dcs_liberation/game/theater/controlpoint.py
Dan Albert 0e807d84c2 Differentiate required long and medium range SAMs.
To improve IADS design in campaigns, this differentiates required long
and medium range SAMs. SAMs that must be long range SAMs are defined by
SA-10 or Patriot launchers, while medium range SAMs are defined by SA-2,
SA-3, or Hawk launchers.

Long range SAMs positions will only be populated by long range SAMs
(Patriots and SA-10s), and not all factions have those available. Medium
range SAMs currently comprise all air defenses that are not long range
SAMs, so if the faction includes flak guns in their `sams` property then
flak guns may be spawned at medium range SAM locations.

Base defenses and random SAM locations continue to use either type of
SAM.
2020-11-26 19:48:14 -08:00

626 lines
20 KiB
Python

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, 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.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 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"
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__(" ".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.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
@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 = []
# 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_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:
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 []
@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) -> None:
runway_status = self.runway_status
if runway_status is not None:
runway_status.process_turn()
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
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 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
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()