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When a base is captured we clear its defenses. Those locations need to be returned to the preset location pool so they can be used for the new base defenses.
343 lines
12 KiB
Python
343 lines
12 KiB
Python
from __future__ import annotations
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import itertools
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import logging
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import random
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import re
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from dataclasses import dataclass, field
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from enum import Enum
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from typing import Dict, Iterator, List, Optional, TYPE_CHECKING
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from dcs.mapping import Point
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from dcs.ships import (
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CVN_74_John_C__Stennis,
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CV_1143_5_Admiral_Kuznetsov,
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LHA_1_Tarawa,
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Type_071_Amphibious_Transport_Dock,
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)
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from dcs.terrain.terrain import Airport
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from game import db
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from gen.ground_forces.combat_stance import CombatStance
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from .base import Base
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from .missiontarget import MissionTarget
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from .theatergroundobject import (
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BaseDefenseGroundObject,
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EwrGroundObject,
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SamGroundObject,
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TheaterGroundObject,
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VehicleGroupGroundObject,
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)
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if TYPE_CHECKING:
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from game import Game
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from gen.flights.flight import FlightType
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class ControlPointType(Enum):
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AIRBASE = 0 # An airbase with slots for everything
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AIRCRAFT_CARRIER_GROUP = 1 # A group with a Stennis type carrier (F/A-18, F-14 compatible)
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LHA_GROUP = 2 # A group with a Tarawa carrier (Helicopters & Harrier)
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FARP = 4 # A FARP, with slots for helicopters
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FOB = 5 # A FOB (ground units only)
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class LocationType(Enum):
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BaseAirDefense = "base air defense"
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Coastal = "coastal defense"
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Ewr = "EWR"
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Garrison = "garrison"
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MissileSite = "missile site"
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OffshoreStrikeTarget = "offshore strike target"
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Sam = "SAM"
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Ship = "ship"
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Shorad = "SHORAD"
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StrikeTarget = "strike target"
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@dataclass
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class PresetLocations:
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base_garrisons: List[Point] = field(default_factory=list)
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base_air_defense: List[Point] = field(default_factory=list)
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ewrs: List[Point] = field(default_factory=list)
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sams: List[Point] = field(default_factory=list)
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ships: List[Point] = field(default_factory=list)
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coastal_defenses: List[Point] = field(default_factory=list)
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strike_locations: List[Point] = field(default_factory=list)
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offshore_strike_locations: List[Point] = field(default_factory=list)
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fixed_sams: List[Point] = field(default_factory=list)
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@staticmethod
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def _random_from(points: List[Point]) -> Optional[Point]:
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if not points:
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return None
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point = random.choice(points)
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points.remove(point)
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return point
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def random_for(self, location_type: LocationType) -> Optional[Point]:
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if location_type == LocationType.Garrison:
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return self._random_from(self.base_garrisons)
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if location_type == LocationType.Sam:
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return self._random_from(self.sams)
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if location_type == LocationType.BaseAirDefense:
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return self._random_from(self.base_air_defense)
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if location_type == LocationType.Ewr:
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return self._random_from(self.ewrs)
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if location_type == LocationType.Shorad:
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return self._random_from(self.base_garrisons)
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if location_type == LocationType.OffshoreStrikeTarget:
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return self._random_from(self.offshore_strike_locations)
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if location_type == LocationType.Ship:
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return self._random_from(self.ships)
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if location_type == LocationType.StrikeTarget:
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return self._random_from(self.strike_locations)
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logging.error(f"Unknown location type: {location_type}")
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return None
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class ControlPoint(MissionTarget):
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position = None # type: Point
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name = None # type: str
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captured = False
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has_frontline = True
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frontline_offset = 0.0
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alt = 0
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def __init__(self, id: int, name: str, position: Point,
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at: db.StartingPosition, radials: List[int], size: int,
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importance: float, has_frontline=True,
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cptype=ControlPointType.AIRBASE):
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super().__init__(" ".join(re.split(r" |-", name)[:2]), position)
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self.id = id
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self.full_name = name
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self.at = at
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self.connected_objectives: List[TheaterGroundObject] = []
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self.base_defenses: List[BaseDefenseGroundObject] = []
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self.preset_locations = PresetLocations()
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self.size = size
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self.importance = importance
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self.captured = False
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self.captured_invert = False
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self.has_frontline = has_frontline
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self.radials = radials
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self.connected_points: List[ControlPoint] = []
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self.base: Base = Base()
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self.cptype = cptype
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self.stances: Dict[int, CombatStance] = {}
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self.airport = None
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@property
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def ground_objects(self) -> List[TheaterGroundObject]:
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return list(
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itertools.chain(self.connected_objectives, self.base_defenses))
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@classmethod
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def from_airport(cls, airport: Airport, radials: List[int], size: int, importance: float, has_frontline=True):
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assert airport
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obj = cls(airport.id, airport.name, airport.position, airport, radials, size, importance, has_frontline, cptype=ControlPointType.AIRBASE)
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obj.airport = airport
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return obj
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@classmethod
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def carrier(cls, name: str, at: Point, id: int):
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import game.theater.conflicttheater
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cp = cls(id, name, at, at, game.theater.conflicttheater.LAND, game.theater.conflicttheater.SIZE_SMALL, 1,
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has_frontline=False, cptype=ControlPointType.AIRCRAFT_CARRIER_GROUP)
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return cp
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@classmethod
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def lha(cls, name: str, at: Point, id: int):
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import game.theater.conflicttheater
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cp = cls(id, name, at, at, game.theater.conflicttheater.LAND, game.theater.conflicttheater.SIZE_SMALL, 1,
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has_frontline=False, cptype=ControlPointType.LHA_GROUP)
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return cp
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@property
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def heading(self):
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if self.cptype == ControlPointType.AIRBASE:
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return self.airport.runways[0].heading
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elif self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]:
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return 0 # TODO compute heading
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else:
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return 0
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def __str__(self):
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return self.name
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@property
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def is_global(self):
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return not self.connected_points
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@property
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def is_carrier(self):
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"""
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:return: Whether this control point is an aircraft carrier
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"""
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return self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]
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@property
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def is_fleet(self):
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"""
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:return: Whether this control point is a boat (mobile)
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"""
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return self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]
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@property
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def is_lha(self):
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"""
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:return: Whether this control point is an LHA
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"""
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return self.cptype in [ControlPointType.LHA_GROUP]
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@property
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def sea_radials(self) -> List[int]:
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# TODO: fix imports
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all_radials = [0, 45, 90, 135, 180, 225, 270, 315, ]
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result = []
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for r in all_radials:
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if r not in self.radials:
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result.append(r)
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return result
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@property
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def available_aircraft_slots(self):
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"""
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:return: The maximum number of aircraft that can be stored in this control point
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"""
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if self.cptype == ControlPointType.AIRBASE:
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return len(self.airport.parking_slots)
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elif self.is_lha:
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return 20
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elif self.is_carrier:
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return 90
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else:
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return 0
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def connect(self, to: ControlPoint) -> None:
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self.connected_points.append(to)
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self.stances[to.id] = CombatStance.DEFENSIVE
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def has_runway(self):
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"""
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Check whether this control point can have aircraft taking off or landing.
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:return:
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"""
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if self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP] :
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for g in self.ground_objects:
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if g.dcs_identifier in ["CARRIER", "LHA"]:
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for group in g.groups:
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for u in group.units:
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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]:
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return True
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return False
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elif self.cptype in [ControlPointType.AIRBASE, ControlPointType.FARP]:
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return True
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else:
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return True
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def get_carrier_group_name(self):
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"""
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Get the carrier group name if the airbase is a carrier
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:return: Carrier group name
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"""
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if self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP] :
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for g in self.ground_objects:
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if g.dcs_identifier == "CARRIER":
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for group in g.groups:
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for u in group.units:
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if db.unit_type_from_name(u.type) in [CVN_74_John_C__Stennis, CV_1143_5_Admiral_Kuznetsov]:
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return group.name
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elif g.dcs_identifier == "LHA":
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for group in g.groups:
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for u in group.units:
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if db.unit_type_from_name(u.type) in [LHA_1_Tarawa]:
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return group.name
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return None
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def is_connected(self, to) -> bool:
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return to in self.connected_points
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def find_radial(self, heading: int, ignored_radial: int = None) -> int:
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closest_radial = 0
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closest_radial_delta = 360
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for radial in [x for x in self.radials if x != ignored_radial]:
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delta = abs(radial - heading)
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if delta < closest_radial_delta:
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closest_radial = radial
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closest_radial_delta = delta
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return closest_radial
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def find_ground_objects_by_obj_name(self, obj_name):
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found = []
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for g in self.ground_objects:
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if g.obj_name == obj_name:
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found.append(g)
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return found
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def is_friendly(self, to_player: bool) -> bool:
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return self.captured == to_player
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def clear_base_defenses(self) -> None:
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for base_defense in self.base_defenses:
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if isinstance(base_defense, EwrGroundObject):
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self.preset_locations.ewrs.append(base_defense.position)
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elif isinstance(base_defense, SamGroundObject):
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self.preset_locations.base_air_defense.append(
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base_defense.position)
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elif isinstance(base_defense, VehicleGroupGroundObject):
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self.preset_locations.base_garrisons.append(
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base_defense.position)
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else:
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logging.error(
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"Could not determine preset location type for "
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f"{base_defense}. Assuming garrison type.")
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self.preset_locations.base_garrisons.append(
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base_defense.position)
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self.base_defenses = []
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def capture(self, game: Game, for_player: bool) -> None:
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if for_player:
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self.captured = True
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else:
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self.captured = False
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self.base.set_strength_to_minimum()
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self.base.aircraft = {}
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self.base.armor = {}
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self.clear_base_defenses()
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from .start_generator import BaseDefenseGenerator
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BaseDefenseGenerator(game, self).generate()
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def mission_types(self, for_player: bool) -> Iterator[FlightType]:
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yield from super().mission_types(for_player)
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if self.is_friendly(for_player):
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if self.is_fleet:
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yield from [
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# TODO: FlightType.INTERCEPTION
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# TODO: Buddy tanking for the A-4?
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# TODO: Rescue chopper?
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# TODO: Inter-ship logistics?
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]
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else:
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yield from [
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# TODO: FlightType.INTERCEPTION
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# TODO: FlightType.LOGISTICS
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]
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else:
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if self.is_fleet:
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yield FlightType.ANTISHIP
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else:
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yield from [
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# TODO: FlightType.STRIKE
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]
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