dcs_liberation/game/theater/theatergroundobject.py
Dan Albert 73a8ec02b2 Speed up game tick by caching TGO threat regions.
Still more could be done here by caching the merged poly at the theater
level, but this goes a long way.

Aircraft commit regions are already cached (in the FlightState), so
those are already fairly fast. The combined A2A commit boundary could
also potentially be cached at the theater level.
2022-03-07 21:19:04 -08:00

659 lines
19 KiB
Python

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