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We need to update all TGOs, not just the cleared ones, because the captured buildings need to update their icon to show the new color.
630 lines
18 KiB
Python
630 lines
18 KiB
Python
from __future__ import annotations
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import itertools
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import uuid
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from abc import ABC
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from typing import Iterator, List, Optional, TYPE_CHECKING
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from dcs.mapping import Point
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from dcs.unittype import VehicleType
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from game.sidc import (
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Entity,
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LandEquipmentEntity,
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LandInstallationEntity,
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LandUnitEntity,
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SeaSurfaceEntity,
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SidcDescribable,
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StandardIdentity,
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Status,
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SymbolSet,
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)
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from ..data.radar_db import LAUNCHER_TRACKER_PAIRS, TELARS, TRACK_RADARS
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from ..utils import Distance, Heading, meters
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if TYPE_CHECKING:
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from .theatergroup import TheaterUnit, TheaterGroup
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from .controlpoint import ControlPoint
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from ..ato.flighttype import FlightType
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from .missiontarget import MissionTarget
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NAME_BY_CATEGORY = {
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"ewr": "Early Warning Radar",
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"aa": "AA Defense Site",
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"allycamp": "Camp",
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"ammo": "Ammo depot",
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"armor": "Armor group",
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"coastal": "Coastal defense",
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"comms": "Communications tower",
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"derrick": "Derrick",
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"factory": "Factory",
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"farp": "FARP",
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"fob": "FOB",
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"fuel": "Fuel depot",
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"missile": "Missile site",
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"oil": "Oil platform",
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"power": "Power plant",
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"ship": "Ship",
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"village": "Village",
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"ware": "Warehouse",
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"ww2bunker": "Bunker",
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}
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class TheaterGroundObject(MissionTarget, SidcDescribable, ABC):
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def __init__(
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self,
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name: str,
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category: str,
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position: Point,
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heading: Heading,
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control_point: ControlPoint,
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sea_object: bool,
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) -> None:
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super().__init__(name, position)
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self.id = uuid.uuid4()
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self.category = category
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self.heading = heading
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self.control_point = control_point
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self.sea_object = sea_object
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self.groups: List[TheaterGroup] = []
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@property
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def sidc_status(self) -> Status:
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return Status.PRESENT_DESTROYED if self.is_dead else Status.PRESENT
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@property
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def standard_identity(self) -> StandardIdentity:
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return (
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StandardIdentity.FRIEND
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if self.control_point.captured
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else StandardIdentity.HOSTILE_FAKER
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)
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@property
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def is_dead(self) -> bool:
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return self.alive_unit_count == 0
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@property
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def units(self) -> Iterator[TheaterUnit]:
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"""
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:return: all the units at this location
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"""
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yield from itertools.chain.from_iterable([g.units for g in self.groups])
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@property
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def statics(self) -> Iterator[TheaterUnit]:
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for group in self.groups:
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for unit in group.units:
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if unit.is_static:
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yield unit
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@property
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def dead_units(self) -> list[TheaterUnit]:
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"""
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:return: all the dead units at this location
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"""
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return [unit for unit in self.units if not unit.alive]
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@property
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def group_name(self) -> str:
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"""The name of the unit group."""
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return f"{self.category}|{self.name}"
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@property
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def waypoint_name(self) -> str:
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return f"[{self.name}] {self.category}"
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def __str__(self) -> str:
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return NAME_BY_CATEGORY[self.category]
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@property
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def obj_name(self) -> str:
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return self.name
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@property
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def faction_color(self) -> str:
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return "BLUE" if self.control_point.captured else "RED"
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def is_friendly(self, to_player: bool) -> bool:
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return self.control_point.is_friendly(to_player)
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def mission_types(self, for_player: bool) -> Iterator[FlightType]:
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from game.ato import FlightType
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if self.is_friendly(for_player):
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yield from [
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# TODO: FlightType.LOGISTICS
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# TODO: FlightType.TROOP_TRANSPORT
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]
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else:
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yield from [
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FlightType.STRIKE,
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FlightType.BAI,
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FlightType.REFUELING,
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]
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yield from super().mission_types(for_player)
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@property
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def unit_count(self) -> int:
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return sum([g.unit_count for g in self.groups])
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@property
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def alive_unit_count(self) -> int:
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return sum([g.alive_units for g in self.groups])
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@property
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def might_have_aa(self) -> bool:
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return False
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@property
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def has_live_radar_sam(self) -> bool:
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"""Returns True if the ground object contains a unit with working radar SAM."""
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for group in self.groups:
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if self.threat_range(group, radar_only=True):
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return True
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return False
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def _max_range_of_type(self, group: TheaterGroup, range_type: str) -> Distance:
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if not self.might_have_aa:
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return meters(0)
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max_range = meters(0)
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for u in group.units:
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# Some units in pydcs have detection_range/threat_range defined,
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# but explicitly set to None.
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unit_range = getattr(u.type, range_type, None)
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if unit_range is not None:
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max_range = max(max_range, meters(unit_range))
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return max_range
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def max_detection_range(self) -> Distance:
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return max(self.detection_range(g) for g in self.groups)
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def detection_range(self, group: TheaterGroup) -> Distance:
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return self._max_range_of_type(group, "detection_range")
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def max_threat_range(self) -> Distance:
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return (
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max(self.threat_range(g) for g in self.groups) if self.groups else meters(0)
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)
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def threat_range(self, group: TheaterGroup, radar_only: bool = False) -> Distance:
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return self._max_range_of_type(group, "threat_range")
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@property
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def is_ammo_depot(self) -> bool:
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return self.category == "ammo"
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@property
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def is_factory(self) -> bool:
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return self.category == "factory"
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@property
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def is_control_point(self) -> bool:
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"""True if this TGO is the group for the control point itself (CVs and FOBs)."""
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return False
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@property
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def strike_targets(self) -> list[TheaterUnit]:
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return [unit for unit in self.units if unit.alive]
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@property
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def mark_locations(self) -> Iterator[Point]:
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yield self.position
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def clear(self) -> None:
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self.groups = []
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@property
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def capturable(self) -> bool:
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raise NotImplementedError
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@property
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def purchasable(self) -> bool:
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raise NotImplementedError
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def group_by_name(self, name: str) -> Optional[TheaterGroup]:
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for group in self.groups:
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if group.name == name:
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return group
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return None
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class BuildingGroundObject(TheaterGroundObject):
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def __init__(
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self,
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name: str,
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category: str,
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position: Point,
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heading: Heading,
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control_point: ControlPoint,
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is_fob_structure: bool = False,
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) -> None:
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super().__init__(
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name=name,
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category=category,
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position=position,
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heading=heading,
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control_point=control_point,
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sea_object=False,
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)
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self.is_fob_structure = is_fob_structure
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@property
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def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]:
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if self.category == "allycamp":
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entity = LandInstallationEntity.TENTED_CAMP
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elif self.category == "ammo":
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entity = LandInstallationEntity.AMMUNITION_CACHE
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elif self.category == "comms":
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entity = LandInstallationEntity.TELECOMMUNICATIONS_TOWER
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elif self.category == "derrick":
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entity = LandInstallationEntity.PETROLEUM_FACILITY
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elif self.category == "factory":
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entity = LandInstallationEntity.MAINTENANCE_FACILITY
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elif self.category == "farp":
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entity = LandInstallationEntity.HELICOPTER_LANDING_SITE
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elif self.category == "fuel":
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entity = LandInstallationEntity.WAREHOUSE_STORAGE_FACILITY
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elif self.category == "oil":
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entity = LandInstallationEntity.PETROLEUM_FACILITY
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elif self.category == "power":
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entity = LandInstallationEntity.GENERATION_STATION
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elif self.category == "village":
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entity = LandInstallationEntity.PUBLIC_VENUES_INFRASTRUCTURE
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elif self.category == "ware":
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entity = LandInstallationEntity.WAREHOUSE_STORAGE_FACILITY
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elif self.category == "ww2bunker":
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entity = LandInstallationEntity.MILITARY_BASE
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else:
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raise ValueError(f"Unhandled building category: {self.category}")
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return SymbolSet.LAND_INSTALLATIONS, entity
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@property
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def mark_locations(self) -> Iterator[Point]:
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# Special handling to mark all buildings of the TGO
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for unit in self.strike_targets:
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yield unit.position
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@property
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def is_control_point(self) -> bool:
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return self.is_fob_structure
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@property
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def capturable(self) -> bool:
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return True
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@property
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def purchasable(self) -> bool:
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return False
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def max_threat_range(self) -> Distance:
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return meters(0)
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def max_detection_range(self) -> Distance:
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return meters(0)
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class NavalGroundObject(TheaterGroundObject, ABC):
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def mission_types(self, for_player: bool) -> Iterator[FlightType]:
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from game.ato import FlightType
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if not self.is_friendly(for_player):
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yield FlightType.ANTISHIP
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yield from super().mission_types(for_player)
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@property
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def might_have_aa(self) -> bool:
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return True
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@property
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def capturable(self) -> bool:
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return False
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@property
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def purchasable(self) -> bool:
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return False
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class GenericCarrierGroundObject(NavalGroundObject, ABC):
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@property
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def is_control_point(self) -> bool:
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return True
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# TODO: Why is this both a CP and a TGO?
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class CarrierGroundObject(GenericCarrierGroundObject):
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def __init__(self, name: str, control_point: ControlPoint) -> None:
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super().__init__(
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name=name,
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category="CARRIER",
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position=control_point.position,
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heading=Heading.from_degrees(0),
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control_point=control_point,
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sea_object=True,
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)
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@property
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def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]:
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return SymbolSet.SEA_SURFACE, SeaSurfaceEntity.CARRIER
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@property
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def group_name(self) -> str:
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# Prefix the group names with the side color so Skynet can find them,
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# add to EWR.
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return f"{self.faction_color}|EWR|{super().group_name}"
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def __str__(self) -> str:
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return f"CV {self.name}"
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# TODO: Why is this both a CP and a TGO?
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class LhaGroundObject(GenericCarrierGroundObject):
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def __init__(self, name: str, control_point: ControlPoint) -> None:
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super().__init__(
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name=name,
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category="LHA",
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position=control_point.position,
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heading=Heading.from_degrees(0),
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control_point=control_point,
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sea_object=True,
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)
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@property
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def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]:
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return SymbolSet.SEA_SURFACE, SeaSurfaceEntity.AMPHIBIOUS_ASSAULT_SHIP_GENERAL
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@property
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def group_name(self) -> str:
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# Prefix the group names with the side color so Skynet can find them,
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# add to EWR.
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return f"{self.faction_color}|EWR|{super().group_name}"
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def __str__(self) -> str:
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return f"LHA {self.name}"
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class MissileSiteGroundObject(TheaterGroundObject):
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def __init__(
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self, name: str, position: Point, heading: Heading, control_point: ControlPoint
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) -> None:
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super().__init__(
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name=name,
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category="missile",
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position=position,
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heading=heading,
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control_point=control_point,
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sea_object=False,
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)
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@property
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def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]:
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return SymbolSet.LAND_UNIT, LandUnitEntity.MISSILE
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@property
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def capturable(self) -> bool:
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return False
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@property
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def purchasable(self) -> bool:
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return False
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class CoastalSiteGroundObject(TheaterGroundObject):
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def __init__(
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self,
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name: str,
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position: Point,
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control_point: ControlPoint,
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heading: Heading,
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) -> None:
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super().__init__(
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name=name,
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category="coastal",
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position=position,
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heading=heading,
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control_point=control_point,
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sea_object=False,
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)
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@property
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def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]:
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return SymbolSet.LAND_UNIT, LandUnitEntity.MISSILE
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@property
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def capturable(self) -> bool:
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return False
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@property
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def purchasable(self) -> bool:
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return False
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class IadsGroundObject(TheaterGroundObject, ABC):
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def mission_types(self, for_player: bool) -> Iterator[FlightType]:
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from game.ato import FlightType
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if not self.is_friendly(for_player):
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yield FlightType.DEAD
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yield from super().mission_types(for_player)
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# The SamGroundObject represents all type of AA
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# The TGO can have multiple types of units (AAA,SAM,Support...)
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# Differentiation can be made during generation with the airdefensegroupgenerator
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class SamGroundObject(IadsGroundObject):
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def __init__(
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self,
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name: str,
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position: Point,
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heading: Heading,
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control_point: ControlPoint,
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) -> None:
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super().__init__(
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name=name,
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category="aa",
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position=position,
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heading=heading,
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control_point=control_point,
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sea_object=False,
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)
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@property
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def sidc_status(self) -> Status:
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if self.is_dead:
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return Status.PRESENT_DESTROYED
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if self.max_threat_range() > meters(0):
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return Status.PRESENT
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return Status.PRESENT_DAMAGED
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@property
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def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]:
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return SymbolSet.LAND_UNIT, LandUnitEntity.AIR_DEFENSE
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def mission_types(self, for_player: bool) -> Iterator[FlightType]:
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from game.ato import FlightType
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if not self.is_friendly(for_player):
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yield FlightType.DEAD
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yield FlightType.SEAD
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for mission_type in super().mission_types(for_player):
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# We yielded this ourselves to move it to the top of the list. Don't yield
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# it twice.
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if mission_type is not FlightType.DEAD:
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yield mission_type
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@property
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def might_have_aa(self) -> bool:
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return True
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def threat_range(self, group: TheaterGroup, radar_only: bool = False) -> Distance:
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max_non_radar = meters(0)
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live_trs = set()
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max_telar_range = meters(0)
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launchers = set()
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for unit in group.units:
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if not unit.alive or not issubclass(unit.type, VehicleType):
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continue
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unit_type = unit.type
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if unit_type in TRACK_RADARS:
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live_trs.add(unit_type)
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elif unit_type in TELARS:
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max_telar_range = max(max_telar_range, meters(unit_type.threat_range))
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elif unit_type in LAUNCHER_TRACKER_PAIRS:
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launchers.add(unit_type)
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else:
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max_non_radar = max(max_non_radar, meters(unit_type.threat_range))
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max_tel_range = meters(0)
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for launcher in launchers:
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if LAUNCHER_TRACKER_PAIRS[launcher] in live_trs:
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max_tel_range = max(max_tel_range, meters(launcher.threat_range))
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if radar_only:
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return max(max_tel_range, max_telar_range)
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else:
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return max(max_tel_range, max_telar_range, max_non_radar)
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@property
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def capturable(self) -> bool:
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return False
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@property
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def purchasable(self) -> bool:
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return True
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|
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class VehicleGroupGroundObject(TheaterGroundObject):
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def __init__(
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self,
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name: str,
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position: Point,
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heading: Heading,
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control_point: ControlPoint,
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) -> None:
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super().__init__(
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name=name,
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category="armor",
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position=position,
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heading=heading,
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control_point=control_point,
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sea_object=False,
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)
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@property
|
|
def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]:
|
|
return (
|
|
SymbolSet.LAND_UNIT,
|
|
LandUnitEntity.ARMOR_ARMORED_MECHANIZED_SELF_PROPELLED_TRACKED,
|
|
)
|
|
|
|
@property
|
|
def capturable(self) -> bool:
|
|
return False
|
|
|
|
@property
|
|
def purchasable(self) -> bool:
|
|
return True
|
|
|
|
|
|
class EwrGroundObject(IadsGroundObject):
|
|
def __init__(
|
|
self,
|
|
name: str,
|
|
position: Point,
|
|
heading: Heading,
|
|
control_point: ControlPoint,
|
|
) -> None:
|
|
super().__init__(
|
|
name=name,
|
|
category="ewr",
|
|
position=position,
|
|
heading=heading,
|
|
control_point=control_point,
|
|
sea_object=False,
|
|
)
|
|
|
|
@property
|
|
def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]:
|
|
return SymbolSet.LAND_EQUIPMENT, LandEquipmentEntity.RADAR
|
|
|
|
@property
|
|
def group_name(self) -> str:
|
|
# Prefix the group names with the side color so Skynet can find them.
|
|
# Use Group Id and uppercase EWR
|
|
return f"{self.faction_color}|EWR|{self.name}"
|
|
|
|
@property
|
|
def might_have_aa(self) -> bool:
|
|
return True
|
|
|
|
@property
|
|
def capturable(self) -> bool:
|
|
return False
|
|
|
|
@property
|
|
def purchasable(self) -> bool:
|
|
return True
|
|
|
|
|
|
class ShipGroundObject(NavalGroundObject):
|
|
def __init__(self, name: str, position: Point, control_point: ControlPoint) -> None:
|
|
super().__init__(
|
|
name=name,
|
|
category="ship",
|
|
position=position,
|
|
heading=Heading.from_degrees(0),
|
|
control_point=control_point,
|
|
sea_object=True,
|
|
)
|
|
|
|
@property
|
|
def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]:
|
|
return SymbolSet.SEA_SURFACE, SeaSurfaceEntity.SURFACE_COMBATANT_LINE
|
|
|
|
@property
|
|
def group_name(self) -> str:
|
|
# Prefix the group names with the side color so Skynet can find them,
|
|
# add to EWR.
|
|
return f"{self.faction_color}|EWR|{super().group_name}"
|