dcs_liberation/game/campaignloader/mizcampaignloader.py
Dan Albert 90ad1f4a61 Change squadrons to operate out of a single base.
https://github.com/dcs-liberation/dcs_liberation/issues/1145

Currently this is fixed at the start of the campaign. The squadron
locations are defined by the campaign file.

Follow up work:

* Track aircraft ownership per-squadron rather than per-airbase.
* UI for relocating squadrons.
* Ferry missions for squadrons that are relocating.
* Auto-relocation (probably only for retreat handling).

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1138
2021-08-14 21:46:27 -07:00

467 lines
18 KiB
Python

from __future__ import annotations
import itertools
from functools import cached_property
from pathlib import Path
from typing import Iterator, List, Dict, Tuple, TYPE_CHECKING
from dcs import Mission
from dcs.countries import CombinedJointTaskForcesBlue, CombinedJointTaskForcesRed
from dcs.country import Country
from dcs.planes import F_15C
from dcs.ships import Stennis, LHA_Tarawa, HandyWind, USS_Arleigh_Burke_IIa
from dcs.statics import Fortification, Warehouse
from dcs.terrain import Airport
from dcs.unitgroup import PlaneGroup, ShipGroup, VehicleGroup, StaticGroup
from dcs.vehicles import Armor, Unarmed, MissilesSS, AirDefence
from game.point_with_heading import PointWithHeading
from game.positioned import Positioned
from game.profiling import logged_duration
from game.scenery_group import SceneryGroup
from game.utils import Distance, meters, Heading
from game.theater.controlpoint import (
Airfield,
Carrier,
ControlPoint,
Fob,
Lha,
OffMapSpawn,
)
if TYPE_CHECKING:
from game.theater.conflicttheater import ConflictTheater
class MizCampaignLoader:
BLUE_COUNTRY = CombinedJointTaskForcesBlue()
RED_COUNTRY = CombinedJointTaskForcesRed()
OFF_MAP_UNIT_TYPE = F_15C.id
CV_UNIT_TYPE = Stennis.id
LHA_UNIT_TYPE = LHA_Tarawa.id
FRONT_LINE_UNIT_TYPE = Armor.M_113.id
SHIPPING_LANE_UNIT_TYPE = HandyWind.id
FOB_UNIT_TYPE = Unarmed.SKP_11.id
FARP_HELIPAD = "SINGLE_HELIPAD"
OFFSHORE_STRIKE_TARGET_UNIT_TYPE = Fortification.Oil_platform.id
SHIP_UNIT_TYPE = USS_Arleigh_Burke_IIa.id
MISSILE_SITE_UNIT_TYPE = MissilesSS.Scud_B.id
COASTAL_DEFENSE_UNIT_TYPE = MissilesSS.Hy_launcher.id
# Multiple options for air defenses so campaign designers can more accurately see
# the coverage of their IADS for the expected type.
LONG_RANGE_SAM_UNIT_TYPES = {
AirDefence.Patriot_ln.id,
AirDefence.S_300PS_5P85C_ln.id,
AirDefence.S_300PS_5P85D_ln.id,
}
MEDIUM_RANGE_SAM_UNIT_TYPES = {
AirDefence.Hawk_ln.id,
AirDefence.S_75M_Volhov.id,
AirDefence._5p73_s_125_ln.id,
}
SHORT_RANGE_SAM_UNIT_TYPES = {
AirDefence.M1097_Avenger.id,
AirDefence.Rapier_fsa_launcher.id,
AirDefence._2S6_Tunguska.id,
AirDefence.Strela_1_9P31.id,
}
AAA_UNIT_TYPES = {
AirDefence.Flak18.id,
AirDefence.Vulcan.id,
AirDefence.ZSU_23_4_Shilka.id,
}
EWR_UNIT_TYPE = AirDefence._1L13_EWR.id
ARMOR_GROUP_UNIT_TYPE = Armor.M_1_Abrams.id
FACTORY_UNIT_TYPE = Fortification.Workshop_A.id
AMMUNITION_DEPOT_UNIT_TYPE = Warehouse._Ammunition_depot.id
STRIKE_TARGET_UNIT_TYPE = Fortification.Tech_combine.id
def __init__(self, miz: Path, theater: ConflictTheater) -> None:
self.theater = theater
self.mission = Mission()
with logged_duration("Loading miz"):
self.mission.load_file(str(miz))
self.control_point_id = itertools.count(1000)
# If there are no red carriers there usually aren't red units. Make sure
# both countries are initialized so we don't have to deal with None.
if self.mission.country(self.BLUE_COUNTRY.name) is None:
self.mission.coalition["blue"].add_country(self.BLUE_COUNTRY)
if self.mission.country(self.RED_COUNTRY.name) is None:
self.mission.coalition["red"].add_country(self.RED_COUNTRY)
@staticmethod
def control_point_from_airport(airport: Airport) -> ControlPoint:
cp = Airfield(airport)
cp.captured = airport.is_blue()
# Use the unlimited aircraft option to determine if an airfield should
# be owned by the player when the campaign is "inverted".
cp.captured_invert = airport.unlimited_aircrafts
return cp
def country(self, blue: bool) -> Country:
country = self.mission.country(
self.BLUE_COUNTRY.name if blue else self.RED_COUNTRY.name
)
# Should be guaranteed because we initialized them.
assert country
return country
@property
def blue(self) -> Country:
return self.country(blue=True)
@property
def red(self) -> Country:
return self.country(blue=False)
def off_map_spawns(self, blue: bool) -> Iterator[PlaneGroup]:
for group in self.country(blue).plane_group:
if group.units[0].type == self.OFF_MAP_UNIT_TYPE:
yield group
def carriers(self, blue: bool) -> Iterator[ShipGroup]:
for group in self.country(blue).ship_group:
if group.units[0].type == self.CV_UNIT_TYPE:
yield group
def lhas(self, blue: bool) -> Iterator[ShipGroup]:
for group in self.country(blue).ship_group:
if group.units[0].type == self.LHA_UNIT_TYPE:
yield group
def fobs(self, blue: bool) -> Iterator[VehicleGroup]:
for group in self.country(blue).vehicle_group:
if group.units[0].type == self.FOB_UNIT_TYPE:
yield group
@property
def ships(self) -> Iterator[ShipGroup]:
for group in self.red.ship_group:
if group.units[0].type == self.SHIP_UNIT_TYPE:
yield group
@property
def offshore_strike_targets(self) -> Iterator[StaticGroup]:
for group in self.red.static_group:
if group.units[0].type == self.OFFSHORE_STRIKE_TARGET_UNIT_TYPE:
yield group
@property
def missile_sites(self) -> Iterator[VehicleGroup]:
for group in self.red.vehicle_group:
if group.units[0].type == self.MISSILE_SITE_UNIT_TYPE:
yield group
@property
def coastal_defenses(self) -> Iterator[VehicleGroup]:
for group in self.red.vehicle_group:
if group.units[0].type == self.COASTAL_DEFENSE_UNIT_TYPE:
yield group
@property
def long_range_sams(self) -> Iterator[VehicleGroup]:
for group in self.red.vehicle_group:
if group.units[0].type in self.LONG_RANGE_SAM_UNIT_TYPES:
yield group
@property
def medium_range_sams(self) -> Iterator[VehicleGroup]:
for group in self.red.vehicle_group:
if group.units[0].type in self.MEDIUM_RANGE_SAM_UNIT_TYPES:
yield group
@property
def short_range_sams(self) -> Iterator[VehicleGroup]:
for group in self.red.vehicle_group:
if group.units[0].type in self.SHORT_RANGE_SAM_UNIT_TYPES:
yield group
@property
def aaa(self) -> Iterator[VehicleGroup]:
for group in itertools.chain(self.blue.vehicle_group, self.red.vehicle_group):
if group.units[0].type in self.AAA_UNIT_TYPES:
yield group
@property
def ewrs(self) -> Iterator[VehicleGroup]:
for group in self.red.vehicle_group:
if group.units[0].type in self.EWR_UNIT_TYPE:
yield group
@property
def armor_groups(self) -> Iterator[VehicleGroup]:
for group in itertools.chain(self.blue.vehicle_group, self.red.vehicle_group):
if group.units[0].type in self.ARMOR_GROUP_UNIT_TYPE:
yield group
@property
def helipads(self) -> Iterator[StaticGroup]:
for group in self.blue.static_group:
if group.units[0].type == self.FARP_HELIPAD:
yield group
@property
def factories(self) -> Iterator[StaticGroup]:
for group in self.blue.static_group:
if group.units[0].type in self.FACTORY_UNIT_TYPE:
yield group
@property
def ammunition_depots(self) -> Iterator[StaticGroup]:
for group in itertools.chain(self.blue.static_group, self.red.static_group):
if group.units[0].type in self.AMMUNITION_DEPOT_UNIT_TYPE:
yield group
@property
def strike_targets(self) -> Iterator[StaticGroup]:
for group in itertools.chain(self.blue.static_group, self.red.static_group):
if group.units[0].type in self.STRIKE_TARGET_UNIT_TYPE:
yield group
@property
def scenery(self) -> List[SceneryGroup]:
return SceneryGroup.from_trigger_zones(self.mission.triggers._zones)
@cached_property
def control_points(self) -> Dict[int, ControlPoint]:
control_points = {}
for airport in self.mission.terrain.airport_list():
if airport.is_blue() or airport.is_red():
control_point = self.control_point_from_airport(airport)
control_points[control_point.id] = control_point
for blue in (False, True):
for group in self.off_map_spawns(blue):
control_point = OffMapSpawn(
next(self.control_point_id), str(group.name), group.position
)
control_point.captured = blue
control_point.captured_invert = group.late_activation
control_points[control_point.id] = control_point
for ship in self.carriers(blue):
control_point = Carrier(
ship.name, ship.position, next(self.control_point_id)
)
control_point.captured = blue
control_point.captured_invert = ship.late_activation
control_points[control_point.id] = control_point
for ship in self.lhas(blue):
control_point = Lha(
ship.name, ship.position, next(self.control_point_id)
)
control_point.captured = blue
control_point.captured_invert = ship.late_activation
control_points[control_point.id] = control_point
for fob in self.fobs(blue):
control_point = Fob(
str(fob.name), fob.position, next(self.control_point_id)
)
control_point.captured = blue
control_point.captured_invert = fob.late_activation
control_points[control_point.id] = control_point
return control_points
@property
def front_line_path_groups(self) -> Iterator[VehicleGroup]:
for group in self.country(blue=True).vehicle_group:
if group.units[0].type == self.FRONT_LINE_UNIT_TYPE:
yield group
@property
def shipping_lane_groups(self) -> Iterator[ShipGroup]:
for group in self.country(blue=True).ship_group:
if group.units[0].type == self.SHIPPING_LANE_UNIT_TYPE:
yield group
def add_supply_routes(self) -> None:
for group in self.front_line_path_groups:
# The unit will have its first waypoint at the source CP and the final
# waypoint at the destination CP. Each waypoint defines the path of the
# cargo ship.
waypoints = [p.position for p in group.points]
origin = self.theater.closest_control_point(waypoints[0])
if origin is None:
raise RuntimeError(
f"No control point near the first waypoint of {group.name}"
)
destination = self.theater.closest_control_point(waypoints[-1])
if destination is None:
raise RuntimeError(
f"No control point near the final waypoint of {group.name}"
)
self.control_points[origin.id].create_convoy_route(destination, waypoints)
self.control_points[destination.id].create_convoy_route(
origin, list(reversed(waypoints))
)
def add_shipping_lanes(self) -> None:
for group in self.shipping_lane_groups:
# The unit will have its first waypoint at the source CP and the final
# waypoint at the destination CP. Each waypoint defines the path of the
# cargo ship.
waypoints = [p.position for p in group.points]
origin = self.theater.closest_control_point(waypoints[0])
if origin is None:
raise RuntimeError(
f"No control point near the first waypoint of {group.name}"
)
destination = self.theater.closest_control_point(waypoints[-1])
if destination is None:
raise RuntimeError(
f"No control point near the final waypoint of {group.name}"
)
self.control_points[origin.id].create_shipping_lane(destination, waypoints)
self.control_points[destination.id].create_shipping_lane(
origin, list(reversed(waypoints))
)
def objective_info(
self, near: Positioned, allow_naval: bool = False
) -> Tuple[ControlPoint, Distance]:
closest = self.theater.closest_control_point(near.position, allow_naval)
distance = meters(closest.position.distance_to_point(near.position))
return closest, distance
def add_preset_locations(self) -> None:
for static in self.offshore_strike_targets:
closest, distance = self.objective_info(static)
closest.preset_locations.offshore_strike_locations.append(
PointWithHeading.from_point(
static.position, Heading.from_degrees(static.units[0].heading)
)
)
for ship in self.ships:
closest, distance = self.objective_info(ship, allow_naval=True)
closest.preset_locations.ships.append(
PointWithHeading.from_point(
ship.position, Heading.from_degrees(ship.units[0].heading)
)
)
for group in self.missile_sites:
closest, distance = self.objective_info(group)
closest.preset_locations.missile_sites.append(
PointWithHeading.from_point(
group.position, Heading.from_degrees(group.units[0].heading)
)
)
for group in self.coastal_defenses:
closest, distance = self.objective_info(group)
closest.preset_locations.coastal_defenses.append(
PointWithHeading.from_point(
group.position, Heading.from_degrees(group.units[0].heading)
)
)
for group in self.long_range_sams:
closest, distance = self.objective_info(group)
closest.preset_locations.long_range_sams.append(
PointWithHeading.from_point(
group.position, Heading.from_degrees(group.units[0].heading)
)
)
for group in self.medium_range_sams:
closest, distance = self.objective_info(group)
closest.preset_locations.medium_range_sams.append(
PointWithHeading.from_point(
group.position, Heading.from_degrees(group.units[0].heading)
)
)
for group in self.short_range_sams:
closest, distance = self.objective_info(group)
closest.preset_locations.short_range_sams.append(
PointWithHeading.from_point(
group.position, Heading.from_degrees(group.units[0].heading)
)
)
for group in self.aaa:
closest, distance = self.objective_info(group)
closest.preset_locations.aaa.append(
PointWithHeading.from_point(
group.position, Heading.from_degrees(group.units[0].heading)
)
)
for group in self.ewrs:
closest, distance = self.objective_info(group)
closest.preset_locations.ewrs.append(
PointWithHeading.from_point(
group.position, Heading.from_degrees(group.units[0].heading)
)
)
for group in self.armor_groups:
closest, distance = self.objective_info(group)
closest.preset_locations.armor_groups.append(
PointWithHeading.from_point(
group.position, Heading.from_degrees(group.units[0].heading)
)
)
for static in self.helipads:
closest, distance = self.objective_info(static)
closest.helipads.append(
PointWithHeading.from_point(
static.position, Heading.from_degrees(static.units[0].heading)
)
)
for static in self.factories:
closest, distance = self.objective_info(static)
closest.preset_locations.factories.append(
PointWithHeading.from_point(
static.position, Heading.from_degrees(static.units[0].heading)
)
)
for static in self.ammunition_depots:
closest, distance = self.objective_info(static)
closest.preset_locations.ammunition_depots.append(
PointWithHeading.from_point(
static.position, Heading.from_degrees(static.units[0].heading)
)
)
for static in self.strike_targets:
closest, distance = self.objective_info(static)
closest.preset_locations.strike_locations.append(
PointWithHeading.from_point(
static.position, Heading.from_degrees(static.units[0].heading)
)
)
for scenery_group in self.scenery:
closest, distance = self.objective_info(scenery_group)
closest.preset_locations.scenery.append(scenery_group)
def populate_theater(self) -> None:
for control_point in self.control_points.values():
self.theater.add_controlpoint(control_point)
self.add_preset_locations()
self.add_supply_routes()
self.add_shipping_lanes()