from __future__ import annotations import heapq import itertools import logging from abc import ABC, abstractmethod from collections import defaultdict from dataclasses import dataclass, field from enum import Enum, unique, auto, IntEnum from functools import total_ordering, cached_property from typing import ( Any, Dict, Iterator, List, Optional, Set, TYPE_CHECKING, Union, Sequence, Iterable, Tuple, ) from dcs.mapping import Point from dcs.ships import ( Stennis, KUZNECOW, LHA_Tarawa, Type_071, ) from dcs.terrain.terrain import Airport, ParkingSlot from dcs.unit import Unit from dcs.unittype import FlyingType from game import db from game.point_with_heading import PointWithHeading from game.scenery_group import SceneryGroup from game.utils import Heading from gen.flights.closestairfields import ObjectiveDistanceCache 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 ( GenericCarrierGroundObject, TheaterGroundObject, BuildingGroundObject, ) from ..dcs.aircrafttype import AircraftType from ..dcs.groundunittype import GroundUnitType from ..utils import nautical_miles from ..weather import Conditions if TYPE_CHECKING: from game import Game from gen.flights.flight import FlightType from game.squadrons.squadron import Squadron from ..transfers import PendingTransfers FREE_FRONTLINE_UNIT_SUPPLY: int = 15 AMMO_DEPOT_FRONTLINE_UNIT_CONTRIBUTION: int = 12 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 @dataclass class PresetLocations: """Defines the preset locations loaded from the campaign mission file.""" #: Locations used by non-carrier ships that will be spawned unless the faction has #: no navy or the player has disabled ship generation for the owning side. ships: List[PointWithHeading] = field(default_factory=list) #: Locations used by coastal defenses that are generated if the faction is capable. coastal_defenses: List[PointWithHeading] = field(default_factory=list) #: Locations used by ground based strike objectives. strike_locations: List[PointWithHeading] = field(default_factory=list) #: Locations used by offshore strike objectives. offshore_strike_locations: List[PointWithHeading] = field(default_factory=list) #: Locations used by missile sites like scuds and V-2s that are generated if the #: faction is capable. missile_sites: List[PointWithHeading] = field(default_factory=list) #: Locations of long range SAMs. long_range_sams: List[PointWithHeading] = field(default_factory=list) #: Locations of medium range SAMs. medium_range_sams: List[PointWithHeading] = field(default_factory=list) #: Locations of short range SAMs. short_range_sams: List[PointWithHeading] = field(default_factory=list) #: Locations of AAA groups. aaa: List[PointWithHeading] = field(default_factory=list) #: Locations of EWRs. ewrs: List[PointWithHeading] = field(default_factory=list) #: Locations of map scenery to create zones for. scenery: List[SceneryGroup] = field(default_factory=list) #: Locations of factories for producing ground units. factories: List[PointWithHeading] = field(default_factory=list) #: Locations of ammo depots for controlling number of units on the front line at a #: control point. ammunition_depots: List[PointWithHeading] = field(default_factory=list) #: Locations of stationary armor groups. armor_groups: List[PointWithHeading] = field(default_factory=list) @dataclass(frozen=True) class AircraftAllocations: present: dict[AircraftType, int] ordered: dict[AircraftType, int] transferring: dict[AircraftType, int] @property def total_value(self) -> int: total: int = 0 for unit_type, count in self.present.items(): total += unit_type.price * count for unit_type, count in self.ordered.items(): total += unit_type.price * count for unit_type, count in self.transferring.items(): total += unit_type.price * count return total @property def total(self) -> int: return self.total_present + self.total_ordered + self.total_transferring @property def total_present(self) -> int: return sum(self.present.values()) @property def total_ordered(self) -> int: return sum(self.ordered.values()) @property def total_transferring(self) -> int: return sum(self.transferring.values()) @dataclass(frozen=True) class GroundUnitAllocations: present: dict[GroundUnitType, int] ordered: dict[GroundUnitType, int] transferring: dict[GroundUnitType, int] @property def all(self) -> dict[GroundUnitType, int]: combined: dict[GroundUnitType, int] = defaultdict(int) for unit_type, count in itertools.chain( self.present.items(), self.ordered.items(), self.transferring.items() ): combined[unit_type] += count return dict(combined) @property def total_value(self) -> int: total: int = 0 for unit_type, count in self.present.items(): total += unit_type.price * count for unit_type, count in self.ordered.items(): total += unit_type.price * count for unit_type, count in self.transferring.items(): total += unit_type.price * count return total @cached_property def total(self) -> int: return self.total_present + self.total_ordered + self.total_transferring @cached_property def total_present(self) -> int: return sum(self.present.values()) @cached_property def total_ordered(self) -> int: return sum(self.ordered.values()) @cached_property def total_transferring(self) -> int: return sum(self.transferring.values()) @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 @unique class ControlPointStatus(IntEnum): Functional = auto() Damaged = auto() Destroyed = auto() class ControlPoint(MissionTarget, ABC): # Not sure what distance DCS uses, but assuming it's about 2NM since that's roughly # the distance of the circle on the map. CAPTURE_DISTANCE = nautical_miles(2) 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, has_frontline: bool = True, cptype: ControlPointType = ControlPointType.AIRBASE, ) -> None: 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[Any]] = [] self.preset_locations = PresetLocations() self.helipads: List[PointWithHeading] = [] self.captured = False self.captured_invert = False # TODO: Should be Airbase specific. self.has_frontline = has_frontline self.connected_points: List[ControlPoint] = [] self.convoy_routes: Dict[ControlPoint, Tuple[Point, ...]] = {} self.shipping_lanes: Dict[ControlPoint, Tuple[Point, ...]] = {} self.base: Base = Base() self.cptype = cptype # TODO: Should be Airbase specific. self.stances: Dict[int, CombatStance] = {} from ..groundunitorders import GroundUnitOrders self.ground_unit_orders = GroundUnitOrders(self) self.target_position: Optional[Point] = None self.squadrons: list[Squadron] = [] def __repr__(self) -> str: return f"<{self.__class__}: {self.name}>" @property def ground_objects(self) -> List[TheaterGroundObject[Any]]: return list(self.connected_objectives) @property @abstractmethod def heading(self) -> Heading: ... def __str__(self) -> str: return self.name @property def is_isolated(self) -> bool: return not self.connected_points @property def is_global(self) -> bool: return self.is_isolated def transitive_connected_friendly_points( self, seen: Optional[Set[ControlPoint]] = None ) -> List[ControlPoint]: if seen is None: seen = {self} connected = [] for cp in self.connected_points: if cp.captured != self.captured: continue if cp in seen: continue seen.add(cp) connected.append(cp) connected.extend(cp.transitive_connected_friendly_points(seen)) return connected def transitive_friendly_shipping_destinations( self, seen: Optional[Set[ControlPoint]] = None ) -> List[ControlPoint]: if seen is None: seen = {self} connected = [] for cp in self.shipping_lanes: if cp.captured != self.captured: continue if cp in seen: continue seen.add(cp) connected.append(cp) connected.extend(cp.transitive_friendly_shipping_destinations(seen)) return connected @property def has_factory(self) -> bool: for tgo in self.connected_objectives: if tgo.is_factory and not tgo.is_dead: return True return False @property def has_helipads(self) -> bool: """ Returns true if cp has helipads """ return len(self.helipads) > 0 def can_recruit_ground_units(self, game: Game) -> bool: """Returns True if this control point is capable of recruiting ground units.""" if not self.can_deploy_ground_units: return False if game.turn == 0: # Allow units to be recruited anywhere on turn 0 to avoid long delays to get # everyone to the front line. return True return self.has_factory def has_ground_unit_source(self, game: Game) -> bool: """Returns True if this control point has access to ground reinforcements.""" if not self.can_deploy_ground_units: return False for cp in game.theater.controlpoints: if cp.is_friendly(self.captured) and cp.can_recruit_ground_units(game): return True return False @property def is_carrier(self) -> bool: """ :return: Whether this control point is an aircraft carrier """ return False @property def is_fleet(self) -> bool: """ :return: Whether this control point is a boat (mobile) """ return False @property def is_lha(self) -> bool: """ :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) -> int: """ :return: The maximum number of aircraft that can be stored in this control point """ ... def convoy_origin_for(self, destination: ControlPoint) -> Point: return self.convoy_route_to(destination)[0] def convoy_route_to(self, destination: ControlPoint) -> Sequence[Point]: return self.convoy_routes[destination] def create_convoy_route(self, to: ControlPoint, waypoints: Iterable[Point]) -> None: self.connected_points.append(to) self.stances[to.id] = CombatStance.DEFENSIVE self.convoy_routes[to] = tuple(waypoints) def create_shipping_lane( self, to: ControlPoint, waypoints: Iterable[Point] ) -> None: self.shipping_lanes[to] = tuple(waypoints) @abstractmethod def runway_is_operational(self) -> bool: """ Check whether this control point supports taking offs and landings. :return: """ ... # TODO: Should be naval specific. def get_carrier_group_name(self) -> Optional[str]: """ 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 [ Stennis, KUZNECOW, ]: return group.name elif g.dcs_identifier == "LHA": for group in g.groups: for u in group.units: if db.unit_type_from_name(u.type) in [LHA_Tarawa]: return group.name return None # TODO: Should be Airbase specific. def is_connected(self, to: ControlPoint) -> bool: return to in self.connected_points def find_ground_objects_by_obj_name( self, obj_name: str ) -> list[TheaterGroundObject[Any]]: 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 def is_friendly_to(self, control_point: ControlPoint) -> bool: return control_point.is_friendly(self.captured) 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) -> None: # 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.commission_units({unit_type: 1}) destination = heapq.heappushpop(destinations, destination) def capture_aircraft(self, game: Game, airframe: AircraftType, count: int) -> None: value = airframe.price * count game.adjust_budget(value, player=not self.captured) game.message( f"No valid retreat destination in range of {self.name} for {airframe}" f"{count} aircraft have been captured and sold for ${value}M." ) def aircraft_retreat_destination( self, game: Game, airframe: AircraftType ) -> Optional[ControlPoint]: closest = ObjectiveDistanceCache.get_closest_airfields(self) # TODO: Should be airframe dependent. max_retreat_distance = nautical_miles(200) # Skip the first airbase because that's the airbase we're retreating # from. airfields = list(closest.operational_airfields_within(max_retreat_distance))[1:] 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 @staticmethod def _retreat_squadron(squadron: Squadron) -> None: logging.error("Air unit retreat not currently implemented") def retreat_air_units(self, game: Game) -> None: # TODO: Capture in order of price to retain maximum value? for squadron in self.squadrons: self._retreat_squadron(squadron) def depopulate_uncapturable_tgos(self) -> None: for tgo in self.connected_objectives: if not tgo.capturable: tgo.clear() # TODO: Should be Airbase specific. def capture(self, game: Game, for_player: bool) -> None: coalition = game.coalition_for(for_player) self.ground_unit_orders.refund_all(coalition) for squadron in self.squadrons: squadron.refund_orders() self.retreat_ground_units(game) self.retreat_air_units(game) self.depopulate_uncapturable_tgos() if for_player: self.captured = True else: self.captured = False self.base.set_strength_to_minimum() @abstractmethod def can_operate(self, aircraft: AircraftType) -> bool: ... def unclaimed_parking(self, game: Game) -> int: return self.total_aircraft_parking - self.allocated_aircraft(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.ground_unit_orders.process(game) for squadron in self.squadrons: squadron.deliver_orders() 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 def allocated_aircraft(self, _game: Game) -> AircraftAllocations: present: dict[AircraftType, int] = defaultdict(int) on_order: dict[AircraftType, int] = defaultdict(int) for squadron in self.squadrons: present[squadron.aircraft] += squadron.owned_aircraft # TODO: Only if this is the squadron destination, not location. on_order[squadron.aircraft] += squadron.pending_deliveries # TODO: Implement squadron transfers. return AircraftAllocations(present, on_order, transferring={}) def allocated_ground_units( self, transfers: PendingTransfers ) -> GroundUnitAllocations: on_order = {} for unit_bought, count in self.ground_unit_orders.units.items(): if isinstance(unit_bought, GroundUnitType): on_order[unit_bought] = count transferring: dict[GroundUnitType, int] = defaultdict(int) for transfer in transfers: if transfer.destination == self: for unit_type, count in transfer.units.items(): transferring[unit_type] += count return GroundUnitAllocations( self.base.armor, on_order, transferring, ) @property def income_per_turn(self) -> int: return 0 @property def has_active_frontline(self) -> bool: return any(not c.is_friendly(self.captured) for c in self.connected_points) def front_is_active(self, other: ControlPoint) -> bool: if other not in self.connected_points: raise ValueError return self.captured != other.captured @property def deployable_front_line_units(self) -> int: return self.deployable_front_line_units_with(self.active_ammo_depots_count) def deployable_front_line_units_with(self, ammo_depot_count: int) -> int: return min( self.front_line_capacity_with(ammo_depot_count), self.base.total_armor ) @classmethod def front_line_capacity_with(cls, ammo_depot_count: int) -> int: return ( FREE_FRONTLINE_UNIT_SUPPLY + ammo_depot_count * AMMO_DEPOT_FRONTLINE_UNIT_CONTRIBUTION ) @property def frontline_unit_count_limit(self) -> int: return self.front_line_capacity_with(self.active_ammo_depots_count) @property def all_ammo_depots(self) -> Iterator[BuildingGroundObject]: for tgo in self.connected_objectives: if not tgo.is_ammo_depot: continue assert isinstance(tgo, BuildingGroundObject) yield tgo @property def active_ammo_depots(self) -> Iterator[BuildingGroundObject]: for tgo in self.all_ammo_depots: if not tgo.is_dead: yield tgo @property def active_ammo_depots_count(self) -> int: """Return the number of available ammo depots""" return len(list(self.active_ammo_depots)) @property def total_ammo_depots_count(self) -> int: """Return the number of ammo depots, including dead ones""" return len(list(self.all_ammo_depots)) @property def active_fuel_depots_count(self) -> int: """Return the number of available fuel depots""" return len( [ obj for obj in self.connected_objectives if obj.category == "fuel" and not obj.is_dead ] ) @property def total_fuel_depots_count(self) -> int: """Return the number of fuel depots, including dead ones""" return len([obj for obj in self.connected_objectives if obj.category == "fuel"]) @property def strike_targets(self) -> Sequence[Union[MissionTarget, Unit]]: return [] @property @abstractmethod def category(self) -> str: ... @property @abstractmethod def status(self) -> ControlPointStatus: ... class Airfield(ControlPoint): def __init__(self, airport: Airport, has_frontline: bool = True) -> None: super().__init__( airport.id, airport.name, airport.position, airport, has_frontline, cptype=ControlPointType.AIRBASE, ) self.airport = airport self._runway_status = RunwayStatus() def can_operate(self, aircraft: AircraftType) -> 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 not self.is_friendly(for_player): yield from [ FlightType.OCA_AIRCRAFT, FlightType.OCA_RUNWAY, ] yield from super().mission_types(for_player) if self.is_friendly(for_player): yield from [ FlightType.AEWC, FlightType.REFUELING, # TODO: FlightType.INTERCEPTION # TODO: FlightType.LOGISTICS ] @property def total_aircraft_parking(self) -> int: return len(self.airport.parking_slots) @property def heading(self) -> Heading: return Heading.from_degrees(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 @property def category(self) -> str: return "airfield" @property def status(self) -> ControlPointStatus: runway_staus = self.runway_status if runway_staus.needs_repair: return ControlPointStatus.Destroyed elif runway_staus.damaged: return ControlPointStatus.Damaged return ControlPointStatus.Functional class NavalControlPoint(ControlPoint, ABC): @property 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) -> Heading: return Heading.from_degrees(0) # TODO compute heading def find_main_tgo(self) -> GenericCarrierGroundObject: for g in self.ground_objects: if isinstance(g, GenericCarrierGroundObject) and g.dcs_identifier in [ "CARRIER", "LHA", ]: return g raise RuntimeError(f"Found no carrier/LHA group for {self.name}") def runway_is_operational(self) -> bool: # Necessary because it's possible for the carrier itself to have sunk # while its escorts are still alive. for group in self.find_main_tgo().groups: for u in group.units: if db.unit_type_from_name(u.type) in [ Stennis, LHA_Tarawa, KUZNECOW, Type_071, ]: return True 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=Heading.from_degrees(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 @property def status(self) -> ControlPointStatus: if not self.runway_is_operational(): return ControlPointStatus.Destroyed if self.find_main_tgo().dead_units: return ControlPointStatus.Damaged return ControlPointStatus.Functional class Carrier(NavalControlPoint): def __init__(self, name: str, at: Point, cp_id: int): super().__init__( cp_id, name, at, at, has_frontline=False, cptype=ControlPointType.AIRCRAFT_CARRIER_GROUP, ) def mission_types(self, for_player: bool) -> Iterator[FlightType]: from gen.flights.flight import FlightType yield from super().mission_types(for_player) if self.is_friendly(for_player): yield from [ FlightType.AEWC, FlightType.REFUELING, ] def capture(self, game: Game, for_player: bool) -> None: raise RuntimeError("Carriers cannot be captured") @property def is_carrier(self) -> bool: return True def can_operate(self, aircraft: AircraftType) -> bool: return aircraft.carrier_capable @property def total_aircraft_parking(self) -> int: return 90 @property def category(self) -> str: return "cv" class Lha(NavalControlPoint): def __init__(self, name: str, at: Point, cp_id: int): super().__init__( cp_id, name, at, at, 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: AircraftType) -> bool: return aircraft.lha_capable @property def total_aircraft_parking(self) -> int: return 20 @property def category(self) -> str: return "lha" class OffMapSpawn(ControlPoint): def runway_is_operational(self) -> bool: return True def __init__(self, cp_id: int, name: str, position: Point): super().__init__( cp_id, name, position, at=position, 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: AircraftType) -> bool: return True @property def heading(self) -> Heading: return Heading.from_degrees(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=Heading.from_degrees(0), runway_name="" ) @property def runway_status(self) -> RunwayStatus: return RunwayStatus() @property def can_deploy_ground_units(self) -> bool: return False @property def category(self) -> str: return "offmap" @property def status(self) -> ControlPointStatus: return ControlPointStatus.Functional class Fob(ControlPoint): def __init__(self, name: str, at: Point, cp_id: int): super().__init__( cp_id, name, at, at, has_frontline=True, cptype=ControlPointType.FOB, ) self.name = name def runway_is_operational(self) -> bool: return self.has_helipads 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=Heading.from_degrees(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 not self.is_friendly(for_player): yield FlightType.STRIKE yield from super().mission_types(for_player) @property def total_aircraft_parking(self) -> int: return len(self.helipads) def can_operate(self, aircraft: AircraftType) -> bool: return aircraft.helicopter @property def heading(self) -> Heading: return Heading.from_degrees(0) @property def can_deploy_ground_units(self) -> bool: return True @property def income_per_turn(self) -> int: return 10 @property def category(self) -> str: return "fob" @property def status(self) -> ControlPointStatus: return ControlPointStatus.Functional