dcs_liberation/game/theater/start_generator.py
RndName 5febcdd4e4 Implement Template System for ground objects
- Factored out the current generators to use a better approach with Templates build from the dcs mission editor.
- This information is extended with a template-mapping in a json file which allows to logically group together multiple dcs groups and even statics to one template
- The combination of mapping and miz will be serialized to a template.json which is only used for loading.
- Factions now load templates during initialization and hold all the templates they can really use. This is based around the faction file.
- Implemented a template randomizer which allows to add some randomization to templates
- Each Template Group can have 1 randomizer which randomizes unit_type and size based on the mapping definition. Larger groups need to be devided in more fine detailed groups as we can now handle them better due to the change from dcs group types to our own classes.
- Rewritten the ArmorGroup, Naval and EWR template handling

Rework GroundObjectBuyMenu to support templates
2022-02-21 20:45:41 +01:00

513 lines
18 KiB
Python

from __future__ import annotations
import logging
import random
from dataclasses import dataclass
from datetime import datetime
from typing import List
from game import Game
from game.factions.faction import Faction
from game.scenery_group import SceneryGroup
from game.theater import PointWithHeading
from game.theater.theatergroundobject import (
AirDefenseRange,
BuildingGroundObject,
SceneryGroundUnit,
GroundGroup,
)
from game.utils import Heading
from game.version import VERSION
from gen.templates import GroundObjectTemplates, TemplateCategory, GroundObjectTemplate
from gen.naming import namegen
from . import (
ConflictTheater,
ControlPoint,
ControlPointType,
Fob,
OffMapSpawn,
)
from ..campaignloader.campaignairwingconfig import CampaignAirWingConfig
from ..profiling import logged_duration
from ..settings import Settings
@dataclass(frozen=True)
class GeneratorSettings:
start_date: datetime
player_budget: int
enemy_budget: int
inverted: bool
no_carrier: bool
no_lha: bool
no_player_navy: bool
no_enemy_navy: bool
@dataclass
class ModSettings:
a4_skyhawk: bool = False
f22_raptor: bool = False
f104_starfighter: bool = False
hercules: bool = False
uh_60l: bool = False
jas39_gripen: bool = False
su57_felon: bool = False
frenchpack: bool = False
high_digit_sams: bool = False
class GameGenerator:
def __init__(
self,
player: Faction,
enemy: Faction,
theater: ConflictTheater,
air_wing_config: CampaignAirWingConfig,
settings: Settings,
generator_settings: GeneratorSettings,
mod_settings: ModSettings,
) -> None:
self.player = player.apply_mod_settings(mod_settings)
self.enemy = enemy.apply_mod_settings(mod_settings)
self.theater = theater
self.air_wing_config = air_wing_config
self.settings = settings
self.generator_settings = generator_settings
with logged_duration(f"Initializing templates"):
self.load_templates()
def generate(self) -> Game:
with logged_duration("TGO population"):
# Reset name generator
namegen.reset()
self.prepare_theater()
game = Game(
player_faction=self.player,
enemy_faction=self.enemy,
theater=self.theater,
air_wing_config=self.air_wing_config,
start_date=self.generator_settings.start_date,
settings=self.settings,
player_budget=self.generator_settings.player_budget,
enemy_budget=self.generator_settings.enemy_budget,
)
GroundObjectGenerator(game, self.generator_settings).generate()
game.settings.version = VERSION
return game
def should_remove_carrier(self, player: bool) -> bool:
faction = self.player if player else self.enemy
return self.generator_settings.no_carrier or not faction.carrier_names
def should_remove_lha(self, player: bool) -> bool:
faction = self.player if player else self.enemy
return self.generator_settings.no_lha or not faction.helicopter_carrier_names
def prepare_theater(self) -> None:
to_remove: List[ControlPoint] = []
# Remove carrier and lha, invert situation if needed
for cp in self.theater.controlpoints:
if self.generator_settings.inverted:
cp.starts_blue = cp.captured_invert
if cp.is_carrier and self.should_remove_carrier(cp.starts_blue):
to_remove.append(cp)
elif cp.is_lha and self.should_remove_lha(cp.starts_blue):
to_remove.append(cp)
# do remove
for cp in to_remove:
self.theater.controlpoints.remove(cp)
def load_templates(self) -> None:
templates = GroundObjectTemplates.from_json(
"resources/templates/templates.json"
)
self.player.load_templates(templates)
self.enemy.load_templates(templates)
class ControlPointGroundObjectGenerator:
def __init__(
self,
game: Game,
generator_settings: GeneratorSettings,
control_point: ControlPoint,
) -> None:
self.game = game
self.generator_settings = generator_settings
self.control_point = control_point
@property
def faction_name(self) -> str:
return self.faction.name
@property
def faction(self) -> Faction:
return self.game.coalition_for(self.control_point.captured).faction
def generate(self) -> bool:
self.control_point.connected_objectives = []
if self.faction.navy_generators:
# Even airbases can generate navies if they are close enough to the water.
self.generate_navy()
return True
def generate_random_from_templates(
self, templates: list[GroundObjectTemplate], position: PointWithHeading
) -> None:
try:
template = random.choice(templates)
with logged_duration(
f"Ground Object generation from template {template.name}"
):
ground_object = template.generate(
namegen.random_objective_name(),
position,
self.control_point,
self.game,
)
self.control_point.connected_objectives.append(ground_object)
except NotImplementedError:
logging.error("Template Generator not implemented yet")
except IndexError:
logging.error(f"No templates to generate object")
def generate_navy(self) -> None:
skip_player_navy = self.generator_settings.no_player_navy
if self.control_point.captured and skip_player_navy:
return
skip_enemy_navy = self.generator_settings.no_enemy_navy
if not self.control_point.captured and skip_enemy_navy:
return
templates = list(
self.faction.templates.for_category(TemplateCategory.Naval, "ship")
)
for position in self.control_point.preset_locations.ships:
self.generate_random_from_templates(templates, position)
class NoOpGroundObjectGenerator(ControlPointGroundObjectGenerator):
def generate(self) -> bool:
return True
class CarrierGroundObjectGenerator(ControlPointGroundObjectGenerator):
def generate(self) -> bool:
if not super().generate():
return False
carrier_names = self.faction.carrier_names
if not carrier_names:
logging.info(
f"Skipping generation of {self.control_point.name} because "
f"{self.faction_name} has no carriers"
)
return False
templates = list(
self.faction.templates.for_category(TemplateCategory.Naval, "carrier")
)
self.generate_random_from_templates(
templates,
PointWithHeading.from_point(
self.control_point.position, self.control_point.heading
),
)
self.control_point.name = random.choice(carrier_names)
return True
class LhaGroundObjectGenerator(ControlPointGroundObjectGenerator):
def generate(self) -> bool:
if not super().generate():
return False
lha_names = self.faction.helicopter_carrier_names
if not lha_names:
logging.info(
f"Skipping generation of {self.control_point.name} because "
f"{self.faction_name} has no LHAs"
)
return False
templates = list(
self.faction.templates.for_category(TemplateCategory.Naval, "lha")
)
self.generate_random_from_templates(
templates,
PointWithHeading.from_point(
self.control_point.position, self.control_point.heading
),
)
self.control_point.name = random.choice(lha_names)
return True
class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
def __init__(
self,
game: Game,
generator_settings: GeneratorSettings,
control_point: ControlPoint,
) -> None:
super().__init__(game, generator_settings, control_point)
def generate(self) -> bool:
if not super().generate():
return False
self.generate_ground_points()
return True
def generate_ground_points(self) -> None:
"""Generate ground objects and AA sites for the control point."""
self.generate_armor_groups()
self.generate_aa()
self.generate_ewrs()
self.generate_scenery_sites()
self.generate_strike_targets()
self.generate_offshore_strike_targets()
self.generate_factories()
self.generate_ammunition_depots()
if self.faction.missiles:
self.generate_missile_sites()
if self.faction.coastal_defenses:
self.generate_coastal_sites()
def generate_armor_groups(self) -> None:
templates = list(self.faction.templates.for_category(TemplateCategory.Armor))
if not templates:
logging.error(f"{self.faction_name} has no access to Armor templates")
return
for position in self.control_point.preset_locations.armor_groups:
self.generate_random_from_templates(templates, position)
def generate_aa(self) -> None:
presets = self.control_point.preset_locations
for position in presets.long_range_sams:
self.generate_aa_at(
position,
[
AirDefenseRange.Long,
AirDefenseRange.Medium,
AirDefenseRange.Short,
AirDefenseRange.AAA,
],
)
for position in presets.medium_range_sams:
self.generate_aa_at(
position,
[
AirDefenseRange.Medium,
AirDefenseRange.Short,
AirDefenseRange.AAA,
],
)
for position in presets.short_range_sams:
self.generate_aa_at(
position,
[AirDefenseRange.Short, AirDefenseRange.AAA],
)
for position in presets.aaa:
self.generate_aa_at(
position,
[AirDefenseRange.AAA],
)
def generate_ewrs(self) -> None:
templates = list(
self.faction.templates.for_category(TemplateCategory.AirDefence, "EWR")
)
if not templates:
logging.error(f"{self.faction_name} has no access to EWR templates")
return
for position in self.control_point.preset_locations.ewrs:
self.generate_random_from_templates(templates, position)
def generate_building_at(
self,
template_category: TemplateCategory,
building_category: str,
position: PointWithHeading,
) -> None:
templates = list(
self.faction.templates.for_category(template_category, building_category)
)
if templates:
self.generate_random_from_templates(templates, position)
else:
logging.error(
f"{self.faction_name} has no access to Building type {building_category}"
)
def generate_ammunition_depots(self) -> None:
for position in self.control_point.preset_locations.ammunition_depots:
self.generate_building_at(TemplateCategory.Building, "ammo", position)
def generate_factories(self) -> None:
for position in self.control_point.preset_locations.factories:
self.generate_building_at(TemplateCategory.Building, "factory", position)
def generate_aa_at(
self, position: PointWithHeading, ranges: list[AirDefenseRange]
) -> None:
templates = []
for aa_range in ranges:
for template in self.faction.templates.for_category(
TemplateCategory.AirDefence, aa_range.name
):
templates.append(template)
if len(templates) > 0:
# Only take next (smaller) aa_range when no template available for the
# most requested range. Otherwise break the loop and continue
break
if templates:
self.generate_random_from_templates(templates, position)
else:
logging.error(
f"{self.faction_name} has no access to SAM Templates ({', '.join([range.name for range in ranges])})"
)
def generate_scenery_sites(self) -> None:
presets = self.control_point.preset_locations
for scenery_group in presets.scenery:
self.generate_tgo_for_scenery(scenery_group)
def generate_tgo_for_scenery(self, scenery: SceneryGroup) -> None:
# Special Handling for scenery Objects based on trigger zones
g = BuildingGroundObject(
namegen.random_objective_name(),
scenery.category,
scenery.position,
Heading.from_degrees(0),
self.control_point,
)
ground_group = GroundGroup(
self.game.next_group_id(),
scenery.zone_def.name,
PointWithHeading.from_point(scenery.position, Heading.from_degrees(0)),
[],
g,
)
ground_group.static_group = True
g.groups.append(ground_group)
# Each nested trigger zone is a target/building/unit for an objective.
for zone in scenery.zones:
scenery_unit = SceneryGroundUnit(
zone.id,
zone.name,
"",
PointWithHeading.from_point(zone.position, Heading.from_degrees(0)),
g,
)
scenery_unit.zone = zone
ground_group.units.append(scenery_unit)
self.control_point.connected_objectives.append(g)
def generate_missile_sites(self) -> None:
templates = list(self.faction.templates.for_category(TemplateCategory.Missile))
if not templates:
logging.error(f"{self.faction_name} has no access to Missile templates")
return
for position in self.control_point.preset_locations.missile_sites:
self.generate_random_from_templates(templates, position)
def generate_coastal_sites(self) -> None:
templates = list(self.faction.templates.for_category(TemplateCategory.Coastal))
if not templates:
logging.error(f"{self.faction_name} has no access to Coastal templates")
return
for position in self.control_point.preset_locations.coastal_defenses:
self.generate_random_from_templates(templates, position)
def generate_strike_targets(self) -> None:
building_set = list(set(self.faction.building_set) - {"oil"})
if not building_set:
logging.error(f"{self.faction_name} has no buildings defined")
return
for position in self.control_point.preset_locations.strike_locations:
category = random.choice(building_set)
self.generate_building_at(TemplateCategory.Building, category, position)
def generate_offshore_strike_targets(self) -> None:
if "oil" not in self.faction.building_set:
logging.error(
f"{self.faction_name} does not support offshore strike targets"
)
return
for position in self.control_point.preset_locations.offshore_strike_locations:
self.generate_building_at(TemplateCategory.Building, "oil", position)
class FobGroundObjectGenerator(AirbaseGroundObjectGenerator):
def generate(self) -> bool:
if super(FobGroundObjectGenerator, self).generate():
self.generate_fob()
return True
return False
def generate_fob(self) -> None:
self.generate_building_at(
TemplateCategory.Building,
"fob",
PointWithHeading.from_point(
self.control_point.position, self.control_point.heading
),
)
class GroundObjectGenerator:
def __init__(self, game: Game, generator_settings: GeneratorSettings) -> None:
self.game = game
self.generator_settings = generator_settings
def generate(self) -> None:
# Copied so we can remove items from the original list without breaking
# the iterator.
control_points = list(self.game.theater.controlpoints)
for control_point in control_points:
if not self.generate_for_control_point(control_point):
self.game.theater.controlpoints.remove(control_point)
def generate_for_control_point(self, control_point: ControlPoint) -> bool:
generator: ControlPointGroundObjectGenerator
if control_point.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
generator = CarrierGroundObjectGenerator(
self.game, self.generator_settings, control_point
)
elif control_point.cptype == ControlPointType.LHA_GROUP:
generator = LhaGroundObjectGenerator(
self.game, self.generator_settings, control_point
)
elif isinstance(control_point, OffMapSpawn):
generator = NoOpGroundObjectGenerator(
self.game, self.generator_settings, control_point
)
elif isinstance(control_point, Fob):
generator = FobGroundObjectGenerator(
self.game, self.generator_settings, control_point
)
else:
generator = AirbaseGroundObjectGenerator(
self.game, self.generator_settings, control_point
)
return generator.generate()