from __future__ import annotations import datetime import math from pathlib import Path from typing import Iterator, List, Optional, TYPE_CHECKING, Tuple from uuid import UUID from dcs.mapping import Point from dcs.terrain import ( falklands, nevada, normandy, thechannel, ) from dcs.terrain.terrain import Terrain from shapely import geometry, ops from .daytimemap import DaytimeMap from .frontline import FrontLine from .iadsnetwork.iadsnetwork import IadsNetwork from .landmap import Landmap, load_landmap, poly_contains from .seasonalconditions import SeasonalConditions from ..utils import Heading if TYPE_CHECKING: from .controlpoint import ControlPoint, MissionTarget from .theatergroundobject import TheaterGroundObject class ConflictTheater: terrain: Terrain landmap: Optional[Landmap] daytime_map: DaytimeMap iads_network: IadsNetwork def __init__(self) -> None: self.controlpoints: List[ControlPoint] = [] def add_controlpoint(self, point: ControlPoint) -> None: self.controlpoints.append(point) @property def ground_objects(self) -> Iterator[TheaterGroundObject]: for cp in self.controlpoints: for go in cp.ground_objects: yield go def find_ground_objects_by_obj_name( self, obj_name: str ) -> list[TheaterGroundObject]: 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.geoms: if poly_contains(point.x, point.y, exclusion_zone): return False for sea in self.landmap.sea_zones.geoms: 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.geoms: if poly_contains(point.x, point.y, exclusion_zone): return False return True def nearest_land_pos(self, near: 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(near): return near point = geometry.Point(near.x, near.y) nearest_points = [] if not self.landmap: raise RuntimeError("Landmap not initialized") for inclusion_zone in self.landmap.inclusion_zones.geoms: 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, self.terrain) nearest_point = Point(nearest_point.x, nearest_point.y, self.terrain) 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) -> Iterator[FrontLine]: for cp in self.player_points(): yield from cp.front_lines.values() def enemy_points(self) -> List[ControlPoint]: return list(self.control_points_for(player=False)) def closest_control_point( self, point: Point, allow_naval: bool = False ) -> ControlPoint: closest = self.controlpoints[0] closest_distance = point.distance_to_point(closest.position) for control_point in self.controlpoints[1:]: if control_point.is_fleet and not allow_naval: continue 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) """ seen = set() min_distance = math.inf closest_blue = None closest_red = None for blue_cp in self.player_points(): for red_cp in self.enemy_points(): if (blue_cp, red_cp) in seen: continue seen.add((blue_cp, red_cp)) seen.add((red_cp, blue_cp)) dist = red_cp.position.distance_to_point(blue_cp.position) if dist < min_distance: closest_red = red_cp closest_blue = blue_cp min_distance = dist assert closest_blue is not None assert closest_red is not None return closest_blue, closest_red def find_control_point_by_id(self, cp_id: UUID) -> ControlPoint: for i in self.controlpoints: if i.id == cp_id: return i raise KeyError(f"Cannot find ControlPoint with ID {cp_id}") def find_control_point_by_airport_id(self, airport_id: int) -> ControlPoint: for cp in self.controlpoints: if cp.dcs_airport is not None and cp.dcs_airport.id == airport_id: return cp raise KeyError(f"Cannot find ControlPoint with airport ID {airport_id}") def control_point_named(self, name: str) -> ControlPoint: for cp in self.controlpoints: if cp.name == name: return cp raise KeyError(f"Cannot find ControlPoint named {name}") @property def timezone(self) -> datetime.timezone: raise NotImplementedError @property def seasonal_conditions(self) -> SeasonalConditions: raise NotImplementedError def heading_to_conflict_from(self, position: Point) -> Optional[Heading]: # Heading for a Group to the enemy. # Should be the point between the nearest and the most distant conflict conflicts: dict[MissionTarget, float] = {} for conflict in self.conflicts(): conflicts[conflict] = conflict.position.distance_to_point(position) if len(conflicts) == 0: return None sorted_conflicts = [ k for k, v in sorted(conflicts.items(), key=lambda item: item[1]) ] last = len(sorted_conflicts) - 1 conflict_center = sorted_conflicts[0].position.midpoint( sorted_conflicts[last].position ) return Heading.from_degrees(position.heading_between_point(conflict_center)) class NevadaTheater(ConflictTheater): terrain = nevada.Nevada() landmap = load_landmap(Path("resources/nevlandmap.p")) daytime_map = DaytimeMap( dawn=(datetime.time(hour=4), datetime.time(hour=6)), day=(datetime.time(hour=6), datetime.time(hour=17)), dusk=(datetime.time(hour=17), datetime.time(hour=18)), night=(datetime.time(hour=0), datetime.time(hour=5)), ) @property def timezone(self) -> datetime.timezone: return datetime.timezone(datetime.timedelta(hours=-8)) @property def seasonal_conditions(self) -> SeasonalConditions: from .seasonalconditions.nevada import CONDITIONS return CONDITIONS class NormandyTheater(ConflictTheater): terrain = normandy.Normandy() landmap = load_landmap(Path("resources/normandylandmap.p")) daytime_map = DaytimeMap( dawn=(datetime.time(hour=6), datetime.time(hour=8)), day=(datetime.time(hour=10), datetime.time(hour=17)), dusk=(datetime.time(hour=17), datetime.time(hour=18)), night=(datetime.time(hour=0), datetime.time(hour=5)), ) @property def timezone(self) -> datetime.timezone: return datetime.timezone(datetime.timedelta(hours=0)) @property def seasonal_conditions(self) -> SeasonalConditions: from .seasonalconditions.normandy import CONDITIONS return CONDITIONS class TheChannelTheater(ConflictTheater): terrain = thechannel.TheChannel() landmap = load_landmap(Path("resources/channellandmap.p")) daytime_map = DaytimeMap( dawn=(datetime.time(hour=6), datetime.time(hour=8)), day=(datetime.time(hour=10), datetime.time(hour=17)), dusk=(datetime.time(hour=17), datetime.time(hour=18)), night=(datetime.time(hour=0), datetime.time(hour=5)), ) @property def timezone(self) -> datetime.timezone: return datetime.timezone(datetime.timedelta(hours=2)) @property def seasonal_conditions(self) -> SeasonalConditions: from .seasonalconditions.thechannel import CONDITIONS return CONDITIONS class FalklandsTheater(ConflictTheater): terrain = falklands.Falklands() # TODO: https://github.com/dcs-liberation/dcs_liberation/issues/2242 landmap = None # TODO: https://github.com/dcs-liberation/dcs_liberation/issues/2242 daytime_map = DaytimeMap( dawn=(datetime.time(hour=6), datetime.time(hour=9)), day=(datetime.time(hour=9), datetime.time(hour=18)), dusk=(datetime.time(hour=18), datetime.time(hour=20)), night=(datetime.time(hour=0), datetime.time(hour=5)), ) # TODO: https://github.com/dcs-liberation/dcs_liberation/issues/2242 @property def timezone(self) -> datetime.timezone: return datetime.timezone(datetime.timedelta(hours=4)) # TODO: https://github.com/dcs-liberation/dcs_liberation/issues/2242 @property def seasonal_conditions(self) -> SeasonalConditions: from .seasonalconditions.caucasus import CONDITIONS return CONDITIONS