dcs_liberation/theater/controlpoint.py
2020-11-07 13:38:58 -08:00

238 lines
8.0 KiB
Python

from __future__ import annotations
import itertools
import re
from typing import Dict, List, TYPE_CHECKING
from enum import Enum
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
from game import db
from gen.ground_forces.combat_stance import CombatStance
from .base import Base
from .missiontarget import MissionTarget
from .theatergroundobject import SamGroundObject, TheaterGroundObject
if TYPE_CHECKING:
from game import Game
class ControlPointType(Enum):
AIRBASE = 0 # An airbase with slots for everything
AIRCRAFT_CARRIER_GROUP = 1 # A group with a Stennis type carrier (F/A-18, F-14 compatible)
LHA_GROUP = 2 # A group with a Tarawa carrier (Helicopters & Harrier)
FARP = 4 # A FARP, with slots for helicopters
FOB = 5 # A FOB (ground units only)
class ControlPoint(MissionTarget):
position = None # type: Point
name = None # type: str
captured = False
has_frontline = True
frontline_offset = 0.0
alt = 0
def __init__(self, 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)
self.id = id
self.full_name = name
self.at = at
self.connected_objectives: List[TheaterGroundObject] = []
self.base_defenses: List[SamGroundObject] = []
self.size = size
self.importance = importance
self.captured = False
self.captured_invert = False
self.has_frontline = has_frontline
self.radials = radials
self.connected_points: List[ControlPoint] = []
self.base: Base = Base()
self.cptype = cptype
self.stances: Dict[int, CombatStance] = {}
self.airport = None
@property
def ground_objects(self) -> List[TheaterGroundObject]:
return list(
itertools.chain(self.connected_objectives, self.base_defenses))
@classmethod
def from_airport(cls, airport: Airport, radials: List[int], size: int, importance: float, has_frontline=True):
assert airport
obj = cls(airport.id, airport.name, airport.position, airport, radials, size, importance, has_frontline, cptype=ControlPointType.AIRBASE)
obj.airport = airport()
return obj
@classmethod
def carrier(cls, name: str, at: Point, id: int):
import theater.conflicttheater
cp = cls(id, name, at, at, theater.conflicttheater.LAND, theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.AIRCRAFT_CARRIER_GROUP)
return cp
@classmethod
def lha(cls, name: str, at: Point, id: int):
import theater.conflicttheater
cp = cls(id, name, at, at, theater.conflicttheater.LAND, theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.LHA_GROUP)
return cp
@property
def heading(self):
if self.cptype == ControlPointType.AIRBASE:
return self.airport.runways[0].heading
elif self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]:
return 0 # TODO compute heading
else:
return 0
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 self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]
@property
def is_fleet(self):
"""
:return: Whether this control point is a boat (mobile)
"""
return self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]
@property
def is_lha(self):
"""
:return: Whether this control point is an LHA
"""
return self.cptype in [ControlPointType.LHA_GROUP]
@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
def available_aircraft_slots(self):
"""
:return: The maximum number of aircraft that can be stored in this control point
"""
if self.cptype == ControlPointType.AIRBASE:
return len(self.airport.parking_slots)
elif self.is_lha:
return 20
elif self.is_carrier:
return 90
else:
return 0
def connect(self, to):
self.connected_points.append(to)
self.stances[to.id] = CombatStance.DEFENSIVE
def has_runway(self):
"""
Check whether this control point can have aircraft taking off or landing.
:return:
"""
if self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP] :
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
elif self.cptype in [ControlPointType.AIRBASE, ControlPointType.FARP]:
return True
else:
return True
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
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
def capture(self, game: Game, for_player: bool) -> None:
if for_player:
self.captured = True
faction_name = game.player_name
else:
self.captured = False
faction_name = game.enemy_name
self.base.set_strength_to_minimum()
self.base.aircraft = {}
self.base.armor = {}
# Handle cyclic dependency.
from .start_generator import BaseDefenseGenerator
self.base_defenses = []
BaseDefenseGenerator(game, self, faction_name).generate()