mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
This is an attempt to remove a lot of our supposedly unnecessary error handling. Every aircraft should have a price, a description, a name, etc; and none of those should require carrying around the faction's country as context. This moves all the data for aircraft into yaml files (only one converted here as an example). Most of the "extended unit info" isn't actually being read yet. To replace the renaming of units based on the county, we instead generate multiple types of each unit when necessary. The CF-18 is just as much a first-class type as the F/A-18 is. This doesn't work in its current state because it does break all the existing names for aircraft that are used in the faction and squadron files, and we no longer let those errors go as a warning. It will be an annoying one time switch, but it allows us to define the names that get used in these files instead of being sensitive to changes as they happen in pydcs, and allows faction designers to specifically choose, for example, the Su-22 instead of the Su-17. One thing not handled by this is aircraft task capability. This is because the lists in ai_flight_planner_db.py are a priority list, and to move it out to a yaml file we'd need to assign a weight to it that would be used to stack rank each aircraft. That's doable, but it makes it much more difficult to see the ordering of aircraft at a glance, and much more annoying to move aircraft around in the priority list. I don't think this is worth doing, and the priority lists will remain in their own separate lists. This includes the converted I used to convert all the old unit info and factions to the new format. This doesn't need to live long, but we may want to reuse it in the future so we want it in the version history.
816 lines
30 KiB
Python
816 lines
30 KiB
Python
from __future__ import annotations
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import logging
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import random
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from dataclasses import dataclass
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from typing import TYPE_CHECKING, List, Optional, Tuple
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from dcs import Mission
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from dcs.action import AITaskPush
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from dcs.condition import GroupLifeLess, Or, TimeAfter, UnitDamaged
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from dcs.country import Country
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from dcs.mapping import Point
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from dcs.planes import MQ_9_Reaper
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from dcs.point import PointAction
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from dcs.task import (
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EPLRS,
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AttackGroup,
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ControlledTask,
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FireAtPoint,
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GoToWaypoint,
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Hold,
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OrbitAction,
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SetImmortalCommand,
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SetInvisibleCommand,
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)
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from dcs.triggers import Event, TriggerOnce
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from dcs.unit import Vehicle
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from dcs.unitgroup import VehicleGroup
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from dcs.unittype import VehicleType
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from game import db
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from game.dcs.aircrafttype import AircraftType
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from game.unitmap import UnitMap
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from game.utils import heading_sum, opposite_heading
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from game.theater.controlpoint import ControlPoint
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from gen.ground_forces.ai_ground_planner import (
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DISTANCE_FROM_FRONTLINE,
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CombatGroup,
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CombatGroupRole,
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)
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from .callsigns import callsign_for_support_unit
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from .conflictgen import Conflict
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from .ground_forces.combat_stance import CombatStance
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from .naming import namegen
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if TYPE_CHECKING:
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from game import Game
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SPREAD_DISTANCE_FACTOR = 0.1, 0.3
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SPREAD_DISTANCE_SIZE_FACTOR = 0.1
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FRONTLINE_CAS_FIGHTS_COUNT = 16, 24
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FRONTLINE_CAS_GROUP_MIN = 1, 2
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FRONTLINE_CAS_PADDING = 12000
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RETREAT_DISTANCE = 20000
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BREAKTHROUGH_OFFENSIVE_DISTANCE = 35000
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AGGRESIVE_MOVE_DISTANCE = 16000
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FIGHT_DISTANCE = 3500
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RANDOM_OFFSET_ATTACK = 250
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INFANTRY_GROUP_SIZE = 5
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@dataclass(frozen=True)
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class JtacInfo:
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"""JTAC information."""
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group_name: str
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unit_name: str
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callsign: str
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region: str
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code: str
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blue: bool
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# TODO: Radio info? Type?
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class GroundConflictGenerator:
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def __init__(
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self,
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mission: Mission,
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conflict: Conflict,
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game: Game,
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player_planned_combat_groups: List[CombatGroup],
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enemy_planned_combat_groups: List[CombatGroup],
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player_stance: CombatStance,
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unit_map: UnitMap,
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) -> None:
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self.mission = mission
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self.conflict = conflict
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self.enemy_planned_combat_groups = enemy_planned_combat_groups
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self.player_planned_combat_groups = player_planned_combat_groups
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self.player_stance = CombatStance(player_stance)
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self.enemy_stance = self._enemy_stance()
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self.game = game
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self.unit_map = unit_map
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self.jtacs: List[JtacInfo] = []
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def _enemy_stance(self):
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"""Picks the enemy stance according to the number of planned groups on the frontline for each side"""
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if len(self.enemy_planned_combat_groups) > len(
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self.player_planned_combat_groups
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):
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return random.choice(
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[
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CombatStance.AGGRESSIVE,
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CombatStance.AGGRESSIVE,
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CombatStance.AGGRESSIVE,
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CombatStance.ELIMINATION,
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CombatStance.BREAKTHROUGH,
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]
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)
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else:
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return random.choice(
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[
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CombatStance.DEFENSIVE,
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CombatStance.DEFENSIVE,
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CombatStance.DEFENSIVE,
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CombatStance.AMBUSH,
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CombatStance.AGGRESSIVE,
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]
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)
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@staticmethod
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def _group_point(point: Point, base_distance) -> Point:
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distance = random.randint(
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int(base_distance * SPREAD_DISTANCE_FACTOR[0]),
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int(base_distance * SPREAD_DISTANCE_FACTOR[1]),
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)
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return point.random_point_within(
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distance, base_distance * SPREAD_DISTANCE_SIZE_FACTOR
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)
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def generate(self):
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position = Conflict.frontline_position(
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self.conflict.front_line, self.game.theater
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)
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frontline_vector = Conflict.frontline_vector(
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self.conflict.front_line, self.game.theater
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)
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# Create player groups at random position
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player_groups = self._generate_groups(
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self.player_planned_combat_groups, frontline_vector, True
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)
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# Create enemy groups at random position
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enemy_groups = self._generate_groups(
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self.enemy_planned_combat_groups, frontline_vector, False
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)
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# Plan combat actions for groups
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self.plan_action_for_groups(
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self.player_stance,
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player_groups,
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enemy_groups,
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self.conflict.heading + 90,
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self.conflict.blue_cp,
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self.conflict.red_cp,
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)
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self.plan_action_for_groups(
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self.enemy_stance,
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enemy_groups,
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player_groups,
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self.conflict.heading - 90,
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self.conflict.red_cp,
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self.conflict.blue_cp,
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)
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# Add JTAC
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if self.game.player_faction.has_jtac:
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n = "JTAC" + str(self.conflict.blue_cp.id) + str(self.conflict.red_cp.id)
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code = 1688 - len(self.jtacs)
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utype = self.game.player_faction.jtac_unit
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if self.game.player_faction.jtac_unit is None:
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utype = AircraftType.named("MQ-9 Reaper")
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jtac = self.mission.flight_group(
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country=self.mission.country(self.game.player_country),
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name=n,
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aircraft_type=utype.dcs_unit_type,
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position=position[0],
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airport=None,
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altitude=5000,
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)
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jtac.points[0].tasks.append(SetInvisibleCommand(True))
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jtac.points[0].tasks.append(SetImmortalCommand(True))
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jtac.points[0].tasks.append(
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OrbitAction(5000, 300, OrbitAction.OrbitPattern.Circle)
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)
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frontline = (
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f"Frontline {self.conflict.blue_cp.name}/{self.conflict.red_cp.name}"
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)
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# Note: Will need to change if we ever add ground based JTAC.
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callsign = callsign_for_support_unit(jtac)
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self.jtacs.append(
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JtacInfo(
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str(jtac.name),
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n,
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callsign,
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frontline,
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str(code),
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blue=True,
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)
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)
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def gen_infantry_group_for_group(
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self, group: VehicleGroup, is_player: bool, side: Country, forward_heading: int
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) -> None:
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infantry_position = self.conflict.find_ground_position(
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group.points[0].position.random_point_within(250, 50),
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500,
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forward_heading,
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self.conflict.theater,
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)
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if not infantry_position:
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logging.warning("Could not find infantry position")
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return
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if side == self.conflict.attackers_country:
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cp = self.conflict.blue_cp
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else:
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cp = self.conflict.red_cp
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if is_player:
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faction = self.game.player_name
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else:
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faction = self.game.enemy_name
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# Disable infantry unit gen if disabled
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if not self.game.settings.perf_infantry:
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if self.game.settings.manpads:
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# 50% of armored units protected by manpad
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if random.choice([True, False]):
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manpads = db.find_manpad(faction)
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if len(manpads) > 0:
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u = random.choice(manpads)
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self.mission.vehicle_group(
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side,
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namegen.next_infantry_name(side, cp.id, u),
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u,
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position=infantry_position,
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group_size=1,
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heading=forward_heading,
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move_formation=PointAction.OffRoad,
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)
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return
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possible_infantry_units = db.find_infantry(
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faction, allow_manpad=self.game.settings.manpads
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)
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if len(possible_infantry_units) == 0:
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return
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u = random.choice(possible_infantry_units)
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self.mission.vehicle_group(
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side,
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namegen.next_infantry_name(side, cp.id, u),
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u,
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position=infantry_position,
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group_size=1,
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heading=forward_heading,
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move_formation=PointAction.OffRoad,
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)
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for i in range(INFANTRY_GROUP_SIZE):
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u = random.choice(possible_infantry_units)
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position = infantry_position.random_point_within(55, 5)
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self.mission.vehicle_group(
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side,
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namegen.next_infantry_name(side, cp.id, u),
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u,
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position=position,
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group_size=1,
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heading=forward_heading,
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move_formation=PointAction.OffRoad,
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)
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def _set_reform_waypoint(
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self, dcs_group: VehicleGroup, forward_heading: int
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) -> None:
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"""Setting a waypoint close to the spawn position allows the group to reform gracefully
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rather than spin
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"""
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reform_point = dcs_group.position.point_from_heading(forward_heading, 50)
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dcs_group.add_waypoint(reform_point)
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def _plan_artillery_action(
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self,
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stance: CombatStance,
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gen_group: CombatGroup,
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dcs_group: VehicleGroup,
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forward_heading: int,
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target: Point,
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) -> bool:
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"""
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Handles adding the DCS tasks for artillery groups for all combat stances.
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Returns True if tasking was added, returns False if the stance was not a combat stance.
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"""
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self._set_reform_waypoint(dcs_group, forward_heading)
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if stance != CombatStance.RETREAT:
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hold_task = Hold()
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hold_task.number = 1
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dcs_group.add_trigger_action(hold_task)
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# Artillery strike random start
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artillery_trigger = TriggerOnce(
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Event.NoEvent, "ArtilleryFireTask #" + str(dcs_group.id)
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)
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artillery_trigger.add_condition(TimeAfter(seconds=random.randint(1, 45) * 60))
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# TODO: Update to fire at group instead of point
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fire_task = FireAtPoint(target, len(gen_group.units) * 10, 100)
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fire_task.number = 2 if stance != CombatStance.RETREAT else 1
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dcs_group.add_trigger_action(fire_task)
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artillery_trigger.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
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self.mission.triggerrules.triggers.append(artillery_trigger)
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# Artillery will fall back when under attack
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if stance != CombatStance.RETREAT:
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# Hold position
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dcs_group.points[1].tasks.append(Hold())
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retreat = self.find_retreat_point(
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dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 3)
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)
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dcs_group.add_waypoint(
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dcs_group.position.point_from_heading(forward_heading, 1),
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PointAction.OffRoad,
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)
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dcs_group.points[2].tasks.append(Hold())
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dcs_group.add_waypoint(retreat, PointAction.OffRoad)
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artillery_fallback = TriggerOnce(
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Event.NoEvent, "ArtilleryRetreat #" + str(dcs_group.id)
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)
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for i, u in enumerate(dcs_group.units):
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artillery_fallback.add_condition(UnitDamaged(u.id))
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if i < len(dcs_group.units) - 1:
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artillery_fallback.add_condition(Or())
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hold_2 = Hold()
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hold_2.number = 3
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dcs_group.add_trigger_action(hold_2)
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retreat_task = GoToWaypoint(to_index=3)
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retreat_task.number = 4
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dcs_group.add_trigger_action(retreat_task)
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artillery_fallback.add_action(
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AITaskPush(dcs_group.id, len(dcs_group.tasks))
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)
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self.mission.triggerrules.triggers.append(artillery_fallback)
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for u in dcs_group.units:
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u.initial = True
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u.heading = forward_heading + random.randint(-5, 5)
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return True
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return False
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def _plan_tank_ifv_action(
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self,
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stance: CombatStance,
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enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
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dcs_group: VehicleGroup,
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forward_heading: int,
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to_cp: ControlPoint,
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) -> bool:
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"""
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Handles adding the DCS tasks for tank and IFV groups for all combat stances.
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Returns True if tasking was added, returns False if the stance was not a combat stance.
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"""
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self._set_reform_waypoint(dcs_group, forward_heading)
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if stance == CombatStance.AGGRESSIVE:
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# Attack nearest enemy if any
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# Then move forward OR Attack enemy base if it is not too far away
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target = self.find_nearest_enemy_group(dcs_group, enemy_groups)
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if target is not None:
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rand_offset = Point(
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random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK),
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random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK),
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)
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target_point = self.conflict.theater.nearest_land_pos(
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target.points[0].position + rand_offset
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)
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dcs_group.add_waypoint(target_point)
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dcs_group.points[2].tasks.append(AttackGroup(target.id))
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if (
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to_cp.position.distance_to_point(dcs_group.points[0].position)
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<= AGGRESIVE_MOVE_DISTANCE
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):
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attack_point = self.conflict.theater.nearest_land_pos(
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to_cp.position.random_point_within(500, 0)
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)
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else:
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# We use an offset heading here because DCS doesn't always
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# force vehicles to move if there's no heading change.
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offset_heading = forward_heading - 2
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if offset_heading < 0:
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offset_heading = 358
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attack_point = self.find_offensive_point(
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dcs_group, offset_heading, AGGRESIVE_MOVE_DISTANCE
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)
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dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
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elif stance == CombatStance.BREAKTHROUGH:
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# In breakthrough mode, the units will move forward
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# If the enemy base is close enough, the units will attack the base
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if (
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to_cp.position.distance_to_point(dcs_group.points[0].position)
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<= BREAKTHROUGH_OFFENSIVE_DISTANCE
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):
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attack_point = self.conflict.theater.nearest_land_pos(
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to_cp.position.random_point_within(500, 0)
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)
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else:
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# We use an offset heading here because DCS doesn't always
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# force vehicles to move if there's no heading change.
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offset_heading = forward_heading - 1
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if offset_heading < 0:
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offset_heading = 359
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attack_point = self.find_offensive_point(
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dcs_group, offset_heading, BREAKTHROUGH_OFFENSIVE_DISTANCE
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)
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dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
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elif stance == CombatStance.ELIMINATION:
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# In elimination mode, the units focus on destroying as much enemy groups as possible
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targets = self.find_n_nearest_enemy_groups(dcs_group, enemy_groups, 3)
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for i, target in enumerate(targets, start=1):
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rand_offset = Point(
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random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK),
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random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK),
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)
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target_point = self.conflict.theater.nearest_land_pos(
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target.points[0].position + rand_offset
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)
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dcs_group.add_waypoint(target_point, PointAction.OffRoad)
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dcs_group.points[i + 1].tasks.append(AttackGroup(target.id))
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if (
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to_cp.position.distance_to_point(dcs_group.points[0].position)
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<= AGGRESIVE_MOVE_DISTANCE
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):
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attack_point = self.conflict.theater.nearest_land_pos(
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to_cp.position.random_point_within(500, 0)
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)
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dcs_group.add_waypoint(attack_point)
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if stance != CombatStance.RETREAT:
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self.add_morale_trigger(dcs_group, forward_heading)
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return True
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return False
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|
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def _plan_apc_atgm_action(
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self,
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stance: CombatStance,
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dcs_group: VehicleGroup,
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forward_heading: int,
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to_cp: ControlPoint,
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) -> bool:
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"""
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Handles adding the DCS tasks for APC and ATGM groups for all combat stances.
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Returns True if tasking was added, returns False if the stance was not a combat stance.
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"""
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self._set_reform_waypoint(dcs_group, forward_heading)
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if stance in [
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CombatStance.AGGRESSIVE,
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CombatStance.BREAKTHROUGH,
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CombatStance.ELIMINATION,
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]:
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|
# APC & ATGM will never move too much forward, but will follow along any offensive
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if (
|
|
to_cp.position.distance_to_point(dcs_group.points[0].position)
|
|
<= AGGRESIVE_MOVE_DISTANCE
|
|
):
|
|
attack_point = self.conflict.theater.nearest_land_pos(
|
|
to_cp.position.random_point_within(500, 0)
|
|
)
|
|
else:
|
|
attack_point = self.find_offensive_point(
|
|
dcs_group, forward_heading, AGGRESIVE_MOVE_DISTANCE
|
|
)
|
|
dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
|
|
|
|
if stance != CombatStance.RETREAT:
|
|
self.add_morale_trigger(dcs_group, forward_heading)
|
|
return True
|
|
return False
|
|
|
|
def plan_action_for_groups(
|
|
self,
|
|
stance: CombatStance,
|
|
ally_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
|
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
|
forward_heading: int,
|
|
from_cp: ControlPoint,
|
|
to_cp: ControlPoint,
|
|
) -> None:
|
|
|
|
if not self.game.settings.perf_moving_units:
|
|
return
|
|
|
|
for dcs_group, group in ally_groups:
|
|
if hasattr(group.units[0], "eplrs") and group.units[0].eplrs:
|
|
dcs_group.points[0].tasks.append(EPLRS(dcs_group.id))
|
|
|
|
if group.role == CombatGroupRole.ARTILLERY:
|
|
if self.game.settings.perf_artillery:
|
|
target = self.get_artillery_target_in_range(
|
|
dcs_group, group, enemy_groups
|
|
)
|
|
if target is not None:
|
|
self._plan_artillery_action(
|
|
stance, group, dcs_group, forward_heading, target
|
|
)
|
|
|
|
elif group.role in [CombatGroupRole.TANK, CombatGroupRole.IFV]:
|
|
self._plan_tank_ifv_action(
|
|
stance, enemy_groups, dcs_group, forward_heading, to_cp
|
|
)
|
|
|
|
elif group.role in [CombatGroupRole.APC, CombatGroupRole.ATGM]:
|
|
self._plan_apc_atgm_action(stance, dcs_group, forward_heading, to_cp)
|
|
|
|
if stance == CombatStance.RETREAT:
|
|
# In retreat mode, the units will fall back
|
|
# If the ally base is close enough, the units will even regroup there
|
|
if (
|
|
from_cp.position.distance_to_point(dcs_group.points[0].position)
|
|
<= RETREAT_DISTANCE
|
|
):
|
|
retreat_point = from_cp.position.random_point_within(500, 250)
|
|
else:
|
|
retreat_point = self.find_retreat_point(dcs_group, forward_heading)
|
|
reposition_point = retreat_point.point_from_heading(
|
|
forward_heading, 10
|
|
) # Another point to make the unit face the enemy
|
|
dcs_group.add_waypoint(retreat_point, PointAction.OffRoad)
|
|
dcs_group.add_waypoint(reposition_point, PointAction.OffRoad)
|
|
|
|
def add_morale_trigger(self, dcs_group: VehicleGroup, forward_heading: int) -> None:
|
|
"""
|
|
This add a trigger to manage units fleeing whenever their group is hit hard, or being engaged by CAS
|
|
"""
|
|
|
|
if len(dcs_group.units) == 1:
|
|
return
|
|
|
|
# Units should hold position on last waypoint
|
|
dcs_group.points[len(dcs_group.points) - 1].tasks.append(Hold())
|
|
|
|
# Force unit heading
|
|
for unit in dcs_group.units:
|
|
unit.heading = forward_heading
|
|
dcs_group.manualHeading = True
|
|
|
|
# We add a new retreat waypoint
|
|
dcs_group.add_waypoint(
|
|
self.find_retreat_point(
|
|
dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 8)
|
|
),
|
|
PointAction.OffRoad,
|
|
)
|
|
|
|
# Fallback task
|
|
fallback = ControlledTask(GoToWaypoint(to_index=len(dcs_group.points)))
|
|
fallback.enabled = False
|
|
dcs_group.add_trigger_action(Hold())
|
|
dcs_group.add_trigger_action(fallback)
|
|
|
|
# Create trigger
|
|
fallback = TriggerOnce(Event.NoEvent, "Morale manager #" + str(dcs_group.id))
|
|
|
|
# Usually more than 50% casualties = RETREAT
|
|
fallback.add_condition(GroupLifeLess(dcs_group.id, random.randint(51, 76)))
|
|
|
|
# Do retreat to the configured retreat waypoint
|
|
fallback.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
|
|
|
|
self.mission.triggerrules.triggers.append(fallback)
|
|
|
|
def find_retreat_point(
|
|
self,
|
|
dcs_group: VehicleGroup,
|
|
frontline_heading: int,
|
|
distance: int = RETREAT_DISTANCE,
|
|
) -> Point:
|
|
"""
|
|
Find a point to retreat to
|
|
:param dcs_group: DCS mission group we are searching a retreat point for
|
|
:param frontline_heading: Heading of the frontline
|
|
:return: dcs.mapping.Point object with the desired position
|
|
"""
|
|
desired_point = dcs_group.points[0].position.point_from_heading(
|
|
heading_sum(frontline_heading, +180), distance
|
|
)
|
|
if self.conflict.theater.is_on_land(desired_point):
|
|
return desired_point
|
|
return self.conflict.theater.nearest_land_pos(desired_point)
|
|
|
|
def find_offensive_point(
|
|
self, dcs_group: VehicleGroup, frontline_heading: int, distance: int
|
|
) -> Point:
|
|
"""
|
|
Find a point to attack
|
|
:param dcs_group: DCS mission group we are searching an attack point for
|
|
:param frontline_heading: Heading of the frontline
|
|
:param distance: Distance of the offensive (how far unit should move)
|
|
:return: dcs.mapping.Point object with the desired position
|
|
"""
|
|
desired_point = dcs_group.points[0].position.point_from_heading(
|
|
frontline_heading, distance
|
|
)
|
|
if self.conflict.theater.is_on_land(desired_point):
|
|
return desired_point
|
|
return self.conflict.theater.nearest_land_pos(desired_point)
|
|
|
|
@staticmethod
|
|
def find_n_nearest_enemy_groups(
|
|
player_group: VehicleGroup,
|
|
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
|
n: int,
|
|
) -> List[VehicleGroup]:
|
|
"""
|
|
Return the nearest enemy group for the player group
|
|
@param group Group for which we should find the nearest ennemies
|
|
@param enemy_groups Potential enemy groups
|
|
@param n number of nearby groups to take
|
|
"""
|
|
targets = [] # type: List[Optional[VehicleGroup]]
|
|
sorted_list = sorted(
|
|
enemy_groups,
|
|
key=lambda group: player_group.points[0].position.distance_to_point(
|
|
group[0].points[0].position
|
|
),
|
|
)
|
|
for i in range(n):
|
|
# TODO: Is this supposed to return no groups if enemy_groups is less than n?
|
|
if len(sorted_list) <= i:
|
|
break
|
|
else:
|
|
targets.append(sorted_list[i][0])
|
|
return targets
|
|
|
|
@staticmethod
|
|
def find_nearest_enemy_group(
|
|
player_group: VehicleGroup, enemy_groups: List[Tuple[VehicleGroup, CombatGroup]]
|
|
) -> Optional[VehicleGroup]:
|
|
"""
|
|
Search the enemy groups for a potential target suitable to armored assault
|
|
@param group Group for which we should find the nearest ennemy
|
|
@param enemy_groups Potential enemy groups
|
|
"""
|
|
min_distance = 99999999
|
|
target = None
|
|
for dcs_group, _ in enemy_groups:
|
|
dist = player_group.points[0].position.distance_to_point(
|
|
dcs_group.points[0].position
|
|
)
|
|
if dist < min_distance:
|
|
min_distance = dist
|
|
target = dcs_group
|
|
return target
|
|
|
|
@staticmethod
|
|
def get_artillery_target_in_range(
|
|
dcs_group: VehicleGroup,
|
|
group: CombatGroup,
|
|
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
|
) -> Optional[Point]:
|
|
"""
|
|
Search the enemy groups for a potential target suitable to an artillery unit
|
|
"""
|
|
# TODO: Update to return a list of groups instead of a single point
|
|
rng = group.units[0].threat_range
|
|
if not enemy_groups:
|
|
return None
|
|
for _ in range(10):
|
|
potential_target = random.choice(enemy_groups)[0]
|
|
distance_to_target = dcs_group.points[0].position.distance_to_point(
|
|
potential_target.points[0].position
|
|
)
|
|
if distance_to_target < rng:
|
|
return potential_target.points[0].position
|
|
return None
|
|
|
|
@staticmethod
|
|
def get_artilery_group_distance_from_frontline(group: CombatGroup) -> int:
|
|
"""
|
|
For artilery group, decide the distance from frontline with the range of the unit
|
|
"""
|
|
rg = group.units[0].threat_range - 7500
|
|
if rg > DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
|
|
rg = random.randint(
|
|
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][0],
|
|
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1],
|
|
)
|
|
elif rg < DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
|
|
rg = random.randint(
|
|
DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK][0],
|
|
DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK][1],
|
|
)
|
|
return rg
|
|
|
|
def get_valid_position_for_group(
|
|
self,
|
|
conflict_position: Point,
|
|
combat_width: int,
|
|
distance_from_frontline: int,
|
|
heading: int,
|
|
spawn_heading: int,
|
|
):
|
|
shifted = conflict_position.point_from_heading(
|
|
heading, random.randint(0, combat_width)
|
|
)
|
|
desired_point = shifted.point_from_heading(
|
|
spawn_heading, distance_from_frontline
|
|
)
|
|
return Conflict.find_ground_position(
|
|
desired_point, combat_width, heading, self.conflict.theater
|
|
)
|
|
|
|
def _generate_groups(
|
|
self,
|
|
groups: List[CombatGroup],
|
|
frontline_vector: Tuple[Point, int, int],
|
|
is_player: bool,
|
|
) -> List[Tuple[VehicleGroup, CombatGroup]]:
|
|
"""Finds valid positions for planned groups and generates a pydcs group for them"""
|
|
positioned_groups = []
|
|
position, heading, combat_width = frontline_vector
|
|
spawn_heading = (
|
|
int(heading_sum(heading, -90))
|
|
if is_player
|
|
else int(heading_sum(heading, 90))
|
|
)
|
|
country = self.game.player_country if is_player else self.game.enemy_country
|
|
for group in groups:
|
|
if group.role == CombatGroupRole.ARTILLERY:
|
|
distance_from_frontline = (
|
|
self.get_artilery_group_distance_from_frontline(group)
|
|
)
|
|
else:
|
|
distance_from_frontline = random.randint(
|
|
DISTANCE_FROM_FRONTLINE[group.role][0],
|
|
DISTANCE_FROM_FRONTLINE[group.role][1],
|
|
)
|
|
|
|
final_position = self.get_valid_position_for_group(
|
|
position, combat_width, distance_from_frontline, heading, spawn_heading
|
|
)
|
|
|
|
if final_position is not None:
|
|
g = self._generate_group(
|
|
self.mission.country(country),
|
|
group.units[0],
|
|
len(group.units),
|
|
final_position,
|
|
distance_from_frontline,
|
|
heading=opposite_heading(spawn_heading),
|
|
)
|
|
if is_player:
|
|
g.set_skill(self.game.settings.player_skill)
|
|
else:
|
|
g.set_skill(self.game.settings.enemy_vehicle_skill)
|
|
positioned_groups.append((g, group))
|
|
|
|
if group.role in [CombatGroupRole.APC, CombatGroupRole.IFV]:
|
|
self.gen_infantry_group_for_group(
|
|
g,
|
|
is_player,
|
|
self.mission.country(country),
|
|
opposite_heading(spawn_heading),
|
|
)
|
|
else:
|
|
logging.warning(f"Unable to get valid position for {group}")
|
|
|
|
return positioned_groups
|
|
|
|
def _generate_group(
|
|
self,
|
|
side: Country,
|
|
unit: VehicleType,
|
|
count: int,
|
|
at: Point,
|
|
distance_from_frontline,
|
|
move_formation: PointAction = PointAction.OffRoad,
|
|
heading=0,
|
|
) -> VehicleGroup:
|
|
|
|
if side == self.conflict.attackers_country:
|
|
cp = self.conflict.blue_cp
|
|
else:
|
|
cp = self.conflict.red_cp
|
|
|
|
logging.info("armorgen: {} for {}".format(unit, side.id))
|
|
group = self.mission.vehicle_group(
|
|
side,
|
|
namegen.next_unit_name(side, cp.id, unit),
|
|
unit,
|
|
position=at,
|
|
group_size=count,
|
|
heading=heading,
|
|
move_formation=move_formation,
|
|
)
|
|
|
|
self.unit_map.add_front_line_units(group, cp)
|
|
|
|
for c in range(count):
|
|
vehicle: Vehicle = group.units[c]
|
|
vehicle.player_can_drive = True
|
|
|
|
return group
|