditions,
|
||||
dynamic_runways),
|
||||
divert=divert,
|
||||
# Waypoints are added later, after they've had their TOTs set.
|
||||
waypoints=[],
|
||||
intra_flight_channel=channel
|
||||
intra_flight_channel=channel,
|
||||
bingo_fuel=flight.flight_plan.bingo_fuel,
|
||||
joker_fuel=flight.flight_plan.joker_fuel
|
||||
))
|
||||
|
||||
# Special case so Su 33 carrier take off
|
||||
if unit_type is Su_33:
|
||||
if flight.flight_type is not CAP:
|
||||
for unit in group.units:
|
||||
unit.fuel = Su_33.fuel_max / 2.2
|
||||
else:
|
||||
for unit in group.units:
|
||||
unit.fuel = Su_33.fuel_max * 0.8
|
||||
# Special case so Su 33 and C101 can take off
|
||||
if unit_type in [Su_33, C_101EB, C_101CC]:
|
||||
self.set_reduced_fuel(flight, group, unit_type)
|
||||
|
||||
def _generate_at_airport(self, name: str, side: Country,
|
||||
unit_type: FlyingType, count: int, start_type: str,
|
||||
unit_type: Type[FlyingType], count: int,
|
||||
start_type: str,
|
||||
airport: Optional[Airport] = None) -> FlyingGroup:
|
||||
assert count > 0
|
||||
|
||||
@@ -801,35 +822,44 @@ class AircraftConflictGenerator:
|
||||
group_size=count,
|
||||
parking_slots=None)
|
||||
|
||||
def _generate_inflight(self, name: str, side: Country, unit_type: FlyingType, count: int, at: Point) -> FlyingGroup:
|
||||
assert count > 0
|
||||
def _generate_inflight(self, name: str, side: Country, flight: Flight,
|
||||
origin: ControlPoint) -> FlyingGroup:
|
||||
assert flight.count > 0
|
||||
at = origin.position
|
||||
|
||||
if unit_type in helicopters.helicopter_map.values():
|
||||
alt_type = "RADIO"
|
||||
if isinstance(origin, OffMapSpawn):
|
||||
alt = flight.flight_plan.waypoints[0].alt
|
||||
alt_type = flight.flight_plan.waypoints[0].alt_type
|
||||
elif flight.unit_type in helicopters.helicopter_map.values():
|
||||
alt = WARM_START_HELI_ALT
|
||||
speed = WARM_START_HELI_AIRSPEED
|
||||
else:
|
||||
alt = WARM_START_ALTITUDE
|
||||
speed = WARM_START_AIRSPEED
|
||||
|
||||
speed = GroundSpeed.for_flight(flight, alt)
|
||||
|
||||
pos = Point(at.x + random.randint(100, 1000), at.y + random.randint(100, 1000))
|
||||
|
||||
logging.info("airgen: {} for {} at {} at {}".format(unit_type, side.id, alt, speed))
|
||||
logging.info(
|
||||
"airgen: {} for {} at {} at {}".format(flight.unit_type, side.id,
|
||||
alt, int(speed.kph)))
|
||||
group = self.m.flight_group(
|
||||
country=side,
|
||||
name=name,
|
||||
aircraft_type=unit_type,
|
||||
aircraft_type=flight.unit_type,
|
||||
airport=None,
|
||||
position=pos,
|
||||
altitude=alt,
|
||||
speed=speed,
|
||||
altitude=alt.meters,
|
||||
speed=speed.kph,
|
||||
maintask=None,
|
||||
group_size=count)
|
||||
group_size=flight.count)
|
||||
|
||||
group.points[0].alt_type = "RADIO"
|
||||
group.points[0].alt_type = alt_type
|
||||
return group
|
||||
|
||||
def _generate_at_group(self, name: str, side: Country,
|
||||
unit_type: FlyingType, count: int, start_type: str,
|
||||
unit_type: Type[FlyingType], count: int,
|
||||
start_type: str,
|
||||
at: Union[ShipGroup, StaticGroup]) -> FlyingGroup:
|
||||
assert count > 0
|
||||
|
||||
@@ -843,8 +873,10 @@ class AircraftConflictGenerator:
|
||||
start_type=self._start_type(start_type),
|
||||
group_size=count)
|
||||
|
||||
def _add_radio_waypoint(self, group: FlyingGroup, position, altitude: int, airspeed: int = 600):
|
||||
point = group.add_waypoint(position, altitude, airspeed)
|
||||
def _add_radio_waypoint(self, group: FlyingGroup, position,
|
||||
altitude: Distance,
|
||||
airspeed: int = 600) -> MovingPoint:
|
||||
point = group.add_waypoint(position, altitude.meters, airspeed)
|
||||
point.alt_type = "RADIO"
|
||||
return point
|
||||
|
||||
@@ -860,7 +892,8 @@ class AircraftConflictGenerator:
|
||||
tod_location = position.point_from_heading(heading, RTB_DISTANCE)
|
||||
self._add_radio_waypoint(group, tod_location, last_waypoint.alt)
|
||||
|
||||
destination_waypoint = self._add_radio_waypoint(group, position, RTB_ALTITUDE)
|
||||
destination_waypoint = self._add_radio_waypoint(group, position,
|
||||
RTB_ALTITUDE)
|
||||
if isinstance(at, Airport):
|
||||
group.land_at(at)
|
||||
return destination_waypoint
|
||||
@@ -875,48 +908,108 @@ class AircraftConflictGenerator:
|
||||
else:
|
||||
assert False
|
||||
|
||||
@staticmethod
|
||||
def _setup_custom_payload(flight: Flight, group: FlyingGroup) -> None:
|
||||
if not flight.use_custom_loadout:
|
||||
return
|
||||
|
||||
def _setup_custom_payload(self, flight, group:FlyingGroup):
|
||||
if flight.use_custom_loadout:
|
||||
logging.info("Custom loadout for flight : " + flight.__repr__())
|
||||
for p in group.units:
|
||||
p.pylons.clear()
|
||||
|
||||
logging.info("Custom loadout for flight : " + flight.__repr__())
|
||||
for p in group.units:
|
||||
p.pylons.clear()
|
||||
for pylon_number, weapon in flight.loadout.items():
|
||||
if weapon is None:
|
||||
continue
|
||||
pylon = Pylon.for_aircraft(flight.unit_type, pylon_number)
|
||||
pylon.equip(group, weapon)
|
||||
|
||||
for key in flight.loadout.keys():
|
||||
if "Pylon" + key in flight.unit_type.__dict__.keys():
|
||||
print(flight.loadout)
|
||||
weapon_dict = flight.unit_type.__dict__["Pylon" + key].__dict__
|
||||
if flight.loadout[key] in weapon_dict.keys():
|
||||
weapon = weapon_dict[flight.loadout[key]]
|
||||
group.load_pylon(weapon, int(key))
|
||||
else:
|
||||
logging.warning("Pylon not found ! => Pylon" + key + " on " + str(flight.unit_type))
|
||||
def _degrade_payload_to_era(self, flight: Flight,
|
||||
group: FlyingGroup) -> None:
|
||||
loadout = dict(group.units[0].pylons)
|
||||
for pylon_number, clsid in loadout.items():
|
||||
weapon = Weapon.from_clsid(clsid["CLSID"])
|
||||
if weapon is None:
|
||||
logging.error(f"Could not find weapon for clsid {clsid}")
|
||||
continue
|
||||
|
||||
if not weapon.available_on(self.game.date):
|
||||
pylon = Pylon.for_aircraft(flight.unit_type, pylon_number)
|
||||
for fallback in weapon.fallbacks:
|
||||
if not pylon.can_equip(fallback):
|
||||
continue
|
||||
if not fallback.available_on(self.game.date):
|
||||
continue
|
||||
pylon.equip(group, fallback)
|
||||
break
|
||||
|
||||
def clear_parking_slots(self) -> None:
|
||||
for cp in self.game.theater.controlpoints:
|
||||
if cp.airport is not None:
|
||||
for parking_slot in cp.airport.parking_slots:
|
||||
parking_slot.unit_id = None
|
||||
for parking_slot in cp.parking_slots:
|
||||
parking_slot.unit_id = None
|
||||
|
||||
def generate_flights(self, country, ato: AirTaskingOrder,
|
||||
dynamic_runways: Dict[str, RunwayData]) -> None:
|
||||
self.clear_parking_slots()
|
||||
|
||||
for package in ato.packages:
|
||||
if not package.flights:
|
||||
continue
|
||||
for flight in package.flights:
|
||||
culled = self.game.position_culled(flight.from_cp.position)
|
||||
if flight.client_count == 0 and culled:
|
||||
logging.info("Flight not generated: culled")
|
||||
continue
|
||||
logging.info(f"Generating flight: {flight.unit_type}")
|
||||
group = self.generate_planned_flight(flight.from_cp, country,
|
||||
flight)
|
||||
self.unit_map.add_aircraft(group, flight)
|
||||
self.setup_flight_group(group, package, flight, dynamic_runways)
|
||||
self.create_waypoints(group, package, flight)
|
||||
|
||||
def spawn_unused_aircraft(self, player_country: Country,
|
||||
enemy_country: Country) -> None:
|
||||
inventories = self.game.aircraft_inventory.inventories
|
||||
for control_point, inventory in inventories.items():
|
||||
if not isinstance(control_point, Airfield):
|
||||
continue
|
||||
|
||||
if control_point.captured:
|
||||
country = player_country
|
||||
faction = self.game.player_faction
|
||||
else:
|
||||
country = enemy_country
|
||||
faction = self.game.enemy_faction
|
||||
|
||||
for aircraft, available in inventory.all_aircraft:
|
||||
try:
|
||||
self._spawn_unused_at(control_point, country, faction, aircraft,
|
||||
available)
|
||||
except NoParkingSlotError:
|
||||
# If we run out of parking, stop spawning aircraft.
|
||||
return
|
||||
|
||||
def _spawn_unused_at(self, control_point: Airfield, country: Country, faction: Faction,
|
||||
aircraft: Type[FlyingType], number: int) -> None:
|
||||
for _ in range(number):
|
||||
# Creating a flight even those this isn't a fragged mission lets us
|
||||
# reuse the existing debriefing code.
|
||||
# TODO: Special flight type?
|
||||
flight = Flight(Package(control_point), faction.country, aircraft, 1,
|
||||
FlightType.BARCAP, "Cold", departure=control_point,
|
||||
arrival=control_point, divert=None)
|
||||
|
||||
group = self._generate_at_airport(
|
||||
name=namegen.next_aircraft_name(country, control_point.id,
|
||||
flight),
|
||||
side=country,
|
||||
unit_type=aircraft,
|
||||
count=1,
|
||||
start_type="Cold",
|
||||
airport=control_point.airport)
|
||||
|
||||
if aircraft in faction.liveries_overrides:
|
||||
livery = random.choice(faction.liveries_overrides[aircraft])
|
||||
for unit in group.units:
|
||||
unit.livery_id = livery
|
||||
|
||||
group.uncontrolled = True
|
||||
self.unit_map.add_aircraft(group, flight)
|
||||
|
||||
def set_activation_time(self, flight: Flight, group: FlyingGroup,
|
||||
delay: timedelta) -> None:
|
||||
# Note: Late activation causes the waypoint TOTs to look *weird* in the
|
||||
@@ -966,26 +1059,29 @@ class AircraftConflictGenerator:
|
||||
CoalitionHasAirdrome(coalition, flight.from_cp.id))
|
||||
|
||||
def generate_planned_flight(self, cp, country, flight:Flight):
|
||||
name = namegen.next_aircraft_name(country, cp.id, flight)
|
||||
try:
|
||||
if flight.start_type == "In Flight":
|
||||
group = self._generate_inflight(
|
||||
name=namegen.next_unit_name(country, cp.id, flight.unit_type),
|
||||
name=name,
|
||||
side=country,
|
||||
unit_type=flight.unit_type,
|
||||
count=flight.count,
|
||||
at=cp.position)
|
||||
elif cp.is_fleet:
|
||||
flight=flight,
|
||||
origin=cp)
|
||||
elif isinstance(cp, NavalControlPoint):
|
||||
group_name = cp.get_carrier_group_name()
|
||||
group = self._generate_at_group(
|
||||
name=namegen.next_unit_name(country, cp.id, flight.unit_type),
|
||||
name=name,
|
||||
side=country,
|
||||
unit_type=flight.unit_type,
|
||||
count=flight.count,
|
||||
start_type=flight.start_type,
|
||||
at=self.m.find_group(group_name))
|
||||
else:
|
||||
if not isinstance(cp, Airfield):
|
||||
raise RuntimeError(
|
||||
f"Attempted to spawn at airfield for non-airfield {cp}")
|
||||
group = self._generate_at_airport(
|
||||
name=namegen.next_unit_name(country, cp.id, flight.unit_type),
|
||||
name=name,
|
||||
side=country,
|
||||
unit_type=flight.unit_type,
|
||||
count=flight.count,
|
||||
@@ -997,15 +1093,28 @@ class AircraftConflictGenerator:
|
||||
logging.warning("No room on runway or parking slots. Starting from the air.")
|
||||
flight.start_type = "In Flight"
|
||||
group = self._generate_inflight(
|
||||
name=namegen.next_unit_name(country, cp.id, flight.unit_type),
|
||||
name=name,
|
||||
side=country,
|
||||
unit_type=flight.unit_type,
|
||||
count=flight.count,
|
||||
at=cp.position)
|
||||
flight=flight,
|
||||
origin=cp)
|
||||
group.points[0].alt = 1500
|
||||
|
||||
return group
|
||||
|
||||
@staticmethod
|
||||
def set_reduced_fuel(flight: Flight, group: FlyingGroup, unit_type: Type[PlaneType]) -> None:
|
||||
if unit_type is Su_33:
|
||||
for unit in group.units:
|
||||
if flight.flight_type is not CAP:
|
||||
unit.fuel = Su_33.fuel_max / 2.2
|
||||
else:
|
||||
unit.fuel = Su_33.fuel_max * 0.8
|
||||
elif unit_type in [C_101EB, C_101CC]:
|
||||
for unit in group.units:
|
||||
unit.fuel = unit_type.fuel_max * 0.5
|
||||
else:
|
||||
raise RuntimeError(f"No reduced fuel case for type {unit_type}")
|
||||
|
||||
@staticmethod
|
||||
def configure_behavior(
|
||||
group: FlyingGroup,
|
||||
@@ -1046,8 +1155,18 @@ class AircraftConflictGenerator:
|
||||
|
||||
self.configure_behavior(group, rtb_winchester=ammo_type)
|
||||
|
||||
group.points[0].tasks.append(EngageTargets(max_distance=nm_to_meter(50),
|
||||
targets=[Targets.All.Air]))
|
||||
def configure_sweep(self, group: FlyingGroup, package: Package,
|
||||
flight: Flight,
|
||||
dynamic_runways: Dict[str, RunwayData]) -> None:
|
||||
group.task = FighterSweep.name
|
||||
self._setup_group(group, FighterSweep, package, flight, dynamic_runways)
|
||||
|
||||
if flight.unit_type not in GUNFIGHTERS:
|
||||
ammo_type = OptRTBOnOutOfAmmo.Values.AAM
|
||||
else:
|
||||
ammo_type = OptRTBOnOutOfAmmo.Values.Cannon
|
||||
|
||||
self.configure_behavior(group, rtb_winchester=ammo_type)
|
||||
|
||||
def configure_cas(self, group: FlyingGroup, package: Package,
|
||||
flight: Flight,
|
||||
@@ -1108,6 +1227,28 @@ class AircraftConflictGenerator:
|
||||
roe=OptROE.Values.OpenFire,
|
||||
restrict_jettison=True)
|
||||
|
||||
def configure_runway_attack(
|
||||
self, group: FlyingGroup, package: Package, flight: Flight,
|
||||
dynamic_runways: Dict[str, RunwayData]) -> None:
|
||||
group.task = RunwayAttack.name
|
||||
self._setup_group(group, RunwayAttack, package, flight, dynamic_runways)
|
||||
self.configure_behavior(
|
||||
group,
|
||||
react_on_threat=OptReactOnThreat.Values.EvadeFire,
|
||||
roe=OptROE.Values.OpenFire,
|
||||
restrict_jettison=True)
|
||||
|
||||
def configure_oca_strike(
|
||||
self, group: FlyingGroup, package: Package, flight: Flight,
|
||||
dynamic_runways: Dict[str, RunwayData]) -> None:
|
||||
group.task = CAS.name
|
||||
self._setup_group(group, CAS, package, flight, dynamic_runways)
|
||||
self.configure_behavior(
|
||||
group,
|
||||
react_on_threat=OptReactOnThreat.Values.EvadeFire,
|
||||
roe=OptROE.Values.OpenFire,
|
||||
restrict_jettison=True)
|
||||
|
||||
def configure_escort(self, group: FlyingGroup, package: Package,
|
||||
flight: Flight,
|
||||
dynamic_runways: Dict[str, RunwayData]) -> None:
|
||||
@@ -1121,7 +1262,7 @@ class AircraftConflictGenerator:
|
||||
|
||||
def configure_unknown_task(self, group: FlyingGroup,
|
||||
flight: Flight) -> None:
|
||||
logging.error(f"Unhandled flight type: {flight.flight_type.name}")
|
||||
logging.error(f"Unhandled flight type: {flight.flight_type}")
|
||||
self.configure_behavior(group)
|
||||
|
||||
def setup_flight_group(self, group: FlyingGroup, package: Package,
|
||||
@@ -1131,18 +1272,25 @@ class AircraftConflictGenerator:
|
||||
if flight_type in [FlightType.BARCAP, FlightType.TARCAP,
|
||||
FlightType.INTERCEPTION]:
|
||||
self.configure_cap(group, package, flight, dynamic_runways)
|
||||
elif flight_type == FlightType.SWEEP:
|
||||
self.configure_sweep(group, package, flight, dynamic_runways)
|
||||
elif flight_type in [FlightType.CAS, FlightType.BAI]:
|
||||
self.configure_cas(group, package, flight, dynamic_runways)
|
||||
elif flight_type in [FlightType.DEAD, ]:
|
||||
elif flight_type == FlightType.DEAD:
|
||||
self.configure_dead(group, package, flight, dynamic_runways)
|
||||
elif flight_type in [FlightType.SEAD, ]:
|
||||
elif flight_type == FlightType.SEAD:
|
||||
self.configure_sead(group, package, flight, dynamic_runways)
|
||||
elif flight_type in [FlightType.STRIKE]:
|
||||
elif flight_type == FlightType.STRIKE:
|
||||
self.configure_strike(group, package, flight, dynamic_runways)
|
||||
elif flight_type in [FlightType.ANTISHIP]:
|
||||
elif flight_type == FlightType.ANTISHIP:
|
||||
self.configure_anti_ship(group, package, flight, dynamic_runways)
|
||||
elif flight_type == FlightType.ESCORT:
|
||||
self.configure_escort(group, package, flight, dynamic_runways)
|
||||
elif flight_type == FlightType.OCA_RUNWAY:
|
||||
self.configure_runway_attack(group, package, flight,
|
||||
dynamic_runways)
|
||||
elif flight_type == FlightType.OCA_AIRCRAFT:
|
||||
self.configure_oca_strike(group, package, flight, dynamic_runways)
|
||||
else:
|
||||
self.configure_unknown_task(group, flight)
|
||||
|
||||
@@ -1164,10 +1312,10 @@ class AircraftConflictGenerator:
|
||||
if point.only_for_player and not flight.client_count:
|
||||
continue
|
||||
filtered_points.append(point)
|
||||
# Only add 1 target waypoint for Viggens. This only affects player flights,
|
||||
# Only add 1 target waypoint for Viggens. This only affects player flights,
|
||||
# the Viggen can't have more than 9 waypoints which leaves us with two target point
|
||||
# under the current flight plans.
|
||||
# TODO: Make this smarter, it currently selects a random unit in the group for target,
|
||||
# TODO: Make this smarter, it currently selects a random unit in the group for target,
|
||||
# this could be updated to make it pick the "best" two targets in the group.
|
||||
if flight.unit_type is AJS37 and flight.client_count:
|
||||
viggen_target_points = [
|
||||
@@ -1180,7 +1328,7 @@ class AircraftConflictGenerator:
|
||||
point.waypoint_type not in TARGET_WAYPOINTS or idx == keep_target[0]
|
||||
)
|
||||
]
|
||||
|
||||
|
||||
for idx, point in enumerate(filtered_points):
|
||||
PydcsWaypointBuilder.for_waypoint(
|
||||
point, group, package, flight, self.m
|
||||
@@ -1190,6 +1338,8 @@ class AircraftConflictGenerator:
|
||||
# have their TOTs set.
|
||||
self.flights[-1].waypoints = [takeoff_point] + flight.points
|
||||
self._setup_custom_payload(flight, group)
|
||||
if self.game.settings.restrict_weapons_by_date:
|
||||
self._degrade_payload_to_era(flight, group)
|
||||
|
||||
def should_delay_flight(self, flight: Flight,
|
||||
start_time: timedelta) -> bool:
|
||||
@@ -1224,7 +1374,7 @@ class AircraftConflictGenerator:
|
||||
|
||||
# And setting *our* waypoint TOT causes the takeoff time to show up in
|
||||
# the player's kneeboard.
|
||||
waypoint.tot = estimator.takeoff_time_for_flight(flight)
|
||||
waypoint.tot = flight.flight_plan.takeoff_time()
|
||||
# And finally assign it to the FlightData info so it shows correctly in
|
||||
# the briefing.
|
||||
self.flights[-1].departure_delay = start_time
|
||||
@@ -1258,10 +1408,17 @@ class PydcsWaypointBuilder:
|
||||
|
||||
def build(self) -> MovingPoint:
|
||||
waypoint = self.group.add_waypoint(
|
||||
Point(self.waypoint.x, self.waypoint.y), self.waypoint.alt)
|
||||
Point(self.waypoint.x, self.waypoint.y),
|
||||
self.waypoint.alt.meters,
|
||||
name=self.mission.string(self.waypoint.name))
|
||||
|
||||
if self.waypoint.flyover:
|
||||
waypoint.action = PointAction.FlyOverPoint
|
||||
# It seems we need to leave waypoint.type exactly as it is even
|
||||
# though it's set to "Turning Point". If I set this to "Fly Over
|
||||
# Point" and then save the mission in the ME DCS resets it.
|
||||
|
||||
waypoint.alt_type = self.waypoint.alt_type
|
||||
waypoint.name = String(self.waypoint.name)
|
||||
tot = self.flight.flight_plan.tot_for_waypoint(self.waypoint)
|
||||
if tot is not None:
|
||||
self.set_waypoint_tot(waypoint, tot)
|
||||
@@ -1279,13 +1436,18 @@ class PydcsWaypointBuilder:
|
||||
package: Package, flight: Flight,
|
||||
mission: Mission) -> PydcsWaypointBuilder:
|
||||
builders = {
|
||||
FlightWaypointType.INGRESS_BAI: BaiIngressBuilder,
|
||||
FlightWaypointType.INGRESS_CAS: CasIngressBuilder,
|
||||
FlightWaypointType.INGRESS_DEAD: DeadIngressBuilder,
|
||||
FlightWaypointType.INGRESS_OCA_AIRCRAFT: OcaAircraftIngressBuilder,
|
||||
FlightWaypointType.INGRESS_OCA_RUNWAY: OcaRunwayIngressBuilder,
|
||||
FlightWaypointType.INGRESS_SEAD: SeadIngressBuilder,
|
||||
FlightWaypointType.INGRESS_STRIKE: StrikeIngressBuilder,
|
||||
FlightWaypointType.INGRESS_SWEEP: SweepIngressBuilder,
|
||||
FlightWaypointType.JOIN: JoinPointBuilder,
|
||||
FlightWaypointType.LANDING_POINT: LandingPointBuilder,
|
||||
FlightWaypointType.LOITER: HoldPointBuilder,
|
||||
FlightWaypointType.PATROL: RaceTrackEndBuilder,
|
||||
FlightWaypointType.PATROL_TRACK: RaceTrackBuilder,
|
||||
}
|
||||
builder = builders.get(waypoint.waypoint_type, DefaultWaypointBuilder)
|
||||
@@ -1296,7 +1458,7 @@ class PydcsWaypointBuilder:
|
||||
If the flight is a player controlled Viggen flight, no TOT should be set on any waypoint except actual target waypoints.
|
||||
"""
|
||||
if (
|
||||
(self.flight.client_count > 0 and self.flight.unit_type == AJS37) and
|
||||
(self.flight.client_count > 0 and self.flight.unit_type == AJS37) and
|
||||
(self.waypoint.waypoint_type not in TARGET_WAYPOINTS)
|
||||
):
|
||||
return True
|
||||
@@ -1323,7 +1485,7 @@ class HoldPointBuilder(PydcsWaypointBuilder):
|
||||
altitude=waypoint.alt,
|
||||
pattern=OrbitAction.OrbitPattern.Circle
|
||||
))
|
||||
if not isinstance(self.flight.flight_plan, FormationFlightPlan):
|
||||
if not isinstance(self.flight.flight_plan, LoiterFlightPlan):
|
||||
flight_plan_type = self.flight.flight_plan.__class__.__name__
|
||||
logging.error(
|
||||
f"Cannot configure hold for for {self.flight} because "
|
||||
@@ -1338,13 +1500,36 @@ class HoldPointBuilder(PydcsWaypointBuilder):
|
||||
return waypoint
|
||||
|
||||
|
||||
class BaiIngressBuilder(PydcsWaypointBuilder):
|
||||
def build(self) -> MovingPoint:
|
||||
waypoint = super().build()
|
||||
|
||||
target_group = self.package.target
|
||||
if isinstance(target_group, TheaterGroundObject):
|
||||
tgroup = self.mission.find_group(target_group.group_name)
|
||||
if tgroup is not None:
|
||||
task = AttackGroup(tgroup.id, weapon_type=WeaponType.Auto)
|
||||
task.params["attackQtyLimit"] = False
|
||||
task.params["directionEnabled"] = False
|
||||
task.params["altitudeEnabled"] = False
|
||||
task.params["groupAttack"] = True
|
||||
waypoint.tasks.append(task)
|
||||
else:
|
||||
logging.error("Could not find group for BAI mission %s",
|
||||
target_group.group_name)
|
||||
else:
|
||||
logging.error("Unexpected target type for BAI mission: %s",
|
||||
target_group.__class__.__name__)
|
||||
return waypoint
|
||||
|
||||
|
||||
class CasIngressBuilder(PydcsWaypointBuilder):
|
||||
def build(self) -> MovingPoint:
|
||||
waypoint = super().build()
|
||||
if isinstance(self.flight.flight_plan, CasFlightPlan):
|
||||
waypoint.add_task(EngageTargetsInZone(
|
||||
position=self.flight.flight_plan.target,
|
||||
radius=FRONTLINE_LENGTH / 2,
|
||||
radius=int(self.flight.flight_plan.engagement_distance.meters),
|
||||
targets=[
|
||||
Targets.All.GroundUnits.GroundVehicles,
|
||||
Targets.All.GroundUnits.AirDefence.AAA,
|
||||
@@ -1355,7 +1540,7 @@ class CasIngressBuilder(PydcsWaypointBuilder):
|
||||
logging.error(
|
||||
"No CAS waypoint found. Falling back to search and engage")
|
||||
waypoint.add_task(EngageTargets(
|
||||
max_distance=nm_to_meter(10),
|
||||
max_distance=int(nautical_miles(10).meters),
|
||||
targets=[
|
||||
Targets.All.GroundUnits.GroundVehicles,
|
||||
Targets.All.GroundUnits.AirDefence.AAA,
|
||||
@@ -1371,14 +1556,13 @@ class DeadIngressBuilder(PydcsWaypointBuilder):
|
||||
|
||||
target_group = self.package.target
|
||||
if isinstance(target_group, TheaterGroundObject):
|
||||
tgroup = self.mission.find_group(target_group.group_name, search="match") # Match search is used due to TheaterGroundObject.name not matching
|
||||
if tgroup is not None: # the Mission group name because of SkyNet prefixes.
|
||||
task = AttackGroup(tgroup.id)
|
||||
tgroup = self.mission.find_group(target_group.group_name)
|
||||
if tgroup is not None:
|
||||
task = AttackGroup(tgroup.id, weapon_type=WeaponType.Guided)
|
||||
task.params["expend"] = "All"
|
||||
task.params["attackQtyLimit"] = False
|
||||
task.params["directionEnabled"] = False
|
||||
task.params["altitudeEnabled"] = False
|
||||
task.params["weaponType"] = 268402702 # Guided Weapons
|
||||
task.params["groupAttack"] = True
|
||||
waypoint.tasks.append(task)
|
||||
else:
|
||||
@@ -1387,17 +1571,59 @@ class DeadIngressBuilder(PydcsWaypointBuilder):
|
||||
return waypoint
|
||||
|
||||
|
||||
class OcaAircraftIngressBuilder(PydcsWaypointBuilder):
|
||||
def build(self) -> MovingPoint:
|
||||
waypoint = super().build()
|
||||
|
||||
target = self.package.target
|
||||
if not isinstance(target, Airfield):
|
||||
logging.error(
|
||||
"Unexpected target type for OCA Strike mission: %s",
|
||||
target.__class__.__name__)
|
||||
return waypoint
|
||||
|
||||
task = EngageTargetsInZone(
|
||||
position=target.position,
|
||||
# Al Dhafra is 4 nm across at most. Add a little wiggle room in case
|
||||
# the airport position from DCS is not centered.
|
||||
radius=int(nautical_miles(3).meters),
|
||||
targets=[Targets.All.Air]
|
||||
)
|
||||
task.params["attackQtyLimit"] = False
|
||||
task.params["directionEnabled"] = False
|
||||
task.params["altitudeEnabled"] = False
|
||||
task.params["groupAttack"] = True
|
||||
waypoint.tasks.append(task)
|
||||
return waypoint
|
||||
|
||||
|
||||
class OcaRunwayIngressBuilder(PydcsWaypointBuilder):
|
||||
def build(self) -> MovingPoint:
|
||||
waypoint = super().build()
|
||||
|
||||
target = self.package.target
|
||||
if not isinstance(target, Airfield):
|
||||
logging.error(
|
||||
"Unexpected target type for runway bombing mission: %s",
|
||||
target.__class__.__name__)
|
||||
return waypoint
|
||||
|
||||
waypoint.tasks.append(
|
||||
BombingRunway(airport_id=target.airport.id, group_attack=True))
|
||||
return waypoint
|
||||
|
||||
|
||||
class SeadIngressBuilder(PydcsWaypointBuilder):
|
||||
def build(self) -> MovingPoint:
|
||||
waypoint = super().build()
|
||||
|
||||
target_group = self.package.target
|
||||
if isinstance(target_group, TheaterGroundObject):
|
||||
tgroup = self.mission.find_group(target_group.group_name, search="match") # Match search is used due to TheaterGroundObject.name not matching
|
||||
if tgroup is not None: # the Mission group name because of SkyNet prefixes.
|
||||
tgroup = self.mission.find_group(target_group.group_name)
|
||||
if tgroup is not None:
|
||||
waypoint.add_task(EngageTargetsInZone(
|
||||
position=tgroup.position,
|
||||
radius=nm_to_meter(30),
|
||||
radius=int(nautical_miles(30).meters),
|
||||
targets=[
|
||||
Targets.All.GroundUnits.AirDefence,
|
||||
])
|
||||
@@ -1467,6 +1693,24 @@ class StrikeIngressBuilder(PydcsWaypointBuilder):
|
||||
return waypoint
|
||||
|
||||
|
||||
class SweepIngressBuilder(PydcsWaypointBuilder):
|
||||
def build(self) -> MovingPoint:
|
||||
waypoint = super().build()
|
||||
|
||||
if not isinstance(self.flight.flight_plan, SweepFlightPlan):
|
||||
flight_plan_type = self.flight.flight_plan.__class__.__name__
|
||||
logging.error(
|
||||
f"Cannot create sweep for {self.flight} because "
|
||||
f"{flight_plan_type} is not a sweep flight plan.")
|
||||
return waypoint
|
||||
|
||||
waypoint.tasks.append(EngageTargets(
|
||||
max_distance=int(nautical_miles(50).meters),
|
||||
targets=[Targets.All.Air.Planes.Fighters]))
|
||||
|
||||
return waypoint
|
||||
|
||||
|
||||
class JoinPointBuilder(PydcsWaypointBuilder):
|
||||
def build(self) -> MovingPoint:
|
||||
waypoint = super().build()
|
||||
@@ -1504,7 +1748,7 @@ class JoinPointBuilder(PydcsWaypointBuilder):
|
||||
# https://forums.eagle.ru/forum/english/digital-combat-simulator/dcs-world-2-5/bugs-and-problems-ai/ai-ad/250183-task-follow-and-escort-temporarily-aborted
|
||||
waypoint.add_task(ControlledTask(EngageTargets(
|
||||
# TODO: From doctrine.
|
||||
max_distance=nm_to_meter(30),
|
||||
max_distance=int(nautical_miles(30).meters),
|
||||
targets=[Targets.All.Air.Planes.Fighters]
|
||||
)))
|
||||
|
||||
@@ -1522,6 +1766,48 @@ class LandingPointBuilder(PydcsWaypointBuilder):
|
||||
|
||||
|
||||
class RaceTrackBuilder(PydcsWaypointBuilder):
|
||||
def build(self) -> MovingPoint:
|
||||
waypoint = super().build()
|
||||
|
||||
flight_plan = self.flight.flight_plan
|
||||
|
||||
if not isinstance(flight_plan, PatrollingFlightPlan):
|
||||
flight_plan_type = flight_plan.__class__.__name__
|
||||
logging.error(
|
||||
f"Cannot create race track for {self.flight} because "
|
||||
f"{flight_plan_type} does not define a patrol.")
|
||||
return waypoint
|
||||
|
||||
# NB: It's important that the engage task comes before the orbit task.
|
||||
# Though they're on the same waypoint, if the orbit task comes first it
|
||||
# is their first priority and they will not engage any targets because
|
||||
# they're fully focused on orbiting. If the STE task is first, they will
|
||||
# engage targets if available and orbit if they find nothing to shoot.
|
||||
|
||||
# TODO: Move the properties of this task into the flight plan?
|
||||
# CAP is the only current user of this so it's not a big deal, but might
|
||||
# be good to make this usable for things like BAI when we add that
|
||||
# later.
|
||||
cap_types = {FlightType.BARCAP, FlightType.TARCAP}
|
||||
if self.flight.flight_type in cap_types:
|
||||
engagement_distance = int(flight_plan.engagement_distance.meters)
|
||||
waypoint.tasks.append(
|
||||
EngageTargets(max_distance=engagement_distance,
|
||||
targets=[Targets.All.Air]))
|
||||
|
||||
racetrack = ControlledTask(OrbitAction(
|
||||
altitude=waypoint.alt,
|
||||
pattern=OrbitAction.OrbitPattern.RaceTrack
|
||||
))
|
||||
self.set_waypoint_tot(waypoint, flight_plan.patrol_start_time)
|
||||
racetrack.stop_after_time(
|
||||
int(flight_plan.patrol_end_time.total_seconds()))
|
||||
waypoint.add_task(racetrack)
|
||||
|
||||
return waypoint
|
||||
|
||||
|
||||
class RaceTrackEndBuilder(PydcsWaypointBuilder):
|
||||
def build(self) -> MovingPoint:
|
||||
waypoint = super().build()
|
||||
|
||||
@@ -1532,13 +1818,5 @@ class RaceTrackBuilder(PydcsWaypointBuilder):
|
||||
f"{flight_plan_type} does not define a patrol.")
|
||||
return waypoint
|
||||
|
||||
racetrack = ControlledTask(OrbitAction(
|
||||
altitude=waypoint.alt,
|
||||
pattern=OrbitAction.OrbitPattern.RaceTrack
|
||||
))
|
||||
self.set_waypoint_tot(
|
||||
waypoint, self.flight.flight_plan.patrol_start_time)
|
||||
racetrack.stop_after_time(
|
||||
int(self.flight.flight_plan.patrol_end_time.total_seconds()))
|
||||
waypoint.add_task(racetrack)
|
||||
self.waypoint.departure_time = self.flight.flight_plan.patrol_end_time
|
||||
return waypoint
|
||||
|
||||
@@ -83,7 +83,7 @@ AIRFIELD_DATA = {
|
||||
tacan_callsign="BTM",
|
||||
atc=AtcData(MHz(4, 250), MHz(131, 0), MHz(40, 400), MHz(260, 0)),
|
||||
ils={
|
||||
"13": ("ILU", MHz(110, 30)),
|
||||
"13": ("ILU", MHz(110, 300)),
|
||||
},
|
||||
),
|
||||
|
||||
@@ -96,7 +96,7 @@ AIRFIELD_DATA = {
|
||||
tacan_callsign="KBL",
|
||||
atc=AtcData(MHz(4, 350), MHz(133, 0), MHz(40, 800), MHz(262, 0)),
|
||||
ils={
|
||||
"07": ("IKB", MHz(111, 50)),
|
||||
"07": ("IKB", MHz(111, 500)),
|
||||
},
|
||||
outer_ndb={
|
||||
"07": ("KT", MHz(870, 0)),
|
||||
@@ -115,7 +115,7 @@ AIRFIELD_DATA = {
|
||||
tacan_callsign="TSK",
|
||||
atc=AtcData(MHz(4, 300), MHz(132, 0), MHz(40, 600), MHz(261, 0)),
|
||||
ils={
|
||||
"09": ("ITS", MHz(108, 90)),
|
||||
"09": ("ITS", MHz(108, 900)),
|
||||
},
|
||||
outer_ndb={
|
||||
"09": ("BI", MHz(335, 0)),
|
||||
@@ -134,7 +134,7 @@ AIRFIELD_DATA = {
|
||||
tacan_callsign="KTS",
|
||||
atc=AtcData(MHz(4, 400), MHz(134, 0), MHz(41, 0), MHz(263, 0)),
|
||||
ils={
|
||||
"08": ("IKS", MHz(109, 75)),
|
||||
"08": ("IKS", MHz(109, 750)),
|
||||
},
|
||||
),
|
||||
|
||||
@@ -167,7 +167,7 @@ AIRFIELD_DATA = {
|
||||
runway_length=9686,
|
||||
atc=AtcData(MHz(4, 50), MHz(127, 0), MHz(39, 600), MHz(256, 0)),
|
||||
ils={
|
||||
"06": ("ISO", MHz(111, 10)),
|
||||
"06": ("ISO", MHz(111, 100)),
|
||||
},
|
||||
),
|
||||
|
||||
@@ -290,8 +290,8 @@ AIRFIELD_DATA = {
|
||||
vor=("MN", MHz(117, 10)),
|
||||
atc=AtcData(MHz(4, 450), MHz(135, 0), MHz(41, 200), MHz(264, 0)),
|
||||
ils={
|
||||
"30": ("IMW", MHz(109, 30)),
|
||||
"12": ("IMD", MHz(111, 70)),
|
||||
"30": ("IMW", MHz(109, 300)),
|
||||
"12": ("IMD", MHz(111, 700)),
|
||||
},
|
||||
outer_ndb={
|
||||
"30": ("NR", MHz(583, 0)),
|
||||
@@ -310,7 +310,7 @@ AIRFIELD_DATA = {
|
||||
runway_length=7082,
|
||||
atc=AtcData(MHz(4, 500), MHz(136, 0), MHz(41, 400), MHz(265, 0)),
|
||||
ils={
|
||||
"24": ("INL", MHz(110, 50)),
|
||||
"24": ("INL", MHz(110, 500)),
|
||||
},
|
||||
outer_ndb={
|
||||
"24": ("NL", MHz(718, 0)),
|
||||
@@ -348,7 +348,7 @@ AIRFIELD_DATA = {
|
||||
runway_length=9327,
|
||||
atc=AtcData(MHz(4, 750), MHz(141, 0), MHz(42, 400), MHz(270, 0)),
|
||||
ils={
|
||||
"10": ("ICH", MHz(110, 50)),
|
||||
"10": ("ICH", MHz(110, 500)),
|
||||
},
|
||||
outer_ndb={
|
||||
"10": ("CX", MHz(1, 5)),
|
||||
@@ -367,8 +367,8 @@ AIRFIELD_DATA = {
|
||||
tacan_callsign="GTB",
|
||||
atc=AtcData(MHz(4, 600), MHz(138, 0), MHz(41, 800), MHz(267, 0)),
|
||||
ils={
|
||||
"13": ("INA", MHz(110, 30)),
|
||||
"30": ("INA", MHz(108, 90)),
|
||||
"13": ("INA", MHz(110, 300)),
|
||||
"30": ("INA", MHz(108, 900)),
|
||||
},
|
||||
outer_ndb={
|
||||
"13": ("BP", MHz(342, 0)),
|
||||
@@ -399,8 +399,8 @@ AIRFIELD_DATA = {
|
||||
tacan_callsign="VAS",
|
||||
atc=AtcData(MHz(4, 700), MHz(140, 0), MHz(42, 200), MHz(269, 0)),
|
||||
ils={
|
||||
"13": ("IVZ", MHz(108, 75)),
|
||||
"31": ("IVZ", MHz(108, 75)),
|
||||
"13": ("IVZ", MHz(108, 750)),
|
||||
"31": ("IVZ", MHz(108, 750)),
|
||||
},
|
||||
),
|
||||
|
||||
@@ -410,7 +410,10 @@ AIRFIELD_DATA = {
|
||||
icao="OMLW",
|
||||
elevation=400,
|
||||
runway_length=10768,
|
||||
atc=AtcData(MHz(4, 175), MHz(39, 250), MHz(119, 300), MHz(250, 850)),
|
||||
tacan=TacanChannel(121, TacanBand.X),
|
||||
tacan_callsign="OMLW",
|
||||
vor=("OMLW", MHz(117,400)),
|
||||
atc=AtcData(MHz(4, 225), MHz(39, 350), MHz(119, 300), MHz(250, 950)),
|
||||
),
|
||||
|
||||
"Al Dhafra AB": AirfieldData(
|
||||
@@ -1016,8 +1019,8 @@ AIRFIELD_DATA = {
|
||||
tacan_callsign="TQQ",
|
||||
atc=AtcData(MHz(3, 800), MHz(124, 750), MHz(38, 500), MHz(257, 950)),
|
||||
ils={
|
||||
"32": ("I-UVV", MHz(111, 70)),
|
||||
"14": ("I-RVP", MHz(108, 30)),
|
||||
"32": ("I-UVV", MHz(111, 700)),
|
||||
"14": ("I-RVP", MHz(108, 300)),
|
||||
},
|
||||
),
|
||||
|
||||
@@ -1043,7 +1046,7 @@ AIRFIELD_DATA = {
|
||||
tacan_callsign="GRL",
|
||||
atc=AtcData(MHz(3, 850), MHz(118, 0), MHz(38, 600), MHz(250, 50)),
|
||||
ils={
|
||||
"32": ("GLRI", MHz(109, 30)),
|
||||
"32": ("GLRI", MHz(109, 300)),
|
||||
},
|
||||
),
|
||||
|
||||
@@ -1069,7 +1072,7 @@ AIRFIELD_DATA = {
|
||||
tacan_callsign="INS",
|
||||
atc=AtcData(MHz(3, 825), MHz(118, 300), MHz(38, 550), MHz(360, 600)),
|
||||
ils={
|
||||
"8": ("ICRR", MHz(108, 70)),
|
||||
"8": ("ICRR", MHz(108, 700)),
|
||||
},
|
||||
),
|
||||
|
||||
@@ -1092,7 +1095,7 @@ AIRFIELD_DATA = {
|
||||
tacan_callsign="LSV",
|
||||
atc=AtcData(MHz(3, 900), MHz(132, 550), MHz(38, 700), MHz(327, 0)),
|
||||
ils={
|
||||
"21": ("IDIQ", MHz(109, 10)),
|
||||
"21": ("IDIQ", MHz(109, 100)),
|
||||
},
|
||||
),
|
||||
|
||||
@@ -1113,7 +1116,7 @@ AIRFIELD_DATA = {
|
||||
tacan_callsign="LAS",
|
||||
atc=AtcData(MHz(3, 875), MHz(119, 900), MHz(38, 650), MHz(257, 800)),
|
||||
ils={
|
||||
"25": ("I-LAS", MHz(110, 30)),
|
||||
"25": ("I-LAS", MHz(110, 300)),
|
||||
},
|
||||
),
|
||||
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
import logging
|
||||
from dataclasses import dataclass, field
|
||||
from typing import List, Type
|
||||
from typing import List, Type, Tuple
|
||||
|
||||
from dcs.mission import Mission, StartType
|
||||
from dcs.planes import IL_78M
|
||||
from dcs.planes import IL_78M, KC130, KC135MPRS, KC_135
|
||||
from dcs.unittype import UnitType
|
||||
from dcs.task import (
|
||||
AWACS,
|
||||
ActivateBeaconCommand,
|
||||
@@ -67,13 +69,24 @@ class AirSupportConflictGenerator:
|
||||
def support_tasks(cls) -> List[Type[MainTask]]:
|
||||
return [Refueling, AWACS]
|
||||
|
||||
def generate(self, is_awacs_enabled):
|
||||
@staticmethod
|
||||
def _get_tanker_params(unit_type: Type[UnitType]) -> Tuple[int, int]:
|
||||
if unit_type is KC130:
|
||||
return (TANKER_ALT - 500, 596)
|
||||
elif unit_type is KC_135:
|
||||
return (TANKER_ALT, 770)
|
||||
elif unit_type is KC135MPRS:
|
||||
return (TANKER_ALT + 500, 596)
|
||||
return (TANKER_ALT, 574)
|
||||
|
||||
def generate(self):
|
||||
player_cp = self.conflict.from_cp if self.conflict.from_cp.captured else self.conflict.to_cp
|
||||
|
||||
fallback_tanker_number = 0
|
||||
|
||||
for i, tanker_unit_type in enumerate(db.find_unittype(Refueling, self.conflict.attackers_side)):
|
||||
variant = db.unit_type_name(tanker_unit_type)
|
||||
alt, airspeed = self._get_tanker_params(tanker_unit_type)
|
||||
variant = db.unit_type_name(tanker_unit_type)
|
||||
freq = self.radio_registry.alloc_uhf()
|
||||
tacan = self.tacan_registry.alloc_for_band(TacanBand.Y)
|
||||
tanker_heading = self.conflict.to_cp.position.heading_between_point(self.conflict.from_cp.position) + TANKER_HEADING_OFFSET * i
|
||||
@@ -84,11 +97,11 @@ class AirSupportConflictGenerator:
|
||||
airport=None,
|
||||
plane_type=tanker_unit_type,
|
||||
position=tanker_position,
|
||||
altitude=TANKER_ALT,
|
||||
altitude=alt,
|
||||
race_distance=58000,
|
||||
frequency=freq.mhz,
|
||||
start_type=StartType.Warm,
|
||||
speed=574,
|
||||
speed=airspeed,
|
||||
tacanchannel=str(tacan),
|
||||
)
|
||||
tanker_group.set_frequency(freq.mhz)
|
||||
@@ -120,26 +133,28 @@ class AirSupportConflictGenerator:
|
||||
|
||||
self.air_support.tankers.append(TankerInfo(str(tanker_group.name), callsign, variant, freq, tacan))
|
||||
|
||||
if is_awacs_enabled:
|
||||
try:
|
||||
freq = self.radio_registry.alloc_uhf()
|
||||
awacs_unit = db.find_unittype(AWACS, self.conflict.attackers_side)[0]
|
||||
awacs_flight = self.mission.awacs_flight(
|
||||
country=self.mission.country(self.game.player_country),
|
||||
name=namegen.next_awacs_name(self.mission.country(self.game.player_country)),
|
||||
plane_type=awacs_unit,
|
||||
altitude=AWACS_ALT,
|
||||
airport=None,
|
||||
position=self.conflict.position.random_point_within(AWACS_DISTANCE, AWACS_DISTANCE),
|
||||
frequency=freq.mhz,
|
||||
start_type=StartType.Warm,
|
||||
)
|
||||
awacs_flight.set_frequency(freq.mhz)
|
||||
possible_awacs = db.find_unittype(AWACS, self.conflict.attackers_side)
|
||||
|
||||
awacs_flight.points[0].tasks.append(SetInvisibleCommand(True))
|
||||
awacs_flight.points[0].tasks.append(SetImmortalCommand(True))
|
||||
if len(possible_awacs) > 0:
|
||||
awacs_unit = possible_awacs[0]
|
||||
freq = self.radio_registry.alloc_uhf()
|
||||
|
||||
awacs_flight = self.mission.awacs_flight(
|
||||
country=self.mission.country(self.game.player_country),
|
||||
name=namegen.next_awacs_name(self.mission.country(self.game.player_country)),
|
||||
plane_type=awacs_unit,
|
||||
altitude=AWACS_ALT,
|
||||
airport=None,
|
||||
position=self.conflict.position.random_point_within(AWACS_DISTANCE, AWACS_DISTANCE),
|
||||
frequency=freq.mhz,
|
||||
start_type=StartType.Warm,
|
||||
)
|
||||
awacs_flight.set_frequency(freq.mhz)
|
||||
|
||||
self.air_support.awacs.append(AwacsInfo(
|
||||
str(awacs_flight.name), callsign_for_support_unit(awacs_flight), freq))
|
||||
except:
|
||||
print("No AWACS for faction")
|
||||
awacs_flight.points[0].tasks.append(SetInvisibleCommand(True))
|
||||
awacs_flight.points[0].tasks.append(SetImmortalCommand(True))
|
||||
|
||||
self.air_support.awacs.append(AwacsInfo(
|
||||
str(awacs_flight.name), callsign_for_support_unit(awacs_flight), freq))
|
||||
else:
|
||||
logging.warning("No AWACS for faction")
|
||||
704
gen/armor.py
704
gen/armor.py
@@ -1,7 +1,9 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import logging
|
||||
import random
|
||||
from dataclasses import dataclass
|
||||
from typing import List
|
||||
from typing import TYPE_CHECKING, List, Optional, Tuple
|
||||
|
||||
from dcs import Mission
|
||||
from dcs.action import AITaskPush
|
||||
@@ -10,31 +12,28 @@ from dcs.country import Country
|
||||
from dcs.mapping import Point
|
||||
from dcs.planes import MQ_9_Reaper
|
||||
from dcs.point import PointAction
|
||||
from dcs.task import (
|
||||
AttackGroup,
|
||||
ControlledTask,
|
||||
EPLRS,
|
||||
FireAtPoint,
|
||||
GoToWaypoint,
|
||||
Hold,
|
||||
OrbitAction,
|
||||
SetImmortalCommand,
|
||||
SetInvisibleCommand,
|
||||
)
|
||||
from dcs.task import (EPLRS, AttackGroup, ControlledTask, FireAtPoint,
|
||||
GoToWaypoint, Hold, OrbitAction, SetImmortalCommand,
|
||||
SetInvisibleCommand)
|
||||
from dcs.triggers import Event, TriggerOnce
|
||||
from dcs.unit import Vehicle
|
||||
from dcs.unitgroup import VehicleGroup
|
||||
from dcs.unittype import VehicleType
|
||||
|
||||
from game import db
|
||||
from .naming import namegen
|
||||
from gen.ground_forces.ai_ground_planner import (
|
||||
CombatGroupRole,
|
||||
DISTANCE_FROM_FRONTLINE,
|
||||
)
|
||||
from game.unitmap import UnitMap
|
||||
from game.utils import heading_sum, opposite_heading
|
||||
from game.theater.controlpoint import ControlPoint
|
||||
|
||||
from gen.ground_forces.ai_ground_planner import (DISTANCE_FROM_FRONTLINE,
|
||||
CombatGroup, CombatGroupRole)
|
||||
|
||||
from .callsigns import callsign_for_support_unit
|
||||
from .conflictgen import Conflict
|
||||
from .ground_forces.combat_stance import CombatStance
|
||||
from game.plugins import LuaPluginManager
|
||||
from .naming import namegen
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
|
||||
SPREAD_DISTANCE_FACTOR = 0.1, 0.3
|
||||
SPREAD_DISTANCE_SIZE_FACTOR = 0.1
|
||||
@@ -51,6 +50,8 @@ FIGHT_DISTANCE = 3500
|
||||
|
||||
RANDOM_OFFSET_ATTACK = 250
|
||||
|
||||
INFANTRY_GROUP_SIZE = 5
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class JtacInfo:
|
||||
@@ -65,79 +66,87 @@ class JtacInfo:
|
||||
|
||||
class GroundConflictGenerator:
|
||||
|
||||
def __init__(self, mission: Mission, conflict: Conflict, game, player_planned_combat_groups, enemy_planned_combat_groups, player_stance):
|
||||
def __init__(
|
||||
self,
|
||||
mission: Mission,
|
||||
conflict: Conflict,
|
||||
game: Game,
|
||||
player_planned_combat_groups: List[CombatGroup],
|
||||
enemy_planned_combat_groups: List[CombatGroup],
|
||||
player_stance: CombatStance,
|
||||
unit_map: UnitMap) -> None:
|
||||
self.mission = mission
|
||||
self.conflict = conflict
|
||||
self.enemy_planned_combat_groups = enemy_planned_combat_groups
|
||||
self.player_planned_combat_groups = player_planned_combat_groups
|
||||
self.player_stance = CombatStance(player_stance)
|
||||
self.enemy_stance = random.choice([CombatStance.AGGRESSIVE, CombatStance.AGGRESSIVE, CombatStance.AGGRESSIVE, CombatStance.ELIMINATION, CombatStance.BREAKTHROUGH]) if len(enemy_planned_combat_groups) > len(player_planned_combat_groups) else random.choice([CombatStance.DEFENSIVE, CombatStance.DEFENSIVE, CombatStance.DEFENSIVE, CombatStance.AMBUSH, CombatStance.AGGRESSIVE])
|
||||
self.enemy_stance = self._enemy_stance()
|
||||
self.game = game
|
||||
self.unit_map = unit_map
|
||||
self.jtacs: List[JtacInfo] = []
|
||||
|
||||
def _group_point(self, point) -> Point:
|
||||
def _enemy_stance(self):
|
||||
"""Picks the enemy stance according to the number of planned groups on the frontline for each side"""
|
||||
if len(self.enemy_planned_combat_groups) > len(self.player_planned_combat_groups):
|
||||
return random.choice(
|
||||
[
|
||||
CombatStance.AGGRESSIVE,
|
||||
CombatStance.AGGRESSIVE,
|
||||
CombatStance.AGGRESSIVE,
|
||||
CombatStance.ELIMINATION,
|
||||
CombatStance.BREAKTHROUGH
|
||||
]
|
||||
)
|
||||
else:
|
||||
return random.choice(
|
||||
[
|
||||
CombatStance.DEFENSIVE,
|
||||
CombatStance.DEFENSIVE,
|
||||
CombatStance.DEFENSIVE,
|
||||
CombatStance.AMBUSH,
|
||||
CombatStance.AGGRESSIVE
|
||||
]
|
||||
)
|
||||
|
||||
@staticmethod
|
||||
def _group_point(point: Point, base_distance) -> Point:
|
||||
distance = random.randint(
|
||||
int(self.conflict.size * SPREAD_DISTANCE_FACTOR[0]),
|
||||
int(self.conflict.size * SPREAD_DISTANCE_FACTOR[1]),
|
||||
int(base_distance * SPREAD_DISTANCE_FACTOR[0]),
|
||||
int(base_distance * SPREAD_DISTANCE_FACTOR[1]),
|
||||
)
|
||||
return point.random_point_within(distance, self.conflict.size * SPREAD_DISTANCE_SIZE_FACTOR)
|
||||
return point.random_point_within(distance, base_distance * SPREAD_DISTANCE_SIZE_FACTOR)
|
||||
|
||||
def generate(self):
|
||||
|
||||
player_groups = []
|
||||
enemy_groups = []
|
||||
|
||||
combat_width = self.conflict.distance/2
|
||||
if combat_width > 500000:
|
||||
combat_width = 500000
|
||||
if combat_width < 35000:
|
||||
combat_width = 35000
|
||||
|
||||
position = Conflict.frontline_position(self.game.theater, self.conflict.from_cp, self.conflict.to_cp)
|
||||
position = Conflict.frontline_position(self.conflict.from_cp, self.conflict.to_cp, self.game.theater)
|
||||
frontline_vector = Conflict.frontline_vector(
|
||||
self.conflict.from_cp,
|
||||
self.conflict.to_cp,
|
||||
self.game.theater
|
||||
)
|
||||
|
||||
# Create player groups at random position
|
||||
for group in self.player_planned_combat_groups:
|
||||
if group.role == CombatGroupRole.ARTILLERY:
|
||||
distance_from_frontline = self.get_artilery_group_distance_from_frontline(group)
|
||||
else:
|
||||
distance_from_frontline = DISTANCE_FROM_FRONTLINE[group.role]
|
||||
final_position = self.get_valid_position_for_group(position, True, combat_width, distance_from_frontline)
|
||||
|
||||
if final_position is not None:
|
||||
g = self._generate_group(
|
||||
side=self.mission.country(self.game.player_country),
|
||||
unit=group.units[0],
|
||||
heading=self.conflict.heading+90,
|
||||
count=len(group.units),
|
||||
at=final_position)
|
||||
g.set_skill(self.game.settings.player_skill)
|
||||
player_groups.append((g,group))
|
||||
|
||||
self.gen_infantry_group_for_group(g, True, self.mission.country(self.game.player_country), self.conflict.heading + 90)
|
||||
player_groups = self._generate_groups(self.player_planned_combat_groups, frontline_vector, True)
|
||||
|
||||
# Create enemy groups at random position
|
||||
for group in self.enemy_planned_combat_groups:
|
||||
if group.role == CombatGroupRole.ARTILLERY:
|
||||
distance_from_frontline = self.get_artilery_group_distance_from_frontline(group)
|
||||
else:
|
||||
distance_from_frontline = DISTANCE_FROM_FRONTLINE[group.role]
|
||||
final_position = self.get_valid_position_for_group(position, False, combat_width, distance_from_frontline)
|
||||
|
||||
if final_position is not None:
|
||||
g = self._generate_group(
|
||||
side=self.mission.country(self.game.enemy_country),
|
||||
unit=group.units[0],
|
||||
heading=self.conflict.heading - 90,
|
||||
count=len(group.units),
|
||||
at=final_position)
|
||||
g.set_skill(self.game.settings.enemy_vehicle_skill)
|
||||
enemy_groups.append((g, group))
|
||||
|
||||
self.gen_infantry_group_for_group(g, False, self.mission.country(self.game.enemy_country), self.conflict.heading - 90)
|
||||
enemy_groups = self._generate_groups(self.enemy_planned_combat_groups, frontline_vector, False)
|
||||
|
||||
# Plan combat actions for groups
|
||||
self.plan_action_for_groups(self.player_stance, player_groups, enemy_groups, self.conflict.heading + 90, self.conflict.from_cp, self.conflict.to_cp)
|
||||
self.plan_action_for_groups(self.enemy_stance, enemy_groups, player_groups, self.conflict.heading - 90, self.conflict.to_cp, self.conflict.from_cp)
|
||||
self.plan_action_for_groups(
|
||||
self.player_stance,
|
||||
player_groups,
|
||||
enemy_groups,
|
||||
self.conflict.heading + 90,
|
||||
self.conflict.from_cp,
|
||||
self.conflict.to_cp
|
||||
)
|
||||
self.plan_action_for_groups(
|
||||
self.enemy_stance,
|
||||
enemy_groups,
|
||||
player_groups,
|
||||
self.conflict.heading - 90,
|
||||
self.conflict.to_cp,
|
||||
self.conflict.from_cp
|
||||
)
|
||||
|
||||
# Add JTAC
|
||||
if self.game.player_faction.has_jtac:
|
||||
@@ -162,14 +171,23 @@ class GroundConflictGenerator:
|
||||
callsign = callsign_for_support_unit(jtac)
|
||||
self.jtacs.append(JtacInfo(str(jtac.name), n, callsign, frontline, str(code)))
|
||||
|
||||
def gen_infantry_group_for_group(self, group, is_player, side:Country, forward_heading):
|
||||
def gen_infantry_group_for_group(
|
||||
self,
|
||||
group: VehicleGroup,
|
||||
is_player: bool,
|
||||
side: Country,
|
||||
forward_heading: int
|
||||
) -> None:
|
||||
|
||||
# Disable infantry unit gen if disabled
|
||||
if not self.game.settings.perf_infantry:
|
||||
infantry_position = self.conflict.find_ground_position(
|
||||
group.points[0].position.random_point_within(250, 50),
|
||||
500,
|
||||
forward_heading,
|
||||
self.conflict.theater
|
||||
)
|
||||
if not infantry_position:
|
||||
logging.warning("Could not find infantry position")
|
||||
return
|
||||
|
||||
infantry_position = group.points[0].position.random_point_within(250, 50)
|
||||
|
||||
if side == self.conflict.attackers_country:
|
||||
cp = self.conflict.from_cp
|
||||
else:
|
||||
@@ -180,149 +198,268 @@ class GroundConflictGenerator:
|
||||
else:
|
||||
faction = self.game.enemy_name
|
||||
|
||||
possible_infantry_units = db.find_infantry(faction)
|
||||
# Disable infantry unit gen if disabled
|
||||
if not self.game.settings.perf_infantry:
|
||||
if self.game.settings.manpads:
|
||||
# 50% of armored units protected by manpad
|
||||
if random.choice([True, False]):
|
||||
manpads = db.find_manpad(faction)
|
||||
if len(manpads) > 0:
|
||||
u = random.choice(manpads)
|
||||
self.mission.vehicle_group(
|
||||
side,
|
||||
namegen.next_infantry_name(side, cp.id, u), u,
|
||||
position=infantry_position,
|
||||
group_size=1,
|
||||
heading=forward_heading,
|
||||
move_formation=PointAction.OffRoad)
|
||||
return
|
||||
|
||||
possible_infantry_units = db.find_infantry(faction, allow_manpad=self.game.settings.manpads)
|
||||
if len(possible_infantry_units) == 0:
|
||||
return
|
||||
|
||||
u = random.choice(possible_infantry_units)
|
||||
self.mission.vehicle_group(
|
||||
side,
|
||||
namegen.next_infantry_name(side, cp, u), u,
|
||||
namegen.next_infantry_name(side, cp.id, u), u,
|
||||
position=infantry_position,
|
||||
group_size=1,
|
||||
heading=forward_heading,
|
||||
move_formation=PointAction.OffRoad)
|
||||
|
||||
for i in range(random.randint(3, 10)):
|
||||
for i in range(INFANTRY_GROUP_SIZE):
|
||||
u = random.choice(possible_infantry_units)
|
||||
position = infantry_position.random_point_within(55, 5)
|
||||
self.mission.vehicle_group(
|
||||
side,
|
||||
namegen.next_infantry_name(side, cp, u), u,
|
||||
namegen.next_infantry_name(side, cp.id, u), u,
|
||||
position=position,
|
||||
group_size=1,
|
||||
heading=forward_heading,
|
||||
move_formation=PointAction.OffRoad)
|
||||
|
||||
def _set_reform_waypoint(
|
||||
self,
|
||||
dcs_group: VehicleGroup,
|
||||
forward_heading: int
|
||||
) -> None:
|
||||
"""Setting a waypoint close to the spawn position allows the group to reform gracefully
|
||||
rather than spin
|
||||
"""
|
||||
reform_point = dcs_group.position.point_from_heading(forward_heading, 50)
|
||||
dcs_group.add_waypoint(reform_point)
|
||||
|
||||
def plan_action_for_groups(self, stance, ally_groups, enemy_groups, forward_heading, from_cp, to_cp):
|
||||
def _plan_artillery_action(
|
||||
self,
|
||||
stance: CombatStance,
|
||||
gen_group: CombatGroup,
|
||||
dcs_group: VehicleGroup,
|
||||
forward_heading: int,
|
||||
target: Point
|
||||
) -> bool:
|
||||
"""
|
||||
Handles adding the DCS tasks for artillery groups for all combat stances.
|
||||
Returns True if tasking was added, returns False if the stance was not a combat stance.
|
||||
"""
|
||||
self._set_reform_waypoint(dcs_group, forward_heading)
|
||||
if stance != CombatStance.RETREAT:
|
||||
hold_task = Hold()
|
||||
hold_task.number = 1
|
||||
dcs_group.add_trigger_action(hold_task)
|
||||
|
||||
# Artillery strike random start
|
||||
artillery_trigger = TriggerOnce(Event.NoEvent, "ArtilleryFireTask #" + str(dcs_group.id))
|
||||
artillery_trigger.add_condition(TimeAfter(seconds=random.randint(1, 45) * 60))
|
||||
# TODO: Update to fire at group instead of point
|
||||
fire_task = FireAtPoint(target, len(gen_group.units) * 10, 100)
|
||||
fire_task.number = 2 if stance != CombatStance.RETREAT else 1
|
||||
dcs_group.add_trigger_action(fire_task)
|
||||
artillery_trigger.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
|
||||
self.mission.triggerrules.triggers.append(artillery_trigger)
|
||||
|
||||
# Artillery will fall back when under attack
|
||||
if stance != CombatStance.RETREAT:
|
||||
|
||||
# Hold position
|
||||
dcs_group.points[1].tasks.append(Hold())
|
||||
retreat = self.find_retreat_point(dcs_group, forward_heading, (int)(RETREAT_DISTANCE/3))
|
||||
dcs_group.add_waypoint(dcs_group.position.point_from_heading(forward_heading, 1), PointAction.OffRoad)
|
||||
dcs_group.points[2].tasks.append(Hold())
|
||||
dcs_group.add_waypoint(retreat, PointAction.OffRoad)
|
||||
|
||||
artillery_fallback = TriggerOnce(Event.NoEvent, "ArtilleryRetreat #" + str(dcs_group.id))
|
||||
for i, u in enumerate(dcs_group.units):
|
||||
artillery_fallback.add_condition(UnitDamaged(u.id))
|
||||
if i < len(dcs_group.units) - 1:
|
||||
artillery_fallback.add_condition(Or())
|
||||
|
||||
hold_2 = Hold()
|
||||
hold_2.number = 3
|
||||
dcs_group.add_trigger_action(hold_2)
|
||||
|
||||
retreat_task = GoToWaypoint(to_index=3)
|
||||
retreat_task.number = 4
|
||||
dcs_group.add_trigger_action(retreat_task)
|
||||
|
||||
artillery_fallback.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
|
||||
self.mission.triggerrules.triggers.append(artillery_fallback)
|
||||
|
||||
for u in dcs_group.units:
|
||||
u.initial = True
|
||||
u.heading = forward_heading + random.randint(-5, 5)
|
||||
return True
|
||||
return False
|
||||
|
||||
def _plan_tank_ifv_action(
|
||||
self,
|
||||
stance: CombatStance,
|
||||
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
||||
dcs_group: VehicleGroup,
|
||||
forward_heading: int,
|
||||
to_cp: ControlPoint,
|
||||
) -> bool:
|
||||
"""
|
||||
Handles adding the DCS tasks for tank and IFV groups for all combat stances.
|
||||
Returns True if tasking was added, returns False if the stance was not a combat stance.
|
||||
"""
|
||||
self._set_reform_waypoint(dcs_group, forward_heading)
|
||||
if stance == CombatStance.AGGRESSIVE:
|
||||
# Attack nearest enemy if any
|
||||
# Then move forward OR Attack enemy base if it is not too far away
|
||||
target = self.find_nearest_enemy_group(dcs_group, enemy_groups)
|
||||
if target is not None:
|
||||
rand_offset = Point(
|
||||
random.randint(
|
||||
-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK
|
||||
),
|
||||
random.randint(
|
||||
-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK
|
||||
)
|
||||
)
|
||||
target_point = self.conflict.theater.nearest_land_pos(
|
||||
target.points[0].position + rand_offset
|
||||
)
|
||||
dcs_group.add_waypoint(target_point)
|
||||
dcs_group.points[2].tasks.append(AttackGroup(target.id))
|
||||
|
||||
if (
|
||||
to_cp.position.distance_to_point(dcs_group.points[0].position)
|
||||
<=
|
||||
AGGRESIVE_MOVE_DISTANCE
|
||||
):
|
||||
attack_point = self.conflict.theater.nearest_land_pos(
|
||||
to_cp.position.random_point_within(500, 0)
|
||||
)
|
||||
else:
|
||||
# We use an offset heading here because DCS doesn't always
|
||||
# force vehicles to move if there's no heading change.
|
||||
offset_heading = forward_heading - 2
|
||||
if offset_heading < 0:
|
||||
offset_heading = 358
|
||||
attack_point = self.find_offensive_point(
|
||||
dcs_group,
|
||||
offset_heading,
|
||||
AGGRESIVE_MOVE_DISTANCE
|
||||
)
|
||||
dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
|
||||
elif stance == CombatStance.BREAKTHROUGH:
|
||||
# In breakthrough mode, the units will move forward
|
||||
# If the enemy base is close enough, the units will attack the base
|
||||
if to_cp.position.distance_to_point(
|
||||
dcs_group.points[0].position) <= BREAKTHROUGH_OFFENSIVE_DISTANCE:
|
||||
attack_point = self.conflict.theater.nearest_land_pos(
|
||||
to_cp.position.random_point_within(500, 0)
|
||||
)
|
||||
else:
|
||||
# We use an offset heading here because DCS doesn't always
|
||||
# force vehicles to move if there's no heading change.
|
||||
offset_heading = forward_heading - 1
|
||||
if offset_heading < 0:
|
||||
offset_heading = 359
|
||||
attack_point = self.find_offensive_point(dcs_group, offset_heading, BREAKTHROUGH_OFFENSIVE_DISTANCE)
|
||||
dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
|
||||
elif stance == CombatStance.ELIMINATION:
|
||||
# In elimination mode, the units focus on destroying as much enemy groups as possible
|
||||
targets = self.find_n_nearest_enemy_groups(dcs_group, enemy_groups, 3)
|
||||
for i, target in enumerate(targets, start=1):
|
||||
rand_offset = Point(
|
||||
random.randint(
|
||||
-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK
|
||||
),
|
||||
random.randint(
|
||||
-RANDOM_OFFSET_ATTACK,
|
||||
RANDOM_OFFSET_ATTACK
|
||||
)
|
||||
)
|
||||
target_point = self.conflict.theater.nearest_land_pos(
|
||||
target.points[0].position+rand_offset
|
||||
)
|
||||
dcs_group.add_waypoint(target_point, PointAction.OffRoad)
|
||||
dcs_group.points[i + 1].tasks.append(AttackGroup(target.id))
|
||||
if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
|
||||
attack_point = self.conflict.theater.nearest_land_pos(
|
||||
to_cp.position.random_point_within(500, 0)
|
||||
)
|
||||
dcs_group.add_waypoint(attack_point)
|
||||
|
||||
if stance != CombatStance.RETREAT:
|
||||
self.add_morale_trigger(dcs_group, forward_heading)
|
||||
return True
|
||||
return False
|
||||
|
||||
def _plan_apc_atgm_action(
|
||||
self,
|
||||
stance: CombatStance,
|
||||
dcs_group: VehicleGroup,
|
||||
forward_heading: int,
|
||||
to_cp: ControlPoint,
|
||||
) -> bool:
|
||||
"""
|
||||
Handles adding the DCS tasks for APC and ATGM groups for all combat stances.
|
||||
Returns True if tasking was added, returns False if the stance was not a combat stance.
|
||||
"""
|
||||
self._set_reform_waypoint(dcs_group, forward_heading)
|
||||
if stance in [CombatStance.AGGRESSIVE, CombatStance.BREAKTHROUGH, CombatStance.ELIMINATION]:
|
||||
# APC & ATGM will never move too much forward, but will follow along any offensive
|
||||
if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
|
||||
attack_point = self.conflict.theater.nearest_land_pos(to_cp.position.random_point_within(500, 0))
|
||||
else:
|
||||
attack_point = self.find_offensive_point(dcs_group, forward_heading, AGGRESIVE_MOVE_DISTANCE)
|
||||
dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
|
||||
|
||||
if stance != CombatStance.RETREAT:
|
||||
self.add_morale_trigger(dcs_group, forward_heading)
|
||||
return True
|
||||
return False
|
||||
|
||||
def plan_action_for_groups(
|
||||
self, stance: CombatStance,
|
||||
ally_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
||||
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
||||
forward_heading: int,
|
||||
from_cp: ControlPoint,
|
||||
to_cp: ControlPoint
|
||||
) -> None:
|
||||
|
||||
if not self.game.settings.perf_moving_units:
|
||||
return
|
||||
|
||||
for dcs_group, group in ally_groups:
|
||||
|
||||
if hasattr(group.units[0], 'eplrs'):
|
||||
if group.units[0].eplrs:
|
||||
dcs_group.points[0].tasks.append(EPLRS(dcs_group.id))
|
||||
if hasattr(group.units[0], 'eplrs') and group.units[0].eplrs:
|
||||
dcs_group.points[0].tasks.append(EPLRS(dcs_group.id))
|
||||
|
||||
if group.role == CombatGroupRole.ARTILLERY:
|
||||
# Fire on any ennemy in range
|
||||
if self.game.settings.perf_artillery:
|
||||
target = self.get_artillery_target_in_range(dcs_group, group, enemy_groups)
|
||||
if target is not None:
|
||||
|
||||
if stance != CombatStance.RETREAT:
|
||||
hold_task = Hold()
|
||||
hold_task.number = 1
|
||||
dcs_group.add_trigger_action(hold_task)
|
||||
|
||||
# Artillery strike random start
|
||||
artillery_trigger = TriggerOnce(Event.NoEvent, "ArtilleryFireTask #" + str(dcs_group.id))
|
||||
artillery_trigger.add_condition(TimeAfter(seconds=random.randint(1, 45)* 60))
|
||||
|
||||
fire_task = FireAtPoint(target, len(group.units) * 10, 100)
|
||||
if stance != CombatStance.RETREAT:
|
||||
fire_task.number = 2
|
||||
else:
|
||||
fire_task.number = 1
|
||||
dcs_group.add_trigger_action(fire_task)
|
||||
artillery_trigger.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
|
||||
self.mission.triggerrules.triggers.append(artillery_trigger)
|
||||
|
||||
# Artillery will fall back when under attack
|
||||
if stance != CombatStance.RETREAT:
|
||||
|
||||
# Hold position
|
||||
dcs_group.points[0].tasks.append(Hold())
|
||||
retreat = self.find_retreat_point(dcs_group, forward_heading, (int)(RETREAT_DISTANCE/3))
|
||||
dcs_group.add_waypoint(dcs_group.position.point_from_heading(forward_heading, 1), PointAction.OffRoad)
|
||||
dcs_group.points[1].tasks.append(Hold())
|
||||
dcs_group.add_waypoint(retreat, PointAction.OffRoad)
|
||||
|
||||
artillery_fallback = TriggerOnce(Event.NoEvent, "ArtilleryRetreat #" + str(dcs_group.id))
|
||||
for i, u in enumerate(dcs_group.units):
|
||||
artillery_fallback.add_condition(UnitDamaged(u.id))
|
||||
if i < len(dcs_group.units) - 1:
|
||||
artillery_fallback.add_condition(Or())
|
||||
|
||||
hold_2 = Hold()
|
||||
hold_2.number = 3
|
||||
dcs_group.add_trigger_action(hold_2)
|
||||
|
||||
retreat_task = GoToWaypoint(toIndex=3)
|
||||
retreat_task.number = 4
|
||||
dcs_group.add_trigger_action(retreat_task)
|
||||
|
||||
artillery_fallback.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
|
||||
self.mission.triggerrules.triggers.append(artillery_fallback)
|
||||
|
||||
for u in dcs_group.units:
|
||||
u.initial = True
|
||||
u.heading = forward_heading + random.randint(-5,5)
|
||||
self._plan_artillery_action(stance, group, dcs_group, forward_heading, target)
|
||||
|
||||
elif group.role in [CombatGroupRole.TANK, CombatGroupRole.IFV]:
|
||||
if stance == CombatStance.AGGRESSIVE:
|
||||
# Attack nearest enemy if any
|
||||
# Then move forward OR Attack enemy base if it is not too far away
|
||||
target = self.find_nearest_enemy_group(dcs_group, enemy_groups)
|
||||
if target is not None:
|
||||
rand_offset = Point(random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK), random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK))
|
||||
dcs_group.add_waypoint(target.points[0].position + rand_offset, PointAction.OffRoad)
|
||||
dcs_group.points[1].tasks.append(AttackGroup(target.id))
|
||||
|
||||
if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
|
||||
attack_point = to_cp.position.random_point_within(500, 0)
|
||||
else:
|
||||
attack_point = self.find_offensive_point(dcs_group, forward_heading, AGGRESIVE_MOVE_DISTANCE)
|
||||
dcs_group.add_waypoint(attack_point, PointAction.OnRoad)
|
||||
elif stance == CombatStance.BREAKTHROUGH:
|
||||
# In breakthrough mode, the units will move forward
|
||||
# If the enemy base is close enough, the units will attack the base
|
||||
if to_cp.position.distance_to_point(
|
||||
dcs_group.points[0].position) <= BREAKTHROUGH_OFFENSIVE_DISTANCE:
|
||||
attack_point = to_cp.position.random_point_within(500, 0)
|
||||
else:
|
||||
attack_point = self.find_offensive_point(dcs_group, forward_heading, BREAKTHROUGH_OFFENSIVE_DISTANCE)
|
||||
dcs_group.add_waypoint(attack_point, PointAction.OnRoad)
|
||||
elif stance == CombatStance.ELIMINATION:
|
||||
# In elimination mode, the units focus on destroying as much enemy groups as possible
|
||||
targets = self.find_n_nearest_enemy_groups(dcs_group, enemy_groups, 3)
|
||||
i = 1
|
||||
for target in targets:
|
||||
rand_offset = Point(random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK), random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK))
|
||||
dcs_group.add_waypoint(target.points[0].position+rand_offset, PointAction.OffRoad)
|
||||
dcs_group.points[i].tasks.append(AttackGroup(target.id))
|
||||
i = i + 1
|
||||
if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
|
||||
attack_point = to_cp.position.random_point_within(500, 0)
|
||||
dcs_group.add_waypoint(attack_point)
|
||||
|
||||
if stance != CombatStance.RETREAT:
|
||||
self.add_morale_trigger(dcs_group, forward_heading)
|
||||
self._plan_tank_ifv_action(stance, enemy_groups, dcs_group, forward_heading, to_cp)
|
||||
|
||||
elif group.role in [CombatGroupRole.APC, CombatGroupRole.ATGM]:
|
||||
|
||||
if stance in [CombatStance.AGGRESSIVE, CombatStance.BREAKTHROUGH, CombatStance.ELIMINATION]:
|
||||
# APC & ATGM will never move too much forward, but will follow along any offensive
|
||||
if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
|
||||
attack_point = to_cp.position.random_point_within(500, 0)
|
||||
else:
|
||||
attack_point = self.find_offensive_point(dcs_group, forward_heading, AGGRESIVE_MOVE_DISTANCE)
|
||||
dcs_group.add_waypoint(attack_point, PointAction.OnRoad)
|
||||
|
||||
if stance != CombatStance.RETREAT:
|
||||
self.add_morale_trigger(dcs_group, forward_heading)
|
||||
self._plan_apc_atgm_action(stance, dcs_group, forward_heading, to_cp)
|
||||
|
||||
if stance == CombatStance.RETREAT:
|
||||
# In retreat mode, the units will fall back
|
||||
@@ -332,11 +469,10 @@ class GroundConflictGenerator:
|
||||
else:
|
||||
retreat_point = self.find_retreat_point(dcs_group, forward_heading)
|
||||
reposition_point = retreat_point.point_from_heading(forward_heading, 10) # Another point to make the unit face the enemy
|
||||
dcs_group.add_waypoint(retreat_point, PointAction.OnRoad)
|
||||
dcs_group.add_waypoint(retreat_point, PointAction.OffRoad)
|
||||
dcs_group.add_waypoint(reposition_point, PointAction.OffRoad)
|
||||
|
||||
|
||||
def add_morale_trigger(self, dcs_group, forward_heading):
|
||||
def add_morale_trigger(self, dcs_group: VehicleGroup, forward_heading: int) -> None:
|
||||
"""
|
||||
This add a trigger to manage units fleeing whenever their group is hit hard, or being engaged by CAS
|
||||
"""
|
||||
@@ -353,10 +489,13 @@ class GroundConflictGenerator:
|
||||
dcs_group.manualHeading = True
|
||||
|
||||
# We add a new retreat waypoint
|
||||
dcs_group.add_waypoint(self.find_retreat_point(dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 8)), PointAction.OffRoad)
|
||||
dcs_group.add_waypoint(
|
||||
self.find_retreat_point(dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 8)),
|
||||
PointAction.OffRoad
|
||||
)
|
||||
|
||||
# Fallback task
|
||||
fallback = ControlledTask(GoToWaypoint(toIndex=len(dcs_group.points)))
|
||||
fallback = ControlledTask(GoToWaypoint(to_index=len(dcs_group.points)))
|
||||
fallback.enabled = False
|
||||
dcs_group.add_trigger_action(Hold())
|
||||
dcs_group.add_trigger_action(fallback)
|
||||
@@ -372,17 +511,30 @@ class GroundConflictGenerator:
|
||||
|
||||
self.mission.triggerrules.triggers.append(fallback)
|
||||
|
||||
|
||||
def find_retreat_point(self, dcs_group, frontline_heading, distance=RETREAT_DISTANCE):
|
||||
def find_retreat_point(
|
||||
self,
|
||||
dcs_group: VehicleGroup,
|
||||
frontline_heading: int,
|
||||
distance: int = RETREAT_DISTANCE
|
||||
) -> Point:
|
||||
"""
|
||||
Find a point to retreat to
|
||||
:param dcs_group: DCS mission group we are searching a retreat point for
|
||||
:param frontline_heading: Heading of the frontline
|
||||
:return: dcs.mapping.Point object with the desired position
|
||||
"""
|
||||
return dcs_group.points[0].position.point_from_heading(frontline_heading-180, distance)
|
||||
desired_point = dcs_group.points[0].position.point_from_heading(heading_sum(frontline_heading, +180), distance)
|
||||
if self.conflict.theater.is_on_land(desired_point):
|
||||
return desired_point
|
||||
return self.conflict.theater.nearest_land_pos(desired_point)
|
||||
|
||||
def find_offensive_point(self, dcs_group, frontline_heading, distance):
|
||||
|
||||
def find_offensive_point(
|
||||
self,
|
||||
dcs_group: VehicleGroup,
|
||||
frontline_heading: int,
|
||||
distance: int
|
||||
) -> Point:
|
||||
"""
|
||||
Find a point to attack
|
||||
:param dcs_group: DCS mission group we are searching an attack point for
|
||||
@@ -390,26 +542,41 @@ class GroundConflictGenerator:
|
||||
:param distance: Distance of the offensive (how far unit should move)
|
||||
:return: dcs.mapping.Point object with the desired position
|
||||
"""
|
||||
return dcs_group.points[0].position.point_from_heading(frontline_heading, distance)
|
||||
desired_point = dcs_group.points[0].position.point_from_heading(frontline_heading, distance)
|
||||
if self.conflict.theater.is_on_land(desired_point):
|
||||
return desired_point
|
||||
return self.conflict.theater.nearest_land_pos(desired_point)
|
||||
|
||||
def find_n_nearest_enemy_groups(self, player_group, enemy_groups, n):
|
||||
@staticmethod
|
||||
def find_n_nearest_enemy_groups(
|
||||
player_group: VehicleGroup,
|
||||
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
||||
n: int
|
||||
) -> List[VehicleGroup]:
|
||||
"""
|
||||
Return the neaarest enemy group for the player group
|
||||
Return the nearest enemy group for the player group
|
||||
@param group Group for which we should find the nearest ennemies
|
||||
@param enemy_groups Potential enemy groups
|
||||
@param n number of nearby groups to take
|
||||
"""
|
||||
targets = []
|
||||
sorted_list = sorted(enemy_groups, key=lambda group: player_group.points[0].position.distance_to_point(group[0].points[0].position))
|
||||
targets = [] # type: List[Optional[VehicleGroup]]
|
||||
sorted_list = sorted(
|
||||
enemy_groups,
|
||||
key=lambda group: player_group.points[0].position.distance_to_point(group[0].points[0].position)
|
||||
)
|
||||
for i in range(n):
|
||||
# TODO: Is this supposed to return no groups if enemy_groups is less than n?
|
||||
if len(sorted_list) <= i:
|
||||
break
|
||||
else:
|
||||
targets.append(sorted_list[i][0])
|
||||
return targets
|
||||
|
||||
|
||||
def find_nearest_enemy_group(self, player_group, enemy_groups):
|
||||
@staticmethod
|
||||
def find_nearest_enemy_group(
|
||||
player_group: VehicleGroup,
|
||||
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]]
|
||||
) -> Optional[VehicleGroup]:
|
||||
"""
|
||||
Search the enemy groups for a potential target suitable to armored assault
|
||||
@param group Group for which we should find the nearest ennemy
|
||||
@@ -417,57 +584,132 @@ class GroundConflictGenerator:
|
||||
"""
|
||||
min_distance = 99999999
|
||||
target = None
|
||||
for dcs_group, group in enemy_groups:
|
||||
for dcs_group, _ in enemy_groups:
|
||||
dist = player_group.points[0].position.distance_to_point(dcs_group.points[0].position)
|
||||
if dist < min_distance:
|
||||
min_distance = dist
|
||||
target = dcs_group
|
||||
return target
|
||||
|
||||
|
||||
def get_artillery_target_in_range(self, dcs_group, group, enemy_groups):
|
||||
@staticmethod
|
||||
def get_artillery_target_in_range(
|
||||
dcs_group: VehicleGroup,
|
||||
group: CombatGroup,
|
||||
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]]
|
||||
) -> Optional[Point]:
|
||||
"""
|
||||
Search the enemy groups for a potential target suitable to an artillery unit
|
||||
"""
|
||||
# TODO: Update to return a list of groups instead of a single point
|
||||
rng = group.units[0].threat_range
|
||||
if len(enemy_groups) == 0:
|
||||
if not enemy_groups:
|
||||
return None
|
||||
for o in range(10):
|
||||
for _ in range(10):
|
||||
potential_target = random.choice(enemy_groups)[0]
|
||||
distance_to_target = dcs_group.points[0].position.distance_to_point(potential_target.points[0].position)
|
||||
if distance_to_target < rng:
|
||||
return potential_target.points[0].position
|
||||
return None
|
||||
|
||||
|
||||
def get_artilery_group_distance_from_frontline(self, group):
|
||||
@staticmethod
|
||||
def get_artilery_group_distance_from_frontline(group: CombatGroup) -> int:
|
||||
"""
|
||||
For artilery group, decide the distance from frontline with the range of the unit
|
||||
"""
|
||||
rg = group.units[0].threat_range - 7500
|
||||
if rg > DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY]:
|
||||
rg = DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY]
|
||||
if rg < DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK]:
|
||||
rg = DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK] + 100
|
||||
if rg > DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
|
||||
rg = random.randint(
|
||||
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][0],
|
||||
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]
|
||||
)
|
||||
elif rg < DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
|
||||
rg = random.randint(
|
||||
DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK][0],
|
||||
DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK][1]
|
||||
)
|
||||
return rg
|
||||
|
||||
def get_valid_position_for_group(
|
||||
self,
|
||||
conflict_position: Point,
|
||||
combat_width: int,
|
||||
distance_from_frontline: int,
|
||||
heading: int,
|
||||
spawn_heading: int
|
||||
):
|
||||
shifted = conflict_position.point_from_heading(heading, random.randint(0, combat_width))
|
||||
desired_point = shifted.point_from_heading(
|
||||
spawn_heading,
|
||||
distance_from_frontline
|
||||
)
|
||||
return Conflict.find_ground_position(desired_point, combat_width, heading, self.conflict.theater)
|
||||
|
||||
def get_valid_position_for_group(self, conflict_position, isplayer, combat_width, distance_from_frontline):
|
||||
i = 0
|
||||
while i < 25: # 25 attempt for valid position
|
||||
heading_diff = -90 if isplayer else 90
|
||||
shifted = conflict_position[0].point_from_heading(self.conflict.heading,
|
||||
random.randint((int)(-combat_width / 2), (int)(combat_width / 2)))
|
||||
final_position = shifted.point_from_heading(self.conflict.heading + heading_diff, distance_from_frontline)
|
||||
|
||||
if self.conflict.theater.is_on_land(final_position):
|
||||
return final_position
|
||||
def _generate_groups(
|
||||
self,
|
||||
groups: List[CombatGroup],
|
||||
frontline_vector: Tuple[Point, int, int],
|
||||
is_player: bool
|
||||
) -> List[Tuple[VehicleGroup, CombatGroup]]:
|
||||
"""Finds valid positions for planned groups and generates a pydcs group for them"""
|
||||
positioned_groups = []
|
||||
position, heading, combat_width = frontline_vector
|
||||
spawn_heading = int(heading_sum(heading, -90)) if is_player else int(heading_sum(heading, 90))
|
||||
country = self.game.player_country if is_player else self.game.enemy_country
|
||||
for group in groups:
|
||||
if group.role == CombatGroupRole.ARTILLERY:
|
||||
distance_from_frontline = self.get_artilery_group_distance_from_frontline(group)
|
||||
else:
|
||||
i = i + 1
|
||||
continue
|
||||
return None
|
||||
distance_from_frontline = random.randint(
|
||||
DISTANCE_FROM_FRONTLINE[group.role][0],
|
||||
DISTANCE_FROM_FRONTLINE[group.role][1]
|
||||
)
|
||||
|
||||
def _generate_group(self, side: Country, unit: VehicleType, count: int, at: Point, move_formation: PointAction = PointAction.OffRoad, heading=0):
|
||||
final_position = self.get_valid_position_for_group(
|
||||
position,
|
||||
combat_width,
|
||||
distance_from_frontline,
|
||||
heading,
|
||||
spawn_heading
|
||||
)
|
||||
|
||||
if final_position is not None:
|
||||
g = self._generate_group(
|
||||
self.mission.country(country),
|
||||
group.units[0],
|
||||
len(group.units),
|
||||
final_position,
|
||||
distance_from_frontline,
|
||||
heading=opposite_heading(spawn_heading),
|
||||
)
|
||||
if is_player:
|
||||
g.set_skill(self.game.settings.player_skill)
|
||||
else:
|
||||
g.set_skill(self.game.settings.enemy_vehicle_skill)
|
||||
positioned_groups.append((g, group))
|
||||
|
||||
if group.role in [CombatGroupRole.APC, CombatGroupRole.IFV]:
|
||||
self.gen_infantry_group_for_group(
|
||||
g,
|
||||
is_player,
|
||||
self.mission.country(country),
|
||||
opposite_heading(spawn_heading)
|
||||
)
|
||||
else:
|
||||
logging.warning(f"Unable to get valid position for {group}")
|
||||
|
||||
return positioned_groups
|
||||
|
||||
def _generate_group(
|
||||
self,
|
||||
side: Country,
|
||||
unit: VehicleType,
|
||||
count: int,
|
||||
at: Point,
|
||||
distance_from_frontline,
|
||||
move_formation: PointAction = PointAction.OffRoad,
|
||||
heading=0,
|
||||
) -> VehicleGroup:
|
||||
|
||||
if side == self.conflict.attackers_country:
|
||||
cp = self.conflict.from_cp
|
||||
@@ -478,13 +720,15 @@ class GroundConflictGenerator:
|
||||
group = self.mission.vehicle_group(
|
||||
side,
|
||||
namegen.next_unit_name(side, cp.id, unit), unit,
|
||||
position=self._group_point(at),
|
||||
position=at,
|
||||
group_size=count,
|
||||
heading=heading,
|
||||
move_formation=move_formation)
|
||||
|
||||
self.unit_map.add_front_line_units(group, cp)
|
||||
|
||||
for c in range(count):
|
||||
vehicle: Vehicle = group.units[c]
|
||||
vehicle.player_can_drive = True
|
||||
|
||||
return group
|
||||
return group
|
||||
|
||||
39
gen/ato.py
39
gen/ato.py
@@ -16,9 +16,11 @@ from typing import Dict, List, Optional
|
||||
|
||||
from dcs.mapping import Point
|
||||
|
||||
from theater.missiontarget import MissionTarget
|
||||
from game.theater.missiontarget import MissionTarget
|
||||
from game.utils import Speed
|
||||
from .flights.flight import Flight, FlightType
|
||||
from .flights.flightplan import FormationFlightPlan
|
||||
from .flights.traveltime import TotEstimator
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
@@ -53,13 +55,18 @@ class Package:
|
||||
|
||||
delay: int = field(default=0)
|
||||
|
||||
#: True if the package ToT should be reset to ASAP whenever the player makes
|
||||
#: a change. This is really a UI property rather than a game property, but
|
||||
#: we want it to persist in the save.
|
||||
auto_asap: bool = field(default=False)
|
||||
|
||||
#: Desired TOT as an offset from mission start.
|
||||
time_over_target: timedelta = field(default=timedelta())
|
||||
|
||||
waypoints: Optional[PackageWaypoints] = field(default=None)
|
||||
|
||||
@property
|
||||
def formation_speed(self) -> Optional[int]:
|
||||
def formation_speed(self) -> Optional[Speed]:
|
||||
"""The speed of the package when in formation.
|
||||
|
||||
If none of the flights in the package will join a formation, this
|
||||
@@ -117,6 +124,18 @@ class Package:
|
||||
return max(times)
|
||||
return None
|
||||
|
||||
@property
|
||||
def mission_departure_time(self) -> Optional[timedelta]:
|
||||
times = []
|
||||
for flight in self.flights:
|
||||
times.append(flight.flight_plan.mission_departure_time)
|
||||
if times:
|
||||
return max(times)
|
||||
return None
|
||||
|
||||
def set_tot_asap(self) -> None:
|
||||
self.time_over_target = TotEstimator(self).earliest_tot()
|
||||
|
||||
def add_flight(self, flight: Flight) -> None:
|
||||
"""Adds a flight to the package."""
|
||||
self.flights.append(flight)
|
||||
@@ -147,19 +166,14 @@ class Package:
|
||||
FlightType.CAS,
|
||||
FlightType.STRIKE,
|
||||
FlightType.ANTISHIP,
|
||||
FlightType.OCA_AIRCRAFT,
|
||||
FlightType.OCA_RUNWAY,
|
||||
FlightType.BAI,
|
||||
FlightType.EVAC,
|
||||
FlightType.TROOP_TRANSPORT,
|
||||
FlightType.RECON,
|
||||
FlightType.ELINT,
|
||||
FlightType.DEAD,
|
||||
FlightType.SEAD,
|
||||
FlightType.LOGISTICS,
|
||||
FlightType.INTERCEPTION,
|
||||
FlightType.TARCAP,
|
||||
FlightType.CAP,
|
||||
FlightType.BARCAP,
|
||||
FlightType.EWAR,
|
||||
FlightType.SWEEP,
|
||||
FlightType.ESCORT,
|
||||
]
|
||||
for task in task_priorities:
|
||||
@@ -178,7 +192,10 @@ class Package:
|
||||
task = self.primary_task
|
||||
if task is None:
|
||||
return "No mission"
|
||||
return task.name
|
||||
oca_strike_types = {FlightType.OCA_AIRCRAFT, FlightType.OCA_RUNWAY}
|
||||
if task in oca_strike_types:
|
||||
return "OCA Strike"
|
||||
return str(task)
|
||||
|
||||
def __hash__(self) -> int:
|
||||
# TODO: Far from perfect. Number packages?
|
||||
|
||||
@@ -2,19 +2,20 @@
|
||||
Briefing generation logic
|
||||
"""
|
||||
from __future__ import annotations
|
||||
|
||||
import os
|
||||
import random
|
||||
import logging
|
||||
from dataclasses import dataclass
|
||||
from theater.frontline import FrontLine
|
||||
from typing import List, Dict, TYPE_CHECKING
|
||||
from jinja2 import Environment, FileSystemLoader, select_autoescape
|
||||
from datetime import timedelta
|
||||
from typing import Dict, List, TYPE_CHECKING
|
||||
|
||||
from dcs.mission import Mission
|
||||
from jinja2 import Environment, FileSystemLoader, select_autoescape
|
||||
|
||||
from game.theater import ControlPoint, FrontLine
|
||||
from .aircraft import FlightData
|
||||
from .airsupportgen import AwacsInfo, TankerInfo
|
||||
from .armor import JtacInfo
|
||||
from theater import ControlPoint
|
||||
from .flights.flight import FlightWaypoint
|
||||
from .ground_forces.combat_stance import CombatStance
|
||||
from .radios import RadioFrequency
|
||||
from .runways import RunwayData
|
||||
@@ -119,6 +120,16 @@ class MissionInfoGenerator:
|
||||
raise NotImplementedError
|
||||
|
||||
|
||||
def format_waypoint_time(waypoint: FlightWaypoint, depart_prefix: str) -> str:
|
||||
if waypoint.tot is not None:
|
||||
time = timedelta(seconds=int(waypoint.tot.total_seconds()))
|
||||
return f"T+{time} "
|
||||
elif waypoint.departure_time is not None:
|
||||
time = timedelta(seconds=int(waypoint.departure_time.total_seconds()))
|
||||
return f"{depart_prefix} T+{time} "
|
||||
return ""
|
||||
|
||||
|
||||
class BriefingGenerator(MissionInfoGenerator):
|
||||
|
||||
def __init__(self, mission: Mission, game: Game):
|
||||
@@ -134,6 +145,7 @@ class BriefingGenerator(MissionInfoGenerator):
|
||||
trim_blocks=True,
|
||||
lstrip_blocks=True,
|
||||
)
|
||||
env.filters["waypoint_timing"] = format_waypoint_time
|
||||
self.template = env.get_template("briefingtemplate_EN.j2")
|
||||
|
||||
def generate(self) -> None:
|
||||
|
||||
@@ -1,58 +1,16 @@
|
||||
import logging
|
||||
import random
|
||||
from typing import Tuple
|
||||
from typing import Tuple, Optional
|
||||
|
||||
from dcs.country import Country
|
||||
from dcs.mapping import Point
|
||||
from shapely.geometry import LineString, Point as ShapelyPoint
|
||||
|
||||
from theater import ConflictTheater, ControlPoint
|
||||
from game.theater.conflicttheater import ConflictTheater, FrontLine
|
||||
from game.theater.controlpoint import ControlPoint
|
||||
from game.utils import heading_sum, opposite_heading
|
||||
|
||||
AIR_DISTANCE = 40000
|
||||
|
||||
CAPTURE_AIR_ATTACKERS_DISTANCE = 25000
|
||||
CAPTURE_AIR_DEFENDERS_DISTANCE = 60000
|
||||
STRIKE_AIR_ATTACKERS_DISTANCE = 45000
|
||||
STRIKE_AIR_DEFENDERS_DISTANCE = 25000
|
||||
|
||||
CAP_CAS_DISTANCE = 10000, 120000
|
||||
|
||||
GROUND_INTERCEPT_SPREAD = 5000
|
||||
GROUND_DISTANCE_FACTOR = 1.4
|
||||
GROUND_DISTANCE = 2000
|
||||
|
||||
GROUND_ATTACK_DISTANCE = 25000, 13000
|
||||
|
||||
TRANSPORT_FRONTLINE_DIST = 1800
|
||||
|
||||
INTERCEPT_ATTACKERS_HEADING = -45, 45
|
||||
INTERCEPT_DEFENDERS_HEADING = -10, 10
|
||||
INTERCEPT_CONFLICT_DISTANCE = 50000
|
||||
INTERCEPT_ATTACKERS_DISTANCE = 100000
|
||||
INTERCEPT_MAX_DISTANCE = 160000
|
||||
INTERCEPT_MIN_DISTANCE = 100000
|
||||
|
||||
NAVAL_INTERCEPT_DISTANCE_FACTOR = 1
|
||||
NAVAL_INTERCEPT_DISTANCE_MAX = 40000
|
||||
NAVAL_INTERCEPT_STEP = 5000
|
||||
|
||||
FRONTLINE_LENGTH = 80000
|
||||
FRONTLINE_MIN_CP_DISTANCE = 5000
|
||||
FRONTLINE_DISTANCE_STRENGTH_FACTOR = 0.7
|
||||
|
||||
|
||||
def _opposite_heading(h):
|
||||
return h+180
|
||||
|
||||
|
||||
def _heading_sum(h, a) -> int:
|
||||
h += a
|
||||
if h > 360:
|
||||
return h - 360
|
||||
elif h < 0:
|
||||
return 360 + h
|
||||
else:
|
||||
return h
|
||||
|
||||
|
||||
class Conflict:
|
||||
def __init__(self,
|
||||
@@ -64,12 +22,9 @@ class Conflict:
|
||||
attackers_country: Country,
|
||||
defenders_country: Country,
|
||||
position: Point,
|
||||
heading=None,
|
||||
distance=None,
|
||||
ground_attackers_location: Point = None,
|
||||
ground_defenders_location: Point = None,
|
||||
air_attackers_location: Point = None,
|
||||
air_defenders_location: Point = None):
|
||||
heading: Optional[int] = None,
|
||||
size: Optional[int] = None
|
||||
):
|
||||
|
||||
self.attackers_side = attackers_side
|
||||
self.defenders_side = defenders_side
|
||||
@@ -81,307 +36,39 @@ class Conflict:
|
||||
self.theater = theater
|
||||
self.position = position
|
||||
self.heading = heading
|
||||
self.distance = distance
|
||||
self.size = to_cp.size
|
||||
self.radials = to_cp.radials
|
||||
self.ground_attackers_location = ground_attackers_location
|
||||
self.ground_defenders_location = ground_defenders_location
|
||||
self.air_attackers_location = air_attackers_location
|
||||
self.air_defenders_location = air_defenders_location
|
||||
|
||||
@property
|
||||
def center(self) -> Point:
|
||||
return self.position.point_from_heading(self.heading, self.distance / 2)
|
||||
|
||||
@property
|
||||
def tail(self) -> Point:
|
||||
return self.position.point_from_heading(self.heading, self.distance)
|
||||
|
||||
@property
|
||||
def is_vector(self) -> bool:
|
||||
return self.heading is not None
|
||||
|
||||
@property
|
||||
def opposite_heading(self) -> int:
|
||||
return _heading_sum(self.heading, 180)
|
||||
|
||||
@property
|
||||
def to_size(self):
|
||||
return self.to_cp.size * GROUND_DISTANCE_FACTOR
|
||||
|
||||
def find_insertion_point(self, other_point: Point) -> Point:
|
||||
if self.is_vector:
|
||||
dx = self.position.x - self.tail.x
|
||||
dy = self.position.y - self.tail.y
|
||||
dr2 = float(dx ** 2 + dy ** 2)
|
||||
|
||||
lerp = ((other_point.x - self.tail.x) * dx + (other_point.y - self.tail.y) * dy) / dr2
|
||||
if lerp < 0:
|
||||
lerp = 0
|
||||
elif lerp > 1:
|
||||
lerp = 1
|
||||
|
||||
x = lerp * dx + self.tail.x
|
||||
y = lerp * dy + self.tail.y
|
||||
return Point(x, y)
|
||||
else:
|
||||
return self.position
|
||||
|
||||
def find_ground_position(self, at: Point, heading: int, max_distance: int = 40000) -> Point:
|
||||
return Conflict._find_ground_position(at, max_distance, heading, self.theater)
|
||||
self.size = size
|
||||
|
||||
@classmethod
|
||||
def has_frontline_between(cls, from_cp: ControlPoint, to_cp: ControlPoint) -> bool:
|
||||
return from_cp.has_frontline and to_cp.has_frontline
|
||||
|
||||
@classmethod
|
||||
def frontline_position(cls, theater: ConflictTheater, from_cp: ControlPoint, to_cp: ControlPoint) -> Tuple[Point, int]:
|
||||
attack_heading = from_cp.position.heading_between_point(to_cp.position)
|
||||
attack_distance = from_cp.position.distance_to_point(to_cp.position)
|
||||
middle_point = from_cp.position.point_from_heading(attack_heading, attack_distance / 2)
|
||||
|
||||
strength_delta = (from_cp.base.strength - to_cp.base.strength) / 1.0
|
||||
position = middle_point.point_from_heading(attack_heading, strength_delta * attack_distance / 2 - FRONTLINE_MIN_CP_DISTANCE)
|
||||
return position, _opposite_heading(attack_heading)
|
||||
|
||||
def frontline_position(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater) -> Tuple[Point, int]:
|
||||
frontline = FrontLine(from_cp, to_cp, theater)
|
||||
attack_heading = frontline.attack_heading
|
||||
position = cls.find_ground_position(frontline.position, FRONTLINE_LENGTH, heading_sum(attack_heading, 90), theater)
|
||||
return position, opposite_heading(attack_heading)
|
||||
|
||||
@classmethod
|
||||
def frontline_vector(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater) -> Tuple[Point, int, int]:
|
||||
"""
|
||||
probe_end_point = initial.point_from_heading(heading, FRONTLINE_LENGTH)
|
||||
probe = geometry.LineString([(initial.x, initial.y), (probe_end_point.x, probe_end_point.y) ])
|
||||
intersection = probe.intersection(theater.land_poly)
|
||||
|
||||
if isinstance(intersection, geometry.LineString):
|
||||
intersection = intersection
|
||||
elif isinstance(intersection, geometry.MultiLineString):
|
||||
intersection = intersection.geoms[0]
|
||||
else:
|
||||
print(intersection)
|
||||
return None
|
||||
|
||||
return Point(*intersection.xy[0]), _heading_sum(heading, 90), intersection.length
|
||||
Returns a vector for a valid frontline location avoiding exclusion zones.
|
||||
"""
|
||||
frontline = cls.frontline_position(theater, from_cp, to_cp)
|
||||
center_position, heading = frontline
|
||||
left_position, right_position = None, None
|
||||
|
||||
if not theater.is_on_land(center_position):
|
||||
pos = cls._find_ground_position(center_position, FRONTLINE_LENGTH, _heading_sum(heading, -90), theater)
|
||||
if pos:
|
||||
right_position = pos
|
||||
center_position = pos
|
||||
else:
|
||||
pos = cls._find_ground_position(center_position, FRONTLINE_LENGTH, _heading_sum(heading, +90), theater)
|
||||
if pos:
|
||||
left_position = pos
|
||||
center_position = pos
|
||||
|
||||
if left_position is None:
|
||||
left_position = cls._extend_ground_position(center_position, int(FRONTLINE_LENGTH/2), _heading_sum(heading, -90), theater)
|
||||
|
||||
if right_position is None:
|
||||
right_position = cls._extend_ground_position(center_position, int(FRONTLINE_LENGTH/2), _heading_sum(heading, 90), theater)
|
||||
|
||||
return left_position, _heading_sum(heading, 90), int(right_position.distance_to_point(left_position))
|
||||
|
||||
@classmethod
|
||||
def _extend_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point:
|
||||
pos = initial
|
||||
for offset in range(0, int(max_distance), 500):
|
||||
new_pos = initial.point_from_heading(heading, offset)
|
||||
if theater.is_on_land(new_pos):
|
||||
pos = new_pos
|
||||
else:
|
||||
return pos
|
||||
return pos
|
||||
|
||||
"""
|
||||
probe_end_point = initial.point_from_heading(heading, max_distance)
|
||||
probe = geometry.LineString([(initial.x, initial.y), (probe_end_point.x, probe_end_point.y)])
|
||||
|
||||
intersection = probe.intersection(theater.land_poly)
|
||||
if intersection is geometry.LineString:
|
||||
return Point(*intersection.xy[1])
|
||||
elif intersection is geometry.MultiLineString:
|
||||
return Point(*intersection.geoms[0].xy[1])
|
||||
|
||||
return None
|
||||
"""
|
||||
|
||||
@classmethod
|
||||
def _find_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point:
|
||||
pos = initial
|
||||
for _ in range(0, int(max_distance), 500):
|
||||
if theater.is_on_land(pos):
|
||||
return pos
|
||||
|
||||
pos = pos.point_from_heading(heading, 500)
|
||||
"""
|
||||
probe_end_point = initial.point_from_heading(heading, max_distance)
|
||||
probe = geometry.LineString([(initial.x, initial.y), (probe_end_point.x, probe_end_point.y) ])
|
||||
|
||||
intersection = probe.intersection(theater.land_poly)
|
||||
if isinstance(intersection, geometry.LineString):
|
||||
return Point(*intersection.xy[1])
|
||||
elif isinstance(intersection, geometry.MultiLineString):
|
||||
return Point(*intersection.geoms[0].xy[1])
|
||||
"""
|
||||
|
||||
logging.error("Didn't find ground position ({})!".format(initial))
|
||||
return initial
|
||||
|
||||
@classmethod
|
||||
def capture_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
position = to_cp.position
|
||||
attack_raw_heading = to_cp.position.heading_between_point(from_cp.position)
|
||||
attack_heading = to_cp.find_radial(attack_raw_heading)
|
||||
defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
|
||||
|
||||
distance = GROUND_DISTANCE
|
||||
attackers_location = position.point_from_heading(attack_heading, distance)
|
||||
attackers_location = Conflict._find_ground_position(attackers_location, distance * 2, attack_heading, theater)
|
||||
|
||||
defenders_location = position.point_from_heading(defense_heading, 0)
|
||||
defenders_location = Conflict._find_ground_position(defenders_location, distance * 2, defense_heading, theater)
|
||||
|
||||
return cls(
|
||||
position=position,
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
ground_attackers_location=attackers_location,
|
||||
ground_defenders_location=defenders_location,
|
||||
air_attackers_location=position.point_from_heading(attack_raw_heading, CAPTURE_AIR_ATTACKERS_DISTANCE),
|
||||
air_defenders_location=position.point_from_heading(_opposite_heading(attack_raw_heading), CAPTURE_AIR_DEFENDERS_DISTANCE)
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def strike_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
position = to_cp.position
|
||||
attack_raw_heading = to_cp.position.heading_between_point(from_cp.position)
|
||||
attack_heading = to_cp.find_radial(attack_raw_heading)
|
||||
defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
|
||||
|
||||
distance = to_cp.size * GROUND_DISTANCE_FACTOR
|
||||
attackers_location = position.point_from_heading(attack_heading, distance)
|
||||
attackers_location = Conflict._find_ground_position(
|
||||
attackers_location, int(distance * 2),
|
||||
_heading_sum(attack_heading, 180), theater)
|
||||
|
||||
defenders_location = position.point_from_heading(defense_heading, distance)
|
||||
defenders_location = Conflict._find_ground_position(
|
||||
defenders_location, int(distance * 2),
|
||||
_heading_sum(defense_heading, 180), theater)
|
||||
|
||||
return cls(
|
||||
position=position,
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
ground_attackers_location=attackers_location,
|
||||
ground_defenders_location=defenders_location,
|
||||
air_attackers_location=position.point_from_heading(attack_raw_heading, STRIKE_AIR_ATTACKERS_DISTANCE),
|
||||
air_defenders_location=position.point_from_heading(_opposite_heading(attack_raw_heading), STRIKE_AIR_DEFENDERS_DISTANCE)
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def intercept_position(cls, from_cp: ControlPoint, to_cp: ControlPoint) -> Point:
|
||||
raw_distance = from_cp.position.distance_to_point(to_cp.position) * 1.5
|
||||
distance = max(min(raw_distance, INTERCEPT_MAX_DISTANCE), INTERCEPT_MIN_DISTANCE)
|
||||
heading = _heading_sum(from_cp.position.heading_between_point(to_cp.position), random.choice([-1, 1]) * random.randint(60, 100))
|
||||
return from_cp.position.point_from_heading(heading, distance)
|
||||
|
||||
@classmethod
|
||||
def intercept_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, position: Point, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
heading = from_cp.position.heading_between_point(position)
|
||||
return cls(
|
||||
position=position.point_from_heading(position.heading_between_point(to_cp.position), INTERCEPT_CONFLICT_DISTANCE),
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
ground_attackers_location=None,
|
||||
ground_defenders_location=None,
|
||||
air_attackers_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + heading, INTERCEPT_ATTACKERS_DISTANCE),
|
||||
air_defenders_location=position
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def ground_attack_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
heading = random.choice(to_cp.radials)
|
||||
initial_location = to_cp.position.random_point_within(*GROUND_ATTACK_DISTANCE)
|
||||
position = Conflict._find_ground_position(initial_location, GROUND_INTERCEPT_SPREAD, _heading_sum(heading, 180), theater)
|
||||
if not position:
|
||||
heading = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
|
||||
position = to_cp.position.point_from_heading(heading, to_cp.size * GROUND_DISTANCE_FACTOR)
|
||||
|
||||
return cls(
|
||||
position=position,
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
ground_attackers_location=position,
|
||||
ground_defenders_location=None,
|
||||
air_attackers_location=None,
|
||||
air_defenders_location=position.point_from_heading(heading, AIR_DISTANCE),
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def convoy_strike_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
frontline_position, frontline_heading, frontline_length = Conflict.frontline_vector(from_cp, to_cp, theater)
|
||||
if not frontline_position:
|
||||
assert False
|
||||
|
||||
heading = frontline_heading
|
||||
starting_position = Conflict._find_ground_position(frontline_position.point_from_heading(heading, 7000),
|
||||
GROUND_INTERCEPT_SPREAD,
|
||||
_opposite_heading(heading), theater)
|
||||
if not starting_position:
|
||||
starting_position = frontline_position
|
||||
destination_position = frontline_position
|
||||
else:
|
||||
destination_position = frontline_position
|
||||
|
||||
return cls(
|
||||
position=destination_position,
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
ground_attackers_location=None,
|
||||
ground_defenders_location=starting_position,
|
||||
air_attackers_location=starting_position.point_from_heading(_opposite_heading(heading), AIR_DISTANCE),
|
||||
air_defenders_location=starting_position.point_from_heading(heading, AIR_DISTANCE),
|
||||
)
|
||||
center_position, heading = cls.frontline_position(from_cp, to_cp, theater)
|
||||
left_heading = heading_sum(heading, -90)
|
||||
right_heading = heading_sum(heading, 90)
|
||||
left_position = cls.extend_ground_position(center_position, int(FRONTLINE_LENGTH / 2), left_heading, theater)
|
||||
right_position = cls.extend_ground_position(center_position, int(FRONTLINE_LENGTH / 2), right_heading, theater)
|
||||
distance = int(left_position.distance_to_point(right_position))
|
||||
return left_position, right_heading, distance
|
||||
|
||||
@classmethod
|
||||
def frontline_cas_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
assert cls.has_frontline_between(from_cp, to_cp)
|
||||
position, heading, distance = cls.frontline_vector(from_cp, to_cp, theater)
|
||||
|
||||
return cls(
|
||||
conflict = cls(
|
||||
position=position,
|
||||
heading=heading,
|
||||
distance=distance,
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
@@ -389,114 +76,51 @@ class Conflict:
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
ground_attackers_location=None,
|
||||
ground_defenders_location=None,
|
||||
air_attackers_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + heading, AIR_DISTANCE),
|
||||
air_defenders_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + _opposite_heading(heading), AIR_DISTANCE),
|
||||
size=distance
|
||||
)
|
||||
return conflict
|
||||
|
||||
@classmethod
|
||||
def frontline_cap_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
assert cls.has_frontline_between(from_cp, to_cp)
|
||||
def extend_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point:
|
||||
"""Finds the first intersection with an exclusion zone in one heading from an initial point up to max_distance"""
|
||||
extended = initial.point_from_heading(heading, max_distance)
|
||||
if theater.landmap is None:
|
||||
# TODO: Why is this possible?
|
||||
return extended
|
||||
|
||||
position, heading, distance = cls.frontline_vector(from_cp, to_cp, theater)
|
||||
attack_position = position.point_from_heading(heading, random.randint(0, int(distance)))
|
||||
attackers_position = attack_position.point_from_heading(heading - 90, AIR_DISTANCE)
|
||||
defenders_position = attack_position.point_from_heading(heading + 90, random.randint(*CAP_CAS_DISTANCE))
|
||||
p0 = ShapelyPoint(initial.x, initial.y)
|
||||
p1 = ShapelyPoint(extended.x, extended.y)
|
||||
line = LineString([p0, p1])
|
||||
|
||||
return cls(
|
||||
position=position,
|
||||
heading=heading,
|
||||
distance=distance,
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
air_attackers_location=attackers_position,
|
||||
air_defenders_location=defenders_position,
|
||||
)
|
||||
intersection = line.intersection(
|
||||
theater.landmap.inclusion_zone_only.boundary)
|
||||
if intersection.is_empty:
|
||||
# Max extent does not intersect with the boundary of the inclusion
|
||||
# zone, so the full front line is usable. This does assume that the
|
||||
# front line was centered on a valid location.
|
||||
return extended
|
||||
|
||||
# Otherwise extend the front line only up to the intersection.
|
||||
return initial.point_from_heading(heading, p0.distance(intersection))
|
||||
|
||||
@classmethod
|
||||
def ground_base_attack(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
position = to_cp.position
|
||||
attack_heading = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
|
||||
defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
|
||||
|
||||
distance = to_cp.size * GROUND_DISTANCE_FACTOR
|
||||
defenders_location = position.point_from_heading(defense_heading, distance)
|
||||
defenders_location = Conflict._find_ground_position(
|
||||
defenders_location, int(distance * 2),
|
||||
_heading_sum(defense_heading, 180), theater)
|
||||
|
||||
return cls(
|
||||
position=position,
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
ground_attackers_location=None,
|
||||
ground_defenders_location=defenders_location,
|
||||
air_attackers_location=position.point_from_heading(attack_heading, AIR_DISTANCE),
|
||||
air_defenders_location=position
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def naval_intercept_position(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
radial = random.choice(to_cp.sea_radials)
|
||||
|
||||
initial_distance = min(int(from_cp.position.distance_to_point(to_cp.position) * NAVAL_INTERCEPT_DISTANCE_FACTOR), NAVAL_INTERCEPT_DISTANCE_MAX)
|
||||
initial_position = to_cp.position.point_from_heading(radial, initial_distance)
|
||||
for offset in range(0, initial_distance, NAVAL_INTERCEPT_STEP):
|
||||
position = initial_position.point_from_heading(_opposite_heading(radial), offset)
|
||||
|
||||
if not theater.is_on_land(position):
|
||||
break
|
||||
return position
|
||||
|
||||
@classmethod
|
||||
def naval_intercept_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, position: Point, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
attacker_heading = from_cp.position.heading_between_point(to_cp.position)
|
||||
return cls(
|
||||
position=position,
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
ground_attackers_location=None,
|
||||
ground_defenders_location=position,
|
||||
air_attackers_location=position.point_from_heading(attacker_heading, AIR_DISTANCE),
|
||||
air_defenders_location=position.point_from_heading(_opposite_heading(attacker_heading), AIR_DISTANCE)
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def transport_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
frontline_position, heading = cls.frontline_position(theater, from_cp, to_cp)
|
||||
initial_dest = frontline_position.point_from_heading(heading, TRANSPORT_FRONTLINE_DIST)
|
||||
dest = cls._find_ground_position(initial_dest, from_cp.position.distance_to_point(to_cp.position) / 3, heading, theater)
|
||||
if not dest:
|
||||
radial = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
|
||||
dest = to_cp.position.point_from_heading(radial, to_cp.size * GROUND_DISTANCE_FACTOR)
|
||||
|
||||
return cls(
|
||||
position=dest,
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
ground_attackers_location=from_cp.position,
|
||||
ground_defenders_location=frontline_position,
|
||||
air_attackers_location=from_cp.position.point_from_heading(0, 100),
|
||||
air_defenders_location=frontline_position
|
||||
)
|
||||
def find_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater, coerce=True) -> Optional[Point]:
|
||||
"""
|
||||
Finds the nearest valid ground position along a provided heading and it's inverse up to max_distance.
|
||||
`coerce=True` will return the closest land position to `initial` regardless of heading or distance
|
||||
`coerce=False` will return None if a point isn't found
|
||||
"""
|
||||
pos = initial
|
||||
if theater.is_on_land(pos):
|
||||
return pos
|
||||
for distance in range(0, int(max_distance), 100):
|
||||
pos = initial.point_from_heading(heading, distance)
|
||||
if theater.is_on_land(pos):
|
||||
return pos
|
||||
pos = initial.point_from_heading(opposite_heading(heading), distance)
|
||||
if coerce:
|
||||
pos = theater.nearest_land_pos(initial)
|
||||
return pos
|
||||
logging.error("Didn't find ground position ({})!".format(initial))
|
||||
return None
|
||||
|
||||
|
||||
@@ -21,7 +21,7 @@ class EnvironmentGenerator:
|
||||
def set_fog(self, fog: Optional[Fog]) -> None:
|
||||
if fog is None:
|
||||
return
|
||||
self.mission.weather.fog_visibility = fog.visibility
|
||||
self.mission.weather.fog_visibility = fog.visibility.meters
|
||||
self.mission.weather.fog_thickness = fog.thickness
|
||||
|
||||
def set_wind(self, wind: WindConditions) -> None:
|
||||
|
||||
@@ -8,13 +8,12 @@ from dcs.ships import (
|
||||
Type_052C_Destroyer,
|
||||
Type_052B_Destroyer,
|
||||
Type_054A_Frigate,
|
||||
CGN_1144_2_Pyotr_Velikiy,
|
||||
)
|
||||
|
||||
from game.factions.faction import Faction
|
||||
from gen.fleet.dd_group import DDGroupGenerator
|
||||
from gen.sam.group_generator import ShipGroupGenerator
|
||||
from theater.theatergroundobject import TheaterGroundObject
|
||||
from game.theater.theatergroundobject import TheaterGroundObject
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game.game import Game
|
||||
@@ -27,10 +26,8 @@ class ChineseNavyGroupGenerator(ShipGroupGenerator):
|
||||
include_frigate = random.choice([True, True, False])
|
||||
include_dd = random.choice([True, False])
|
||||
|
||||
if include_dd:
|
||||
include_cc = random.choice([True, False])
|
||||
else:
|
||||
include_cc = False
|
||||
if not any([include_frigate, include_dd]):
|
||||
include_frigate = True
|
||||
|
||||
if include_frigate:
|
||||
self.add_unit(Type_054A_Frigate, "FF1", self.position.x + 1200, self.position.y + 900, self.heading)
|
||||
@@ -38,12 +35,8 @@ class ChineseNavyGroupGenerator(ShipGroupGenerator):
|
||||
|
||||
if include_dd:
|
||||
dd_type = random.choice([Type_052C_Destroyer, Type_052B_Destroyer])
|
||||
self.add_unit(dd_type, "FF1", self.position.x + 2400, self.position.y + 900, self.heading)
|
||||
self.add_unit(dd_type, "FF2", self.position.x + 2400, self.position.y - 900, self.heading)
|
||||
|
||||
if include_cc:
|
||||
cc_type = random.choice([CGN_1144_2_Pyotr_Velikiy])
|
||||
self.add_unit(cc_type, "CC1", self.position.x, self.position.y, self.heading)
|
||||
self.add_unit(dd_type, "DD1", self.position.x + 2400, self.position.y + 900, self.heading)
|
||||
self.add_unit(dd_type, "DD2", self.position.x + 2400, self.position.y - 900, self.heading)
|
||||
|
||||
self.get_generated_group().points[0].speed = 20
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@ from __future__ import annotations
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
from game.factions.faction import Faction
|
||||
from theater.theatergroundobject import TheaterGroundObject
|
||||
from game.theater.theatergroundobject import TheaterGroundObject
|
||||
|
||||
from gen.sam.group_generator import ShipGroupGenerator
|
||||
from dcs.unittype import ShipType
|
||||
|
||||
@@ -8,7 +8,6 @@ from dcs.ships import (
|
||||
FFG_11540_Neustrashimy,
|
||||
FF_1135M_Rezky,
|
||||
CG_1164_Moskva,
|
||||
CGN_1144_2_Pyotr_Velikiy,
|
||||
SSK_877,
|
||||
SSK_641B
|
||||
)
|
||||
@@ -16,7 +15,7 @@ from dcs.ships import (
|
||||
from gen.fleet.dd_group import DDGroupGenerator
|
||||
from gen.sam.group_generator import ShipGroupGenerator
|
||||
from game.factions.faction import Faction
|
||||
from theater.theatergroundobject import TheaterGroundObject
|
||||
from game.theater.theatergroundobject import TheaterGroundObject
|
||||
|
||||
|
||||
if TYPE_CHECKING:
|
||||
@@ -35,6 +34,9 @@ class RussianNavyGroupGenerator(ShipGroupGenerator):
|
||||
else:
|
||||
include_cc = False
|
||||
|
||||
if not any([include_frigate, include_dd, include_cc]):
|
||||
include_frigate = True
|
||||
|
||||
if include_frigate:
|
||||
frigate_type = random.choice([FFL_1124_4_Grisha, FSG_1241_1MP_Molniya])
|
||||
self.add_unit(frigate_type, "FF1", self.position.x + 1200, self.position.y + 900, self.heading)
|
||||
@@ -42,12 +44,13 @@ class RussianNavyGroupGenerator(ShipGroupGenerator):
|
||||
|
||||
if include_dd:
|
||||
dd_type = random.choice([FFG_11540_Neustrashimy, FF_1135M_Rezky])
|
||||
self.add_unit(dd_type, "FF1", self.position.x + 2400, self.position.y + 900, self.heading)
|
||||
self.add_unit(dd_type, "FF2", self.position.x + 2400, self.position.y - 900, self.heading)
|
||||
self.add_unit(dd_type, "DD1", self.position.x + 2400, self.position.y + 900, self.heading)
|
||||
self.add_unit(dd_type, "DD2", self.position.x + 2400, self.position.y - 900, self.heading)
|
||||
|
||||
if include_cc:
|
||||
cc_type = random.choice([CG_1164_Moskva, CGN_1144_2_Pyotr_Velikiy])
|
||||
self.add_unit(cc_type, "CC1", self.position.x, self.position.y, self.heading)
|
||||
# Only include the Moskva for now, the Pyotry Velikiy is an unkillable monster.
|
||||
# See https://github.com/Khopa/dcs_liberation/issues/567
|
||||
self.add_unit(CG_1164_Moskva, "CC1", self.position.x, self.position.y, self.heading)
|
||||
|
||||
self.get_generated_group().points[0].speed = 20
|
||||
|
||||
|
||||
@@ -3,28 +3,46 @@ from __future__ import annotations
|
||||
import logging
|
||||
import operator
|
||||
import random
|
||||
from dataclasses import dataclass
|
||||
from collections import defaultdict
|
||||
from dataclasses import dataclass, field
|
||||
from datetime import timedelta
|
||||
from typing import Iterator, List, Optional, Set, TYPE_CHECKING, Tuple, Type
|
||||
from enum import Enum, auto
|
||||
from typing import (
|
||||
Dict,
|
||||
Iterable,
|
||||
Iterator,
|
||||
List,
|
||||
Optional,
|
||||
Set,
|
||||
TYPE_CHECKING,
|
||||
Tuple,
|
||||
Type,
|
||||
)
|
||||
|
||||
from dcs.unittype import FlyingType, UnitType
|
||||
from dcs.unittype import FlyingType
|
||||
|
||||
from game import db
|
||||
from game.data.radar_db import UNITS_WITH_RADAR
|
||||
from game.infos.information import Information
|
||||
from game.utils import nm_to_meter
|
||||
from game.procurement import AircraftProcurementRequest
|
||||
from game.theater import (
|
||||
Airfield,
|
||||
ControlPoint,
|
||||
Fob,
|
||||
FrontLine,
|
||||
MissionTarget,
|
||||
OffMapSpawn,
|
||||
SamGroundObject,
|
||||
TheaterGroundObject,
|
||||
)
|
||||
from game.theater.theatergroundobject import (
|
||||
BuildingGroundObject,
|
||||
EwrGroundObject,
|
||||
NavalGroundObject,
|
||||
VehicleGroupGroundObject,
|
||||
)
|
||||
from game.utils import Distance, nautical_miles
|
||||
from gen import Conflict
|
||||
from gen.ato import Package
|
||||
from gen.flights.ai_flight_planner_db import (
|
||||
CAP_CAPABLE,
|
||||
CAP_PREFERRED,
|
||||
CAS_CAPABLE,
|
||||
CAS_PREFERRED,
|
||||
SEAD_CAPABLE,
|
||||
SEAD_PREFERRED,
|
||||
STRIKE_CAPABLE,
|
||||
STRIKE_PREFERRED,
|
||||
)
|
||||
from gen.flights.ai_flight_planner_db import aircraft_for_task
|
||||
from gen.flights.closestairfields import (
|
||||
ClosestAirfields,
|
||||
ObjectiveDistanceCache,
|
||||
@@ -35,13 +53,6 @@ from gen.flights.flight import (
|
||||
)
|
||||
from gen.flights.flightplan import FlightPlanBuilder
|
||||
from gen.flights.traveltime import TotEstimator
|
||||
from theater import (
|
||||
ControlPoint,
|
||||
FrontLine,
|
||||
MissionTarget,
|
||||
TheaterGroundObject,
|
||||
SamGroundObject,
|
||||
)
|
||||
|
||||
# Avoid importing some types that cause circular imports unless type checking.
|
||||
if TYPE_CHECKING:
|
||||
@@ -49,6 +60,11 @@ if TYPE_CHECKING:
|
||||
from game.inventory import GlobalAircraftInventory
|
||||
|
||||
|
||||
class EscortType(Enum):
|
||||
AirToAir = auto()
|
||||
Sead = auto()
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class ProposedFlight:
|
||||
"""A flight outline proposed by the mission planner.
|
||||
@@ -65,10 +81,16 @@ class ProposedFlight:
|
||||
num_aircraft: int
|
||||
|
||||
#: The maximum distance between the objective and the departure airfield.
|
||||
max_distance: int
|
||||
max_distance: Distance
|
||||
|
||||
#: The type of threat this flight defends against if it is an escort. Escort
|
||||
#: flights will be pruned if the rest of the package is not threatened by
|
||||
#: the threat they defend against. If this flight is not an escort, this
|
||||
#: field is None.
|
||||
escort_type: Optional[EscortType] = field(default=None)
|
||||
|
||||
def __str__(self) -> str:
|
||||
return f"{self.task.name} {self.num_aircraft} ship"
|
||||
return f"{self.task} {self.num_aircraft} ship"
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
@@ -103,7 +125,7 @@ class AircraftAllocator:
|
||||
|
||||
def find_aircraft_for_flight(
|
||||
self, flight: ProposedFlight
|
||||
) -> Optional[Tuple[ControlPoint, UnitType]]:
|
||||
) -> Optional[Tuple[ControlPoint, Type[FlyingType]]]:
|
||||
"""Finds aircraft suitable for the given mission.
|
||||
|
||||
Searches for aircraft capable of performing the given mission within the
|
||||
@@ -122,51 +144,13 @@ class AircraftAllocator:
|
||||
on subsequent calls. If the found aircraft are not used, the caller is
|
||||
responsible for returning them to the inventory.
|
||||
"""
|
||||
result = self.find_aircraft_of_type(
|
||||
flight, self.preferred_aircraft_for_task(flight.task)
|
||||
)
|
||||
if result is not None:
|
||||
return result
|
||||
return self.find_aircraft_of_type(
|
||||
flight, self.capable_aircraft_for_task(flight.task)
|
||||
flight, aircraft_for_task(flight.task)
|
||||
)
|
||||
|
||||
@staticmethod
|
||||
def preferred_aircraft_for_task(task: FlightType) -> List[Type[FlyingType]]:
|
||||
cap_missions = (FlightType.BARCAP, FlightType.TARCAP)
|
||||
if task in cap_missions:
|
||||
return CAP_PREFERRED
|
||||
elif task == FlightType.CAS:
|
||||
return CAS_PREFERRED
|
||||
elif task in (FlightType.DEAD, FlightType.SEAD):
|
||||
return SEAD_PREFERRED
|
||||
elif task == FlightType.STRIKE:
|
||||
return STRIKE_PREFERRED
|
||||
elif task == FlightType.ESCORT:
|
||||
return CAP_PREFERRED
|
||||
else:
|
||||
return []
|
||||
|
||||
@staticmethod
|
||||
def capable_aircraft_for_task(task: FlightType) -> List[Type[FlyingType]]:
|
||||
cap_missions = (FlightType.BARCAP, FlightType.TARCAP)
|
||||
if task in cap_missions:
|
||||
return CAP_CAPABLE
|
||||
elif task == FlightType.CAS:
|
||||
return CAS_CAPABLE
|
||||
elif task in (FlightType.DEAD, FlightType.SEAD):
|
||||
return SEAD_CAPABLE
|
||||
elif task == FlightType.STRIKE:
|
||||
return STRIKE_CAPABLE
|
||||
elif task == FlightType.ESCORT:
|
||||
return CAP_CAPABLE
|
||||
else:
|
||||
logging.error(f"Unplannable flight type: {task}")
|
||||
return []
|
||||
|
||||
def find_aircraft_of_type(
|
||||
self, flight: ProposedFlight, types: List[Type[FlyingType]],
|
||||
) -> Optional[Tuple[ControlPoint, UnitType]]:
|
||||
) -> Optional[Tuple[ControlPoint, Type[FlyingType]]]:
|
||||
airfields_in_range = self.closest_airfields.airfields_within(
|
||||
flight.max_distance
|
||||
)
|
||||
@@ -175,6 +159,8 @@ class AircraftAllocator:
|
||||
continue
|
||||
inventory = self.global_inventory.for_control_point(airfield)
|
||||
for aircraft, available in inventory.all_aircraft:
|
||||
if not airfield.can_operate(aircraft):
|
||||
continue
|
||||
if aircraft in types and available >= flight.num_aircraft:
|
||||
inventory.remove_aircraft(aircraft, flight.num_aircraft)
|
||||
return airfield, aircraft
|
||||
@@ -189,7 +175,11 @@ class PackageBuilder:
|
||||
closest_airfields: ClosestAirfields,
|
||||
global_inventory: GlobalAircraftInventory,
|
||||
is_player: bool,
|
||||
package_country: str,
|
||||
start_type: str) -> None:
|
||||
self.closest_airfields = closest_airfields
|
||||
self.is_player = is_player
|
||||
self.package_country = package_country
|
||||
self.package = Package(location)
|
||||
self.allocator = AircraftAllocator(closest_airfields, global_inventory,
|
||||
is_player)
|
||||
@@ -208,11 +198,32 @@ class PackageBuilder:
|
||||
if assignment is None:
|
||||
return False
|
||||
airfield, aircraft = assignment
|
||||
flight = Flight(self.package, aircraft, plan.num_aircraft, airfield,
|
||||
plan.task, self.start_type)
|
||||
if isinstance(airfield, OffMapSpawn):
|
||||
start_type = "In Flight"
|
||||
else:
|
||||
start_type = self.start_type
|
||||
|
||||
flight = Flight(self.package, self.package_country, aircraft, plan.num_aircraft, plan.task,
|
||||
start_type, departure=airfield, arrival=airfield,
|
||||
divert=self.find_divert_field(aircraft, airfield))
|
||||
self.package.add_flight(flight)
|
||||
return True
|
||||
|
||||
def find_divert_field(self, aircraft: Type[FlyingType],
|
||||
arrival: ControlPoint) -> Optional[ControlPoint]:
|
||||
divert_limit = nautical_miles(150)
|
||||
for airfield in self.closest_airfields.airfields_within(divert_limit):
|
||||
if airfield.captured != self.is_player:
|
||||
continue
|
||||
if airfield == arrival:
|
||||
continue
|
||||
if not airfield.can_operate(aircraft):
|
||||
continue
|
||||
if isinstance(airfield, OffMapSpawn):
|
||||
continue
|
||||
return airfield
|
||||
return None
|
||||
|
||||
def build(self) -> Package:
|
||||
"""Returns the built package."""
|
||||
return self.package
|
||||
@@ -229,8 +240,8 @@ class ObjectiveFinder:
|
||||
"""Identifies potential objectives for the mission planner."""
|
||||
|
||||
# TODO: Merge into doctrine.
|
||||
AIRFIELD_THREAT_RANGE = nm_to_meter(150)
|
||||
SAM_THREAT_RANGE = nm_to_meter(100)
|
||||
AIRFIELD_THREAT_RANGE = nautical_miles(150)
|
||||
SAM_THREAT_RANGE = nautical_miles(100)
|
||||
|
||||
def __init__(self, game: Game, is_player: bool) -> None:
|
||||
self.game = game
|
||||
@@ -243,7 +254,9 @@ class ObjectiveFinder:
|
||||
found_targets: Set[str] = set()
|
||||
for cp in self.enemy_control_points():
|
||||
for ground_object in cp.ground_objects:
|
||||
if not isinstance(ground_object, SamGroundObject):
|
||||
is_ewr = isinstance(ground_object, EwrGroundObject)
|
||||
is_sam = isinstance(ground_object, SamGroundObject)
|
||||
if not is_ewr and not is_sam:
|
||||
continue
|
||||
|
||||
if ground_object.is_dead:
|
||||
@@ -252,7 +265,7 @@ class ObjectiveFinder:
|
||||
if ground_object.name in found_targets:
|
||||
continue
|
||||
|
||||
if not self.object_has_radar(ground_object):
|
||||
if not ground_object.has_radar:
|
||||
continue
|
||||
|
||||
# TODO: Yield in order of most threatening.
|
||||
@@ -262,22 +275,66 @@ class ObjectiveFinder:
|
||||
yield ground_object
|
||||
found_targets.add(ground_object.name)
|
||||
|
||||
def threatening_sams(self) -> Iterator[TheaterGroundObject]:
|
||||
def threatening_sams(self) -> Iterator[MissionTarget]:
|
||||
"""Iterates over enemy SAMs in threat range of friendly control points.
|
||||
|
||||
SAM sites are sorted by their closest proximity to any friendly control
|
||||
point (airfield or fleet).
|
||||
"""
|
||||
sams: List[Tuple[TheaterGroundObject, int]] = []
|
||||
for sam in self.enemy_sams():
|
||||
return self._targets_by_range(self.enemy_sams())
|
||||
|
||||
def enemy_vehicle_groups(self) -> Iterator[VehicleGroupGroundObject]:
|
||||
"""Iterates over all enemy vehicle groups."""
|
||||
for cp in self.enemy_control_points():
|
||||
for ground_object in cp.ground_objects:
|
||||
if not isinstance(ground_object, VehicleGroupGroundObject):
|
||||
continue
|
||||
|
||||
if ground_object.is_dead:
|
||||
continue
|
||||
|
||||
yield ground_object
|
||||
|
||||
def threatening_vehicle_groups(self) -> Iterator[MissionTarget]:
|
||||
"""Iterates over enemy vehicle groups near friendly control points.
|
||||
|
||||
Groups are sorted by their closest proximity to any friendly control
|
||||
point (airfield or fleet).
|
||||
"""
|
||||
return self._targets_by_range(self.enemy_vehicle_groups())
|
||||
|
||||
def enemy_ships(self) -> Iterator[NavalGroundObject]:
|
||||
for cp in self.enemy_control_points():
|
||||
for ground_object in cp.ground_objects:
|
||||
if not isinstance(ground_object, NavalGroundObject):
|
||||
continue
|
||||
|
||||
if ground_object.is_dead:
|
||||
continue
|
||||
|
||||
yield ground_object
|
||||
|
||||
def threatening_ships(self) -> Iterator[MissionTarget]:
|
||||
"""Iterates over enemy ships near friendly control points.
|
||||
|
||||
Groups are sorted by their closest proximity to any friendly control
|
||||
point (airfield or fleet).
|
||||
"""
|
||||
return self._targets_by_range(self.enemy_ships())
|
||||
|
||||
def _targets_by_range(
|
||||
self,
|
||||
targets: Iterable[MissionTarget]) -> Iterator[MissionTarget]:
|
||||
target_ranges: List[Tuple[MissionTarget, int]] = []
|
||||
for target in targets:
|
||||
ranges: List[int] = []
|
||||
for cp in self.friendly_control_points():
|
||||
ranges.append(sam.distance_to(cp))
|
||||
sams.append((sam, min(ranges)))
|
||||
ranges.append(target.distance_to(cp))
|
||||
target_ranges.append((target, min(ranges)))
|
||||
|
||||
sams = sorted(sams, key=operator.itemgetter(1))
|
||||
for sam, _range in sams:
|
||||
yield sam
|
||||
target_ranges = sorted(target_ranges, key=operator.itemgetter(1))
|
||||
for target, _range in target_ranges:
|
||||
yield target
|
||||
|
||||
def strike_targets(self) -> Iterator[TheaterGroundObject]:
|
||||
"""Iterates over enemy strike targets.
|
||||
@@ -286,11 +343,40 @@ class ObjectiveFinder:
|
||||
point (airfield or fleet).
|
||||
"""
|
||||
targets: List[Tuple[TheaterGroundObject, int]] = []
|
||||
# Control points might have the same ground object several times, for
|
||||
# some reason.
|
||||
# Building objectives are made of several individual TGOs (one per
|
||||
# building).
|
||||
found_targets: Set[str] = set()
|
||||
for enemy_cp in self.enemy_control_points():
|
||||
for ground_object in enemy_cp.ground_objects:
|
||||
# TODO: Reuse ground_object.mission_types.
|
||||
# The mission types for ground objects are currently not
|
||||
# accurate because we include things like strike and BAI for all
|
||||
# targets since they have different planning behavior (waypoint
|
||||
# generation is better for players with strike when the targets
|
||||
# are stationary, AI behavior against weaker air defenses is
|
||||
# better with BAI), so that's not a useful filter. Once we have
|
||||
# better control over planning profiles and target dependent
|
||||
# loadouts we can clean this up.
|
||||
if isinstance(ground_object, VehicleGroupGroundObject):
|
||||
# BAI target, not strike target.
|
||||
continue
|
||||
|
||||
if isinstance(ground_object, NavalGroundObject):
|
||||
# Anti-ship target, not strike target.
|
||||
continue
|
||||
|
||||
if isinstance(ground_object, SamGroundObject):
|
||||
# SAMs are targeted by DEAD. No need to double plan.
|
||||
continue
|
||||
|
||||
is_building = isinstance(ground_object, BuildingGroundObject)
|
||||
is_fob = isinstance(enemy_cp, Fob)
|
||||
if is_building and is_fob and ground_object.airbase_group:
|
||||
# This is the FOB structure itself. Can't be repaired or
|
||||
# targeted by the player, so shouldn't be targetable by the
|
||||
# AI.
|
||||
continue
|
||||
|
||||
if ground_object.is_dead:
|
||||
continue
|
||||
if ground_object.name in found_targets:
|
||||
@@ -304,15 +390,6 @@ class ObjectiveFinder:
|
||||
for target, _range in targets:
|
||||
yield target
|
||||
|
||||
@staticmethod
|
||||
def object_has_radar(ground_object: TheaterGroundObject) -> bool:
|
||||
"""Returns True if the ground object contains a unit with radar."""
|
||||
for group in ground_object.groups:
|
||||
for unit in group.units:
|
||||
if db.unit_type_from_name(unit.type) in UNITS_WITH_RADAR:
|
||||
return True
|
||||
return False
|
||||
|
||||
def front_lines(self) -> Iterator[FrontLine]:
|
||||
"""Iterates over all active front lines in the theater."""
|
||||
for cp in self.friendly_control_points():
|
||||
@@ -321,7 +398,7 @@ class ObjectiveFinder:
|
||||
continue
|
||||
|
||||
if Conflict.has_frontline_between(cp, connected):
|
||||
yield FrontLine(cp, connected)
|
||||
yield FrontLine(cp, connected, self.game.theater)
|
||||
|
||||
def vulnerable_control_points(self) -> Iterator[ControlPoint]:
|
||||
"""Iterates over friendly CPs that are vulnerable to enemy CPs.
|
||||
@@ -330,6 +407,9 @@ class ObjectiveFinder:
|
||||
CP.
|
||||
"""
|
||||
for cp in self.friendly_control_points():
|
||||
if isinstance(cp, OffMapSpawn):
|
||||
# Off-map spawn locations don't need protection.
|
||||
continue
|
||||
airfields_in_proximity = self.closest_airfields_to(cp)
|
||||
airfields_in_threat_range = airfields_in_proximity.airfields_within(
|
||||
self.AIRFIELD_THREAT_RANGE
|
||||
@@ -339,6 +419,15 @@ class ObjectiveFinder:
|
||||
yield cp
|
||||
break
|
||||
|
||||
def oca_targets(self, min_aircraft: int) -> Iterator[MissionTarget]:
|
||||
airfields = []
|
||||
for control_point in self.enemy_control_points():
|
||||
if not isinstance(control_point, Airfield):
|
||||
continue
|
||||
if control_point.base.total_aircraft >= min_aircraft:
|
||||
airfields.append(control_point)
|
||||
return self._targets_by_range(airfields)
|
||||
|
||||
def friendly_control_points(self) -> Iterator[ControlPoint]:
|
||||
"""Iterates over all friendly control points."""
|
||||
return (c for c in self.game.theater.controlpoints if
|
||||
@@ -391,32 +480,58 @@ class CoalitionMissionPlanner:
|
||||
"""
|
||||
|
||||
# TODO: Merge into doctrine, also limit by aircraft.
|
||||
MAX_CAP_RANGE = nm_to_meter(100)
|
||||
MAX_CAS_RANGE = nm_to_meter(50)
|
||||
MAX_SEAD_RANGE = nm_to_meter(150)
|
||||
MAX_STRIKE_RANGE = nm_to_meter(150)
|
||||
MAX_CAP_RANGE = nautical_miles(100)
|
||||
MAX_CAS_RANGE = nautical_miles(50)
|
||||
MAX_ANTISHIP_RANGE = nautical_miles(150)
|
||||
MAX_BAI_RANGE = nautical_miles(150)
|
||||
MAX_OCA_RANGE = nautical_miles(150)
|
||||
MAX_SEAD_RANGE = nautical_miles(150)
|
||||
MAX_STRIKE_RANGE = nautical_miles(150)
|
||||
|
||||
def __init__(self, game: Game, is_player: bool) -> None:
|
||||
self.game = game
|
||||
self.is_player = is_player
|
||||
self.objective_finder = ObjectiveFinder(self.game, self.is_player)
|
||||
self.ato = self.game.blue_ato if is_player else self.game.red_ato
|
||||
self.threat_zones = self.game.threat_zone_for(not self.is_player)
|
||||
self.procurement_requests: List[AircraftProcurementRequest] = []
|
||||
|
||||
def propose_missions(self) -> Iterator[ProposedMission]:
|
||||
"""Identifies and iterates over potential mission in priority order."""
|
||||
def critical_missions(self) -> Iterator[ProposedMission]:
|
||||
"""Identifies the most important missions to plan this turn.
|
||||
|
||||
Non-critical missions that cannot be fulfilled will create purchase
|
||||
orders for the next turn. Critical missions will create a purchase order
|
||||
unless the mission can be doubly fulfilled. In other words, the AI will
|
||||
attempt to have *double* the aircraft it needs for these missions to
|
||||
ensure that they can be planned again next turn even if all aircraft are
|
||||
eliminated this turn.
|
||||
"""
|
||||
# Find friendly CPs within 100 nmi from an enemy airfield, plan CAP.
|
||||
for cp in self.objective_finder.vulnerable_control_points():
|
||||
# Plan three rounds of CAP to give ~90 minutes coverage. Spacing
|
||||
# these out appropriately is done in stagger_missions.
|
||||
yield ProposedMission(cp, [
|
||||
ProposedFlight(FlightType.BARCAP, 2, self.MAX_CAP_RANGE),
|
||||
])
|
||||
yield ProposedMission(cp, [
|
||||
ProposedFlight(FlightType.BARCAP, 2, self.MAX_CAP_RANGE),
|
||||
])
|
||||
yield ProposedMission(cp, [
|
||||
ProposedFlight(FlightType.BARCAP, 2, self.MAX_CAP_RANGE),
|
||||
])
|
||||
|
||||
# Find front lines, plan CAP.
|
||||
# Find front lines, plan CAS.
|
||||
for front_line in self.objective_finder.front_lines():
|
||||
yield ProposedMission(front_line, [
|
||||
ProposedFlight(FlightType.TARCAP, 2, self.MAX_CAP_RANGE),
|
||||
ProposedFlight(FlightType.CAS, 2, self.MAX_CAS_RANGE),
|
||||
ProposedFlight(FlightType.TARCAP, 2, self.MAX_CAP_RANGE,
|
||||
EscortType.AirToAir),
|
||||
])
|
||||
|
||||
def propose_missions(self) -> Iterator[ProposedMission]:
|
||||
"""Identifies and iterates over potential mission in priority order."""
|
||||
yield from self.critical_missions()
|
||||
|
||||
# Find enemy SAM sites with ranges that cover friendly CPs, front lines,
|
||||
# or objects, plan DEAD.
|
||||
# Find enemy SAM sites with ranges that extend to within 50 nmi of
|
||||
@@ -425,16 +540,55 @@ class CoalitionMissionPlanner:
|
||||
yield ProposedMission(sam, [
|
||||
ProposedFlight(FlightType.DEAD, 2, self.MAX_SEAD_RANGE),
|
||||
# TODO: Max escort range.
|
||||
ProposedFlight(FlightType.ESCORT, 2, self.MAX_SEAD_RANGE),
|
||||
ProposedFlight(FlightType.ESCORT, 2, self.MAX_SEAD_RANGE,
|
||||
EscortType.AirToAir),
|
||||
])
|
||||
|
||||
for group in self.objective_finder.threatening_ships():
|
||||
yield ProposedMission(group, [
|
||||
ProposedFlight(FlightType.ANTISHIP, 2, self.MAX_ANTISHIP_RANGE),
|
||||
# TODO: Max escort range.
|
||||
ProposedFlight(FlightType.ESCORT, 2, self.MAX_ANTISHIP_RANGE,
|
||||
EscortType.AirToAir),
|
||||
])
|
||||
|
||||
for group in self.objective_finder.threatening_vehicle_groups():
|
||||
yield ProposedMission(group, [
|
||||
ProposedFlight(FlightType.BAI, 2, self.MAX_BAI_RANGE),
|
||||
# TODO: Max escort range.
|
||||
ProposedFlight(FlightType.ESCORT, 2, self.MAX_BAI_RANGE,
|
||||
EscortType.AirToAir),
|
||||
ProposedFlight(FlightType.SEAD, 2, self.MAX_OCA_RANGE,
|
||||
EscortType.Sead),
|
||||
])
|
||||
|
||||
for target in self.objective_finder.oca_targets(min_aircraft=20):
|
||||
flights = [
|
||||
ProposedFlight(FlightType.OCA_RUNWAY, 2, self.MAX_OCA_RANGE),
|
||||
]
|
||||
if self.game.settings.default_start_type == "Cold":
|
||||
# Only schedule if the default start type is Cold. If the player
|
||||
# has set anything else there are no targets to hit.
|
||||
flights.append(ProposedFlight(FlightType.OCA_AIRCRAFT, 2,
|
||||
self.MAX_OCA_RANGE))
|
||||
flights.extend([
|
||||
# TODO: Max escort range.
|
||||
ProposedFlight(FlightType.ESCORT, 2, self.MAX_OCA_RANGE,
|
||||
EscortType.AirToAir),
|
||||
ProposedFlight(FlightType.SEAD, 2, self.MAX_OCA_RANGE,
|
||||
EscortType.Sead),
|
||||
])
|
||||
yield ProposedMission(target, flights)
|
||||
|
||||
# Plan strike missions.
|
||||
for target in self.objective_finder.strike_targets():
|
||||
yield ProposedMission(target, [
|
||||
ProposedFlight(FlightType.STRIKE, 2, self.MAX_STRIKE_RANGE),
|
||||
# TODO: Max escort range.
|
||||
ProposedFlight(FlightType.SEAD, 2, self.MAX_STRIKE_RANGE),
|
||||
ProposedFlight(FlightType.ESCORT, 2, self.MAX_STRIKE_RANGE),
|
||||
ProposedFlight(FlightType.ESCORT, 2, self.MAX_STRIKE_RANGE,
|
||||
EscortType.AirToAir),
|
||||
ProposedFlight(FlightType.SEAD, 2, self.MAX_STRIKE_RANGE,
|
||||
EscortType.Sead),
|
||||
])
|
||||
|
||||
def plan_missions(self) -> None:
|
||||
@@ -442,6 +596,9 @@ class CoalitionMissionPlanner:
|
||||
for proposed_mission in self.propose_missions():
|
||||
self.plan_mission(proposed_mission)
|
||||
|
||||
for critical_mission in self.critical_missions():
|
||||
self.plan_mission(critical_mission, reserves=True)
|
||||
|
||||
self.stagger_missions()
|
||||
|
||||
for cp in self.objective_finder.friendly_control_points():
|
||||
@@ -450,42 +607,128 @@ class CoalitionMissionPlanner:
|
||||
self.message("Unused aircraft",
|
||||
f"{available} {aircraft.id} from {cp}")
|
||||
|
||||
def plan_mission(self, mission: ProposedMission) -> None:
|
||||
def plan_flight(self, mission: ProposedMission, flight: ProposedFlight,
|
||||
builder: PackageBuilder, missing_types: Set[FlightType],
|
||||
for_reserves: bool) -> None:
|
||||
if not builder.plan_flight(flight):
|
||||
missing_types.add(flight.task)
|
||||
purchase_order = AircraftProcurementRequest(
|
||||
near=mission.location,
|
||||
range=flight.max_distance,
|
||||
task_capability=flight.task,
|
||||
number=flight.num_aircraft
|
||||
)
|
||||
if for_reserves:
|
||||
# Reserves are planned for critical missions, so prioritize
|
||||
# those orders over aircraft needed for non-critical missions.
|
||||
self.procurement_requests.insert(0, purchase_order)
|
||||
else:
|
||||
self.procurement_requests.append(purchase_order)
|
||||
|
||||
def scrub_mission_missing_aircraft(
|
||||
self, mission: ProposedMission, builder: PackageBuilder,
|
||||
missing_types: Set[FlightType],
|
||||
not_attempted: Iterable[ProposedFlight],
|
||||
reserves: bool) -> None:
|
||||
# Try to plan the rest of the mission just so we can count the missing
|
||||
# types to buy.
|
||||
for flight in not_attempted:
|
||||
self.plan_flight(mission, flight, builder, missing_types, reserves)
|
||||
|
||||
missing_types_str = ", ".join(
|
||||
sorted([t.name for t in missing_types]))
|
||||
builder.release_planned_aircraft()
|
||||
desc = "reserve aircraft" if reserves else "aircraft"
|
||||
self.message(
|
||||
"Insufficient aircraft",
|
||||
f"Not enough {desc} in range for {mission.location.name} "
|
||||
f"capable of: {missing_types_str}")
|
||||
|
||||
def check_needed_escorts(
|
||||
self, builder: PackageBuilder) -> Dict[EscortType, bool]:
|
||||
threats = defaultdict(bool)
|
||||
for flight in builder.package.flights:
|
||||
if self.threat_zones.threatened_by_aircraft(flight):
|
||||
threats[EscortType.AirToAir] = True
|
||||
if self.threat_zones.threatened_by_air_defense(flight):
|
||||
threats[EscortType.Sead] = True
|
||||
return threats
|
||||
|
||||
def plan_mission(self, mission: ProposedMission,
|
||||
reserves: bool = False) -> None:
|
||||
"""Allocates aircraft for a proposed mission and adds it to the ATO."""
|
||||
|
||||
if self.game.settings.perf_ai_parking_start:
|
||||
start_type = "Cold"
|
||||
if self.is_player:
|
||||
package_country = self.game.player_country
|
||||
else:
|
||||
start_type = "Warm"
|
||||
package_country = self.game.enemy_country
|
||||
|
||||
builder = PackageBuilder(
|
||||
mission.location,
|
||||
self.objective_finder.closest_airfields_to(mission.location),
|
||||
self.game.aircraft_inventory,
|
||||
self.is_player,
|
||||
start_type
|
||||
package_country,
|
||||
self.game.settings.default_start_type
|
||||
)
|
||||
|
||||
# Attempt to plan all the main elements of the mission first. Escorts
|
||||
# will be planned separately so we can prune escorts for packages that
|
||||
# are not expected to encounter that type of threat.
|
||||
missing_types: Set[FlightType] = set()
|
||||
escorts = []
|
||||
for proposed_flight in mission.flights:
|
||||
if not builder.plan_flight(proposed_flight):
|
||||
missing_types.add(proposed_flight.task)
|
||||
if proposed_flight.escort_type is not None:
|
||||
# Escorts are planned after the primary elements of the package.
|
||||
# If the package does not need escorts they may be pruned.
|
||||
escorts.append(proposed_flight)
|
||||
continue
|
||||
self.plan_flight(mission, proposed_flight, builder, missing_types,
|
||||
reserves)
|
||||
|
||||
if missing_types:
|
||||
missing_types_str = ", ".join(
|
||||
sorted([t.name for t in missing_types]))
|
||||
self.scrub_mission_missing_aircraft(mission, builder, missing_types,
|
||||
escorts, reserves)
|
||||
return
|
||||
|
||||
# Create flight plans for the main flights of the package so we can
|
||||
# determine threats. This is done *after* creating all of the flights
|
||||
# rather than as each flight is added because the flight plan for
|
||||
# flights that will rendezvous with their package will be affected by
|
||||
# the other flights in the package. Escorts will not be able to
|
||||
# contribute to this.
|
||||
flight_plan_builder = FlightPlanBuilder(self.game, builder.package,
|
||||
self.is_player)
|
||||
for flight in builder.package.flights:
|
||||
flight_plan_builder.populate_flight_plan(flight)
|
||||
|
||||
needed_escorts = self.check_needed_escorts(builder)
|
||||
for escort in escorts:
|
||||
# This list was generated from the not None set, so this should be
|
||||
# impossible.
|
||||
assert escort.escort_type is not None
|
||||
if needed_escorts[escort.escort_type]:
|
||||
self.plan_flight(mission, escort, builder, missing_types,
|
||||
reserves)
|
||||
|
||||
# Check again for unavailable aircraft. If the escort was required and
|
||||
# none were found, scrub the mission.
|
||||
if missing_types:
|
||||
self.scrub_mission_missing_aircraft(mission, builder, missing_types,
|
||||
escorts, reserves)
|
||||
return
|
||||
|
||||
if reserves:
|
||||
# Mission is planned reserves which will not be used this turn.
|
||||
# Return reserves to the inventory.
|
||||
builder.release_planned_aircraft()
|
||||
self.message(
|
||||
"Insufficient aircraft",
|
||||
f"Not enough aircraft in range for {mission.location.name} "
|
||||
f"capable of: {missing_types_str}")
|
||||
return
|
||||
|
||||
package = builder.build()
|
||||
flight_plan_builder = FlightPlanBuilder(self.game, package,
|
||||
self.is_player)
|
||||
# Add flight plans for escorts.
|
||||
for flight in package.flights:
|
||||
flight_plan_builder.populate_flight_plan(flight)
|
||||
if not flight.flight_plan.waypoints:
|
||||
flight_plan_builder.populate_flight_plan(flight)
|
||||
self.ato.add_package(package)
|
||||
|
||||
def stagger_missions(self) -> None:
|
||||
@@ -496,8 +739,14 @@ class CoalitionMissionPlanner:
|
||||
error = random.randint(-margin, margin)
|
||||
yield timedelta(minutes=max(0, time + error))
|
||||
|
||||
dca_types = (FlightType.BARCAP, FlightType.INTERCEPTION)
|
||||
dca_types = {
|
||||
FlightType.BARCAP,
|
||||
FlightType.TARCAP,
|
||||
}
|
||||
|
||||
previous_cap_end_time: Dict[MissionTarget, timedelta] = defaultdict(
|
||||
timedelta
|
||||
)
|
||||
non_dca_packages = [p for p in self.ato.packages if
|
||||
p.primary_task not in dca_types]
|
||||
|
||||
@@ -510,8 +759,22 @@ class CoalitionMissionPlanner:
|
||||
for package in self.ato.packages:
|
||||
tot = TotEstimator(package).earliest_tot()
|
||||
if package.primary_task in dca_types:
|
||||
# All CAP missions should be on station ASAP.
|
||||
package.time_over_target = tot
|
||||
previous_end_time = previous_cap_end_time[package.target]
|
||||
if tot > previous_end_time:
|
||||
# Can't get there exactly on time, so get there ASAP. This
|
||||
# will typically only happen for the first CAP at each
|
||||
# target.
|
||||
package.time_over_target = tot
|
||||
else:
|
||||
package.time_over_target = previous_end_time
|
||||
|
||||
departure_time = package.mission_departure_time
|
||||
# Should be impossible for CAPs
|
||||
if departure_time is None:
|
||||
logging.error(
|
||||
f"Could not determine mission end time for {package}")
|
||||
continue
|
||||
previous_cap_end_time[package.target] = departure_time
|
||||
else:
|
||||
# But other packages should be spread out a bit. Note that take
|
||||
# times are delayed, but all aircraft will become active at
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
import logging
|
||||
from typing import List, Type
|
||||
|
||||
from dcs.helicopters import (
|
||||
AH_1W,
|
||||
AH_64A,
|
||||
@@ -10,6 +13,7 @@ from dcs.helicopters import (
|
||||
SA342L,
|
||||
SA342M,
|
||||
UH_1H,
|
||||
SH_60B
|
||||
)
|
||||
from dcs.planes import (
|
||||
AJS37,
|
||||
@@ -36,7 +40,6 @@ from dcs.planes import (
|
||||
F_4E,
|
||||
F_5E_3,
|
||||
F_86F_Sabre,
|
||||
F_A_18C,
|
||||
JF_17,
|
||||
J_11A,
|
||||
Ju_88A4,
|
||||
@@ -61,6 +64,7 @@ from dcs.planes import (
|
||||
P_51D,
|
||||
P_51D_30_NA,
|
||||
RQ_1A_Predator,
|
||||
S_3B,
|
||||
SpitfireLFMkIX,
|
||||
SpitfireLFMkIXCW,
|
||||
Su_17M4,
|
||||
@@ -79,392 +83,288 @@ from dcs.planes import (
|
||||
Tu_22M3,
|
||||
Tu_95MS,
|
||||
WingLoong_I,
|
||||
I_16
|
||||
)
|
||||
from dcs.unittype import FlyingType
|
||||
|
||||
from gen.flights.flight import FlightType
|
||||
|
||||
# Interceptor are the aircraft prioritized for interception tasks
|
||||
# If none is available, the AI will use regular CAP-capable aircraft instead
|
||||
from pydcs_extensions.a4ec.a4ec import A_4E_C
|
||||
from pydcs_extensions.f22a.f22a import F_22A
|
||||
from pydcs_extensions.mb339.mb339 import MB_339PAN
|
||||
from pydcs_extensions.rafale.rafale import Rafale_A_S, Rafale_M
|
||||
from pydcs_extensions.rafale.rafale import Rafale_A_S, Rafale_M, Rafale_B
|
||||
from pydcs_extensions.su57.su57 import Su_57
|
||||
from pydcs_extensions.hercules.hercules import Hercules
|
||||
|
||||
# All aircraft lists are in priority order. Aircraft higher in the list will be
|
||||
# preferred over those lower in the list.
|
||||
|
||||
# TODO: These lists really ought to be era (faction) dependent.
|
||||
# Factions which have F-5s, F-86s, and A-4s will should prefer F-5s for CAP, but
|
||||
# factions that also have F-4s should not.
|
||||
from pydcs_extensions.su57.su57 import Su_57
|
||||
|
||||
INTERCEPT_CAPABLE = [
|
||||
MiG_21Bis,
|
||||
MiG_25PD,
|
||||
MiG_31,
|
||||
MiG_29S,
|
||||
MiG_29A,
|
||||
MiG_29G,
|
||||
MiG_29K,
|
||||
|
||||
M_2000C,
|
||||
Mirage_2000_5,
|
||||
Rafale_M,
|
||||
|
||||
F_14A_135_GR,
|
||||
F_14B,
|
||||
F_15C,
|
||||
|
||||
]
|
||||
|
||||
# Used for CAP, Escort, and intercept if there is not a specialised aircraft available
|
||||
CAP_CAPABLE = [
|
||||
|
||||
MiG_15bis,
|
||||
MiG_19P,
|
||||
MiG_21Bis,
|
||||
MiG_23MLD,
|
||||
MiG_25PD,
|
||||
MiG_29A,
|
||||
MiG_29G,
|
||||
MiG_29S,
|
||||
Su_57,
|
||||
F_22A,
|
||||
MiG_31,
|
||||
|
||||
F_14B,
|
||||
F_14A_135_GR,
|
||||
MiG_25PD,
|
||||
Rafale_M,
|
||||
Su_33,
|
||||
Su_30,
|
||||
Su_27,
|
||||
J_11A,
|
||||
JF_17,
|
||||
Su_30,
|
||||
Su_33,
|
||||
Su_57,
|
||||
|
||||
M_2000C,
|
||||
Mirage_2000_5,
|
||||
|
||||
F_86F_Sabre,
|
||||
F_4E,
|
||||
F_5E_3,
|
||||
F_14A_135_GR,
|
||||
F_14B,
|
||||
F_15C,
|
||||
F_15E,
|
||||
F_16A,
|
||||
MiG_29S,
|
||||
MiG_29K,
|
||||
MiG_29G,
|
||||
MiG_29A,
|
||||
F_16C_50,
|
||||
FA_18C_hornet,
|
||||
|
||||
F_15E,
|
||||
F_16A,
|
||||
F_4E,
|
||||
JF_17,
|
||||
MiG_23MLD,
|
||||
MiG_21Bis,
|
||||
Mirage_2000_5,
|
||||
M_2000C,
|
||||
F_5E_3,
|
||||
MiG_19P,
|
||||
A_4E_C,
|
||||
F_86F_Sabre,
|
||||
MiG_15bis,
|
||||
C_101CC,
|
||||
L_39ZA,
|
||||
|
||||
P_51D_30_NA,
|
||||
P_51D,
|
||||
SpitfireLFMkIXCW,
|
||||
SpitfireLFMkIX,
|
||||
Bf_109K_4,
|
||||
FW_190D9,
|
||||
FW_190A8,
|
||||
P_47D_30,
|
||||
P_47D_30bl1,
|
||||
P_47D_40,
|
||||
|
||||
SpitfireLFMkIXCW,
|
||||
SpitfireLFMkIX,
|
||||
|
||||
Bf_109K_4,
|
||||
FW_190D9,
|
||||
FW_190A8,
|
||||
|
||||
A_4E_C,
|
||||
Rafale_M,
|
||||
I_16,
|
||||
]
|
||||
|
||||
CAP_PREFERRED = [
|
||||
MiG_15bis,
|
||||
MiG_19P,
|
||||
MiG_21Bis,
|
||||
MiG_23MLD,
|
||||
MiG_25PD,
|
||||
MiG_29A,
|
||||
MiG_29G,
|
||||
MiG_29S,
|
||||
MiG_31,
|
||||
|
||||
Su_27,
|
||||
J_11A,
|
||||
Su_30,
|
||||
Su_33,
|
||||
Su_57,
|
||||
|
||||
M_2000C,
|
||||
Mirage_2000_5,
|
||||
|
||||
F_86F_Sabre,
|
||||
F_14A_135_GR,
|
||||
F_14B,
|
||||
F_15C,
|
||||
|
||||
P_51D_30_NA,
|
||||
P_51D,
|
||||
|
||||
SpitfireLFMkIXCW,
|
||||
SpitfireLFMkIX,
|
||||
|
||||
Bf_109K_4,
|
||||
FW_190D9,
|
||||
FW_190A8,
|
||||
|
||||
Rafale_M,
|
||||
]
|
||||
|
||||
# Used for CAS (Close air support) and BAI (Battlefield Interdiction)
|
||||
CAS_CAPABLE = [
|
||||
|
||||
MiG_15bis,
|
||||
MiG_29A,
|
||||
MiG_27K,
|
||||
MiG_29S,
|
||||
|
||||
Su_17M4,
|
||||
Su_24M,
|
||||
Su_24MR,
|
||||
Su_25,
|
||||
Su_25T,
|
||||
Su_25TM,
|
||||
Su_34,
|
||||
|
||||
JF_17,
|
||||
|
||||
M_2000C,
|
||||
|
||||
A_10A,
|
||||
A_10C,
|
||||
A_10C_2,
|
||||
AV8BNA,
|
||||
|
||||
F_86F_Sabre,
|
||||
F_5E_3,
|
||||
F_14A_135_GR,
|
||||
A_10C,
|
||||
B_1B,
|
||||
F_14B,
|
||||
F_14A_135_GR,
|
||||
Su_25TM,
|
||||
Su_25T,
|
||||
Su_25,
|
||||
F_15E,
|
||||
F_16A,
|
||||
F_16C_50,
|
||||
FA_18C_hornet,
|
||||
|
||||
B_1B,
|
||||
|
||||
Tornado_IDS,
|
||||
Rafale_A_S,
|
||||
Rafale_B,
|
||||
Tornado_GR4,
|
||||
|
||||
Tornado_IDS,
|
||||
JF_17,
|
||||
A_10A,
|
||||
A_4E_C,
|
||||
AJS37,
|
||||
Su_24MR,
|
||||
Su_24M,
|
||||
Su_17M4,
|
||||
AV8BNA,
|
||||
S_3B,
|
||||
Su_34,
|
||||
Su_30,
|
||||
MiG_29S,
|
||||
MiG_27K,
|
||||
MiG_29A,
|
||||
AH_64D,
|
||||
AH_64A,
|
||||
AH_1W,
|
||||
OH_58D,
|
||||
SA342M,
|
||||
SA342L,
|
||||
Ka_50,
|
||||
Mi_28N,
|
||||
Mi_24V,
|
||||
Mi_8MT,
|
||||
UH_1H,
|
||||
MiG_15bis,
|
||||
M_2000C,
|
||||
F_5E_3,
|
||||
F_86F_Sabre,
|
||||
C_101CC,
|
||||
MB_339PAN,
|
||||
L_39ZA,
|
||||
AJS37,
|
||||
|
||||
SA342M,
|
||||
SA342L,
|
||||
OH_58D,
|
||||
|
||||
AH_64A,
|
||||
AH_64D,
|
||||
AH_1W,
|
||||
|
||||
UH_1H,
|
||||
|
||||
Mi_8MT,
|
||||
Mi_28N,
|
||||
Mi_24V,
|
||||
Ka_50,
|
||||
|
||||
A_20G,
|
||||
P_47D_40,
|
||||
P_47D_30bl1,
|
||||
P_47D_30,
|
||||
P_51D_30_NA,
|
||||
P_51D,
|
||||
P_47D_30,
|
||||
P_47D_30bl1,
|
||||
P_47D_40,
|
||||
A_20G,
|
||||
|
||||
SpitfireLFMkIXCW,
|
||||
SpitfireLFMkIX,
|
||||
|
||||
I_16,
|
||||
Bf_109K_4,
|
||||
FW_190D9,
|
||||
FW_190A8,
|
||||
|
||||
A_4E_C,
|
||||
Rafale_A_S,
|
||||
|
||||
WingLoong_I,
|
||||
MQ_9_Reaper,
|
||||
RQ_1A_Predator
|
||||
RQ_1A_Predator,
|
||||
]
|
||||
|
||||
CAS_PREFERRED = [
|
||||
Su_17M4,
|
||||
Su_24M,
|
||||
Su_24MR,
|
||||
Su_25,
|
||||
Su_25T,
|
||||
Su_25TM,
|
||||
Su_34,
|
||||
|
||||
JF_17,
|
||||
|
||||
A_10A,
|
||||
A_10C,
|
||||
A_10C_2,
|
||||
AV8BNA,
|
||||
|
||||
F_15E,
|
||||
|
||||
Tornado_GR4,
|
||||
|
||||
C_101CC,
|
||||
MB_339PAN,
|
||||
L_39ZA,
|
||||
AJS37,
|
||||
|
||||
SA342M,
|
||||
SA342L,
|
||||
OH_58D,
|
||||
|
||||
AH_64A,
|
||||
AH_64D,
|
||||
AH_1W,
|
||||
|
||||
UH_1H,
|
||||
|
||||
Mi_8MT,
|
||||
Mi_28N,
|
||||
Mi_24V,
|
||||
Ka_50,
|
||||
|
||||
P_47D_30,
|
||||
P_47D_30bl1,
|
||||
P_47D_40,
|
||||
A_20G,
|
||||
|
||||
A_4E_C,
|
||||
Rafale_A_S,
|
||||
|
||||
WingLoong_I,
|
||||
MQ_9_Reaper,
|
||||
RQ_1A_Predator
|
||||
]
|
||||
|
||||
# Aircraft used for SEAD / DEAD tasks
|
||||
# Aircraft used for SEAD tasks
|
||||
SEAD_CAPABLE = [
|
||||
F_4E,
|
||||
FA_18C_hornet,
|
||||
F_15E,
|
||||
F_16C_50,
|
||||
AV8BNA,
|
||||
JF_17,
|
||||
|
||||
Su_24M,
|
||||
F_16C_50,
|
||||
FA_18C_hornet,
|
||||
Tornado_IDS,
|
||||
Su_25T,
|
||||
Su_25TM,
|
||||
Su_17M4,
|
||||
Su_30,
|
||||
Su_34,
|
||||
MiG_27K,
|
||||
|
||||
Tornado_IDS,
|
||||
Tornado_GR4,
|
||||
|
||||
A_4E_C,
|
||||
Rafale_A_S
|
||||
]
|
||||
|
||||
SEAD_PREFERRED = [
|
||||
Rafale_A_S,
|
||||
Rafale_B,
|
||||
F_4E,
|
||||
Su_25T,
|
||||
Tornado_IDS,
|
||||
A_4E_C,
|
||||
AV8BNA,
|
||||
Su_24M,
|
||||
Su_17M4,
|
||||
Su_34,
|
||||
Su_30,
|
||||
MiG_27K,
|
||||
Tornado_GR4,
|
||||
F_117A,
|
||||
B_17G,
|
||||
A_20G,
|
||||
P_47D_40,
|
||||
P_47D_30bl1,
|
||||
P_47D_30,
|
||||
P_51D_30_NA,
|
||||
P_51D,
|
||||
SpitfireLFMkIXCW,
|
||||
SpitfireLFMkIX,
|
||||
Bf_109K_4,
|
||||
FW_190D9,
|
||||
FW_190A8,
|
||||
]
|
||||
|
||||
|
||||
# Aircraft used for DEAD tasks
|
||||
DEAD_CAPABLE = [
|
||||
AJS37,
|
||||
F_14B,
|
||||
F_14A_135_GR,
|
||||
B_1B,
|
||||
B_52H,
|
||||
Tu_160,
|
||||
Tu_95MS,
|
||||
] + SEAD_CAPABLE
|
||||
|
||||
|
||||
# Aircraft used for Strike mission
|
||||
STRIKE_CAPABLE = [
|
||||
MiG_15bis,
|
||||
MiG_27K,
|
||||
MB_339PAN,
|
||||
|
||||
Su_17M4,
|
||||
Su_24M,
|
||||
Su_24MR,
|
||||
Su_25,
|
||||
Su_25T,
|
||||
Su_34,
|
||||
|
||||
Tu_160,
|
||||
Tu_22M3,
|
||||
Tu_95MS,
|
||||
|
||||
JF_17,
|
||||
|
||||
M_2000C,
|
||||
|
||||
A_10A,
|
||||
A_10C,
|
||||
A_10C_2,
|
||||
AV8BNA,
|
||||
|
||||
F_86F_Sabre,
|
||||
F_5E_3,
|
||||
F_14A_135_GR,
|
||||
F_14B,
|
||||
F_15E,
|
||||
F_16A,
|
||||
F_16C_50,
|
||||
FA_18C_hornet,
|
||||
|
||||
F_117A,
|
||||
B_1B,
|
||||
B_52H,
|
||||
F_117A,
|
||||
|
||||
Tornado_IDS,
|
||||
Tu_160,
|
||||
Tu_95MS,
|
||||
Tu_22M3,
|
||||
F_15E,
|
||||
AJS37,
|
||||
Rafale_A_S,
|
||||
Rafale_B,
|
||||
Tornado_GR4,
|
||||
|
||||
F_16C_50,
|
||||
FA_18C_hornet,
|
||||
F_16A,
|
||||
F_14B,
|
||||
F_14A_135_GR,
|
||||
Tornado_IDS,
|
||||
Su_17M4,
|
||||
Su_24MR,
|
||||
Su_24M,
|
||||
Su_25TM,
|
||||
Su_25T,
|
||||
Su_25,
|
||||
Su_34,
|
||||
Su_33,
|
||||
Su_30,
|
||||
Su_27,
|
||||
MiG_29S,
|
||||
MiG_29K,
|
||||
MiG_29G,
|
||||
MiG_29A,
|
||||
JF_17,
|
||||
A_10C_2,
|
||||
A_10C,
|
||||
AV8BNA,
|
||||
S_3B,
|
||||
A_4E_C,
|
||||
M_2000C,
|
||||
MiG_27K,
|
||||
MiG_21Bis,
|
||||
MiG_15bis,
|
||||
F_5E_3,
|
||||
F_86F_Sabre,
|
||||
MB_339PAN,
|
||||
C_101CC,
|
||||
L_39ZA,
|
||||
AJS37,
|
||||
|
||||
B_17G,
|
||||
A_20G,
|
||||
P_47D_40,
|
||||
P_47D_30bl1,
|
||||
P_47D_30,
|
||||
P_51D_30_NA,
|
||||
P_51D,
|
||||
P_47D_30,
|
||||
P_47D_30bl1,
|
||||
P_47D_40,
|
||||
A_20G,
|
||||
B_17G,
|
||||
|
||||
SpitfireLFMkIXCW,
|
||||
SpitfireLFMkIX,
|
||||
|
||||
Bf_109K_4,
|
||||
FW_190D9,
|
||||
FW_190A8,
|
||||
|
||||
A_4E_C,
|
||||
Rafale_A_S
|
||||
|
||||
]
|
||||
|
||||
STRIKE_PREFERRED = [
|
||||
AJS37,
|
||||
A_20G,
|
||||
B_17G,
|
||||
B_1B,
|
||||
B_52H,
|
||||
F_117A,
|
||||
F_15E,
|
||||
Tornado_GR4,
|
||||
Tu_160,
|
||||
Tu_22M3,
|
||||
Tu_95MS,
|
||||
]
|
||||
|
||||
ANTISHIP_CAPABLE = [
|
||||
AJS37,
|
||||
Tu_22M3,
|
||||
FA_18C_hornet,
|
||||
Rafale_A_S,
|
||||
Rafale_B,
|
||||
Su_24M,
|
||||
Su_17M4,
|
||||
F_A_18C,
|
||||
F_15E,
|
||||
AV8BNA,
|
||||
JF_17,
|
||||
F_16A,
|
||||
F_16C_50,
|
||||
A_10C,
|
||||
A_10C_2,
|
||||
A_10A,
|
||||
|
||||
Su_34,
|
||||
Su_30,
|
||||
Tornado_IDS,
|
||||
Tornado_GR4,
|
||||
|
||||
AV8BNA,
|
||||
S_3B,
|
||||
A_20G,
|
||||
Ju_88A4,
|
||||
Rafale_A_S
|
||||
C_101CC,
|
||||
SH_60B,
|
||||
]
|
||||
|
||||
|
||||
# Duplicates some list entries but that's fine.
|
||||
RUNWAY_ATTACK_CAPABLE = [
|
||||
JF_17,
|
||||
Su_34,
|
||||
Su_30,
|
||||
Tornado_IDS,
|
||||
] + STRIKE_CAPABLE
|
||||
|
||||
# For any aircraft that isn't necessarily directly involved in strike
|
||||
# missions in a direct combat sense, but can transport objects and infantry.
|
||||
TRANSPORT_CAPABLE = [
|
||||
Hercules,
|
||||
Mi_8MT,
|
||||
UH_1H,
|
||||
]
|
||||
|
||||
DRONES = [
|
||||
@@ -472,3 +372,30 @@ DRONES = [
|
||||
RQ_1A_Predator,
|
||||
WingLoong_I
|
||||
]
|
||||
|
||||
|
||||
def aircraft_for_task(task: FlightType) -> List[Type[FlyingType]]:
|
||||
cap_missions = (FlightType.BARCAP, FlightType.TARCAP)
|
||||
if task in cap_missions:
|
||||
return CAP_CAPABLE
|
||||
elif task == FlightType.ANTISHIP:
|
||||
return ANTISHIP_CAPABLE
|
||||
elif task == FlightType.BAI:
|
||||
return CAS_CAPABLE
|
||||
elif task == FlightType.CAS:
|
||||
return CAS_CAPABLE
|
||||
elif task == FlightType.SEAD:
|
||||
return SEAD_CAPABLE
|
||||
elif task == FlightType.DEAD:
|
||||
return DEAD_CAPABLE
|
||||
elif task == FlightType.OCA_AIRCRAFT:
|
||||
return CAS_CAPABLE
|
||||
elif task == FlightType.OCA_RUNWAY:
|
||||
return RUNWAY_ATTACK_CAPABLE
|
||||
elif task == FlightType.STRIKE:
|
||||
return STRIKE_CAPABLE
|
||||
elif task == FlightType.ESCORT:
|
||||
return CAP_CAPABLE
|
||||
else:
|
||||
logging.error(f"Unplannable flight type: {task}")
|
||||
return []
|
||||
|
||||
@@ -1,7 +1,12 @@
|
||||
"""Objective adjacency lists."""
|
||||
from typing import Dict, Iterator, List, Optional
|
||||
from __future__ import annotations
|
||||
|
||||
from theater import ConflictTheater, ControlPoint, MissionTarget
|
||||
from typing import Dict, Iterator, List, Optional, TYPE_CHECKING
|
||||
|
||||
from game.utils import Distance
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game.theater import ConflictTheater, ControlPoint, MissionTarget
|
||||
|
||||
|
||||
class ClosestAirfields:
|
||||
@@ -10,18 +15,25 @@ class ClosestAirfields:
|
||||
def __init__(self, target: MissionTarget,
|
||||
all_control_points: List[ControlPoint]) -> None:
|
||||
self.target = target
|
||||
# This cache is configured once on load, so it's important that it is
|
||||
# complete and deterministic to avoid different behaviors across loads.
|
||||
# E.g. https://github.com/Khopa/dcs_liberation/issues/819
|
||||
self.closest_airfields: List[ControlPoint] = sorted(
|
||||
all_control_points, key=lambda c: self.target.distance_to(c)
|
||||
)
|
||||
|
||||
def airfields_within(self, meters: int) -> Iterator[ControlPoint]:
|
||||
@property
|
||||
def operational_airfields(self) -> Iterator[ControlPoint]:
|
||||
return (c for c in self.closest_airfields if c.runway_is_operational())
|
||||
|
||||
def airfields_within(self, distance: Distance) -> Iterator[ControlPoint]:
|
||||
"""Iterates over all airfields within the given range of the target.
|
||||
|
||||
Note that this iterates over *all* airfields, not just friendly
|
||||
airfields.
|
||||
"""
|
||||
for cp in self.closest_airfields:
|
||||
if cp.distance_to(self.target) < meters:
|
||||
if cp.distance_to(self.target) < distance.meters:
|
||||
yield cp
|
||||
else:
|
||||
break
|
||||
|
||||
@@ -1,15 +1,18 @@
|
||||
from __future__ import annotations
|
||||
|
||||
from collections import defaultdict
|
||||
from datetime import timedelta
|
||||
from enum import Enum
|
||||
from typing import Dict, List, Optional, TYPE_CHECKING
|
||||
from typing import Dict, List, Optional, TYPE_CHECKING, Type
|
||||
|
||||
from dcs.mapping import Point
|
||||
from dcs.point import MovingPoint, PointAction
|
||||
from dcs.unittype import FlyingType
|
||||
|
||||
from game import db
|
||||
from theater.controlpoint import ControlPoint, MissionTarget
|
||||
from game.data.weapons import Weapon
|
||||
from game.theater.controlpoint import ControlPoint, MissionTarget
|
||||
from game.utils import Distance, meters
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from gen.ato import Package
|
||||
@@ -17,26 +20,22 @@ if TYPE_CHECKING:
|
||||
|
||||
|
||||
class FlightType(Enum):
|
||||
CAP = 0 # Do not use. Use BARCAP or TARCAP.
|
||||
TARCAP = 1
|
||||
BARCAP = 2
|
||||
CAS = 3
|
||||
INTERCEPTION = 4
|
||||
STRIKE = 5
|
||||
ANTISHIP = 6
|
||||
SEAD = 7
|
||||
DEAD = 8
|
||||
ESCORT = 9
|
||||
BAI = 10
|
||||
TARCAP = "TARCAP"
|
||||
BARCAP = "BARCAP"
|
||||
CAS = "CAS"
|
||||
INTERCEPTION = "Intercept"
|
||||
STRIKE = "Strike"
|
||||
ANTISHIP = "Anti-ship"
|
||||
SEAD = "SEAD"
|
||||
DEAD = "DEAD"
|
||||
ESCORT = "Escort"
|
||||
BAI = "BAI"
|
||||
SWEEP = "Fighter sweep"
|
||||
OCA_RUNWAY = "OCA/Runway"
|
||||
OCA_AIRCRAFT = "OCA/Aircraft"
|
||||
|
||||
# Helos
|
||||
TROOP_TRANSPORT = 11
|
||||
LOGISTICS = 12
|
||||
EVAC = 13
|
||||
|
||||
ELINT = 14
|
||||
RECON = 15
|
||||
EWAR = 16
|
||||
def __str__(self) -> str:
|
||||
return self.value
|
||||
|
||||
|
||||
class FlightWaypointType(Enum):
|
||||
@@ -61,12 +60,17 @@ class FlightWaypointType(Enum):
|
||||
LOITER = 18
|
||||
INGRESS_ESCORT = 19
|
||||
INGRESS_DEAD = 20
|
||||
INGRESS_SWEEP = 21
|
||||
INGRESS_BAI = 22
|
||||
DIVERT = 23
|
||||
INGRESS_OCA_RUNWAY = 24
|
||||
INGRESS_OCA_AIRCRAFT = 25
|
||||
|
||||
|
||||
class FlightWaypoint:
|
||||
|
||||
def __init__(self, waypoint_type: FlightWaypointType, x: float, y: float,
|
||||
alt: int = 0) -> None:
|
||||
alt: Distance = meters(0)) -> None:
|
||||
"""Creates a flight waypoint.
|
||||
|
||||
Args:
|
||||
@@ -82,11 +86,15 @@ class FlightWaypoint:
|
||||
self.alt = alt
|
||||
self.alt_type = "BARO"
|
||||
self.name = ""
|
||||
# TODO: Merge with pretty_name.
|
||||
# Only used in the waypoint list in the flight edit page. No sense
|
||||
# having three names. A short and long form is enough.
|
||||
self.description = ""
|
||||
self.targets: List[MissionTarget] = []
|
||||
self.obj_name = ""
|
||||
self.pretty_name = ""
|
||||
self.only_for_player = False
|
||||
self.flyover = False
|
||||
|
||||
# These are set very late by the air conflict generator (part of mission
|
||||
# generation). We do it late so that we don't need to propagate changes
|
||||
@@ -103,7 +111,7 @@ class FlightWaypoint:
|
||||
def from_pydcs(cls, point: MovingPoint,
|
||||
from_cp: ControlPoint) -> "FlightWaypoint":
|
||||
waypoint = FlightWaypoint(FlightWaypointType.NAV, point.position.x,
|
||||
point.position.y, point.alt)
|
||||
point.position.y, meters(point.alt))
|
||||
waypoint.alt_type = point.alt_type
|
||||
# Other actions exist... but none of them *should* be the first
|
||||
# waypoint for a flight.
|
||||
@@ -128,20 +136,26 @@ class FlightWaypoint:
|
||||
|
||||
class Flight:
|
||||
|
||||
def __init__(self, package: Package, unit_type: FlyingType, count: int,
|
||||
from_cp: ControlPoint, flight_type: FlightType,
|
||||
start_type: str) -> None:
|
||||
def __init__(self, package: Package, country: str, unit_type: Type[FlyingType],
|
||||
count: int, flight_type: FlightType, start_type: str,
|
||||
departure: ControlPoint, arrival: ControlPoint,
|
||||
divert: Optional[ControlPoint],
|
||||
custom_name: Optional[str] = None) -> None:
|
||||
self.package = package
|
||||
self.country = country
|
||||
self.unit_type = unit_type
|
||||
self.count = count
|
||||
self.from_cp = from_cp
|
||||
self.departure = departure
|
||||
self.arrival = arrival
|
||||
self.divert = divert
|
||||
self.flight_type = flight_type
|
||||
# TODO: Replace with FlightPlan.
|
||||
self.targets: List[MissionTarget] = []
|
||||
self.loadout: Dict[str, str] = {}
|
||||
self.loadout: Dict[int, Optional[Weapon]] = {}
|
||||
self.start_type = start_type
|
||||
self.use_custom_loadout = False
|
||||
self.client_count = 0
|
||||
self.custom_name = custom_name
|
||||
|
||||
# Will be replaced with a more appropriate FlightPlan by
|
||||
# FlightPlanBuilder, but an empty flight plan the flight begins with an
|
||||
@@ -153,10 +167,22 @@ class Flight:
|
||||
custom_waypoints=[]
|
||||
)
|
||||
|
||||
@property
|
||||
def from_cp(self) -> ControlPoint:
|
||||
return self.departure
|
||||
|
||||
@property
|
||||
def points(self) -> List[FlightWaypoint]:
|
||||
return self.flight_plan.waypoints[1:]
|
||||
|
||||
def __repr__(self):
|
||||
return self.flight_type.name + " | " + str(self.count) + "x" + db.unit_type_name(self.unit_type) \
|
||||
+ " (" + str(len(self.points)) + " wpt)"
|
||||
name = db.unit_type_name(self.unit_type)
|
||||
if self.custom_name:
|
||||
return f"{self.custom_name} {self.count} x {name}"
|
||||
return f"[{self.flight_type}] {self.count} x {name}"
|
||||
|
||||
def __str__(self):
|
||||
name = db.unit_get_expanded_info(self.country, self.unit_type, 'name')
|
||||
if self.custom_name:
|
||||
return f"{self.custom_name} {self.count} x {name}"
|
||||
return f"[{self.flight_type}] {self.count} x {name}"
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -3,12 +3,19 @@ from __future__ import annotations
|
||||
import logging
|
||||
import math
|
||||
from datetime import timedelta
|
||||
from typing import Optional, TYPE_CHECKING
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
from dcs.mapping import Point
|
||||
from dcs.unittype import FlyingType
|
||||
|
||||
from game.utils import meter_to_nm
|
||||
from game.utils import (
|
||||
Distance,
|
||||
SPEED_OF_SOUND_AT_SEA_LEVEL,
|
||||
Speed,
|
||||
kph,
|
||||
mach,
|
||||
meters,
|
||||
)
|
||||
from gen.flights.flight import Flight
|
||||
|
||||
if TYPE_CHECKING:
|
||||
@@ -18,7 +25,7 @@ if TYPE_CHECKING:
|
||||
class GroundSpeed:
|
||||
|
||||
@classmethod
|
||||
def for_flight(cls, flight: Flight, altitude: int) -> int:
|
||||
def for_flight(cls, flight: Flight, altitude: Distance) -> Speed:
|
||||
if not issubclass(flight.unit_type, FlyingType):
|
||||
raise TypeError("Flight has non-flying unit")
|
||||
|
||||
@@ -27,121 +34,50 @@ class GroundSpeed:
|
||||
# on fuel, but mission speed will be fast enough to keep the flight
|
||||
# safer.
|
||||
|
||||
c_sound_sea_level = 661.5
|
||||
|
||||
# DCS's max speed is in kph at 0 MSL. Convert to knots.
|
||||
max_speed = flight.unit_type.max_speed * 0.539957
|
||||
if max_speed > c_sound_sea_level:
|
||||
# DCS's max speed is in kph at 0 MSL.
|
||||
max_speed = kph(flight.unit_type.max_speed)
|
||||
if max_speed > SPEED_OF_SOUND_AT_SEA_LEVEL:
|
||||
# Aircraft is supersonic. Limit to mach 0.8 to conserve fuel and
|
||||
# account for heavily loaded jets.
|
||||
return int(cls.from_mach(0.8, altitude))
|
||||
return mach(0.8, altitude)
|
||||
|
||||
# For subsonic aircraft, assume the aircraft can reasonably perform at
|
||||
# 80% of its maximum, and that it can maintain the same mach at altitude
|
||||
# as it can at sea level. This probably isn't great assumption, but
|
||||
# might. be sufficient given the wiggle room. We can come up with
|
||||
# another heuristic if needed.
|
||||
mach = max_speed * 0.8 / c_sound_sea_level
|
||||
return int(cls.from_mach(mach, altitude)) # knots
|
||||
|
||||
@staticmethod
|
||||
def from_mach(mach: float, altitude: int) -> float:
|
||||
"""Returns the ground speed in knots for the given mach and altitude.
|
||||
|
||||
Args:
|
||||
mach: The mach number to convert to ground speed.
|
||||
altitude: The altitude in feet.
|
||||
|
||||
Returns:
|
||||
The ground speed corresponding to the given altitude and mach number
|
||||
in knots.
|
||||
"""
|
||||
# https://www.grc.nasa.gov/WWW/K-12/airplane/atmos.html
|
||||
if altitude <= 36152:
|
||||
temperature_f = 59 - 0.00356 * altitude
|
||||
else:
|
||||
# There's another formula for altitudes over 82k feet, but we better
|
||||
# not be planning waypoints that high...
|
||||
temperature_f = -70
|
||||
|
||||
temperature_k = (temperature_f + 459.67) * (5 / 9)
|
||||
|
||||
# https://www.engineeringtoolbox.com/specific-heat-ratio-d_602.html
|
||||
# Dependent on temperature, but varies very little (+/-0.001)
|
||||
# between -40F and 180F.
|
||||
heat_capacity_ratio = 1.4
|
||||
|
||||
# https://www.grc.nasa.gov/WWW/K-12/airplane/sound.html
|
||||
gas_constant = 286 # m^2/s^2/K
|
||||
c_sound = math.sqrt(heat_capacity_ratio * gas_constant * temperature_k)
|
||||
# c_sound is in m/s, convert to knots.
|
||||
return (c_sound * 1.944) * mach
|
||||
cruise_mach = max_speed.mach() * 0.8
|
||||
return mach(cruise_mach, altitude)
|
||||
|
||||
|
||||
class TravelTime:
|
||||
@staticmethod
|
||||
def between_points(a: Point, b: Point, speed: float) -> timedelta:
|
||||
def between_points(a: Point, b: Point, speed: Speed) -> timedelta:
|
||||
error_factor = 1.1
|
||||
distance = meter_to_nm(a.distance_to_point(b))
|
||||
return timedelta(hours=distance / speed * error_factor)
|
||||
distance = meters(a.distance_to_point(b))
|
||||
return timedelta(
|
||||
hours=distance.nautical_miles / speed.knots * error_factor)
|
||||
|
||||
|
||||
# TODO: Most if not all of this should move into FlightPlan.
|
||||
class TotEstimator:
|
||||
# An extra five minutes given as wiggle room. Expected to be spent at the
|
||||
# hold point performing any last minute configuration.
|
||||
HOLD_TIME = timedelta(minutes=5)
|
||||
|
||||
def __init__(self, package: Package) -> None:
|
||||
self.package = package
|
||||
|
||||
def mission_start_time(self, flight: Flight) -> timedelta:
|
||||
takeoff_time = self.takeoff_time_for_flight(flight)
|
||||
if takeoff_time is None:
|
||||
@staticmethod
|
||||
def mission_start_time(flight: Flight) -> timedelta:
|
||||
startup_time = flight.flight_plan.startup_time()
|
||||
if startup_time is None:
|
||||
# Could not determine takeoff time, probably due to a custom flight
|
||||
# plan. Start immediately.
|
||||
return timedelta()
|
||||
|
||||
startup_time = self.estimate_startup(flight)
|
||||
ground_ops_time = self.estimate_ground_ops(flight)
|
||||
start_time = takeoff_time - startup_time - ground_ops_time
|
||||
# In case FP math has given us some barely below zero time, round to
|
||||
# zero.
|
||||
if math.isclose(start_time.total_seconds(), 0):
|
||||
return timedelta()
|
||||
# Trim microseconds. DCS doesn't handle sub-second resolution for tasks,
|
||||
# and they're not interesting from a mission planning perspective so we
|
||||
# don't want them in the UI.
|
||||
#
|
||||
# Round down so *barely* above zero start times are just zero.
|
||||
return timedelta(seconds=math.floor(start_time.total_seconds()))
|
||||
|
||||
def takeoff_time_for_flight(self, flight: Flight) -> Optional[timedelta]:
|
||||
travel_time = self.travel_time_to_rendezvous_or_target(flight)
|
||||
if travel_time is None:
|
||||
from gen.flights.flightplan import CustomFlightPlan
|
||||
if not isinstance(flight.flight_plan, CustomFlightPlan):
|
||||
logging.warning(
|
||||
"Found no rendezvous or target point. Cannot estimate "
|
||||
f"takeoff time takeoff time for {flight}.")
|
||||
return None
|
||||
|
||||
from gen.flights.flightplan import FormationFlightPlan
|
||||
if isinstance(flight.flight_plan, FormationFlightPlan):
|
||||
tot = flight.flight_plan.tot_for_waypoint(
|
||||
flight.flight_plan.join)
|
||||
if tot is None:
|
||||
logging.warning(
|
||||
"Could not determine the TOT of the join point. Takeoff "
|
||||
f"time for {flight} will be immediate.")
|
||||
return None
|
||||
else:
|
||||
tot = self.package.time_over_target
|
||||
return tot - travel_time - self.HOLD_TIME
|
||||
return startup_time
|
||||
|
||||
def earliest_tot(self) -> timedelta:
|
||||
earliest_tot = max((
|
||||
self.earliest_tot_for_flight(f) for f in self.package.flights
|
||||
)) + self.HOLD_TIME
|
||||
))
|
||||
|
||||
# Trim microseconds. DCS doesn't handle sub-second resolution for tasks,
|
||||
# and they're not interesting from a mission planning perspective so we
|
||||
@@ -150,7 +86,8 @@ class TotEstimator:
|
||||
# Round up so we don't get negative start times.
|
||||
return timedelta(seconds=math.ceil(earliest_tot.total_seconds()))
|
||||
|
||||
def earliest_tot_for_flight(self, flight: Flight) -> timedelta:
|
||||
@staticmethod
|
||||
def earliest_tot_for_flight(flight: Flight) -> timedelta:
|
||||
"""Estimate fastest time from mission start to the target position.
|
||||
|
||||
For BARCAP flights, this is time to race track start. This ensures that
|
||||
@@ -166,47 +103,18 @@ class TotEstimator:
|
||||
The earliest possible TOT for the given flight in seconds. Returns 0
|
||||
if an ingress point cannot be found.
|
||||
"""
|
||||
time_to_target = self.travel_time_to_target(flight)
|
||||
if time_to_target is None:
|
||||
# Clear the TOT, calculate the startup time. Negating the result gives
|
||||
# the earliest possible start time.
|
||||
orig_tot = flight.package.time_over_target
|
||||
try:
|
||||
flight.package.time_over_target = timedelta()
|
||||
time = flight.flight_plan.startup_time()
|
||||
finally:
|
||||
flight.package.time_over_target = orig_tot
|
||||
|
||||
if time is None:
|
||||
logging.warning(f"Cannot estimate TOT for {flight}")
|
||||
# Return 0 so this flight's travel time does not affect the rest
|
||||
# of the package.
|
||||
return timedelta()
|
||||
startup = self.estimate_startup(flight)
|
||||
ground_ops = self.estimate_ground_ops(flight)
|
||||
return startup + ground_ops + time_to_target
|
||||
|
||||
@staticmethod
|
||||
def estimate_startup(flight: Flight) -> timedelta:
|
||||
if flight.start_type == "Cold":
|
||||
if flight.client_count:
|
||||
return timedelta(minutes=10)
|
||||
else:
|
||||
# The AI doesn't seem to have a real startup procedure.
|
||||
return timedelta(minutes=2)
|
||||
return timedelta()
|
||||
|
||||
@staticmethod
|
||||
def estimate_ground_ops(flight: Flight) -> timedelta:
|
||||
if flight.start_type in ("Runway", "In Flight"):
|
||||
return timedelta()
|
||||
if flight.from_cp.is_fleet:
|
||||
return timedelta(minutes=2)
|
||||
else:
|
||||
return timedelta(minutes=5)
|
||||
|
||||
@staticmethod
|
||||
def travel_time_to_target(flight: Flight) -> Optional[timedelta]:
|
||||
if flight.flight_plan is None:
|
||||
return None
|
||||
return flight.flight_plan.travel_time_to_target
|
||||
|
||||
@staticmethod
|
||||
def travel_time_to_rendezvous_or_target(
|
||||
flight: Flight) -> Optional[timedelta]:
|
||||
if flight.flight_plan is None:
|
||||
return None
|
||||
from gen.flights.flightplan import FormationFlightPlan
|
||||
if isinstance(flight.flight_plan, FormationFlightPlan):
|
||||
return flight.flight_plan.travel_time_to_rendezvous
|
||||
return flight.flight_plan.travel_time_to_target
|
||||
return -time
|
||||
|
||||
@@ -1,38 +1,55 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import random
|
||||
from dataclasses import dataclass
|
||||
from typing import List, Optional, Tuple, Union
|
||||
from typing import (
|
||||
Iterable,
|
||||
Iterator,
|
||||
List,
|
||||
Optional,
|
||||
TYPE_CHECKING,
|
||||
Tuple,
|
||||
Union,
|
||||
)
|
||||
|
||||
from dcs.mapping import Point
|
||||
from dcs.unit import Unit
|
||||
from dcs.unitgroup import VehicleGroup
|
||||
|
||||
from game.data.doctrine import Doctrine
|
||||
from game.weather import Conditions
|
||||
from theater import ControlPoint, MissionTarget, TheaterGroundObject
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
|
||||
from game.theater import (
|
||||
ControlPoint,
|
||||
MissionTarget,
|
||||
OffMapSpawn,
|
||||
TheaterGroundObject,
|
||||
)
|
||||
from game.utils import Distance, meters, nautical_miles
|
||||
from .flight import Flight, FlightWaypoint, FlightWaypointType
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class StrikeTarget:
|
||||
name: str
|
||||
target: Union[TheaterGroundObject, Unit]
|
||||
target: Union[VehicleGroup, TheaterGroundObject, Unit]
|
||||
|
||||
|
||||
class WaypointBuilder:
|
||||
def __init__(self, conditions: Conditions, flight: Flight,
|
||||
doctrine: Doctrine,
|
||||
def __init__(self, flight: Flight, game: Game, player: bool,
|
||||
targets: Optional[List[StrikeTarget]] = None) -> None:
|
||||
self.conditions = conditions
|
||||
self.flight = flight
|
||||
self.doctrine = doctrine
|
||||
self.conditions = game.conditions
|
||||
self.doctrine = game.faction_for(player).doctrine
|
||||
self.threat_zones = game.threat_zone_for(not player)
|
||||
self.navmesh = game.navmesh_for(player)
|
||||
self.targets = targets
|
||||
|
||||
@property
|
||||
def is_helo(self) -> bool:
|
||||
return getattr(self.flight.unit_type, "helicopter", False)
|
||||
|
||||
@staticmethod
|
||||
def takeoff(departure: ControlPoint) -> FlightWaypoint:
|
||||
def takeoff(self, departure: ControlPoint) -> FlightWaypoint:
|
||||
"""Create takeoff waypoint for the given arrival airfield or carrier.
|
||||
|
||||
Note that the takeoff waypoint will automatically be created by pydcs
|
||||
@@ -43,36 +60,97 @@ class WaypointBuilder:
|
||||
departure: Departure airfield or carrier.
|
||||
"""
|
||||
position = departure.position
|
||||
waypoint = FlightWaypoint(
|
||||
FlightWaypointType.TAKEOFF,
|
||||
position.x,
|
||||
position.y,
|
||||
0
|
||||
)
|
||||
waypoint.name = "TAKEOFF"
|
||||
waypoint.alt_type = "RADIO"
|
||||
waypoint.description = "Takeoff"
|
||||
waypoint.pretty_name = "Takeoff"
|
||||
if isinstance(departure, OffMapSpawn):
|
||||
waypoint = FlightWaypoint(
|
||||
FlightWaypointType.NAV,
|
||||
position.x,
|
||||
position.y,
|
||||
meters(
|
||||
500
|
||||
) if self.is_helo else self.doctrine.rendezvous_altitude
|
||||
)
|
||||
waypoint.name = "NAV"
|
||||
waypoint.alt_type = "BARO"
|
||||
waypoint.description = "Enter theater"
|
||||
waypoint.pretty_name = "Enter theater"
|
||||
else:
|
||||
waypoint = FlightWaypoint(
|
||||
FlightWaypointType.TAKEOFF,
|
||||
position.x,
|
||||
position.y,
|
||||
meters(0)
|
||||
)
|
||||
waypoint.name = "TAKEOFF"
|
||||
waypoint.alt_type = "RADIO"
|
||||
waypoint.description = "Takeoff"
|
||||
waypoint.pretty_name = "Takeoff"
|
||||
return waypoint
|
||||
|
||||
@staticmethod
|
||||
def land(arrival: ControlPoint) -> FlightWaypoint:
|
||||
def land(self, arrival: ControlPoint) -> FlightWaypoint:
|
||||
"""Create descent waypoint for the given arrival airfield or carrier.
|
||||
|
||||
Args:
|
||||
arrival: Arrival airfield or carrier.
|
||||
"""
|
||||
position = arrival.position
|
||||
if isinstance(arrival, OffMapSpawn):
|
||||
waypoint = FlightWaypoint(
|
||||
FlightWaypointType.NAV,
|
||||
position.x,
|
||||
position.y,
|
||||
meters(
|
||||
500
|
||||
) if self.is_helo else self.doctrine.rendezvous_altitude
|
||||
)
|
||||
waypoint.name = "NAV"
|
||||
waypoint.alt_type = "BARO"
|
||||
waypoint.description = "Exit theater"
|
||||
waypoint.pretty_name = "Exit theater"
|
||||
else:
|
||||
waypoint = FlightWaypoint(
|
||||
FlightWaypointType.LANDING_POINT,
|
||||
position.x,
|
||||
position.y,
|
||||
meters(0)
|
||||
)
|
||||
waypoint.name = "LANDING"
|
||||
waypoint.alt_type = "RADIO"
|
||||
waypoint.description = "Land"
|
||||
waypoint.pretty_name = "Land"
|
||||
return waypoint
|
||||
|
||||
def divert(self,
|
||||
divert: Optional[ControlPoint]) -> Optional[FlightWaypoint]:
|
||||
"""Create divert waypoint for the given arrival airfield or carrier.
|
||||
|
||||
Args:
|
||||
divert: Divert airfield or carrier.
|
||||
"""
|
||||
if divert is None:
|
||||
return None
|
||||
|
||||
position = divert.position
|
||||
if isinstance(divert, OffMapSpawn):
|
||||
if self.is_helo:
|
||||
altitude = meters(500)
|
||||
else:
|
||||
altitude = self.doctrine.rendezvous_altitude
|
||||
altitude_type = "BARO"
|
||||
else:
|
||||
altitude = meters(0)
|
||||
altitude_type = "RADIO"
|
||||
|
||||
waypoint = FlightWaypoint(
|
||||
FlightWaypointType.LANDING_POINT,
|
||||
FlightWaypointType.DIVERT,
|
||||
position.x,
|
||||
position.y,
|
||||
0
|
||||
altitude
|
||||
)
|
||||
waypoint.name = "LANDING"
|
||||
waypoint.alt_type = "RADIO"
|
||||
waypoint.description = "Land"
|
||||
waypoint.pretty_name = "Land"
|
||||
waypoint.alt_type = altitude_type
|
||||
waypoint.name = "DIVERT"
|
||||
waypoint.description = "Divert"
|
||||
waypoint.pretty_name = "Divert"
|
||||
waypoint.only_for_player = True
|
||||
return waypoint
|
||||
|
||||
def hold(self, position: Point) -> FlightWaypoint:
|
||||
@@ -80,7 +158,9 @@ class WaypointBuilder:
|
||||
FlightWaypointType.LOITER,
|
||||
position.x,
|
||||
position.y,
|
||||
500 if self.is_helo else self.doctrine.rendezvous_altitude
|
||||
meters(
|
||||
500
|
||||
) if self.is_helo else self.doctrine.rendezvous_altitude
|
||||
)
|
||||
waypoint.pretty_name = "Hold"
|
||||
waypoint.description = "Wait until push time"
|
||||
@@ -92,7 +172,9 @@ class WaypointBuilder:
|
||||
FlightWaypointType.JOIN,
|
||||
position.x,
|
||||
position.y,
|
||||
500 if self.is_helo else self.doctrine.ingress_altitude
|
||||
meters(
|
||||
500
|
||||
) if self.is_helo else self.doctrine.ingress_altitude
|
||||
)
|
||||
waypoint.pretty_name = "Join"
|
||||
waypoint.description = "Rendezvous with package"
|
||||
@@ -104,45 +186,24 @@ class WaypointBuilder:
|
||||
FlightWaypointType.SPLIT,
|
||||
position.x,
|
||||
position.y,
|
||||
500 if self.is_helo else self.doctrine.ingress_altitude
|
||||
meters(
|
||||
500
|
||||
) if self.is_helo else self.doctrine.ingress_altitude
|
||||
)
|
||||
waypoint.pretty_name = "Split"
|
||||
waypoint.description = "Depart from package"
|
||||
waypoint.name = "SPLIT"
|
||||
return waypoint
|
||||
|
||||
def ingress_cas(self, position: Point,
|
||||
objective: MissionTarget) -> FlightWaypoint:
|
||||
return self._ingress(FlightWaypointType.INGRESS_CAS, position,
|
||||
objective)
|
||||
|
||||
def ingress_escort(self, position: Point,
|
||||
objective: MissionTarget) -> FlightWaypoint:
|
||||
return self._ingress(FlightWaypointType.INGRESS_ESCORT, position,
|
||||
objective)
|
||||
|
||||
def ingress_dead(self, position:Point,
|
||||
objective: MissionTarget) -> FlightWaypoint:
|
||||
return self._ingress(FlightWaypointType.INGRESS_DEAD, position,
|
||||
objective)
|
||||
|
||||
def ingress_sead(self, position: Point,
|
||||
objective: MissionTarget) -> FlightWaypoint:
|
||||
return self._ingress(FlightWaypointType.INGRESS_SEAD, position,
|
||||
objective)
|
||||
|
||||
def ingress_strike(self, position: Point,
|
||||
objective: MissionTarget) -> FlightWaypoint:
|
||||
return self._ingress(FlightWaypointType.INGRESS_STRIKE, position,
|
||||
objective)
|
||||
|
||||
def _ingress(self, ingress_type: FlightWaypointType, position: Point,
|
||||
objective: MissionTarget) -> FlightWaypoint:
|
||||
def ingress(self, ingress_type: FlightWaypointType, position: Point,
|
||||
objective: MissionTarget) -> FlightWaypoint:
|
||||
waypoint = FlightWaypoint(
|
||||
ingress_type,
|
||||
position.x,
|
||||
position.y,
|
||||
500 if self.is_helo else self.doctrine.ingress_altitude
|
||||
meters(
|
||||
500
|
||||
) if self.is_helo else self.doctrine.ingress_altitude
|
||||
)
|
||||
waypoint.pretty_name = "INGRESS on " + objective.name
|
||||
waypoint.description = "INGRESS on " + objective.name
|
||||
@@ -156,13 +217,18 @@ class WaypointBuilder:
|
||||
FlightWaypointType.EGRESS,
|
||||
position.x,
|
||||
position.y,
|
||||
500 if self.is_helo else self.doctrine.ingress_altitude
|
||||
meters(
|
||||
500
|
||||
) if self.is_helo else self.doctrine.ingress_altitude
|
||||
)
|
||||
waypoint.pretty_name = "EGRESS from " + target.name
|
||||
waypoint.description = "EGRESS from " + target.name
|
||||
waypoint.name = "EGRESS"
|
||||
return waypoint
|
||||
|
||||
def bai_group(self, target: StrikeTarget) -> FlightWaypoint:
|
||||
return self._target_point(target, f"ATTACK {target.name}")
|
||||
|
||||
def dead_point(self, target: StrikeTarget) -> FlightWaypoint:
|
||||
return self._target_point(target, f"STRIKE {target.name}")
|
||||
|
||||
@@ -178,11 +244,12 @@ class WaypointBuilder:
|
||||
FlightWaypointType.TARGET_POINT,
|
||||
target.target.position.x,
|
||||
target.target.position.y,
|
||||
0
|
||||
meters(0)
|
||||
)
|
||||
waypoint.description = description
|
||||
waypoint.pretty_name = description
|
||||
waypoint.name = target.name
|
||||
waypoint.alt_type = "RADIO"
|
||||
# The target waypoints are only for the player's benefit. AI tasks for
|
||||
# the target are set on the ingress point so they begin their attack
|
||||
# *before* reaching the target.
|
||||
@@ -193,26 +260,39 @@ class WaypointBuilder:
|
||||
return self._target_area(f"STRIKE {target.name}", target)
|
||||
|
||||
def sead_area(self, target: MissionTarget) -> FlightWaypoint:
|
||||
return self._target_area(f"SEAD on {target.name}", target)
|
||||
return self._target_area(f"SEAD on {target.name}", target, flyover=True)
|
||||
|
||||
def dead_area(self, target: MissionTarget) -> FlightWaypoint:
|
||||
return self._target_area(f"DEAD on {target.name}", target)
|
||||
|
||||
def oca_strike_area(self, target: MissionTarget) -> FlightWaypoint:
|
||||
return self._target_area(f"ATTACK {target.name}", target, flyover=True)
|
||||
|
||||
@staticmethod
|
||||
def _target_area(name: str, location: MissionTarget) -> FlightWaypoint:
|
||||
def _target_area(name: str, location: MissionTarget,
|
||||
flyover: bool = False) -> FlightWaypoint:
|
||||
waypoint = FlightWaypoint(
|
||||
FlightWaypointType.TARGET_GROUP_LOC,
|
||||
location.position.x,
|
||||
location.position.y,
|
||||
0
|
||||
meters(0)
|
||||
)
|
||||
waypoint.description = name
|
||||
waypoint.pretty_name = name
|
||||
waypoint.name = name
|
||||
# The target waypoints are only for the player's benefit. AI tasks for
|
||||
waypoint.alt_type = "RADIO"
|
||||
|
||||
# Most target waypoints are only for the player's benefit. AI tasks for
|
||||
# the target are set on the ingress point so they begin their attack
|
||||
# *before* reaching the target.
|
||||
waypoint.only_for_player = True
|
||||
#
|
||||
# The exception is for flight plans that require passing over the
|
||||
# target. For example, OCA strikes need to get close enough to detect
|
||||
# the targets in their engagement zone or they will RTB immediately.
|
||||
if flyover:
|
||||
waypoint.flyover = True
|
||||
else:
|
||||
waypoint.only_for_player = True
|
||||
return waypoint
|
||||
|
||||
def cas(self, position: Point) -> FlightWaypoint:
|
||||
@@ -220,7 +300,7 @@ class WaypointBuilder:
|
||||
FlightWaypointType.CAS,
|
||||
position.x,
|
||||
position.y,
|
||||
500 if self.is_helo else 1000
|
||||
meters(500) if self.is_helo else meters(1000)
|
||||
)
|
||||
waypoint.alt_type = "RADIO"
|
||||
waypoint.description = "Provide CAS"
|
||||
@@ -229,12 +309,12 @@ class WaypointBuilder:
|
||||
return waypoint
|
||||
|
||||
@staticmethod
|
||||
def race_track_start(position: Point, altitude: int) -> FlightWaypoint:
|
||||
def race_track_start(position: Point, altitude: Distance) -> FlightWaypoint:
|
||||
"""Creates a racetrack start waypoint.
|
||||
|
||||
Args:
|
||||
position: Position of the waypoint.
|
||||
altitude: Altitude of the racetrack in meters.
|
||||
altitude: Altitude of the racetrack.
|
||||
"""
|
||||
waypoint = FlightWaypoint(
|
||||
FlightWaypointType.PATROL_TRACK,
|
||||
@@ -248,12 +328,12 @@ class WaypointBuilder:
|
||||
return waypoint
|
||||
|
||||
@staticmethod
|
||||
def race_track_end(position: Point, altitude: int) -> FlightWaypoint:
|
||||
def race_track_end(position: Point, altitude: Distance) -> FlightWaypoint:
|
||||
"""Creates a racetrack end waypoint.
|
||||
|
||||
Args:
|
||||
position: Position of the waypoint.
|
||||
altitude: Altitude of the racetrack in meters.
|
||||
altitude: Altitude of the racetrack.
|
||||
"""
|
||||
waypoint = FlightWaypoint(
|
||||
FlightWaypointType.PATROL,
|
||||
@@ -267,7 +347,7 @@ class WaypointBuilder:
|
||||
return waypoint
|
||||
|
||||
def race_track(self, start: Point, end: Point,
|
||||
altitude: int) -> Tuple[FlightWaypoint, FlightWaypoint]:
|
||||
altitude: Distance) -> Tuple[FlightWaypoint, FlightWaypoint]:
|
||||
"""Creates two waypoint for a racetrack orbit.
|
||||
|
||||
Args:
|
||||
@@ -278,6 +358,56 @@ class WaypointBuilder:
|
||||
return (self.race_track_start(start, altitude),
|
||||
self.race_track_end(end, altitude))
|
||||
|
||||
@staticmethod
|
||||
def sweep_start(position: Point, altitude: Distance) -> FlightWaypoint:
|
||||
"""Creates a sweep start waypoint.
|
||||
|
||||
Args:
|
||||
position: Position of the waypoint.
|
||||
altitude: Altitude of the sweep in meters.
|
||||
"""
|
||||
waypoint = FlightWaypoint(
|
||||
FlightWaypointType.INGRESS_SWEEP,
|
||||
position.x,
|
||||
position.y,
|
||||
altitude
|
||||
)
|
||||
waypoint.name = "SWEEP START"
|
||||
waypoint.description = "Proceed to the target and engage enemy aircraft"
|
||||
waypoint.pretty_name = "Sweep start"
|
||||
return waypoint
|
||||
|
||||
@staticmethod
|
||||
def sweep_end(position: Point, altitude: Distance) -> FlightWaypoint:
|
||||
"""Creates a sweep end waypoint.
|
||||
|
||||
Args:
|
||||
position: Position of the waypoint.
|
||||
altitude: Altitude of the sweep in meters.
|
||||
"""
|
||||
waypoint = FlightWaypoint(
|
||||
FlightWaypointType.EGRESS,
|
||||
position.x,
|
||||
position.y,
|
||||
altitude
|
||||
)
|
||||
waypoint.name = "SWEEP END"
|
||||
waypoint.description = "End of sweep"
|
||||
waypoint.pretty_name = "Sweep end"
|
||||
return waypoint
|
||||
|
||||
def sweep(self, start: Point, end: Point,
|
||||
altitude: Distance) -> Tuple[FlightWaypoint, FlightWaypoint]:
|
||||
"""Creates two waypoint for a racetrack orbit.
|
||||
|
||||
Args:
|
||||
start: The beginning of the sweep.
|
||||
end: The end of the sweep.
|
||||
altitude: The sweep altitude.
|
||||
"""
|
||||
return (self.sweep_start(start, altitude),
|
||||
self.sweep_end(end, altitude))
|
||||
|
||||
def escort(self, ingress: Point, target: MissionTarget, egress: Point) -> \
|
||||
Tuple[FlightWaypoint, FlightWaypoint, FlightWaypoint]:
|
||||
"""Creates the waypoints needed to escort the package.
|
||||
@@ -293,14 +423,16 @@ class WaypointBuilder:
|
||||
# description in gen.aircraft.JoinPointBuilder), so instead we give
|
||||
# the escort flights a flight plan including the ingress point, target
|
||||
# area, and egress point.
|
||||
ingress = self._ingress(FlightWaypointType.INGRESS_ESCORT, ingress,
|
||||
target)
|
||||
ingress = self.ingress(FlightWaypointType.INGRESS_ESCORT, ingress,
|
||||
target)
|
||||
|
||||
waypoint = FlightWaypoint(
|
||||
FlightWaypointType.TARGET_GROUP_LOC,
|
||||
target.position.x,
|
||||
target.position.y,
|
||||
500 if self.is_helo else self.doctrine.ingress_altitude
|
||||
meters(
|
||||
500
|
||||
) if self.is_helo else self.doctrine.ingress_altitude
|
||||
)
|
||||
waypoint.name = "TARGET"
|
||||
waypoint.description = "Escort the package"
|
||||
@@ -308,3 +440,80 @@ class WaypointBuilder:
|
||||
|
||||
egress = self.egress(egress, target)
|
||||
return ingress, waypoint, egress
|
||||
|
||||
@staticmethod
|
||||
def nav(position: Point, altitude: Distance) -> FlightWaypoint:
|
||||
"""Creates a navigation point.
|
||||
|
||||
Args:
|
||||
position: Position of the waypoint.
|
||||
altitude: Altitude of the waypoint.
|
||||
"""
|
||||
waypoint = FlightWaypoint(
|
||||
FlightWaypointType.NAV,
|
||||
position.x,
|
||||
position.y,
|
||||
altitude
|
||||
)
|
||||
waypoint.name = "NAV"
|
||||
waypoint.description = "NAV"
|
||||
waypoint.pretty_name = "Nav"
|
||||
return waypoint
|
||||
|
||||
def nav_path(self, a: Point, b: Point,
|
||||
altitude: Distance) -> List[FlightWaypoint]:
|
||||
path = self.clean_nav_points(self.navmesh.shortest_path(a, b))
|
||||
return [self.nav(self.perturb(p), altitude) for p in path]
|
||||
|
||||
def clean_nav_points(self, points: Iterable[Point]) -> Iterator[Point]:
|
||||
# Examine a sliding window of three waypoints. `current` is the waypoint
|
||||
# being checked for prunability. `previous` is the last emitted waypoint
|
||||
# before `current`. `nxt` is the waypoint after `current`.
|
||||
previous: Optional[Point] = None
|
||||
current: Optional[Point] = None
|
||||
for nxt in points:
|
||||
if current is None:
|
||||
current = nxt
|
||||
continue
|
||||
if previous is None:
|
||||
previous = current
|
||||
current = nxt
|
||||
continue
|
||||
|
||||
if self.nav_point_prunable(previous, current, nxt):
|
||||
current = nxt
|
||||
continue
|
||||
|
||||
yield current
|
||||
previous = current
|
||||
current = nxt
|
||||
|
||||
def nav_point_prunable(self, previous: Point, current: Point,
|
||||
nxt: Point) -> bool:
|
||||
previous_threatened = self.threat_zones.path_threatened(previous,
|
||||
current)
|
||||
next_threatened = self.threat_zones.path_threatened(current, nxt)
|
||||
pruned_threatened = self.threat_zones.path_threatened(previous, nxt)
|
||||
previous_distance = meters(previous.distance_to_point(current))
|
||||
distance = meters(current.distance_to_point(nxt))
|
||||
distance_without = previous_distance + distance
|
||||
if distance > distance_without:
|
||||
# Don't prune paths to make them longer.
|
||||
return False
|
||||
|
||||
# We could shorten the path by removing the intermediate
|
||||
# waypoint. Do so if the new path isn't higher threat.
|
||||
if not pruned_threatened:
|
||||
# The new path is not threatened, so safe to prune.
|
||||
return True
|
||||
|
||||
# The new path is threatened. Only allow if both paths were
|
||||
# threatened anyway.
|
||||
return previous_threatened and next_threatened
|
||||
|
||||
@staticmethod
|
||||
def perturb(point: Point) -> Point:
|
||||
deviation = nautical_miles(1)
|
||||
x_adj = random.randint(int(-deviation.meters), int(deviation.meters))
|
||||
y_adj = random.randint(int(-deviation.meters), int(deviation.meters))
|
||||
return Point(point.x + x_adj, point.y + y_adj)
|
||||
|
||||
@@ -1,55 +1,44 @@
|
||||
import logging
|
||||
import typing
|
||||
from enum import IntEnum
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
from dcs.mission import Mission
|
||||
from dcs.forcedoptions import ForcedOptions
|
||||
from dcs.mission import Mission
|
||||
|
||||
from .conflictgen import *
|
||||
|
||||
|
||||
class Labels(IntEnum):
|
||||
Off = 0
|
||||
Full = 1
|
||||
Abbreviated = 2
|
||||
Dot = 3
|
||||
if TYPE_CHECKING:
|
||||
from game.game import Game
|
||||
|
||||
|
||||
class ForcedOptionsGenerator:
|
||||
def __init__(self, mission: Mission, conflict: Conflict, game):
|
||||
def __init__(self, mission: Mission, game: Game) -> None:
|
||||
self.mission = mission
|
||||
self.conflict = conflict
|
||||
self.game = game
|
||||
|
||||
def _set_options_view(self):
|
||||
def _set_options_view(self) -> None:
|
||||
self.mission.forced_options.options_view = self.game.settings.map_coalition_visibility
|
||||
|
||||
if self.game.settings.map_coalition_visibility == ForcedOptions.Views.All:
|
||||
self.mission.forced_options.options_view = ForcedOptions.Views.All
|
||||
elif self.game.settings.map_coalition_visibility == ForcedOptions.Views.Allies:
|
||||
self.mission.forced_options.options_view = ForcedOptions.Views.Allies
|
||||
elif self.game.settings.map_coalition_visibility == ForcedOptions.Views.OnlyAllies:
|
||||
self.mission.forced_options.options_view = ForcedOptions.Views.OnlyAllies
|
||||
elif self.game.settings.map_coalition_visibility == ForcedOptions.Views.MyAircraft:
|
||||
self.mission.forced_options.options_view = ForcedOptions.Views.MyAircraft
|
||||
elif self.game.settings.map_coalition_visibility == ForcedOptions.Views.OnlyMap:
|
||||
self.mission.forced_options.options_view = ForcedOptions.Views.OnlyMap
|
||||
|
||||
def _set_external_views(self):
|
||||
def _set_external_views(self) -> None:
|
||||
if not self.game.settings.external_views_allowed:
|
||||
self.mission.forced_options.external_views = self.game.settings.external_views_allowed
|
||||
|
||||
def _set_labels(self):
|
||||
def _set_labels(self) -> None:
|
||||
# TODO: Fix settings to use the real type.
|
||||
# TODO: Allow forcing "full" and have default do nothing.
|
||||
if self.game.settings.labels == "Abbreviated":
|
||||
self.mission.forced_options.labels = int(Labels.Abbreviated)
|
||||
self.mission.forced_options.labels = ForcedOptions.Labels.Abbreviate
|
||||
elif self.game.settings.labels == "Dot Only":
|
||||
self.mission.forced_options.labels = int(Labels.Dot)
|
||||
self.mission.forced_options.labels = ForcedOptions.Labels.DotOnly
|
||||
elif self.game.settings.labels == "Off":
|
||||
self.mission.forced_options.labels = int(Labels.Off)
|
||||
self.mission.forced_options.labels = ForcedOptions.Labels.None_
|
||||
|
||||
def _set_unrestricted_satnav(self) -> None:
|
||||
blue = self.game.player_faction
|
||||
red = self.game.enemy_faction
|
||||
if blue.unrestricted_satnav or red.unrestricted_satnav:
|
||||
self.mission.forced_options.unrestricted_satnav = True
|
||||
|
||||
def generate(self):
|
||||
self._set_options_view()
|
||||
self._set_external_views()
|
||||
self._set_labels()
|
||||
|
||||
|
||||
|
||||
self._set_unrestricted_satnav()
|
||||
|
||||
@@ -2,179 +2,15 @@ import random
|
||||
from enum import Enum
|
||||
from typing import Dict, List
|
||||
|
||||
from dcs.vehicles import Armor, Artillery, Infantry, Unarmed
|
||||
from dcs.unittype import VehicleType
|
||||
|
||||
import pydcs_extensions.frenchpack.frenchpack as frenchpack
|
||||
from game.theater import ControlPoint
|
||||
from gen.ground_forces.ai_ground_planner_db import *
|
||||
from gen.ground_forces.combat_stance import CombatStance
|
||||
from theater import ControlPoint
|
||||
|
||||
TYPE_TANKS = [
|
||||
Armor.MBT_T_55,
|
||||
Armor.MBT_T_72B,
|
||||
Armor.MBT_T_80U,
|
||||
Armor.MBT_T_90,
|
||||
Armor.MBT_Leopard_2,
|
||||
Armor.MBT_Leopard_1A3,
|
||||
Armor.MBT_Leclerc,
|
||||
Armor.MBT_Challenger_II,
|
||||
Armor.MBT_M1A2_Abrams,
|
||||
Armor.MBT_M60A3_Patton,
|
||||
Armor.MBT_Merkava_Mk__4,
|
||||
Armor.ZTZ_96B,
|
||||
|
||||
# WW2
|
||||
Armor.MT_Pz_Kpfw_V_Panther_Ausf_G,
|
||||
Armor.MT_Pz_Kpfw_IV_Ausf_H,
|
||||
Armor.HT_Pz_Kpfw_VI_Tiger_I,
|
||||
Armor.HT_Pz_Kpfw_VI_Ausf__B_Tiger_II,
|
||||
Armor.MT_M4_Sherman,
|
||||
Armor.MT_M4A4_Sherman_Firefly,
|
||||
Armor.StuG_IV,
|
||||
Armor.CT_Centaur_IV,
|
||||
Armor.CT_Cromwell_IV,
|
||||
Armor.HIT_Churchill_VII,
|
||||
Armor.LT_Mk_VII_Tetrarch,
|
||||
|
||||
# Mods
|
||||
frenchpack.DIM__TOYOTA_BLUE,
|
||||
frenchpack.DIM__TOYOTA_GREEN,
|
||||
frenchpack.DIM__TOYOTA_DESERT,
|
||||
frenchpack.DIM__KAMIKAZE,
|
||||
|
||||
frenchpack.AMX_10RCR,
|
||||
frenchpack.AMX_10RCR_SEPAR,
|
||||
frenchpack.AMX_30B2,
|
||||
frenchpack.Leclerc_Serie_XXI,
|
||||
|
||||
]
|
||||
|
||||
TYPE_ATGM = [
|
||||
Armor.ATGM_M1045_HMMWV_TOW,
|
||||
Armor.ATGM_M1134_Stryker,
|
||||
Armor.IFV_BMP_2,
|
||||
|
||||
# WW2 (Tank Destroyers)
|
||||
Armor.M30_Cargo_Carrier,
|
||||
Armor.TD_Jagdpanzer_IV,
|
||||
Armor.TD_Jagdpanther_G1,
|
||||
Armor.TD_M10_GMC,
|
||||
|
||||
# Mods
|
||||
frenchpack.VBAE_CRAB_MMP,
|
||||
frenchpack.VAB_MEPHISTO,
|
||||
frenchpack.TRM_2000_PAMELA,
|
||||
|
||||
]
|
||||
|
||||
TYPE_IFV = [
|
||||
Armor.IFV_BMP_3,
|
||||
Armor.IFV_BMP_2,
|
||||
Armor.IFV_BMP_1,
|
||||
Armor.IFV_Marder,
|
||||
Armor.IFV_MCV_80,
|
||||
Armor.IFV_LAV_25,
|
||||
Armor.AC_Sd_Kfz_234_2_Puma,
|
||||
Armor.IFV_M2A2_Bradley,
|
||||
Armor.IFV_BMD_1,
|
||||
Armor.ZBD_04A,
|
||||
|
||||
# WW2
|
||||
Armor.AC_Sd_Kfz_234_2_Puma,
|
||||
Armor.LAC_M8_Greyhound,
|
||||
Armor.Daimler_Armoured_Car,
|
||||
|
||||
# Mods
|
||||
frenchpack.ERC_90,
|
||||
frenchpack.VBAE_CRAB,
|
||||
frenchpack.VAB_T20_13
|
||||
|
||||
]
|
||||
|
||||
TYPE_APC = [
|
||||
Armor.APC_M1043_HMMWV_Armament,
|
||||
Armor.APC_M1126_Stryker_ICV,
|
||||
Armor.APC_M113,
|
||||
Armor.APC_BTR_80,
|
||||
Armor.APC_MTLB,
|
||||
Armor.APC_M2A1,
|
||||
Armor.APC_Cobra,
|
||||
Armor.APC_Sd_Kfz_251,
|
||||
Armor.APC_AAV_7,
|
||||
Armor.TPz_Fuchs,
|
||||
Armor.ARV_BRDM_2,
|
||||
Armor.ARV_BTR_RD,
|
||||
Armor.FDDM_Grad,
|
||||
|
||||
# WW2
|
||||
Armor.APC_M2A1,
|
||||
Armor.APC_Sd_Kfz_251,
|
||||
|
||||
# Mods
|
||||
frenchpack.VAB__50,
|
||||
frenchpack.VBL__50,
|
||||
frenchpack.VBL_AANF1,
|
||||
|
||||
]
|
||||
|
||||
TYPE_ARTILLERY = [
|
||||
Artillery.MLRS_9A52_Smerch,
|
||||
Artillery.SPH_2S1_Gvozdika,
|
||||
Artillery.SPH_2S3_Akatsia,
|
||||
Artillery.MLRS_BM_21_Grad,
|
||||
Artillery.MLRS_9K57_Uragan_BM_27,
|
||||
Artillery.SPH_M109_Paladin,
|
||||
Artillery.MLRS_M270,
|
||||
Artillery.SPH_2S9_Nona,
|
||||
Artillery.SpGH_Dana,
|
||||
Artillery.SPH_2S19_Msta,
|
||||
Artillery.MLRS_FDDM,
|
||||
|
||||
# WW2
|
||||
Artillery.Sturmpanzer_IV_Brummbär,
|
||||
Artillery.M12_GMC
|
||||
]
|
||||
|
||||
TYPE_LOGI = [
|
||||
Unarmed.Transport_M818,
|
||||
Unarmed.Transport_KAMAZ_43101,
|
||||
Unarmed.Transport_Ural_375,
|
||||
Unarmed.Transport_GAZ_66,
|
||||
Unarmed.Transport_GAZ_3307,
|
||||
Unarmed.Transport_GAZ_3308,
|
||||
Unarmed.Transport_Ural_4320_31_Armored,
|
||||
Unarmed.Transport_Ural_4320T,
|
||||
Unarmed.Blitz_3_6_6700A,
|
||||
Unarmed.Kübelwagen_82,
|
||||
Unarmed.Sd_Kfz_7,
|
||||
Unarmed.Sd_Kfz_2,
|
||||
Unarmed.Willys_MB,
|
||||
Unarmed.Land_Rover_109_S3,
|
||||
Unarmed.Land_Rover_101_FC,
|
||||
|
||||
# Mods
|
||||
frenchpack.VBL,
|
||||
frenchpack.VAB,
|
||||
|
||||
]
|
||||
|
||||
TYPE_INFANTRY = [
|
||||
Infantry.Infantry_Soldier_Insurgents,
|
||||
Infantry.Soldier_AK,
|
||||
Infantry.Infantry_M1_Garand,
|
||||
Infantry.Infantry_Mauser_98,
|
||||
Infantry.Infantry_SMLE_No_4_Mk_1,
|
||||
Infantry.Georgian_soldier_with_M4,
|
||||
Infantry.Infantry_Soldier_Rus,
|
||||
Infantry.Paratrooper_AKS,
|
||||
Infantry.Paratrooper_RPG_16,
|
||||
Infantry.Soldier_M249,
|
||||
Infantry.Infantry_M4,
|
||||
Infantry.Soldier_RPG,
|
||||
]
|
||||
|
||||
MAX_COMBAT_GROUP_PER_CP = 10
|
||||
|
||||
|
||||
class CombatGroupRole(Enum):
|
||||
TANK = 1
|
||||
APC = 2
|
||||
@@ -187,14 +23,14 @@ class CombatGroupRole(Enum):
|
||||
|
||||
|
||||
DISTANCE_FROM_FRONTLINE = {
|
||||
CombatGroupRole.TANK:3200,
|
||||
CombatGroupRole.APC:8000,
|
||||
CombatGroupRole.IFV:3700,
|
||||
CombatGroupRole.ARTILLERY:18000,
|
||||
CombatGroupRole.SHORAD:13000,
|
||||
CombatGroupRole.LOGI:20000,
|
||||
CombatGroupRole.INFANTRY:3000,
|
||||
CombatGroupRole.ATGM:6200
|
||||
CombatGroupRole.TANK: (2200, 3200),
|
||||
CombatGroupRole.APC: (7500, 8500),
|
||||
CombatGroupRole.IFV: (2700, 3700),
|
||||
CombatGroupRole.ARTILLERY: (16000, 18000),
|
||||
CombatGroupRole.SHORAD: (12000, 13000),
|
||||
CombatGroupRole.LOGI: (18000, 20000),
|
||||
CombatGroupRole.INFANTRY: (2800, 3300),
|
||||
CombatGroupRole.ATGM: (5200, 6200),
|
||||
}
|
||||
|
||||
GROUP_SIZES_BY_COMBAT_STANCE = {
|
||||
@@ -222,6 +58,7 @@ class CombatGroup:
|
||||
s += "UNITS " + self.units[0].name + " * " + str(len(self.units))
|
||||
return s
|
||||
|
||||
|
||||
class GroundPlanner:
|
||||
|
||||
def __init__(self, cp:ControlPoint, game):
|
||||
@@ -241,7 +78,6 @@ class GroundPlanner:
|
||||
self.units_per_cp[cp.id] = []
|
||||
self.reserve: List[CombatGroup] = []
|
||||
|
||||
|
||||
def plan_groundwar(self):
|
||||
|
||||
if hasattr(self.cp, 'stance'):
|
||||
@@ -273,6 +109,9 @@ class GroundPlanner:
|
||||
elif key in TYPE_ATGM:
|
||||
collection = self.atgm_group
|
||||
role = CombatGroupRole.ATGM
|
||||
elif key in TYPE_SHORAD:
|
||||
collection = self.shorad_groups
|
||||
role = CombatGroupRole.SHORAD
|
||||
else:
|
||||
print("Warning unit type not handled by ground generator")
|
||||
print(key)
|
||||
@@ -280,12 +119,16 @@ class GroundPlanner:
|
||||
|
||||
available = self.cp.base.armor[key]
|
||||
while available > 0:
|
||||
n = random.choice(group_size_choice)
|
||||
if n > available:
|
||||
if available >= 2:
|
||||
n = 2
|
||||
else:
|
||||
n = 1
|
||||
|
||||
if role == CombatGroupRole.SHORAD:
|
||||
n = 1
|
||||
else:
|
||||
n = random.choice(group_size_choice)
|
||||
if n > available:
|
||||
if available >= 2:
|
||||
n = 2
|
||||
else:
|
||||
n = 1
|
||||
available -= n
|
||||
|
||||
group = CombatGroup(role)
|
||||
|
||||
199
gen/ground_forces/ai_ground_planner_db.py
Normal file
199
gen/ground_forces/ai_ground_planner_db.py
Normal file
@@ -0,0 +1,199 @@
|
||||
from dcs.vehicles import AirDefence, Infantry, Unarmed, Artillery, Armor
|
||||
|
||||
from pydcs_extensions.frenchpack import frenchpack
|
||||
|
||||
TYPE_TANKS = [
|
||||
Armor.MBT_T_55,
|
||||
Armor.MBT_T_72B,
|
||||
Armor.MBT_T_72B3,
|
||||
Armor.MBT_T_80U,
|
||||
Armor.MBT_T_90,
|
||||
Armor.MBT_Leopard_2,
|
||||
Armor.MBT_Leopard_1A3,
|
||||
Armor.MBT_Leclerc,
|
||||
Armor.MBT_Challenger_II,
|
||||
Armor.MBT_M1A2_Abrams,
|
||||
Armor.MBT_M60A3_Patton,
|
||||
Armor.MBT_Merkava_Mk__4,
|
||||
Armor.ZTZ_96B,
|
||||
|
||||
# WW2
|
||||
Armor.MT_Pz_Kpfw_V_Panther_Ausf_G,
|
||||
Armor.MT_Pz_Kpfw_IV_Ausf_H,
|
||||
Armor.HT_Pz_Kpfw_VI_Tiger_I,
|
||||
Armor.HT_Pz_Kpfw_VI_Ausf__B_Tiger_II,
|
||||
Armor.MT_M4_Sherman,
|
||||
Armor.MT_M4A4_Sherman_Firefly,
|
||||
Armor.StuG_IV,
|
||||
Armor.CT_Centaur_IV,
|
||||
Armor.CT_Cromwell_IV,
|
||||
Armor.HIT_Churchill_VII,
|
||||
Armor.LT_Mk_VII_Tetrarch,
|
||||
|
||||
# Mods
|
||||
frenchpack.DIM__TOYOTA_BLUE,
|
||||
frenchpack.DIM__TOYOTA_GREEN,
|
||||
frenchpack.DIM__TOYOTA_DESERT,
|
||||
frenchpack.DIM__KAMIKAZE,
|
||||
|
||||
frenchpack.AMX_10RCR,
|
||||
frenchpack.AMX_10RCR_SEPAR,
|
||||
frenchpack.AMX_30B2,
|
||||
frenchpack.Leclerc_Serie_XXI,
|
||||
|
||||
]
|
||||
|
||||
TYPE_ATGM = [
|
||||
Armor.ATGM_M1045_HMMWV_TOW,
|
||||
Armor.ATGM_M1134_Stryker,
|
||||
Armor.IFV_BMP_2,
|
||||
|
||||
# WW2 (Tank Destroyers)
|
||||
Armor.M30_Cargo_Carrier,
|
||||
Armor.TD_Jagdpanzer_IV,
|
||||
Armor.TD_Jagdpanther_G1,
|
||||
Armor.TD_M10_GMC,
|
||||
|
||||
# Mods
|
||||
frenchpack.VBAE_CRAB_MMP,
|
||||
frenchpack.VAB_MEPHISTO,
|
||||
frenchpack.TRM_2000_PAMELA,
|
||||
|
||||
]
|
||||
|
||||
TYPE_IFV = [
|
||||
Armor.IFV_BMP_3,
|
||||
Armor.IFV_BMP_2,
|
||||
Armor.IFV_BMP_1,
|
||||
Armor.IFV_Marder,
|
||||
Armor.IFV_MCV_80,
|
||||
Armor.IFV_LAV_25,
|
||||
Armor.SPG_M1128_Stryker_MGS,
|
||||
Armor.AC_Sd_Kfz_234_2_Puma,
|
||||
Armor.IFV_M2A2_Bradley,
|
||||
Armor.IFV_BMD_1,
|
||||
Armor.ZBD_04A,
|
||||
|
||||
# WW2
|
||||
Armor.AC_Sd_Kfz_234_2_Puma,
|
||||
Armor.LAC_M8_Greyhound,
|
||||
Armor.Daimler_Armoured_Car,
|
||||
|
||||
# Mods
|
||||
frenchpack.ERC_90,
|
||||
frenchpack.VBAE_CRAB,
|
||||
frenchpack.VAB_T20_13
|
||||
|
||||
]
|
||||
|
||||
TYPE_APC = [
|
||||
Armor.APC_M1043_HMMWV_Armament,
|
||||
Armor.APC_M1126_Stryker_ICV,
|
||||
Armor.APC_M113,
|
||||
Armor.APC_BTR_80,
|
||||
Armor.APC_BTR_82A,
|
||||
Armor.APC_MTLB,
|
||||
Armor.APC_M2A1,
|
||||
Armor.APC_Cobra,
|
||||
Armor.APC_Sd_Kfz_251,
|
||||
Armor.APC_AAV_7,
|
||||
Armor.TPz_Fuchs,
|
||||
Armor.ARV_BRDM_2,
|
||||
Armor.ARV_BTR_RD,
|
||||
Armor.FDDM_Grad,
|
||||
|
||||
# WW2
|
||||
Armor.APC_M2A1,
|
||||
Armor.APC_Sd_Kfz_251,
|
||||
|
||||
# Mods
|
||||
frenchpack.VAB__50,
|
||||
frenchpack.VBL__50,
|
||||
frenchpack.VBL_AANF1,
|
||||
|
||||
]
|
||||
|
||||
TYPE_ARTILLERY = [
|
||||
Artillery.MLRS_9A52_Smerch,
|
||||
Artillery.SPH_2S1_Gvozdika,
|
||||
Artillery.SPH_2S3_Akatsia,
|
||||
Artillery.MLRS_BM_21_Grad,
|
||||
Artillery.MLRS_9K57_Uragan_BM_27,
|
||||
Artillery.SPH_M109_Paladin,
|
||||
Artillery.MLRS_M270,
|
||||
Artillery.SPH_2S9_Nona,
|
||||
Artillery.SpGH_Dana,
|
||||
Artillery.SPH_2S19_Msta,
|
||||
Artillery.MLRS_FDDM,
|
||||
|
||||
# WW2
|
||||
Artillery.Sturmpanzer_IV_Brummbär,
|
||||
Artillery.M12_GMC
|
||||
]
|
||||
|
||||
TYPE_LOGI = [
|
||||
Unarmed.Transport_M818,
|
||||
Unarmed.Transport_KAMAZ_43101,
|
||||
Unarmed.Transport_Ural_375,
|
||||
Unarmed.Transport_GAZ_66,
|
||||
Unarmed.Transport_GAZ_3307,
|
||||
Unarmed.Transport_GAZ_3308,
|
||||
Unarmed.Transport_Ural_4320_31_Armored,
|
||||
Unarmed.Transport_Ural_4320T,
|
||||
Unarmed.Blitz_3_6_6700A,
|
||||
Unarmed.Kübelwagen_82,
|
||||
Unarmed.Sd_Kfz_7,
|
||||
Unarmed.Sd_Kfz_2,
|
||||
Unarmed.Willys_MB,
|
||||
Unarmed.Land_Rover_109_S3,
|
||||
Unarmed.Land_Rover_101_FC,
|
||||
|
||||
# Mods
|
||||
frenchpack.VBL,
|
||||
frenchpack.VAB,
|
||||
|
||||
]
|
||||
|
||||
TYPE_INFANTRY = [
|
||||
Infantry.Infantry_Soldier_Insurgents,
|
||||
Infantry.Soldier_AK,
|
||||
Infantry.Infantry_M1_Garand,
|
||||
Infantry.Infantry_Mauser_98,
|
||||
Infantry.Infantry_SMLE_No_4_Mk_1,
|
||||
Infantry.Georgian_soldier_with_M4,
|
||||
Infantry.Infantry_Soldier_Rus,
|
||||
Infantry.Paratrooper_AKS,
|
||||
Infantry.Paratrooper_RPG_16,
|
||||
Infantry.Soldier_M249,
|
||||
Infantry.Infantry_M4,
|
||||
Infantry.Soldier_RPG,
|
||||
]
|
||||
|
||||
TYPE_SHORAD = [
|
||||
AirDefence.AAA_ZU_23_on_Ural_375,
|
||||
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375,
|
||||
AirDefence.AAA_ZSU_57_2,
|
||||
AirDefence.SPAAA_ZSU_23_4_Shilka,
|
||||
AirDefence.SAM_SA_8_Osa_9A33,
|
||||
AirDefence.SAM_SA_9_Strela_1_9P31,
|
||||
AirDefence.SAM_SA_13_Strela_10M3_9A35M3,
|
||||
AirDefence.SAM_SA_15_Tor_9A331,
|
||||
AirDefence.SAM_SA_19_Tunguska_2S6,
|
||||
|
||||
AirDefence.SPAAA_Gepard,
|
||||
AirDefence.AAA_Vulcan_M163,
|
||||
AirDefence.SAM_Linebacker_M6,
|
||||
AirDefence.SAM_Chaparral_M48,
|
||||
AirDefence.SAM_Avenger_M1097,
|
||||
AirDefence.SAM_Roland_ADS,
|
||||
AirDefence.HQ_7_Self_Propelled_LN,
|
||||
|
||||
AirDefence.AAA_8_8cm_Flak_18,
|
||||
AirDefence.AAA_8_8cm_Flak_36,
|
||||
AirDefence.AAA_8_8cm_Flak_37,
|
||||
AirDefence.AAA_8_8cm_Flak_41,
|
||||
AirDefence.AAA_Bofors_40mm,
|
||||
AirDefence.AAA_M1_37mm,
|
||||
AirDefence.AA_gun_QF_3_7,
|
||||
|
||||
]
|
||||
@@ -9,31 +9,33 @@ from __future__ import annotations
|
||||
|
||||
import logging
|
||||
import random
|
||||
from typing import Dict, Iterator, Optional, TYPE_CHECKING
|
||||
from typing import Dict, Iterator, Optional, TYPE_CHECKING, Type, List
|
||||
|
||||
from dcs import Mission
|
||||
from dcs import Mission, Point
|
||||
from dcs.country import Country
|
||||
from dcs.statics import fortification_map, warehouse_map
|
||||
from dcs.task import (
|
||||
ActivateBeaconCommand,
|
||||
ActivateICLSCommand,
|
||||
EPLRS,
|
||||
OptAlarmState,
|
||||
OptAlarmState, FireAtPoint,
|
||||
)
|
||||
from dcs.unit import Ship, Vehicle, Unit
|
||||
from dcs.unitgroup import Group, ShipGroup, StaticGroup
|
||||
from dcs.unit import Ship, Unit, Vehicle
|
||||
from dcs.unitgroup import Group, ShipGroup, StaticGroup, VehicleGroup
|
||||
from dcs.unittype import StaticType, UnitType
|
||||
from dcs.vehicles import vehicle_map
|
||||
|
||||
from game import db
|
||||
from game.data.building_data import FORTIFICATION_UNITS, FORTIFICATION_UNITS_ID
|
||||
from game.db import unit_type_from_name
|
||||
from theater import ControlPoint, TheaterGroundObject
|
||||
from theater.theatergroundobject import (
|
||||
from game.theater import ControlPoint, TheaterGroundObject
|
||||
from game.theater.theatergroundobject import (
|
||||
BuildingGroundObject, CarrierGroundObject,
|
||||
GenericCarrierGroundObject,
|
||||
LhaGroundObject, ShipGroundObject,
|
||||
LhaGroundObject, ShipGroundObject, MissileSiteGroundObject,
|
||||
)
|
||||
from .conflictgen import Conflict
|
||||
from game.unitmap import UnitMap
|
||||
from game.utils import knots, mps
|
||||
from .radios import RadioFrequency, RadioRegistry
|
||||
from .runways import RunwayData
|
||||
from .tacan import TacanBand, TacanChannel, TacanRegistry
|
||||
@@ -49,14 +51,15 @@ AA_CP_MIN_DISTANCE = 40000
|
||||
class GenericGroundObjectGenerator:
|
||||
"""An unspecialized ground object generator.
|
||||
|
||||
Currently used only for SAM and missile (V1/V2) sites.
|
||||
Currently used only for SAM
|
||||
"""
|
||||
def __init__(self, ground_object: TheaterGroundObject, country: Country,
|
||||
game: Game, mission: Mission) -> None:
|
||||
game: Game, mission: Mission, unit_map: UnitMap) -> None:
|
||||
self.ground_object = ground_object
|
||||
self.country = country
|
||||
self.game = game
|
||||
self.m = mission
|
||||
self.unit_map = unit_map
|
||||
|
||||
def generate(self) -> None:
|
||||
if self.game.position_culled(self.ground_object.position):
|
||||
@@ -89,9 +92,10 @@ class GenericGroundObjectGenerator:
|
||||
|
||||
self.enable_eplrs(vg, unit_type)
|
||||
self.set_alarm_state(vg)
|
||||
self._register_unit_group(group, vg)
|
||||
|
||||
@staticmethod
|
||||
def enable_eplrs(group: Group, unit_type: UnitType) -> None:
|
||||
def enable_eplrs(group: Group, unit_type: Type[UnitType]) -> None:
|
||||
if hasattr(unit_type, 'eplrs'):
|
||||
if unit_type.eplrs:
|
||||
group.points[0].tasks.append(EPLRS(group.id))
|
||||
@@ -102,6 +106,63 @@ class GenericGroundObjectGenerator:
|
||||
else:
|
||||
group.points[0].tasks.append(OptAlarmState(1))
|
||||
|
||||
def _register_unit_group(self, persistence_group: Group,
|
||||
miz_group: Group) -> None:
|
||||
self.unit_map.add_ground_object_units(self.ground_object,
|
||||
persistence_group, miz_group)
|
||||
|
||||
|
||||
class MissileSiteGenerator(GenericGroundObjectGenerator):
|
||||
|
||||
def generate(self) -> None:
|
||||
super(MissileSiteGenerator, self).generate()
|
||||
# Note : Only the SCUD missiles group can fire (V1 site cannot fire in game right now)
|
||||
# TODO : Should be pre-planned ?
|
||||
# TODO : Add delay to task to spread fire task over mission duration ?
|
||||
for group in self.ground_object.groups:
|
||||
vg = self.m.find_group(group.name)
|
||||
if vg is not None:
|
||||
targets = self.possible_missile_targets(vg)
|
||||
if targets:
|
||||
target = random.choice(targets)
|
||||
real_target = target.point_from_heading(random.randint(0, 360), random.randint(0, 2500))
|
||||
vg.points[0].add_task(FireAtPoint(real_target))
|
||||
logging.info("Set up fire task for missile group.")
|
||||
else:
|
||||
logging.info("Couldn't setup missile site to fire, no valid target in range.")
|
||||
else:
|
||||
logging.info("Couldn't setup missile site to fire, group was not generated.")
|
||||
|
||||
def possible_missile_targets(self, vg: Group) -> List[Point]:
|
||||
"""
|
||||
Find enemy control points in range
|
||||
:param vg: Vehicle group we are searching a target for (There is always only oe group right now)
|
||||
:return: List of possible missile targets
|
||||
"""
|
||||
targets: List[Point] = []
|
||||
for cp in self.game.theater.controlpoints:
|
||||
if cp.captured != self.ground_object.control_point.captured:
|
||||
distance = cp.position.distance_to_point(vg.position)
|
||||
if distance < self.missile_site_range:
|
||||
targets.append(cp.position)
|
||||
return targets
|
||||
|
||||
@property
|
||||
def missile_site_range(self) -> int:
|
||||
"""
|
||||
Get the missile site range
|
||||
:return: Missile site range
|
||||
"""
|
||||
site_range = 0
|
||||
for group in self.ground_object.groups:
|
||||
vg = self.m.find_group(group.name)
|
||||
if vg is not None:
|
||||
for u in vg.units:
|
||||
if u.type in vehicle_map:
|
||||
if vehicle_map[u.type].threat_range > site_range:
|
||||
site_range = vehicle_map[u.type].threat_range
|
||||
return site_range
|
||||
|
||||
|
||||
class BuildingSiteGenerator(GenericGroundObjectGenerator):
|
||||
"""Generator for building sites.
|
||||
@@ -133,16 +194,17 @@ class BuildingSiteGenerator(GenericGroundObjectGenerator):
|
||||
|
||||
def generate_vehicle_group(self, unit_type: UnitType) -> None:
|
||||
if not self.ground_object.is_dead:
|
||||
self.m.vehicle_group(
|
||||
group = self.m.vehicle_group(
|
||||
country=self.country,
|
||||
name=self.ground_object.group_name,
|
||||
_type=unit_type,
|
||||
position=self.ground_object.position,
|
||||
heading=self.ground_object.heading,
|
||||
)
|
||||
self._register_fortification(group)
|
||||
|
||||
def generate_static(self, static_type: StaticType) -> None:
|
||||
self.m.static_group(
|
||||
group = self.m.static_group(
|
||||
country=self.country,
|
||||
name=self.ground_object.group_name,
|
||||
_type=static_type,
|
||||
@@ -150,6 +212,15 @@ class BuildingSiteGenerator(GenericGroundObjectGenerator):
|
||||
heading=self.ground_object.heading,
|
||||
dead=self.ground_object.is_dead,
|
||||
)
|
||||
self._register_building(group)
|
||||
|
||||
def _register_fortification(self, fortification: VehicleGroup) -> None:
|
||||
assert isinstance(self.ground_object, BuildingGroundObject)
|
||||
self.unit_map.add_fortification(self.ground_object, fortification)
|
||||
|
||||
def _register_building(self, building: StaticGroup) -> None:
|
||||
assert isinstance(self.ground_object, BuildingGroundObject)
|
||||
self.unit_map.add_building(self.ground_object, building)
|
||||
|
||||
|
||||
class GenericCarrierGenerator(GenericGroundObjectGenerator):
|
||||
@@ -161,8 +232,8 @@ class GenericCarrierGenerator(GenericGroundObjectGenerator):
|
||||
control_point: ControlPoint, country: Country, game: Game,
|
||||
mission: Mission, radio_registry: RadioRegistry,
|
||||
tacan_registry: TacanRegistry, icls_alloc: Iterator[int],
|
||||
runways: Dict[str, RunwayData]) -> None:
|
||||
super().__init__(ground_object, country, game, mission)
|
||||
runways: Dict[str, RunwayData], unit_map: UnitMap) -> None:
|
||||
super().__init__(ground_object, country, game, mission, unit_map)
|
||||
self.ground_object = ground_object
|
||||
self.control_point = control_point
|
||||
self.radio_registry = radio_registry
|
||||
@@ -187,11 +258,16 @@ class GenericCarrierGenerator(GenericGroundObjectGenerator):
|
||||
tacan_callsign = self.tacan_callsign()
|
||||
icls = next(self.icls_alloc)
|
||||
|
||||
# Always steam into the wind, even if the carrier is being moved.
|
||||
# There are multiple unsimulated hours between turns, so we can
|
||||
# count those as the time the carrier uses to move and the mission
|
||||
# time as the recovery window.
|
||||
brc = self.steam_into_wind(ship_group)
|
||||
self.activate_beacons(ship_group, tacan, tacan_callsign, icls)
|
||||
self.add_runway_data(brc or 0, atc, tacan, tacan_callsign, icls)
|
||||
self._register_unit_group(group, ship_group)
|
||||
|
||||
def get_carrier_type(self, group: Group) -> UnitType:
|
||||
def get_carrier_type(self, group: Group) -> Type[UnitType]:
|
||||
unit_type = unit_type_from_name(group.units[0].type)
|
||||
if unit_type is None:
|
||||
raise RuntimeError(
|
||||
@@ -221,12 +297,16 @@ class GenericCarrierGenerator(GenericGroundObjectGenerator):
|
||||
return ship
|
||||
|
||||
def steam_into_wind(self, group: ShipGroup) -> Optional[int]:
|
||||
brc = self.m.weather.wind_at_ground.direction + 180
|
||||
wind = self.game.conditions.weather.wind.at_0m
|
||||
brc = wind.direction + 180
|
||||
# Aim for 25kts over the deck.
|
||||
carrier_speed = knots(25) - mps(wind.speed)
|
||||
for attempt in range(5):
|
||||
point = group.points[0].position.point_from_heading(
|
||||
brc, 100000 - attempt * 20000)
|
||||
if self.game.theater.is_in_sea(point):
|
||||
group.add_waypoint(point)
|
||||
group.points[0].speed = carrier_speed.meters_per_second
|
||||
group.add_waypoint(point, carrier_speed.kph)
|
||||
return brc
|
||||
return None
|
||||
|
||||
@@ -328,8 +408,9 @@ class ShipObjectGenerator(GenericGroundObjectGenerator):
|
||||
|
||||
self.generate_group(group, unit_type)
|
||||
|
||||
def generate_group(self, group_def: Group, unit_type: UnitType):
|
||||
group = self.m.ship_group(self.country, group_def.name, unit_type,
|
||||
def generate_group(self, group_def: Group,
|
||||
first_unit_type: Type[UnitType]) -> None:
|
||||
group = self.m.ship_group(self.country, group_def.name, first_unit_type,
|
||||
position=group_def.position,
|
||||
heading=group_def.units[0].heading)
|
||||
group.units[0].name = self.m.string(group_def.units[0].name)
|
||||
@@ -343,6 +424,7 @@ class ShipObjectGenerator(GenericGroundObjectGenerator):
|
||||
ship.heading = unit.heading
|
||||
group.add_unit(ship)
|
||||
self.set_alarm_state(group)
|
||||
self._register_unit_group(group_def, group)
|
||||
|
||||
|
||||
class GroundObjectsGenerator:
|
||||
@@ -353,40 +435,18 @@ class GroundObjectsGenerator:
|
||||
locations for spawning ground objects, determining their types, and creating
|
||||
the appropriate generators.
|
||||
"""
|
||||
FARP_CAPACITY = 4
|
||||
|
||||
def __init__(self, mission: Mission, conflict: Conflict, game,
|
||||
radio_registry: RadioRegistry, tacan_registry: TacanRegistry):
|
||||
def __init__(self, mission: Mission, game: Game,
|
||||
radio_registry: RadioRegistry, tacan_registry: TacanRegistry,
|
||||
unit_map: UnitMap) -> None:
|
||||
self.m = mission
|
||||
self.conflict = conflict
|
||||
self.game = game
|
||||
self.radio_registry = radio_registry
|
||||
self.tacan_registry = tacan_registry
|
||||
self.unit_map = unit_map
|
||||
self.icls_alloc = iter(range(1, 21))
|
||||
self.runways: Dict[str, RunwayData] = {}
|
||||
|
||||
def generate_farps(self, number_of_units=1) -> Iterator[StaticGroup]:
|
||||
if self.conflict.is_vector:
|
||||
center = self.conflict.center
|
||||
heading = self.conflict.heading - 90
|
||||
else:
|
||||
center, heading = self.conflict.frontline_position(self.conflict.theater, self.conflict.from_cp, self.conflict.to_cp)
|
||||
heading -= 90
|
||||
|
||||
initial_position = center.point_from_heading(heading, FARP_FRONTLINE_DISTANCE)
|
||||
position = self.conflict.find_ground_position(initial_position, heading)
|
||||
if not position:
|
||||
position = initial_position
|
||||
|
||||
for i, _ in enumerate(range(0, number_of_units, self.FARP_CAPACITY)):
|
||||
position = position.point_from_heading(0, i * 275)
|
||||
|
||||
yield self.m.farp(
|
||||
country=self.m.country(self.game.player_country),
|
||||
name="FARP",
|
||||
position=position,
|
||||
)
|
||||
|
||||
def generate(self):
|
||||
for cp in self.game.theater.controlpoints:
|
||||
if cp.captured:
|
||||
@@ -397,25 +457,29 @@ class GroundObjectsGenerator:
|
||||
|
||||
for ground_object in cp.ground_objects:
|
||||
if isinstance(ground_object, BuildingGroundObject):
|
||||
generator = BuildingSiteGenerator(ground_object, country,
|
||||
self.game, self.m)
|
||||
generator = BuildingSiteGenerator(
|
||||
ground_object, country, self.game, self.m,
|
||||
self.unit_map)
|
||||
elif isinstance(ground_object, CarrierGroundObject):
|
||||
generator = CarrierGenerator(ground_object, cp, country,
|
||||
self.game, self.m,
|
||||
self.radio_registry,
|
||||
self.tacan_registry,
|
||||
self.icls_alloc, self.runways)
|
||||
generator = CarrierGenerator(
|
||||
ground_object, cp, country, self.game, self.m,
|
||||
self.radio_registry, self.tacan_registry,
|
||||
self.icls_alloc, self.runways, self.unit_map)
|
||||
elif isinstance(ground_object, LhaGroundObject):
|
||||
generator = CarrierGenerator(ground_object, cp, country,
|
||||
self.game, self.m,
|
||||
self.radio_registry,
|
||||
self.tacan_registry,
|
||||
self.icls_alloc, self.runways)
|
||||
generator = CarrierGenerator(
|
||||
ground_object, cp, country, self.game, self.m,
|
||||
self.radio_registry, self.tacan_registry,
|
||||
self.icls_alloc, self.runways, self.unit_map)
|
||||
elif isinstance(ground_object, ShipGroundObject):
|
||||
generator = ShipObjectGenerator(ground_object, country,
|
||||
self.game, self.m)
|
||||
generator = ShipObjectGenerator(
|
||||
ground_object, country, self.game, self.m,
|
||||
self.unit_map)
|
||||
elif isinstance(ground_object, MissileSiteGroundObject):
|
||||
generator = MissileSiteGenerator(
|
||||
ground_object, country, self.game, self.m,
|
||||
self.unit_map)
|
||||
else:
|
||||
generator = GenericGroundObjectGenerator(ground_object,
|
||||
country, self.game,
|
||||
self.m)
|
||||
generator = GenericGroundObjectGenerator(
|
||||
ground_object, country, self.game, self.m,
|
||||
self.unit_map)
|
||||
generator.generate()
|
||||
|
||||
@@ -26,15 +26,14 @@ import datetime
|
||||
from collections import defaultdict
|
||||
from dataclasses import dataclass
|
||||
from pathlib import Path
|
||||
from typing import Dict, List, Optional, Tuple, TYPE_CHECKING
|
||||
from typing import Dict, List, Optional, TYPE_CHECKING, Tuple
|
||||
|
||||
from PIL import Image, ImageDraw, ImageFont
|
||||
from dcs.mission import Mission
|
||||
from dcs.unittype import FlyingType
|
||||
from tabulate import tabulate
|
||||
|
||||
from game.utils import meter_to_nm
|
||||
from . import units
|
||||
from game.utils import meters
|
||||
from .aircraft import AIRCRAFT_DATA, FlightData
|
||||
from .airsupportgen import AwacsInfo, TankerInfo
|
||||
from .briefinggen import CommInfo, JtacInfo, MissionInfoGenerator
|
||||
@@ -44,6 +43,8 @@ from .runways import RunwayData
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
|
||||
|
||||
class KneeboardPageWriter:
|
||||
"""Creates kneeboard images."""
|
||||
|
||||
@@ -93,6 +94,23 @@ class KneeboardPageWriter:
|
||||
def write(self, path: Path) -> None:
|
||||
self.image.save(path)
|
||||
|
||||
@staticmethod
|
||||
def wrap_line(inputstr: str, max_length: int) -> str:
|
||||
if len(inputstr) <= max_length:
|
||||
return inputstr
|
||||
tokens = inputstr.split(" ")
|
||||
output = ""
|
||||
segments = []
|
||||
for token in tokens:
|
||||
combo = output + " " + token
|
||||
if len(combo) > max_length:
|
||||
combo = output + "\n" + token
|
||||
segments.append(combo)
|
||||
output = ""
|
||||
else:
|
||||
output = combo
|
||||
return "".join(segments + [output]).strip()
|
||||
|
||||
|
||||
class KneeboardPage:
|
||||
"""Base class for all kneeboard pages."""
|
||||
@@ -109,6 +127,9 @@ class NumberedWaypoint:
|
||||
|
||||
|
||||
class FlightPlanBuilder:
|
||||
|
||||
WAYPOINT_DESC_MAX_LEN = 25
|
||||
|
||||
def __init__(self, start_time: datetime.datetime) -> None:
|
||||
self.start_time = start_time
|
||||
self.rows: List[List[str]] = []
|
||||
@@ -150,8 +171,10 @@ class FlightPlanBuilder:
|
||||
def add_waypoint_row(self, waypoint: NumberedWaypoint) -> None:
|
||||
self.rows.append([
|
||||
str(waypoint.number),
|
||||
waypoint.waypoint.pretty_name,
|
||||
str(int(units.meters_to_feet(waypoint.waypoint.alt))),
|
||||
KneeboardPageWriter.wrap_line(
|
||||
waypoint.waypoint.pretty_name,
|
||||
FlightPlanBuilder.WAYPOINT_DESC_MAX_LEN),
|
||||
str(int(waypoint.waypoint.alt.feet)),
|
||||
self._waypoint_distance(waypoint.waypoint),
|
||||
self._ground_speed(waypoint.waypoint),
|
||||
self._format_time(waypoint.waypoint.tot),
|
||||
@@ -168,10 +191,10 @@ class FlightPlanBuilder:
|
||||
if self.last_waypoint is None:
|
||||
return "-"
|
||||
|
||||
distance = meter_to_nm(self.last_waypoint.position.distance_to_point(
|
||||
distance = meters(self.last_waypoint.position.distance_to_point(
|
||||
waypoint.position
|
||||
))
|
||||
return f"{distance} NM"
|
||||
return f"{distance.nautical_miles:.1f} NM"
|
||||
|
||||
def _ground_speed(self, waypoint: FlightWaypoint) -> str:
|
||||
if self.last_waypoint is None:
|
||||
@@ -187,11 +210,11 @@ class FlightPlanBuilder:
|
||||
else:
|
||||
return "-"
|
||||
|
||||
distance = meter_to_nm(self.last_waypoint.position.distance_to_point(
|
||||
distance = meters(self.last_waypoint.position.distance_to_point(
|
||||
waypoint.position
|
||||
))
|
||||
duration = (waypoint.tot - last_time).total_seconds() / 3600
|
||||
return f"{int(distance / duration)} kt"
|
||||
return f"{int(distance.nautical_miles / duration)} kt"
|
||||
|
||||
def build(self) -> List[List[str]]:
|
||||
return self.rows
|
||||
@@ -230,28 +253,35 @@ class BriefingPage(KneeboardPage):
|
||||
"#", "Action", "Alt", "Dist", "GSPD", "Time", "Departure"
|
||||
])
|
||||
|
||||
writer.heading("Comm Ladder")
|
||||
comms = []
|
||||
flight_plan_builder
|
||||
writer.table([
|
||||
["{}lbs".format(self.flight.bingo_fuel), "{}lbs".format(self.flight.joker_fuel)]
|
||||
], ['Bingo', 'Joker'])
|
||||
|
||||
# Package Section
|
||||
writer.heading("Comm ladder")
|
||||
comm_ladder = []
|
||||
for comm in self.comms:
|
||||
comms.append([comm.name, self.format_frequency(comm.freq)])
|
||||
writer.table(comms, headers=["Name", "UHF"])
|
||||
comm_ladder.append([comm.name, '', '', '', self.format_frequency(comm.freq)])
|
||||
|
||||
writer.heading("AWACS")
|
||||
awacs = []
|
||||
for a in self.awacs:
|
||||
awacs.append([a.callsign, self.format_frequency(a.freq)])
|
||||
writer.table(awacs, headers=["Callsign", "UHF"])
|
||||
|
||||
writer.heading("Tankers")
|
||||
tankers = []
|
||||
comm_ladder.append([
|
||||
a.callsign,
|
||||
'AWACS',
|
||||
'',
|
||||
'',
|
||||
self.format_frequency(a.freq)
|
||||
])
|
||||
for tanker in self.tankers:
|
||||
tankers.append([
|
||||
comm_ladder.append([
|
||||
tanker.callsign,
|
||||
"Tanker",
|
||||
tanker.variant,
|
||||
str(tanker.tacan),
|
||||
self.format_frequency(tanker.freq),
|
||||
])
|
||||
writer.table(tankers, headers=["Callsign", "Type", "TACAN", "UHF"])
|
||||
])
|
||||
|
||||
writer.table(comm_ladder, headers=["Callsign","Task", "Type", "TACAN", "FREQ"])
|
||||
|
||||
writer.heading("JTAC")
|
||||
jtacs = []
|
||||
|
||||
@@ -8,7 +8,7 @@ from gen.locations.preset_control_point_locations import PresetControlPointLocat
|
||||
from gen.locations.preset_locations import PresetLocation
|
||||
|
||||
|
||||
class PresetLocationFinder:
|
||||
class MizDataLocationFinder:
|
||||
|
||||
@staticmethod
|
||||
def compute_possible_locations(terrain_name: str, cp_name: str) -> PresetControlPointLocations:
|
||||
|
||||
130
gen/naming.py
130
gen/naming.py
@@ -1,16 +1,21 @@
|
||||
from game import db
|
||||
import random
|
||||
import time
|
||||
from typing import List
|
||||
|
||||
ALPHA_MILITARY = ["Alpha","Bravo","Charlie","Delta","Echo","Foxtrot",
|
||||
"Golf","Hotel","India","Juliet","Kilo","Lima","Mike",
|
||||
"November","Oscar","Papa","Quebec","Romeo","Sierra",
|
||||
"Tango","Uniform","Victor","Whisky","XRay","Yankee",
|
||||
"Zulu","Zero"]
|
||||
from dcs.country import Country
|
||||
from dcs.unittype import UnitType
|
||||
|
||||
class NameGenerator:
|
||||
number = 0
|
||||
from game import db
|
||||
|
||||
ANIMALS = [
|
||||
from gen.flights.flight import Flight
|
||||
|
||||
ALPHA_MILITARY = ["Alpha", "Bravo", "Charlie", "Delta", "Echo", "Foxtrot",
|
||||
"Golf", "Hotel", "India", "Juliet", "Kilo", "Lima", "Mike",
|
||||
"November", "Oscar", "Papa", "Quebec", "Romeo", "Sierra",
|
||||
"Tango", "Uniform", "Victor", "Whisky", "XRay", "Yankee",
|
||||
"Zulu", "Zero"]
|
||||
|
||||
ANIMALS = [
|
||||
"SHARK", "TORTOISE", "BAT", "PANGOLIN", "AARDWOLF",
|
||||
"MONKEY", "BUFFALO", "DOG", "BOBCAT", "LYNX", "PANTHER", "TIGER",
|
||||
"LION", "OWL", "BUTTERFLY", "BISON", "DUCK", "COBRA", "MAMBA",
|
||||
@@ -38,47 +43,92 @@ class NameGenerator:
|
||||
"ANACONDA"
|
||||
]
|
||||
|
||||
def __init__(self):
|
||||
self.number = 0
|
||||
self.ANIMALS = NameGenerator.ANIMALS.copy()
|
||||
class NameGenerator:
|
||||
number = 0
|
||||
infantry_number = 0
|
||||
aircraft_number = 0
|
||||
|
||||
def reset(self):
|
||||
self.number = 0
|
||||
self.ANIMALS = NameGenerator.ANIMALS.copy()
|
||||
ANIMALS = ANIMALS
|
||||
existing_alphas: List[str] = []
|
||||
|
||||
def next_unit_name(self, country, parent_base_id, unit_type):
|
||||
self.number += 1
|
||||
return "unit|{}|{}|{}|{}|".format(country.id, self.number, parent_base_id, db.unit_type_name(unit_type))
|
||||
@classmethod
|
||||
def reset(cls):
|
||||
cls.number = 0
|
||||
cls.infantry_number = 0
|
||||
cls.ANIMALS = ANIMALS
|
||||
cls.existing_alphas = []
|
||||
|
||||
def next_infantry_name(self, country, parent_base_id, unit_type):
|
||||
self.number += 1
|
||||
return "infantry|{}|{}|{}|{}|".format(country.id, self.number, parent_base_id, db.unit_type_name(unit_type))
|
||||
@classmethod
|
||||
def reset_numbers(cls):
|
||||
cls.number = 0
|
||||
cls.infantry_number = 0
|
||||
cls.aircraft_number = 0
|
||||
|
||||
def next_basedefense_name(self):
|
||||
@classmethod
|
||||
def next_aircraft_name(cls, country: Country, parent_base_id: int, flight: Flight):
|
||||
cls.aircraft_number += 1
|
||||
try:
|
||||
if flight.custom_name:
|
||||
name_str = flight.custom_name
|
||||
else:
|
||||
name_str = "{} {}".format(
|
||||
flight.package.target.name, flight.flight_type)
|
||||
except AttributeError: # Here to maintain save compatibility with 2.3
|
||||
name_str = "{} {}".format(
|
||||
flight.package.target.name, flight.flight_type)
|
||||
return "{}|{}|{}|{}|{}|".format(name_str, country.id, cls.aircraft_number, parent_base_id, db.unit_type_name(flight.unit_type))
|
||||
|
||||
@classmethod
|
||||
def next_unit_name(cls, country: Country, parent_base_id: int, unit_type: UnitType):
|
||||
cls.number += 1
|
||||
return "unit|{}|{}|{}|{}|".format(country.id, cls.number, parent_base_id, db.unit_type_name(unit_type))
|
||||
|
||||
@classmethod
|
||||
def next_infantry_name(cls, country: Country, parent_base_id: int, unit_type: UnitType):
|
||||
cls.infantry_number += 1
|
||||
return "infantry|{}|{}|{}|{}|".format(country.id, cls.infantry_number, parent_base_id, db.unit_type_name(unit_type))
|
||||
|
||||
@staticmethod
|
||||
def next_basedefense_name():
|
||||
return "basedefense_aa|0|0|"
|
||||
|
||||
def next_awacs_name(self, country):
|
||||
self.number += 1
|
||||
return "awacs|{}|{}|0|".format(country.id, self.number)
|
||||
@classmethod
|
||||
def next_awacs_name(cls, country: Country):
|
||||
cls.number += 1
|
||||
return "awacs|{}|{}|0|".format(country.id, cls.number)
|
||||
|
||||
def next_tanker_name(self, country, unit_type):
|
||||
self.number += 1
|
||||
return "tanker|{}|{}|0|{}".format(country.id, self.number, db.unit_type_name(unit_type))
|
||||
@classmethod
|
||||
def next_tanker_name(cls, country: Country, unit_type: UnitType):
|
||||
cls.number += 1
|
||||
return "tanker|{}|{}|0|{}".format(country.id, cls.number, db.unit_type_name(unit_type))
|
||||
|
||||
def next_carrier_name(self, country):
|
||||
self.number += 1
|
||||
return "carrier|{}|{}|0|".format(country.id, self.number)
|
||||
@classmethod
|
||||
def next_carrier_name(cls, country: Country):
|
||||
cls.number += 1
|
||||
return "carrier|{}|{}|0|".format(country.id, cls.number)
|
||||
|
||||
def random_objective_name(self):
|
||||
if len(self.ANIMALS) == 0:
|
||||
return random.choice(ALPHA_MILITARY).upper() + "#" + str(random.randint(0, 100))
|
||||
@classmethod
|
||||
def random_objective_name(cls):
|
||||
if len(cls.ANIMALS) == 0:
|
||||
for i in range(10):
|
||||
new_name_generated = True
|
||||
alpha_mil_name = random.choice(ALPHA_MILITARY).upper() + "#" + str(random.randint(0, 100))
|
||||
for existing_name in cls.existing_alphas:
|
||||
if existing_name == alpha_mil_name:
|
||||
new_name_generated = False
|
||||
if new_name_generated:
|
||||
cls.existing_alphas.append(alpha_mil_name)
|
||||
return alpha_mil_name
|
||||
|
||||
# At this point, give up trying - something has gone wrong and we haven't been able to make a new name in 10 tries.
|
||||
# We'll just make a longer name using the current unix epoch in nanoseconds. That should be unique... right?
|
||||
last_chance_name = alpha_mil_name + str(time.time_ns())
|
||||
cls.existing_alphas.append(last_chance_name)
|
||||
return last_chance_name
|
||||
else:
|
||||
animal = random.choice(self.ANIMALS)
|
||||
self.ANIMALS.remove(animal)
|
||||
animal = random.choice(cls.ANIMALS)
|
||||
cls.ANIMALS.remove(animal)
|
||||
return animal
|
||||
|
||||
|
||||
namegen = NameGenerator()
|
||||
|
||||
|
||||
|
||||
namegen = NameGenerator
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
"""Radio frequency types and allocators."""
|
||||
import itertools
|
||||
import logging
|
||||
from dataclasses import dataclass
|
||||
from typing import Dict, Iterator, List, Set
|
||||
|
||||
@@ -71,12 +72,9 @@ class Radio:
|
||||
self.minimum.hertz, self.maximum.hertz, self.step.hertz
|
||||
))
|
||||
|
||||
|
||||
class OutOfChannelsError(RuntimeError):
|
||||
"""Raised when all channels usable by this radio have been allocated."""
|
||||
|
||||
def __init__(self, radio: Radio) -> None:
|
||||
super().__init__(f"No available channels for {radio}")
|
||||
@property
|
||||
def last_channel(self) -> RadioFrequency:
|
||||
return RadioFrequency(self.maximum.hertz - self.step.hertz)
|
||||
|
||||
|
||||
class ChannelInUseError(RuntimeError):
|
||||
@@ -215,7 +213,13 @@ class RadioRegistry:
|
||||
self.reserve(channel)
|
||||
return channel
|
||||
except StopIteration:
|
||||
raise OutOfChannelsError(radio)
|
||||
# In the event of too many channel users, fail gracefully by reusing
|
||||
# the last channel.
|
||||
# https://github.com/Khopa/dcs_liberation/issues/598
|
||||
channel = radio.last_channel
|
||||
logging.warning(
|
||||
f"No more free channels for {radio.name}. Reusing {channel}.")
|
||||
return channel
|
||||
|
||||
def alloc_uhf(self) -> RadioFrequency:
|
||||
"""Allocates a UHF radio channel suitable for inter-flight comms.
|
||||
|
||||
@@ -8,7 +8,6 @@ from typing import Iterator, Optional
|
||||
from dcs.terrain.terrain import Airport
|
||||
|
||||
from game.weather import Conditions
|
||||
from theater import ControlPoint, ControlPointType
|
||||
from .airfields import AIRFIELD_DATA
|
||||
from .radios import RadioFrequency
|
||||
from .tacan import TacanChannel
|
||||
@@ -117,23 +116,3 @@ class RunwayAssigner:
|
||||
# Otherwise the only difference between the two is the distance from
|
||||
# parking, which we don't know, so just pick the first one.
|
||||
return best_runways[0]
|
||||
|
||||
def takeoff_heading(self, departure: ControlPoint) -> int:
|
||||
if departure.cptype == ControlPointType.AIRBASE:
|
||||
return self.get_preferred_runway(departure.airport).runway_heading
|
||||
elif departure.is_fleet:
|
||||
# The carrier will be angled into the wind automatically.
|
||||
return (self.conditions.weather.wind.at_0m.direction + 180) % 360
|
||||
logging.warning(
|
||||
f"Unhandled departure control point: {departure.cptype}")
|
||||
return 0
|
||||
|
||||
def landing_heading(self, arrival: ControlPoint) -> int:
|
||||
if arrival.cptype == ControlPointType.AIRBASE:
|
||||
return self.get_preferred_runway(arrival.airport).runway_heading
|
||||
elif arrival.is_fleet:
|
||||
# The carrier will be angled into the wind automatically.
|
||||
return (self.conditions.weather.wind.at_0m.direction + 180) % 360
|
||||
logging.warning(
|
||||
f"Unhandled departure control point: {arrival.cptype}")
|
||||
return 0
|
||||
|
||||
@@ -2,10 +2,13 @@ import random
|
||||
|
||||
from dcs.vehicles import AirDefence
|
||||
|
||||
from gen.sam.group_generator import GroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class BoforsGenerator(GroupGenerator):
|
||||
class BoforsGenerator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a Bofors flak artillery group
|
||||
"""
|
||||
@@ -25,4 +28,8 @@ class BoforsGenerator(GroupGenerator):
|
||||
index = index+1
|
||||
self.add_unit(AirDefence.AAA_Bofors_40mm, "AAA#" + str(index),
|
||||
self.position.x + spacing*i,
|
||||
self.position.y + spacing*j, self.heading)
|
||||
self.position.y + spacing*j, self.heading)
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
|
||||
@@ -2,11 +2,22 @@ import random
|
||||
|
||||
from dcs.vehicles import AirDefence, Unarmed
|
||||
|
||||
from gen.sam.group_generator import GroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
GFLAK = [AirDefence.AAA_Flak_Vierling_38, AirDefence.AAA_8_8cm_Flak_18, AirDefence.AAA_8_8cm_Flak_36, AirDefence.AAA_8_8cm_Flak_37, AirDefence.AAA_8_8cm_Flak_41, AirDefence.AAA_Flak_38]
|
||||
GFLAK = [
|
||||
AirDefence.AAA_Flak_Vierling_38,
|
||||
AirDefence.AAA_8_8cm_Flak_18,
|
||||
AirDefence.AAA_8_8cm_Flak_36,
|
||||
AirDefence.AAA_8_8cm_Flak_37,
|
||||
AirDefence.AAA_8_8cm_Flak_41,
|
||||
AirDefence.AAA_Flak_38,
|
||||
]
|
||||
|
||||
class FlakGenerator(GroupGenerator):
|
||||
|
||||
class FlakGenerator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a German flak artillery group
|
||||
"""
|
||||
@@ -18,7 +29,7 @@ class FlakGenerator(GroupGenerator):
|
||||
grid_x = random.randint(2, 3)
|
||||
grid_y = random.randint(2, 3)
|
||||
|
||||
spacing = random.randint(30, 60)
|
||||
spacing = random.randint(20, 35)
|
||||
|
||||
index = 0
|
||||
mixed = random.choice([True, False])
|
||||
@@ -35,7 +46,7 @@ class FlakGenerator(GroupGenerator):
|
||||
unit_type = random.choice(GFLAK)
|
||||
|
||||
# Search lights
|
||||
search_pos = self.get_circular_position(random.randint(2,3), 90)
|
||||
search_pos = self.get_circular_position(random.randint(2,3), 80)
|
||||
for index, pos in enumerate(search_pos):
|
||||
self.add_unit(AirDefence.Flak_Searchlight_37, "SearchLight#" + str(index), pos[0], pos[1], self.heading)
|
||||
|
||||
@@ -51,6 +62,10 @@ class FlakGenerator(GroupGenerator):
|
||||
# Some Opel Blitz trucks
|
||||
for i in range(int(max(1,grid_x/2))):
|
||||
for j in range(int(max(1,grid_x/2))):
|
||||
self.add_unit(Unarmed.Blitz_3_6_6700A, "AAA#" + str(index),
|
||||
self.position.x + 200 + 15*i + random.randint(1,5),
|
||||
self.position.y + 15*j + random.randint(1,5), 90)
|
||||
self.add_unit(Unarmed.Blitz_3_6_6700A, "BLITZ#" + str(index),
|
||||
self.position.x + 125 + 15*i + random.randint(1,5),
|
||||
self.position.y + 15*j + random.randint(1,5), 75)
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
|
||||
@@ -2,10 +2,13 @@ import random
|
||||
|
||||
from dcs.vehicles import AirDefence, Unarmed
|
||||
|
||||
from gen.sam.group_generator import GroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class Flak18Generator(GroupGenerator):
|
||||
class Flak18Generator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a German flak artillery group using only free units, thus not requiring the WW2 asset pack
|
||||
"""
|
||||
@@ -27,3 +30,7 @@ class Flak18Generator(GroupGenerator):
|
||||
|
||||
# Add a commander truck
|
||||
self.add_unit(Unarmed.Blitz_3_6_6700A, "Blitz#", self.position.x - 35, self.position.y - 20, self.heading)
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
|
||||
34
gen/sam/aaa_ks19.py
Normal file
34
gen/sam/aaa_ks19.py
Normal file
@@ -0,0 +1,34 @@
|
||||
import random
|
||||
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
from pydcs_extensions.highdigitsams import highdigitsams
|
||||
|
||||
|
||||
class KS19Generator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a KS 19 flak artillery group (KS-19 from the High Digit SAM mod)
|
||||
"""
|
||||
|
||||
name = "KS-19 AAA Site"
|
||||
price = 98
|
||||
|
||||
def generate(self):
|
||||
|
||||
spacing = random.randint(10, 40)
|
||||
|
||||
self.add_unit(highdigitsams.AAA_SON_9_Fire_Can, "TR", self.position.x - 20, self.position.y - 20, self.heading)
|
||||
|
||||
index = 0
|
||||
for i in range(3):
|
||||
for j in range(3):
|
||||
index = index + 1
|
||||
self.add_unit(highdigitsams.AAA_100mm_KS_19, "AAA#" + str(index),
|
||||
self.position.x + spacing * i,
|
||||
self.position.y + spacing * j, self.heading)
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
@@ -1,11 +1,14 @@
|
||||
import random
|
||||
|
||||
from dcs.vehicles import AirDefence, Unarmed, Armor
|
||||
from dcs.vehicles import AirDefence, Armor, Unarmed
|
||||
|
||||
from gen.sam.group_generator import GroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class AllyWW2FlakGenerator(GroupGenerator):
|
||||
class AllyWW2FlakGenerator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate an ally flak artillery group
|
||||
"""
|
||||
@@ -15,15 +18,15 @@ class AllyWW2FlakGenerator(GroupGenerator):
|
||||
|
||||
def generate(self):
|
||||
|
||||
positions = self.get_circular_position(4, launcher_distance=50, coverage=360)
|
||||
positions = self.get_circular_position(4, launcher_distance=30, coverage=360)
|
||||
for i, position in enumerate(positions):
|
||||
self.add_unit(AirDefence.AA_gun_QF_3_7, "AA#" + str(i), position[0], position[1], position[2])
|
||||
|
||||
positions = self.get_circular_position(8, launcher_distance=100, coverage=360)
|
||||
positions = self.get_circular_position(8, launcher_distance=60, coverage=360)
|
||||
for i, position in enumerate(positions):
|
||||
self.add_unit(AirDefence.AAA_M1_37mm, "AA#" + str(4 + i), position[0], position[1], position[2])
|
||||
|
||||
positions = self.get_circular_position(8, launcher_distance=150, coverage=360)
|
||||
positions = self.get_circular_position(8, launcher_distance=90, coverage=360)
|
||||
for i, position in enumerate(positions):
|
||||
self.add_unit(AirDefence.AAA_M45_Quadmount, "AA#" + str(12 + i), position[0], position[1], position[2])
|
||||
|
||||
@@ -32,3 +35,7 @@ class AllyWW2FlakGenerator(GroupGenerator):
|
||||
self.add_unit(Armor.M30_Cargo_Carrier, "LOG#1", self.position.x, self.position.y + 20, random.randint(0, 360))
|
||||
self.add_unit(Armor.M4_Tractor, "LOG#2", self.position.x + 20, self.position.y, random.randint(0, 360))
|
||||
self.add_unit(Unarmed.Bedford_MWD, "LOG#3", self.position.x - 20, self.position.y, random.randint(0, 360))
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
|
||||
25
gen/sam/aaa_zsu57.py
Normal file
25
gen/sam/aaa_zsu57.py
Normal file
@@ -0,0 +1,25 @@
|
||||
from dcs.vehicles import AirDefence
|
||||
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class ZSU57Generator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a Zsu 57 group
|
||||
"""
|
||||
|
||||
name = "ZSU-57-2 Group"
|
||||
price = 60
|
||||
|
||||
def generate(self):
|
||||
num_launchers = 5
|
||||
positions = self.get_circular_position(num_launchers, launcher_distance=110, coverage=360)
|
||||
for i, position in enumerate(positions):
|
||||
self.add_unit(AirDefence.AAA_ZSU_57_2, "SPAA#" + str(i), position[0], position[1], position[2])
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
@@ -2,10 +2,13 @@ import random
|
||||
|
||||
from dcs.vehicles import AirDefence
|
||||
|
||||
from gen.sam.group_generator import GroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class ZU23InsurgentGenerator(GroupGenerator):
|
||||
class ZU23InsurgentGenerator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a ZU23 insurgent flak artillery group
|
||||
"""
|
||||
@@ -25,4 +28,8 @@ class ZU23InsurgentGenerator(GroupGenerator):
|
||||
index = index+1
|
||||
self.add_unit(AirDefence.AAA_ZU_23_Insurgent_Closed, "AAA#" + str(index),
|
||||
self.position.x + spacing*i,
|
||||
self.position.y + spacing*j, self.heading)
|
||||
self.position.y + spacing*j, self.heading)
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
|
||||
50
gen/sam/airdefensegroupgenerator.py
Normal file
50
gen/sam/airdefensegroupgenerator.py
Normal file
@@ -0,0 +1,50 @@
|
||||
import logging
|
||||
from abc import ABC, abstractmethod
|
||||
from enum import Enum
|
||||
from typing import Iterator, List
|
||||
|
||||
from dcs.unitgroup import VehicleGroup
|
||||
|
||||
from game import Game
|
||||
from gen.sam.group_generator import GroupGenerator
|
||||
from game.theater.theatergroundobject import SamGroundObject
|
||||
|
||||
|
||||
class AirDefenseRange(Enum):
|
||||
Short = "short"
|
||||
Medium = "medium"
|
||||
Long = "long"
|
||||
|
||||
|
||||
class AirDefenseGroupGenerator(GroupGenerator, ABC):
|
||||
"""
|
||||
This is the base for all SAM group generators
|
||||
"""
|
||||
|
||||
def __init__(self, game: Game, ground_object: SamGroundObject) -> None:
|
||||
ground_object.skynet_capable = True
|
||||
super().__init__(game, ground_object)
|
||||
|
||||
self.auxiliary_groups: List[VehicleGroup] = []
|
||||
|
||||
def add_auxiliary_group(self, name_suffix: str) -> VehicleGroup:
|
||||
group = VehicleGroup(self.game.next_group_id(),
|
||||
"|".join([self.go.group_name, name_suffix]))
|
||||
self.auxiliary_groups.append(group)
|
||||
return group
|
||||
|
||||
def get_generated_group(self) -> VehicleGroup:
|
||||
raise RuntimeError(
|
||||
"Deprecated call to AirDefenseGroupGenerator.get_generated_group "
|
||||
"misses auxiliary groups. Use AirDefenseGroupGenerator.groups "
|
||||
"instead.")
|
||||
|
||||
@property
|
||||
def groups(self) -> Iterator[VehicleGroup]:
|
||||
yield self.vg
|
||||
yield from self.auxiliary_groups
|
||||
|
||||
@classmethod
|
||||
@abstractmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
...
|
||||
@@ -2,10 +2,14 @@ import random
|
||||
|
||||
from dcs.vehicles import AirDefence, Unarmed
|
||||
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
from gen.sam.group_generator import GroupGenerator
|
||||
|
||||
|
||||
class EarlyColdWarFlakGenerator(GroupGenerator):
|
||||
class EarlyColdWarFlakGenerator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generator attempt to mimic an early cold-war era flak AAA site.
|
||||
The Flak 18 88mm is used as the main long range gun and 2 Bofors 40mm guns provide short range protection.
|
||||
@@ -32,14 +36,18 @@ class EarlyColdWarFlakGenerator(GroupGenerator):
|
||||
# Short range guns
|
||||
self.add_unit(AirDefence.AAA_Bofors_40mm, "SHO#1",
|
||||
self.position.x - 40, self.position.y - 40, self.heading + 180),
|
||||
self.add_unit(AirDefence.AAA_Bofors_40mm, "SHO#1",
|
||||
self.add_unit(AirDefence.AAA_Bofors_40mm, "SHO#2",
|
||||
self.position.x + spacing * 2 + 40, self.position.y + spacing + 40, self.heading),
|
||||
|
||||
# Add a truck
|
||||
self.add_unit(Unarmed.Transport_KAMAZ_43101, "Truck#", self.position.x - 60, self.position.y - 20, self.heading)
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
|
||||
class ColdWarFlakGenerator(GroupGenerator):
|
||||
|
||||
class ColdWarFlakGenerator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generator attempt to mimic a cold-war era flak AAA site.
|
||||
The Flak 18 88mm is used as the main long range gun while 2 Zu-23 guns provide short range protection.
|
||||
@@ -65,8 +73,12 @@ class ColdWarFlakGenerator(GroupGenerator):
|
||||
# Short range guns
|
||||
self.add_unit(AirDefence.AAA_ZU_23_Closed, "SHO#1",
|
||||
self.position.x - 40, self.position.y - 40, self.heading + 180),
|
||||
self.add_unit(AirDefence.AAA_ZU_23_Closed, "SHO#1",
|
||||
self.add_unit(AirDefence.AAA_ZU_23_Closed, "SHO#2",
|
||||
self.position.x + spacing * 2 + 40, self.position.y + spacing + 40, self.heading),
|
||||
|
||||
# Add a P19 Radar for EWR
|
||||
self.add_unit(AirDefence.SAM_SR_P_19, "SR#0", self.position.x - 60, self.position.y - 20, self.heading)
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
|
||||
@@ -1,11 +1,12 @@
|
||||
import random
|
||||
from dcs.vehicles import AirDefence, Infantry, Unarmed
|
||||
|
||||
from dcs.vehicles import AirDefence, Unarmed, Infantry
|
||||
|
||||
from gen.sam.group_generator import GroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class FreyaGenerator(GroupGenerator):
|
||||
class FreyaGenerator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a German flak artillery group using only free units, thus not requiring the WW2 asset pack
|
||||
"""
|
||||
@@ -36,4 +37,8 @@ class FreyaGenerator(GroupGenerator):
|
||||
self.add_unit(AirDefence.AAA_Kdo_G_40, "Telemeter#1", self.position.x + 20, self.position.y - 10, self.heading)
|
||||
self.add_unit(Infantry.Infantry_Mauser_98, "Inf#1", self.position.x + 20, self.position.y - 14, self.heading)
|
||||
self.add_unit(Infantry.Infantry_Mauser_98, "Inf#2", self.position.x + 20, self.position.y - 22, self.heading)
|
||||
self.add_unit(Infantry.Infantry_Mauser_98, "Inf#3", self.position.x + 20, self.position.y - 24, self.heading + 45)
|
||||
self.add_unit(Infantry.Infantry_Mauser_98, "Inf#3", self.position.x + 20, self.position.y - 24, self.heading + 45)
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
|
||||
@@ -1,15 +0,0 @@
|
||||
from abc import ABC
|
||||
|
||||
from game import Game
|
||||
from gen.sam.group_generator import GroupGenerator
|
||||
from theater.theatergroundobject import SamGroundObject
|
||||
|
||||
|
||||
class GenericSamGroupGenerator(GroupGenerator, ABC):
|
||||
"""
|
||||
This is the base for all SAM group generators
|
||||
"""
|
||||
|
||||
def __init__(self, game: Game, ground_object: SamGroundObject) -> None:
|
||||
ground_object.skynet_capable = True
|
||||
super().__init__(game, ground_object)
|
||||
@@ -1,15 +1,17 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import math
|
||||
import random
|
||||
from typing import TYPE_CHECKING, Optional
|
||||
from typing import TYPE_CHECKING, Type
|
||||
|
||||
from dcs import unitgroup
|
||||
from dcs.mapping import Point
|
||||
from dcs.point import PointAction
|
||||
from dcs.unit import Vehicle, Ship
|
||||
from dcs.unit import Ship, Vehicle
|
||||
from dcs.unittype import VehicleType
|
||||
|
||||
from game.factions.faction import Faction
|
||||
from theater.theatergroundobject import TheaterGroundObject
|
||||
from game.theater.theatergroundobject import TheaterGroundObject
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game.game import Game
|
||||
@@ -38,14 +40,19 @@ class GroupGenerator:
|
||||
def get_generated_group(self) -> unitgroup.VehicleGroup:
|
||||
return self.vg
|
||||
|
||||
def add_unit(self, unit_type: VehicleType, name: str, pos_x: float,
|
||||
def add_unit(self, unit_type: Type[VehicleType], name: str, pos_x: float,
|
||||
pos_y: float, heading: int) -> Vehicle:
|
||||
return self.add_unit_to_group(self.vg, unit_type, name,
|
||||
Point(pos_x, pos_y), heading)
|
||||
|
||||
def add_unit_to_group(self, group: unitgroup.VehicleGroup,
|
||||
unit_type: Type[VehicleType], name: str,
|
||||
position: Point, heading: int) -> Vehicle:
|
||||
unit = Vehicle(self.game.next_unit_id(),
|
||||
f"{self.go.group_name}|{name}", unit_type.id)
|
||||
unit.position.x = pos_x
|
||||
unit.position.y = pos_y
|
||||
f"{group.name}|{name}", unit_type.id)
|
||||
unit.position = position
|
||||
unit.heading = heading
|
||||
self.vg.add_unit(unit)
|
||||
group.add_unit(unit)
|
||||
return unit
|
||||
|
||||
def get_circular_position(self, num_units, launcher_distance, coverage=90):
|
||||
|
||||
@@ -2,10 +2,13 @@ import random
|
||||
|
||||
from dcs.vehicles import AirDefence, Unarmed
|
||||
|
||||
from gen.sam.group_generator import GroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class AvengerGenerator(GroupGenerator):
|
||||
class AvengerGenerator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate an Avenger group
|
||||
"""
|
||||
@@ -20,3 +23,7 @@ class AvengerGenerator(GroupGenerator):
|
||||
positions = self.get_circular_position(num_launchers, launcher_distance=110, coverage=180)
|
||||
for i, position in enumerate(positions):
|
||||
self.add_unit(AirDefence.SAM_Avenger_M1097, "SPAA#" + str(i), position[0], position[1], position[2])
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
|
||||
@@ -2,10 +2,13 @@ import random
|
||||
|
||||
from dcs.vehicles import AirDefence, Unarmed
|
||||
|
||||
from gen.sam.group_generator import GroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class ChaparralGenerator(GroupGenerator):
|
||||
class ChaparralGenerator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a Chaparral group
|
||||
"""
|
||||
@@ -20,3 +23,7 @@ class ChaparralGenerator(GroupGenerator):
|
||||
positions = self.get_circular_position(num_launchers, launcher_distance=110, coverage=180)
|
||||
for i, position in enumerate(positions):
|
||||
self.add_unit(AirDefence.SAM_Chaparral_M48, "SPAA#" + str(i), position[0], position[1], position[2])
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
|
||||
@@ -2,10 +2,13 @@ import random
|
||||
|
||||
from dcs.vehicles import AirDefence, Unarmed
|
||||
|
||||
from gen.sam.group_generator import GroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class GepardGenerator(GroupGenerator):
|
||||
class GepardGenerator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a Gepard group
|
||||
"""
|
||||
@@ -19,3 +22,6 @@ class GepardGenerator(GroupGenerator):
|
||||
self.add_unit(AirDefence.SPAAA_Gepard, "SPAAA2", self.position.x, self.position.y, self.heading)
|
||||
self.add_unit(Unarmed.Transport_M818, "TRUCK", self.position.x + 80, self.position.y, self.heading)
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
|
||||
@@ -1,18 +1,28 @@
|
||||
import random
|
||||
from typing import List, Optional, Type
|
||||
from typing import Dict, Iterable, List, Optional, Sequence, Set, Type
|
||||
|
||||
from dcs.vehicles import AirDefence
|
||||
from dcs.unitgroup import VehicleGroup
|
||||
from dcs.vehicles import AirDefence
|
||||
|
||||
from game import Game, db
|
||||
from game import Game
|
||||
from game.factions.faction import Faction
|
||||
from game.theater import TheaterGroundObject
|
||||
from game.theater.theatergroundobject import SamGroundObject
|
||||
from gen.sam.aaa_bofors import BoforsGenerator
|
||||
from gen.sam.aaa_flak import FlakGenerator
|
||||
from gen.sam.aaa_flak18 import Flak18Generator
|
||||
from gen.sam.aaa_ks19 import KS19Generator
|
||||
from gen.sam.aaa_ww2_ally_flak import AllyWW2FlakGenerator
|
||||
from gen.sam.aaa_zsu57 import ZSU57Generator
|
||||
from gen.sam.aaa_zu23_insurgent import ZU23InsurgentGenerator
|
||||
from gen.sam.cold_war_flak import EarlyColdWarFlakGenerator, ColdWarFlakGenerator
|
||||
|
||||
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseGroupGenerator,
|
||||
AirDefenseRange,
|
||||
)
|
||||
from gen.sam.cold_war_flak import (
|
||||
ColdWarFlakGenerator,
|
||||
EarlyColdWarFlakGenerator,
|
||||
)
|
||||
from gen.sam.ewrs import (
|
||||
BigBirdGenerator,
|
||||
BoxSpringGenerator,
|
||||
@@ -25,6 +35,7 @@ from gen.sam.ewrs import (
|
||||
StraightFlushGenerator,
|
||||
TallRackGenerator,
|
||||
)
|
||||
from gen.sam.freya_ewr import FreyaGenerator
|
||||
from gen.sam.group_generator import GroupGenerator
|
||||
from gen.sam.sam_avenger import AvengerGenerator
|
||||
from gen.sam.sam_chaparral import ChaparralGenerator
|
||||
@@ -35,10 +46,15 @@ from gen.sam.sam_linebacker import LinebackerGenerator
|
||||
from gen.sam.sam_patriot import PatriotGenerator
|
||||
from gen.sam.sam_rapier import RapierGenerator
|
||||
from gen.sam.sam_roland import RolandGenerator
|
||||
from gen.sam.sam_sa10 import SA10Generator
|
||||
from gen.sam.sam_sa10 import (
|
||||
SA10Generator,
|
||||
Tier2SA10Generator,
|
||||
Tier3SA10Generator, SA10BGenerator, SA12Generator, SA20Generator, SA20BGenerator, SA23Generator,
|
||||
)
|
||||
from gen.sam.sam_sa11 import SA11Generator
|
||||
from gen.sam.sam_sa13 import SA13Generator
|
||||
from gen.sam.sam_sa15 import SA15Generator
|
||||
from gen.sam.sam_sa17 import SA17Generator
|
||||
from gen.sam.sam_sa19 import SA19Generator
|
||||
from gen.sam.sam_sa2 import SA2Generator
|
||||
from gen.sam.sam_sa3 import SA3Generator
|
||||
@@ -50,11 +66,8 @@ from gen.sam.sam_zsu23 import ZSU23Generator
|
||||
from gen.sam.sam_zu23 import ZU23Generator
|
||||
from gen.sam.sam_zu23_ural import ZU23UralGenerator
|
||||
from gen.sam.sam_zu23_ural_insurgent import ZU23UralInsurgentGenerator
|
||||
from gen.sam.freya_ewr import FreyaGenerator
|
||||
from theater import TheaterGroundObject
|
||||
from theater.theatergroundobject import SamGroundObject
|
||||
|
||||
SAM_MAP = {
|
||||
SAM_MAP: Dict[str, Type[AirDefenseGroupGenerator]] = {
|
||||
"HawkGenerator": HawkGenerator,
|
||||
"ZU23Generator": ZU23Generator,
|
||||
"ZU23UralGenerator": ZU23UralGenerator,
|
||||
@@ -77,6 +90,8 @@ SAM_MAP = {
|
||||
"SA8Generator": SA8Generator,
|
||||
"SA9Generator": SA9Generator,
|
||||
"SA10Generator": SA10Generator,
|
||||
"Tier2SA10Generator": Tier2SA10Generator,
|
||||
"Tier3SA10Generator": Tier3SA10Generator,
|
||||
"SA11Generator": SA11Generator,
|
||||
"SA13Generator": SA13Generator,
|
||||
"SA15Generator": SA15Generator,
|
||||
@@ -86,9 +101,19 @@ SAM_MAP = {
|
||||
"ColdWarFlakGenerator": ColdWarFlakGenerator,
|
||||
"EarlyColdWarFlakGenerator": EarlyColdWarFlakGenerator,
|
||||
"FreyaGenerator": FreyaGenerator,
|
||||
"AllyWW2FlakGenerator": AllyWW2FlakGenerator
|
||||
"AllyWW2FlakGenerator": AllyWW2FlakGenerator,
|
||||
"ZSU57Generator": ZSU57Generator,
|
||||
|
||||
"KS19Generator": KS19Generator,
|
||||
"SA10BGenerator": SA10BGenerator,
|
||||
"SA12Generator": SA12Generator,
|
||||
"SA17Generator": SA17Generator,
|
||||
"SA20Generator": SA20Generator,
|
||||
"SA20BGenerator": SA20BGenerator,
|
||||
"SA23Generator": SA23Generator,
|
||||
}
|
||||
|
||||
|
||||
SAM_PRICES = {
|
||||
AirDefence.SAM_Hawk_PCP: 35,
|
||||
AirDefence.AAA_ZU_23_Emplacement: 10,
|
||||
@@ -137,42 +162,75 @@ EWR_MAP = {
|
||||
}
|
||||
|
||||
|
||||
def get_faction_possible_sams_generator(faction: str) -> List[Type[GroupGenerator]]:
|
||||
def get_faction_possible_sams_generator(
|
||||
faction: Faction) -> List[Type[AirDefenseGroupGenerator]]:
|
||||
"""
|
||||
Return the list of possible SAM generator for the given faction
|
||||
:param faction: Faction name to search units for
|
||||
"""
|
||||
return [SAM_MAP[s] for s in db.FACTIONS[faction].sams if s in SAM_MAP]
|
||||
return [SAM_MAP[s] for s in faction.air_defenses]
|
||||
|
||||
|
||||
def get_faction_possible_ewrs_generator(faction: str) -> List[Type[GroupGenerator]]:
|
||||
def get_faction_possible_ewrs_generator(faction: Faction) -> List[Type[GroupGenerator]]:
|
||||
"""
|
||||
Return the list of possible SAM generator for the given faction
|
||||
:param faction: Faction name to search units for
|
||||
"""
|
||||
return [EWR_MAP[s] for s in db.FACTIONS[faction].ewrs if s in EWR_MAP]
|
||||
return [EWR_MAP[s] for s in faction.ewrs]
|
||||
|
||||
|
||||
def generate_anti_air_group(game: Game, ground_object: TheaterGroundObject,
|
||||
faction: str) -> Optional[VehicleGroup]:
|
||||
def _generate_anti_air_from(
|
||||
generators: Sequence[Type[AirDefenseGroupGenerator]], game: Game,
|
||||
ground_object: SamGroundObject) -> List[VehicleGroup]:
|
||||
if not generators:
|
||||
return []
|
||||
sam_generator_class = random.choice(generators)
|
||||
generator = sam_generator_class(game, ground_object)
|
||||
generator.generate()
|
||||
return list(generator.groups)
|
||||
|
||||
|
||||
def generate_anti_air_group(
|
||||
game: Game, ground_object: SamGroundObject, faction: Faction,
|
||||
ranges: Optional[Iterable[Set[AirDefenseRange]]] = None
|
||||
) -> List[VehicleGroup]:
|
||||
"""
|
||||
This generate a SAM group
|
||||
:param game: The Game.
|
||||
:param ground_object: The ground object which will own the sam group.
|
||||
:param faction: Owner faction.
|
||||
:param ranges: Optional list of preferred ranges of the air defense to
|
||||
create. If None, any generator may be used. Otherwise generators
|
||||
matching the given ranges will be used in order of preference. For
|
||||
example, when given `[{Long, Medium}, {Short}]`, long and medium range
|
||||
air defenses will be tried first with no bias, and short range air
|
||||
defenses will be used if no long or medium range generators are
|
||||
available to the faction. If instead `[{Long}, {Medium}, {Short}]` had
|
||||
been used, long range systems would take precedence over medium range
|
||||
systems. If instead `[{Long, Medium, Short}]` had been used, all types
|
||||
would be considered with equal preference.
|
||||
:return: The generated group, or None if one could not be generated.
|
||||
"""
|
||||
possible_sams_generators = get_faction_possible_sams_generator(faction)
|
||||
if len(possible_sams_generators) > 0:
|
||||
sam_generator_class = random.choice(possible_sams_generators)
|
||||
generator = sam_generator_class(game, ground_object)
|
||||
generator.generate()
|
||||
return generator.get_generated_group()
|
||||
return None
|
||||
generators = get_faction_possible_sams_generator(faction)
|
||||
if ranges is None:
|
||||
ranges = [{
|
||||
AirDefenseRange.Long,
|
||||
AirDefenseRange.Medium,
|
||||
AirDefenseRange.Short,
|
||||
}]
|
||||
|
||||
for range_options in ranges:
|
||||
generators_for_range = [g for g in generators if
|
||||
g.range() in range_options]
|
||||
groups = _generate_anti_air_from(generators_for_range, game,
|
||||
ground_object)
|
||||
if groups:
|
||||
return groups
|
||||
return []
|
||||
|
||||
|
||||
def generate_ewr_group(game: Game, ground_object: TheaterGroundObject,
|
||||
faction: str) -> Optional[VehicleGroup]:
|
||||
faction: Faction) -> Optional[VehicleGroup]:
|
||||
"""Generates an early warning radar group.
|
||||
|
||||
:param game: The Game.
|
||||
@@ -187,16 +245,3 @@ def generate_ewr_group(game: Game, ground_object: TheaterGroundObject,
|
||||
generator.generate()
|
||||
return generator.get_generated_group()
|
||||
return None
|
||||
|
||||
|
||||
def generate_shorad_group(game: Game, ground_object: SamGroundObject,
|
||||
faction_name: str) -> Optional[VehicleGroup]:
|
||||
faction = db.FACTIONS[faction_name]
|
||||
|
||||
if len(faction.shorads) > 0:
|
||||
sam = random.choice(faction.shorads)
|
||||
generator = SAM_MAP[sam](game, ground_object)
|
||||
generator.generate()
|
||||
return generator.get_generated_group()
|
||||
else:
|
||||
return generate_anti_air_group(game, ground_object, faction_name)
|
||||
|
||||
@@ -1,11 +1,15 @@
|
||||
import random
|
||||
|
||||
from dcs.mapping import Point
|
||||
from dcs.vehicles import AirDefence
|
||||
|
||||
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class HawkGenerator(GenericSamGroupGenerator):
|
||||
class HawkGenerator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate an HAWK group
|
||||
"""
|
||||
@@ -19,10 +23,16 @@ class HawkGenerator(GenericSamGroupGenerator):
|
||||
self.add_unit(AirDefence.SAM_Hawk_TR_AN_MPQ_46, "TR", self.position.x + 40, self.position.y, self.heading)
|
||||
|
||||
# Triple A for close range defense
|
||||
self.add_unit(AirDefence.AAA_Vulcan_M163, "AAA", self.position.x + 20, self.position.y+30, self.heading)
|
||||
aa_group = self.add_auxiliary_group("AA")
|
||||
self.add_unit_to_group(aa_group, AirDefence.AAA_Vulcan_M163, "AAA",
|
||||
self.position + Point(20, 30), self.heading)
|
||||
|
||||
num_launchers = random.randint(3, 6)
|
||||
positions = self.get_circular_position(num_launchers, launcher_distance=120, coverage=180)
|
||||
|
||||
for i, position in enumerate(positions):
|
||||
self.add_unit(AirDefence.SAM_Hawk_LN_M192, "LN#" + str(i), position[0], position[1], position[2])
|
||||
self.add_unit(AirDefence.SAM_Hawk_LN_M192, "LN#" + str(i), position[0], position[1], position[2])
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Medium
|
||||
|
||||
@@ -1,11 +1,15 @@
|
||||
import random
|
||||
|
||||
from dcs.mapping import Point
|
||||
from dcs.vehicles import AirDefence
|
||||
|
||||
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class HQ7Generator(GenericSamGroupGenerator):
|
||||
class HQ7Generator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate an HQ7 group
|
||||
"""
|
||||
@@ -18,11 +22,20 @@ class HQ7Generator(GenericSamGroupGenerator):
|
||||
self.add_unit(AirDefence.HQ_7_Self_Propelled_LN, "LN", self.position.x + 20, self.position.y, self.heading)
|
||||
|
||||
# Triple A for close range defense
|
||||
self.add_unit(AirDefence.AAA_ZU_23_on_Ural_375, "AAA1", self.position.x + 20, self.position.y+30, self.heading)
|
||||
self.add_unit(AirDefence.AAA_ZU_23_on_Ural_375, "AAA2", self.position.x - 20, self.position.y-30, self.heading)
|
||||
aa_group = self.add_auxiliary_group("AA")
|
||||
self.add_unit_to_group(aa_group, AirDefence.AAA_ZU_23_on_Ural_375,
|
||||
"AAA1", self.position + Point(20, 30),
|
||||
self.heading)
|
||||
self.add_unit_to_group(aa_group, AirDefence.AAA_ZU_23_on_Ural_375,
|
||||
"AAA2", self.position - Point(20, 30),
|
||||
self.heading)
|
||||
|
||||
num_launchers = random.randint(0, 3)
|
||||
if num_launchers > 0:
|
||||
positions = self.get_circular_position(num_launchers, launcher_distance=120, coverage=360)
|
||||
for i, position in enumerate(positions):
|
||||
self.add_unit(AirDefence.HQ_7_Self_Propelled_LN, "LN#" + str(i), position[0], position[1], position[2])
|
||||
self.add_unit(AirDefence.HQ_7_Self_Propelled_LN, "LN#" + str(i), position[0], position[1], position[2])
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
|
||||
@@ -2,10 +2,13 @@ import random
|
||||
|
||||
from dcs.vehicles import AirDefence, Unarmed
|
||||
|
||||
from gen.sam.group_generator import GroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class LinebackerGenerator(GroupGenerator):
|
||||
class LinebackerGenerator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate an m6 linebacker group
|
||||
"""
|
||||
@@ -20,3 +23,7 @@ class LinebackerGenerator(GroupGenerator):
|
||||
positions = self.get_circular_position(num_launchers, launcher_distance=110, coverage=180)
|
||||
for i, position in enumerate(positions):
|
||||
self.add_unit(AirDefence.SAM_Linebacker_M6, "M6#" + str(i), position[0], position[1], position[2])
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
|
||||
@@ -1,11 +1,15 @@
|
||||
import random
|
||||
|
||||
from dcs.mapping import Point
|
||||
from dcs.vehicles import AirDefence
|
||||
|
||||
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class PatriotGenerator(GenericSamGroupGenerator):
|
||||
class PatriotGenerator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a Patriot group
|
||||
"""
|
||||
@@ -15,7 +19,7 @@ class PatriotGenerator(GenericSamGroupGenerator):
|
||||
|
||||
def generate(self):
|
||||
# Command Post
|
||||
self.add_unit(AirDefence.SAM_Patriot_STR_AN_MPQ_53, "ICC", self.position.x + 30, self.position.y + 30, self.heading)
|
||||
self.add_unit(AirDefence.SAM_Patriot_STR_AN_MPQ_53, "STR", self.position.x + 30, self.position.y + 30, self.heading)
|
||||
self.add_unit(AirDefence.SAM_Patriot_AMG_AN_MRC_137, "MRC", self.position.x, self.position.y, self.heading)
|
||||
self.add_unit(AirDefence.SAM_Patriot_ECS_AN_MSQ_104, "MSQ", self.position.x + 30, self.position.y, self.heading)
|
||||
self.add_unit(AirDefence.SAM_Patriot_ICC, "ICC", self.position.x + 60, self.position.y, self.heading)
|
||||
@@ -27,7 +31,13 @@ class PatriotGenerator(GenericSamGroupGenerator):
|
||||
self.add_unit(AirDefence.SAM_Patriot_LN_M901, "LN#" + str(i), position[0], position[1], position[2])
|
||||
|
||||
# Short range protection for high value site
|
||||
aa_group = self.add_auxiliary_group("AA")
|
||||
num_launchers = random.randint(3, 4)
|
||||
positions = self.get_circular_position(num_launchers, launcher_distance=200, coverage=360)
|
||||
for i, position in enumerate(positions):
|
||||
self.add_unit(AirDefence.AAA_Vulcan_M163, "SPAAA#" + str(i), position[0], position[1], position[2])
|
||||
for i, (x, y, heading) in enumerate(positions):
|
||||
self.add_unit_to_group(aa_group, AirDefence.AAA_Vulcan_M163,
|
||||
f"SPAAA#{i}", Point(x, y), heading)
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Long
|
||||
|
||||
@@ -2,10 +2,13 @@ import random
|
||||
|
||||
from dcs.vehicles import AirDefence
|
||||
|
||||
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class RapierGenerator(GenericSamGroupGenerator):
|
||||
class RapierGenerator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a Rapier Group
|
||||
"""
|
||||
@@ -21,4 +24,8 @@ class RapierGenerator(GenericSamGroupGenerator):
|
||||
positions = self.get_circular_position(num_launchers, launcher_distance=80, coverage=240)
|
||||
|
||||
for i, position in enumerate(positions):
|
||||
self.add_unit(AirDefence.Rapier_FSA_Launcher, "LN#" + str(i), position[0], position[1], position[2])
|
||||
self.add_unit(AirDefence.Rapier_FSA_Launcher, "LN#" + str(i), position[0], position[1], position[2])
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
|
||||
@@ -1,9 +1,12 @@
|
||||
from dcs.vehicles import AirDefence, Unarmed
|
||||
|
||||
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class RolandGenerator(GenericSamGroupGenerator):
|
||||
class RolandGenerator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a Roland group
|
||||
"""
|
||||
@@ -16,3 +19,6 @@ class RolandGenerator(GenericSamGroupGenerator):
|
||||
self.add_unit(AirDefence.SAM_Roland_ADS, "ADS", self.position.x, self.position.y, self.heading)
|
||||
self.add_unit(Unarmed.Transport_M818, "TRUCK", self.position.x + 80, self.position.y, self.heading)
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
|
||||
@@ -1,32 +1,50 @@
|
||||
import random
|
||||
|
||||
from dcs.mapping import Point
|
||||
from dcs.unittype import VehicleType
|
||||
from dcs.vehicles import AirDefence
|
||||
|
||||
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
|
||||
from game import Game
|
||||
from game.theater import SamGroundObject
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
from pydcs_extensions.highdigitsams import highdigitsams
|
||||
|
||||
|
||||
class SA10Generator(GenericSamGroupGenerator):
|
||||
class SA10Generator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a SA-10 group
|
||||
"""
|
||||
|
||||
name = "SA-10/S-300PS Battery"
|
||||
price = 450
|
||||
price = 550
|
||||
|
||||
def __init__(self, game: Game, ground_object: SamGroundObject):
|
||||
super().__init__(game, ground_object)
|
||||
self.sr1 = AirDefence.SAM_SA_10_S_300PS_SR_5N66M
|
||||
self.sr2 = AirDefence.SAM_SA_10_S_300PS_SR_64H6E
|
||||
self.cp = AirDefence.SAM_SA_10_S_300PS_CP_54K6
|
||||
self.tr1 = AirDefence.SAM_SA_10_S_300PS_TR_30N6
|
||||
self.tr2 = AirDefence.SAM_SA_10_S_300PS_TR_30N6
|
||||
self.ln1 = AirDefence.SAM_SA_10_S_300PS_LN_5P85C
|
||||
self.ln2 = AirDefence.SAM_SA_10_S_300PS_LN_5P85D
|
||||
|
||||
def generate(self):
|
||||
# Search Radar
|
||||
self.add_unit(AirDefence.SAM_SA_10_S_300PS_SR_5N66M, "SR1", self.position.x, self.position.y + 40, self.heading)
|
||||
self.add_unit(self.sr1, "SR1", self.position.x, self.position.y + 40, self.heading)
|
||||
|
||||
# Search radar for missiles (optionnal)
|
||||
self.add_unit(AirDefence.SAM_SA_10_S_300PS_SR_64H6E, "SR2", self.position.x - 40, self.position.y, self.heading)
|
||||
self.add_unit(self.sr2, "SR2", self.position.x - 40, self.position.y, self.heading)
|
||||
|
||||
# Command Post
|
||||
self.add_unit(AirDefence.SAM_SA_10_S_300PS_CP_54K6, "CP", self.position.x, self.position.y, self.heading)
|
||||
self.add_unit(self.cp, "CP", self.position.x, self.position.y, self.heading)
|
||||
|
||||
# 2 Tracking radars
|
||||
self.add_unit(AirDefence.SAM_SA_10_S_300PS_TR_30N6, "TR1", self.position.x - 40, self.position.y - 40, self.heading)
|
||||
self.add_unit(self.tr1, "TR1", self.position.x - 40, self.position.y - 40, self.heading)
|
||||
|
||||
self.add_unit(AirDefence.SAM_SA_10_S_300PS_TR_30N6, "TR2", self.position.x + 40, self.position.y - 40,
|
||||
self.add_unit(self.tr2, "TR2", self.position.x + 40, self.position.y - 40,
|
||||
self.heading)
|
||||
|
||||
# 2 different launcher type (C & D)
|
||||
@@ -34,19 +52,138 @@ class SA10Generator(GenericSamGroupGenerator):
|
||||
positions = self.get_circular_position(num_launchers, launcher_distance=100, coverage=360)
|
||||
for i, position in enumerate(positions):
|
||||
if i%2 == 0:
|
||||
self.add_unit(AirDefence.SAM_SA_10_S_300PS_LN_5P85C, "LN#" + str(i), position[0], position[1], position[2])
|
||||
self.add_unit(self.ln1, "LN#" + str(i), position[0], position[1], position[2])
|
||||
else:
|
||||
self.add_unit(AirDefence.SAM_SA_10_S_300PS_LN_5P85D, "LN#" + str(i), position[0], position[1], position[2])
|
||||
self.add_unit(self.ln2, "LN#" + str(i), position[0], position[1], position[2])
|
||||
|
||||
# Then let's add short range protection to this high value site
|
||||
# Sa-13 Strela are great for that
|
||||
num_launchers = random.randint(2, 4)
|
||||
positions = self.get_circular_position(num_launchers, launcher_distance=140, coverage=360)
|
||||
for i, position in enumerate(positions):
|
||||
self.add_unit(AirDefence.SAM_SA_13_Strela_10M3_9A35M3, "IR#" + str(i), position[0], position[1], position[2])
|
||||
self.generate_defensive_groups()
|
||||
|
||||
# And even some AA
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Long
|
||||
|
||||
def generate_defensive_groups(self) -> None:
|
||||
# AAA for defending against close targets.
|
||||
aa_group = self.add_auxiliary_group("AA")
|
||||
num_launchers = random.randint(6, 8)
|
||||
positions = self.get_circular_position(num_launchers, launcher_distance=210, coverage=360)
|
||||
for i, position in enumerate(positions):
|
||||
self.add_unit(AirDefence.SPAAA_ZSU_23_4_Shilka, "AA#" + str(i), position[0], position[1], position[2])
|
||||
positions = self.get_circular_position(
|
||||
num_launchers, launcher_distance=210, coverage=360)
|
||||
for i, (x, y, heading) in enumerate(positions):
|
||||
self.add_unit_to_group(aa_group, AirDefence.SPAAA_ZSU_23_4_Shilka,
|
||||
f"AA#{i}", Point(x, y), heading)
|
||||
|
||||
|
||||
class Tier2SA10Generator(SA10Generator):
|
||||
def generate_defensive_groups(self) -> None:
|
||||
# Create AAA the way the main group does.
|
||||
super().generate_defensive_groups()
|
||||
|
||||
# SA-15 for both shorter range targets and point defense.
|
||||
pd_group = self.add_auxiliary_group("PD")
|
||||
num_launchers = random.randint(2, 4)
|
||||
positions = self.get_circular_position(
|
||||
num_launchers, launcher_distance=140, coverage=360)
|
||||
for i, (x, y, heading) in enumerate(positions):
|
||||
self.add_unit_to_group(pd_group, AirDefence.SAM_SA_15_Tor_9A331,
|
||||
f"PD#{i}", Point(x, y), heading)
|
||||
|
||||
|
||||
class Tier3SA10Generator(SA10Generator):
|
||||
def generate_defensive_groups(self) -> None:
|
||||
# AAA for defending against close targets.
|
||||
aa_group = self.add_auxiliary_group("AA")
|
||||
num_launchers = random.randint(6, 8)
|
||||
positions = self.get_circular_position(
|
||||
num_launchers, launcher_distance=210, coverage=360)
|
||||
for i, (x, y, heading) in enumerate(positions):
|
||||
self.add_unit_to_group(aa_group, AirDefence.SAM_SA_19_Tunguska_2S6,
|
||||
f"AA#{i}", Point(x, y), heading)
|
||||
|
||||
# SA-15 for both shorter range targets and point defense.
|
||||
pd_group = self.add_auxiliary_group("PD")
|
||||
num_launchers = random.randint(2, 4)
|
||||
positions = self.get_circular_position(
|
||||
num_launchers, launcher_distance=140, coverage=360)
|
||||
for i, (x, y, heading) in enumerate(positions):
|
||||
self.add_unit_to_group(pd_group, AirDefence.SAM_SA_15_Tor_9A331,
|
||||
f"PD#{i}", Point(x, y), heading)
|
||||
|
||||
|
||||
class SA10BGenerator(Tier3SA10Generator):
|
||||
|
||||
price = 700
|
||||
name = "SA-10B/S-300PS Battery"
|
||||
|
||||
def __init__(self, game: Game, ground_object: SamGroundObject):
|
||||
super().__init__(game, ground_object)
|
||||
self.sr1 = highdigitsams.SAM_SA_10B_S_300PS_40B6MD_SR
|
||||
self.sr2 = highdigitsams.SAM_SA_10B_S_300PS_64H6E_SR
|
||||
self.cp = highdigitsams.SAM_SA_10B_S_300PS_54K6_CP
|
||||
self.tr1 = highdigitsams.SAM_SA_10B_S_300PS_30N6_TR
|
||||
self.tr2 = highdigitsams.SAM_SA_10B_S_300PS_40B6M_TR
|
||||
self.ln1 = highdigitsams.SAM_SA_10B_S_300PS_5P85SE_LN
|
||||
self.ln2 = highdigitsams.SAM_SA_10B_S_300PS_5P85SU_LN
|
||||
|
||||
|
||||
class SA12Generator(Tier3SA10Generator):
|
||||
|
||||
price = 750
|
||||
name = "SA-12/S-300V Battery"
|
||||
|
||||
def __init__(self, game: Game, ground_object: SamGroundObject):
|
||||
super().__init__(game, ground_object)
|
||||
self.sr1 = highdigitsams.SAM_SA_12_S_300V_9S15_SR
|
||||
self.sr2 = highdigitsams.SAM_SA_12_S_300V_9S19_SR
|
||||
self.cp = highdigitsams.SAM_SA_12_S_300V_9S457_CP
|
||||
self.tr1 = highdigitsams.SAM_SA_12_S_300V_9S32_TR
|
||||
self.tr2 = highdigitsams.SAM_SA_12_S_300V_9S32_TR
|
||||
self.ln1 = highdigitsams.SAM_SA_12_S_300V_9A82_LN
|
||||
self.ln2 = highdigitsams.SAM_SA_12_S_300V_9A83_LN
|
||||
|
||||
|
||||
class SA20Generator(Tier3SA10Generator):
|
||||
|
||||
price = 800
|
||||
name = "SA-20/S-300PMU-1 Battery"
|
||||
|
||||
def __init__(self, game: Game, ground_object: SamGroundObject):
|
||||
super().__init__(game, ground_object)
|
||||
self.sr1 = highdigitsams.SAM_SA_20_S_300PMU1_SR_5N66E
|
||||
self.sr2 = highdigitsams.SAM_SA_20_S_300PMU1_SR_64N6E
|
||||
self.cp = highdigitsams.SAM_SA_20_S_300PMU1_CP_54K6
|
||||
self.tr1 = highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E
|
||||
self.tr2 = highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E_truck
|
||||
self.ln1 = highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85CE
|
||||
self.ln2 = highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85DE
|
||||
|
||||
|
||||
class SA20BGenerator(Tier3SA10Generator):
|
||||
|
||||
price = 850
|
||||
name = "SA-20B/S-300PMU-2 Battery"
|
||||
|
||||
def __init__(self, game: Game, ground_object: SamGroundObject):
|
||||
super().__init__(game, ground_object)
|
||||
self.sr1 = highdigitsams.SAM_SA_20_S_300PMU1_SR_5N66E
|
||||
self.sr2 = highdigitsams.SAM_SA_20_S_300PMU1_SR_64N6E
|
||||
self.cp = highdigitsams.SAM_SA_20B_S_300PMU2_CP_54K6E2
|
||||
self.tr1 = highdigitsams.SAM_SA_20B_S_300PMU2_TR_92H6E_truck
|
||||
self.tr2 = highdigitsams.SAM_SA_20B_S_300PMU2_TR_92H6E_truck
|
||||
self.ln1 = highdigitsams.SAM_SA_20B_S_300PMU2_LN_5P85SE2
|
||||
self.ln2 = highdigitsams.SAM_SA_20B_S_300PMU2_LN_5P85SE2
|
||||
|
||||
|
||||
class SA23Generator(Tier3SA10Generator):
|
||||
|
||||
price = 950
|
||||
name = "SA-23/S-300VM Battery"
|
||||
|
||||
def __init__(self, game: Game, ground_object: SamGroundObject):
|
||||
super().__init__(game, ground_object)
|
||||
self.sr1 = highdigitsams.SAM_SA_23_S_300VM_9S15M2_SR
|
||||
self.sr2 = highdigitsams.SAM_SA_23_S_300VM_9S19M2_SR
|
||||
self.cp = highdigitsams.SAM_SA_23_S_300VM_9S457ME_CP
|
||||
self.tr1 = highdigitsams.SAM_SA_23_S_300VM_9S32ME_TR
|
||||
self.tr2 = highdigitsams.SAM_SA_23_S_300VM_9S32ME_TR
|
||||
self.ln1 = highdigitsams.SAM_SA_23_S_300VM_9A82ME_LN
|
||||
self.ln2 = highdigitsams.SAM_SA_23_S_300VM_9A83ME_LN
|
||||
@@ -2,10 +2,13 @@ import random
|
||||
|
||||
from dcs.vehicles import AirDefence
|
||||
|
||||
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class SA11Generator(GenericSamGroupGenerator):
|
||||
class SA11Generator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a SA-11 group
|
||||
"""
|
||||
@@ -21,4 +24,8 @@ class SA11Generator(GenericSamGroupGenerator):
|
||||
positions = self.get_circular_position(num_launchers, launcher_distance=140, coverage=180)
|
||||
|
||||
for i, position in enumerate(positions):
|
||||
self.add_unit(AirDefence.SAM_SA_11_Buk_LN_9A310M1, "LN#" + str(i), position[0], position[1], position[2])
|
||||
self.add_unit(AirDefence.SAM_SA_11_Buk_LN_9A310M1, "LN#" + str(i), position[0], position[1], position[2])
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Medium
|
||||
|
||||
@@ -2,10 +2,13 @@ import random
|
||||
|
||||
from dcs.vehicles import AirDefence, Unarmed
|
||||
|
||||
from gen.sam.group_generator import GroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class SA13Generator(GroupGenerator):
|
||||
class SA13Generator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a SA-13 group
|
||||
"""
|
||||
@@ -20,4 +23,8 @@ class SA13Generator(GroupGenerator):
|
||||
num_launchers = random.randint(2, 3)
|
||||
positions = self.get_circular_position(num_launchers, launcher_distance=120, coverage=360)
|
||||
for i, position in enumerate(positions):
|
||||
self.add_unit(AirDefence.SAM_SA_13_Strela_10M3_9A35M3, "LN#" + str(i), position[0], position[1], position[2])
|
||||
self.add_unit(AirDefence.SAM_SA_13_Strela_10M3_9A35M3, "LN#" + str(i), position[0], position[1], position[2])
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
|
||||
@@ -1,9 +1,12 @@
|
||||
from dcs.vehicles import AirDefence, Unarmed
|
||||
|
||||
from gen.sam.group_generator import GroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class SA15Generator(GroupGenerator):
|
||||
class SA15Generator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a SA-15 group
|
||||
"""
|
||||
@@ -14,4 +17,8 @@ class SA15Generator(GroupGenerator):
|
||||
def generate(self):
|
||||
self.add_unit(AirDefence.SAM_SA_15_Tor_9A331, "ADS", self.position.x, self.position.y, self.heading)
|
||||
self.add_unit(Unarmed.Transport_UAZ_469, "EWR", self.position.x + 40, self.position.y, self.heading)
|
||||
self.add_unit(Unarmed.Transport_KAMAZ_43101, "TRUCK", self.position.x + 80, self.position.y, self.heading)
|
||||
self.add_unit(Unarmed.Transport_KAMAZ_43101, "TRUCK", self.position.x + 80, self.position.y, self.heading)
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Medium
|
||||
30
gen/sam/sam_sa17.py
Normal file
30
gen/sam/sam_sa17.py
Normal file
@@ -0,0 +1,30 @@
|
||||
from dcs.vehicles import AirDefence
|
||||
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
from pydcs_extensions.highdigitsams import highdigitsams
|
||||
|
||||
|
||||
class SA17Generator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a SA-17 group
|
||||
"""
|
||||
|
||||
name = "SA-17 Grizzly Battery"
|
||||
price = 180
|
||||
|
||||
def generate(self):
|
||||
self.add_unit(AirDefence.SAM_SA_11_Buk_SR_9S18M1, "SR", self.position.x + 20, self.position.y, self.heading)
|
||||
self.add_unit(AirDefence.SAM_SA_11_Buk_CC_9S470M1, "CC", self.position.x, self.position.y, self.heading)
|
||||
|
||||
positions = self.get_circular_position(3, launcher_distance=140, coverage=180)
|
||||
|
||||
for i, position in enumerate(positions):
|
||||
self.add_unit(highdigitsams.SAM_SA_17_Buk_M1_2_LN_9A310M1_2, "LN#" + str(i), position[0], position[1],
|
||||
position[2])
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Medium
|
||||
@@ -2,10 +2,13 @@ import random
|
||||
|
||||
from dcs.vehicles import AirDefence
|
||||
|
||||
from gen.sam.group_generator import GroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class SA19Generator(GroupGenerator):
|
||||
class SA19Generator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a SA-19 group
|
||||
"""
|
||||
@@ -22,3 +25,7 @@ class SA19Generator(GroupGenerator):
|
||||
positions = self.get_circular_position(num_launchers, launcher_distance=120, coverage=180)
|
||||
for i, position in enumerate(positions):
|
||||
self.add_unit(AirDefence.SAM_SA_19_Tunguska_2S6, "LN#" + str(i), position[0], position[1], position[2])
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Short
|
||||
|
||||
@@ -2,10 +2,13 @@ import random
|
||||
|
||||
from dcs.vehicles import AirDefence
|
||||
|
||||
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
|
||||
from gen.sam.airdefensegroupgenerator import (
|
||||
AirDefenseRange,
|
||||
AirDefenseGroupGenerator,
|
||||
)
|
||||
|
||||
|
||||
class SA2Generator(GenericSamGroupGenerator):
|
||||
class SA2Generator(AirDefenseGroupGenerator):
|
||||
"""
|
||||
This generate a SA-2 group
|
||||
"""
|
||||
@@ -21,4 +24,8 @@ class SA2Generator(GenericSamGroupGenerator):
|
||||
positions = self.get_circular_position(num_launchers, launcher_distance=120, coverage=180)
|
||||
|
||||
for i, position in enumerate(positions):
|
||||
self.add_unit(AirDefence.SAM_SA_2_LN_SM_90, "LN#" + str(i), position[0], position[1], position[2])
|
||||
self.add_unit(AirDefence.SAM_SA_2_LN_SM_90, "LN#" + str(i), position[0], position[1], position[2])
|
||||
|
||||
@classmethod
|
||||
def range(cls) -> AirDefenseRange:
|
||||
return AirDefenseRange.Medium
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user