from __future__ import annotations import itertools import logging import random import re from abc import ABC, abstractmethod from dataclasses import dataclass, field from enum import Enum from typing import Dict, Iterator, List, Optional, TYPE_CHECKING 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.runways import RunwayAssigner, RunwayData from gen.ground_forces.combat_stance import CombatStance from .base import Base from .missiontarget import MissionTarget from .theatergroundobject import ( BaseDefenseGroundObject, EwrGroundObject, SamGroundObject, TheaterGroundObject, VehicleGroupGroundObject, ) from ..weather import Conditions if TYPE_CHECKING: from game import Game from gen.flights.flight import FlightType from ..event import UnitsDeliveryEvent 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 SAMs outside of bases. sams: 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 of SAMs which should always be spawned. required_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.Garrison: return self._random_from(self.base_garrisons) if location_type == LocationType.Sam: return self._random_from(self.sams) if location_type == LocationType.BaseAirDefense: return self._random_from(self.base_air_defense) if location_type == LocationType.Ewr: return self._random_from(self.ewrs) if location_type == LocationType.Shorad: return self._random_from(self.base_garrisons) if location_type == LocationType.OffshoreStrikeTarget: return self._random_from(self.offshore_strike_locations) if location_type == LocationType.Ship: return self._random_from(self.ships) 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 class ControlPoint(MissionTarget, ABC): position = None # type: Point name = None # type: str captured = False has_frontline = True frontline_offset = 0.0 alt = 0 # TODO: Only airbases have IDs. # TODO: Radials seem to be pointless. # 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, radials: List[int], size: int, importance: float, has_frontline=True, cptype=ControlPointType.AIRBASE): super().__init__(" ".join(re.split(r"[ \-]", name)[:2]), 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.radials = radials self.connected_points: List[ControlPoint] = [] self.base: Base = Base() self.cptype = cptype # TODO: Should be Airbase specific. self.stances: Dict[int, CombatStance] = {} self.pending_unit_deliveries: Optional[UnitsDeliveryEvent] = 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 sea_radials(self) -> List[int]: # TODO: fix imports all_radials = [0, 45, 90, 135, 180, 225, 270, 315, ] result = [] for r in all_radials: if r not in self.radials: result.append(r) return result @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 has_runway(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_radial(self, heading: int, ignored_radial: int = None) -> int: closest_radial = 0 closest_radial_delta = 360 for radial in [x for x in self.radials if x != ignored_radial]: delta = abs(radial - heading) if delta < closest_radial_delta: closest_radial = radial closest_radial_delta = delta return closest_radial 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 = [] # TODO: Should be Airbase specific. def capture(self, game: Game, for_player: bool) -> None: if for_player: self.captured = True else: self.captured = False self.base.set_strength_to_minimum() self.base.aircraft = {} self.base.armor = {} self.clear_base_defenses() from .start_generator import BaseDefenseGenerator BaseDefenseGenerator(game, self).generate() @abstractmethod def can_land(self, aircraft: 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: assert self.pending_unit_deliveries 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 [] class Airfield(ControlPoint): def __init__(self, airport: Airport, radials: List[int], size: int, importance: float, has_frontline=True): super().__init__(airport.id, airport.name, airport.position, airport, radials, size, importance, has_frontline, cptype=ControlPointType.AIRBASE) self.airport = airport def can_land(self, aircraft: FlyingType) -> bool: return True def mission_types(self, for_player: bool) -> Iterator[FlightType]: yield from super().mission_types(for_player) if self.is_friendly(for_player): yield from [ # TODO: FlightType.INTERCEPTION # TODO: FlightType.LOGISTICS ] else: yield from [ # TODO: FlightType.STRIKE ] @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 has_runway(self) -> bool: return True 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 class NavalControlPoint(ControlPoint, ABC): @property def is_fleet(self) -> bool: return True def mission_types(self, for_player: bool) -> Iterator[FlightType]: yield from super().mission_types(for_player) 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 @property def heading(self) -> int: return 0 # TODO compute heading def has_runway(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) 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.LAND, 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_land(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.LAND, 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_land(self, aircraft: FlyingType) -> bool: return aircraft in db.LHA_CAPABLE @property def total_aircraft_parking(self) -> int: return 20 class OffMapSpawn(ControlPoint): def has_runway(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, radials=[], 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_land(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="")