dcs_liberation/gen/flights/waypointbuilder.py
Dan Albert bff905fae5 Use navmeshes to improve TARCAP flight plans.
Started with TARCAP because they're simple, but will follow and extend
this to the other flight plans next.

This works by building navigation meshes (navmeshes) of the theater
based on the threat regions. A navmesh is created for each faction to
allow the unique pathing around each side's threats. Navmeshes are built
such that there are nav edges around threat zones to allow the planner
to pick waypoints that (slightly) route around threats before
approaching the target.

Using the navmesh, routes are found using A*. Performance appears
adequate, and could probably be improved with a cache if needed since
the small number of origin points means many flights will share portions
of their flight paths.

This adds a few visual debugging tools to the map. They're disabled by
default, but changing the local `debug` variable in `DisplayOptions` to
`True` will make them appear in the display options menu. These are:

* Display navmeshes (red and blue). Displaying either navmesh will draw
  each navmesh polygon on the map view and highlight the mesh that
  contains the cursor. Neighbors are indicated by a small yellow line
  pointing from the center of the polygon's edge/vertext that is shared
  with its neighbor toward the centroid of the zone.
* Shortest path from control point to mouse location. The first control
  point for the selected faction is arbitrarily selected, and the
  shortest path from that control point to the mouse cursor will be
  drawn on the map.
* TARCAP plan near mouse location. A TARCAP will be planned from the
  faction's first control point to the target nearest the mouse cursor.

https://github.com/Khopa/dcs_liberation/issues/292
2020-12-23 17:09:34 -08:00

520 lines
18 KiB
Python

from __future__ import annotations
import random
from dataclasses import dataclass
from typing import (
Iterable,
Iterator,
List,
Optional,
TYPE_CHECKING,
Tuple,
Union,
)
from dcs.mapping import Point
from dcs.unit import Unit
from dcs.unitgroup import VehicleGroup
if TYPE_CHECKING:
from game import Game
from game.theater import (
ControlPoint,
MissionTarget,
OffMapSpawn,
TheaterGroundObject,
)
from game.utils import Distance, meters, nautical_miles
from .flight import Flight, FlightWaypoint, FlightWaypointType
@dataclass(frozen=True)
class StrikeTarget:
name: str
target: Union[VehicleGroup, TheaterGroundObject, Unit]
class WaypointBuilder:
def __init__(self, flight: Flight, game: Game, player: bool,
targets: Optional[List[StrikeTarget]] = None) -> None:
self.flight = flight
self.conditions = game.conditions
self.doctrine = game.faction_for(player).doctrine
self.threat_zones = game.threat_zone_for(not player)
self.navmesh = game.navmesh_for(player)
self.targets = targets
@property
def is_helo(self) -> bool:
return getattr(self.flight.unit_type, "helicopter", False)
def takeoff(self, departure: ControlPoint) -> FlightWaypoint:
"""Create takeoff waypoint for the given arrival airfield or carrier.
Note that the takeoff waypoint will automatically be created by pydcs
when we create the group, but creating our own before generation makes
the planning code simpler.
Args:
departure: Departure airfield or carrier.
"""
position = departure.position
if isinstance(departure, OffMapSpawn):
waypoint = FlightWaypoint(
FlightWaypointType.NAV,
position.x,
position.y,
meters(
500
) if self.is_helo else self.doctrine.rendezvous_altitude
)
waypoint.name = "NAV"
waypoint.alt_type = "BARO"
waypoint.description = "Enter theater"
waypoint.pretty_name = "Enter theater"
else:
waypoint = FlightWaypoint(
FlightWaypointType.TAKEOFF,
position.x,
position.y,
meters(0)
)
waypoint.name = "TAKEOFF"
waypoint.alt_type = "RADIO"
waypoint.description = "Takeoff"
waypoint.pretty_name = "Takeoff"
return waypoint
def land(self, arrival: ControlPoint) -> FlightWaypoint:
"""Create descent waypoint for the given arrival airfield or carrier.
Args:
arrival: Arrival airfield or carrier.
"""
position = arrival.position
if isinstance(arrival, OffMapSpawn):
waypoint = FlightWaypoint(
FlightWaypointType.NAV,
position.x,
position.y,
meters(
500
) if self.is_helo else self.doctrine.rendezvous_altitude
)
waypoint.name = "NAV"
waypoint.alt_type = "BARO"
waypoint.description = "Exit theater"
waypoint.pretty_name = "Exit theater"
else:
waypoint = FlightWaypoint(
FlightWaypointType.LANDING_POINT,
position.x,
position.y,
meters(0)
)
waypoint.name = "LANDING"
waypoint.alt_type = "RADIO"
waypoint.description = "Land"
waypoint.pretty_name = "Land"
return waypoint
def divert(self,
divert: Optional[ControlPoint]) -> Optional[FlightWaypoint]:
"""Create divert waypoint for the given arrival airfield or carrier.
Args:
divert: Divert airfield or carrier.
"""
if divert is None:
return None
position = divert.position
if isinstance(divert, OffMapSpawn):
if self.is_helo:
altitude = meters(500)
else:
altitude = self.doctrine.rendezvous_altitude
altitude_type = "BARO"
else:
altitude = meters(0)
altitude_type = "RADIO"
waypoint = FlightWaypoint(
FlightWaypointType.DIVERT,
position.x,
position.y,
altitude
)
waypoint.alt_type = altitude_type
waypoint.name = "DIVERT"
waypoint.description = "Divert"
waypoint.pretty_name = "Divert"
waypoint.only_for_player = True
return waypoint
def hold(self, position: Point) -> FlightWaypoint:
waypoint = FlightWaypoint(
FlightWaypointType.LOITER,
position.x,
position.y,
meters(
500
) if self.is_helo else self.doctrine.rendezvous_altitude
)
waypoint.pretty_name = "Hold"
waypoint.description = "Wait until push time"
waypoint.name = "HOLD"
return waypoint
def join(self, position: Point) -> FlightWaypoint:
waypoint = FlightWaypoint(
FlightWaypointType.JOIN,
position.x,
position.y,
meters(
500
) if self.is_helo else self.doctrine.ingress_altitude
)
waypoint.pretty_name = "Join"
waypoint.description = "Rendezvous with package"
waypoint.name = "JOIN"
return waypoint
def split(self, position: Point) -> FlightWaypoint:
waypoint = FlightWaypoint(
FlightWaypointType.SPLIT,
position.x,
position.y,
meters(
500
) if self.is_helo else self.doctrine.ingress_altitude
)
waypoint.pretty_name = "Split"
waypoint.description = "Depart from package"
waypoint.name = "SPLIT"
return waypoint
def ingress(self, ingress_type: FlightWaypointType, position: Point,
objective: MissionTarget) -> FlightWaypoint:
waypoint = FlightWaypoint(
ingress_type,
position.x,
position.y,
meters(
500
) if self.is_helo else self.doctrine.ingress_altitude
)
waypoint.pretty_name = "INGRESS on " + objective.name
waypoint.description = "INGRESS on " + objective.name
waypoint.name = "INGRESS"
# TODO: This seems wrong, but it's what was there before.
waypoint.targets.append(objective)
return waypoint
def egress(self, position: Point, target: MissionTarget) -> FlightWaypoint:
waypoint = FlightWaypoint(
FlightWaypointType.EGRESS,
position.x,
position.y,
meters(
500
) if self.is_helo else self.doctrine.ingress_altitude
)
waypoint.pretty_name = "EGRESS from " + target.name
waypoint.description = "EGRESS from " + target.name
waypoint.name = "EGRESS"
return waypoint
def bai_group(self, target: StrikeTarget) -> FlightWaypoint:
return self._target_point(target, f"ATTACK {target.name}")
def dead_point(self, target: StrikeTarget) -> FlightWaypoint:
return self._target_point(target, f"STRIKE {target.name}")
def sead_point(self, target: StrikeTarget) -> FlightWaypoint:
return self._target_point(target, f"STRIKE {target.name}")
def strike_point(self, target: StrikeTarget) -> FlightWaypoint:
return self._target_point(target, f"STRIKE {target.name}")
@staticmethod
def _target_point(target: StrikeTarget, description: str) -> FlightWaypoint:
waypoint = FlightWaypoint(
FlightWaypointType.TARGET_POINT,
target.target.position.x,
target.target.position.y,
meters(0)
)
waypoint.description = description
waypoint.pretty_name = description
waypoint.name = target.name
waypoint.alt_type = "RADIO"
# The target waypoints are only for the player's benefit. AI tasks for
# the target are set on the ingress point so they begin their attack
# *before* reaching the target.
waypoint.only_for_player = True
return waypoint
def strike_area(self, target: MissionTarget) -> FlightWaypoint:
return self._target_area(f"STRIKE {target.name}", target)
def sead_area(self, target: MissionTarget) -> FlightWaypoint:
return self._target_area(f"SEAD on {target.name}", target, flyover=True)
def dead_area(self, target: MissionTarget) -> FlightWaypoint:
return self._target_area(f"DEAD on {target.name}", target)
def oca_strike_area(self, target: MissionTarget) -> FlightWaypoint:
return self._target_area(f"ATTACK {target.name}", target, flyover=True)
@staticmethod
def _target_area(name: str, location: MissionTarget,
flyover: bool = False) -> FlightWaypoint:
waypoint = FlightWaypoint(
FlightWaypointType.TARGET_GROUP_LOC,
location.position.x,
location.position.y,
meters(0)
)
waypoint.description = name
waypoint.pretty_name = name
waypoint.name = name
waypoint.alt_type = "RADIO"
# Most target waypoints are only for the player's benefit. AI tasks for
# the target are set on the ingress point so they begin their attack
# *before* reaching the target.
#
# The exception is for flight plans that require passing over the
# target. For example, OCA strikes need to get close enough to detect
# the targets in their engagement zone or they will RTB immediately.
if flyover:
waypoint.flyover = True
else:
waypoint.only_for_player = True
return waypoint
def cas(self, position: Point) -> FlightWaypoint:
waypoint = FlightWaypoint(
FlightWaypointType.CAS,
position.x,
position.y,
meters(500) if self.is_helo else meters(1000)
)
waypoint.alt_type = "RADIO"
waypoint.description = "Provide CAS"
waypoint.name = "CAS"
waypoint.pretty_name = "CAS"
return waypoint
@staticmethod
def race_track_start(position: Point, altitude: Distance) -> FlightWaypoint:
"""Creates a racetrack start waypoint.
Args:
position: Position of the waypoint.
altitude: Altitude of the racetrack.
"""
waypoint = FlightWaypoint(
FlightWaypointType.PATROL_TRACK,
position.x,
position.y,
altitude
)
waypoint.name = "RACETRACK START"
waypoint.description = "Orbit between this point and the next point"
waypoint.pretty_name = "Race-track start"
return waypoint
@staticmethod
def race_track_end(position: Point, altitude: Distance) -> FlightWaypoint:
"""Creates a racetrack end waypoint.
Args:
position: Position of the waypoint.
altitude: Altitude of the racetrack.
"""
waypoint = FlightWaypoint(
FlightWaypointType.PATROL,
position.x,
position.y,
altitude
)
waypoint.name = "RACETRACK END"
waypoint.description = "Orbit between this point and the previous point"
waypoint.pretty_name = "Race-track end"
return waypoint
def race_track(self, start: Point, end: Point,
altitude: Distance) -> Tuple[FlightWaypoint, FlightWaypoint]:
"""Creates two waypoint for a racetrack orbit.
Args:
start: The beginning racetrack waypoint.
end: The ending racetrack waypoint.
altitude: The racetrack altitude.
"""
return (self.race_track_start(start, altitude),
self.race_track_end(end, altitude))
@staticmethod
def sweep_start(position: Point, altitude: Distance) -> FlightWaypoint:
"""Creates a sweep start waypoint.
Args:
position: Position of the waypoint.
altitude: Altitude of the sweep in meters.
"""
waypoint = FlightWaypoint(
FlightWaypointType.INGRESS_SWEEP,
position.x,
position.y,
altitude
)
waypoint.name = "SWEEP START"
waypoint.description = "Proceed to the target and engage enemy aircraft"
waypoint.pretty_name = "Sweep start"
return waypoint
@staticmethod
def sweep_end(position: Point, altitude: Distance) -> FlightWaypoint:
"""Creates a sweep end waypoint.
Args:
position: Position of the waypoint.
altitude: Altitude of the sweep in meters.
"""
waypoint = FlightWaypoint(
FlightWaypointType.EGRESS,
position.x,
position.y,
altitude
)
waypoint.name = "SWEEP END"
waypoint.description = "End of sweep"
waypoint.pretty_name = "Sweep end"
return waypoint
def sweep(self, start: Point, end: Point,
altitude: Distance) -> Tuple[FlightWaypoint, FlightWaypoint]:
"""Creates two waypoint for a racetrack orbit.
Args:
start: The beginning of the sweep.
end: The end of the sweep.
altitude: The sweep altitude.
"""
return (self.sweep_start(start, altitude),
self.sweep_end(end, altitude))
def escort(self, ingress: Point, target: MissionTarget, egress: Point) -> \
Tuple[FlightWaypoint, FlightWaypoint, FlightWaypoint]:
"""Creates the waypoints needed to escort the package.
Args:
ingress: The package ingress point.
target: The mission target.
egress: The package egress point.
"""
# This would preferably be no points at all, and instead the Escort task
# would begin on the join point and end on the split point, however the
# escort task does not appear to work properly (see the longer
# description in gen.aircraft.JoinPointBuilder), so instead we give
# the escort flights a flight plan including the ingress point, target
# area, and egress point.
ingress = self.ingress(FlightWaypointType.INGRESS_ESCORT, ingress,
target)
waypoint = FlightWaypoint(
FlightWaypointType.TARGET_GROUP_LOC,
target.position.x,
target.position.y,
meters(
500
) if self.is_helo else self.doctrine.ingress_altitude
)
waypoint.name = "TARGET"
waypoint.description = "Escort the package"
waypoint.pretty_name = "Target area"
egress = self.egress(egress, target)
return ingress, waypoint, egress
@staticmethod
def nav(position: Point, altitude: Distance) -> FlightWaypoint:
"""Creates a navigation point.
Args:
position: Position of the waypoint.
altitude: Altitude of the waypoint.
"""
waypoint = FlightWaypoint(
FlightWaypointType.NAV,
position.x,
position.y,
altitude
)
waypoint.name = "NAV"
waypoint.description = ""
waypoint.pretty_name = ""
return waypoint
def nav_path(self, a: Point, b: Point,
altitude: Distance) -> List[FlightWaypoint]:
path = self.clean_nav_points(self.navmesh.shortest_path(a, b))
return [self.nav(self.perturb(p), altitude) for p in path]
def clean_nav_points(self, points: Iterable[Point]) -> Iterator[Point]:
# Examine a sliding window of three waypoints. `current` is the waypoint
# being checked for prunability. `previous` is the last emitted waypoint
# before `current`. `nxt` is the waypoint after `current`.
previous: Optional[Point] = None
current: Optional[Point] = None
for nxt in points:
if current is None:
current = nxt
continue
if previous is None:
previous = current
current = nxt
continue
if self.nav_point_prunable(previous, current, nxt):
current = nxt
continue
yield current
previous = current
current = nxt
def nav_point_prunable(self, previous: Point, current: Point,
nxt: Point) -> bool:
previous_threatened = self.threat_zones.path_threatened(previous,
current)
next_threatened = self.threat_zones.path_threatened(current, nxt)
pruned_threatened = self.threat_zones.path_threatened(previous, nxt)
previous_distance = meters(previous.distance_to_point(current))
distance = meters(current.distance_to_point(nxt))
distance_without = previous_distance + distance
if distance > distance_without:
# Don't prune paths to make them longer.
return False
# We could shorten the path by removing the intermediate
# waypoint. Do so if the new path isn't higher threat.
if not pruned_threatened:
# The new path is not threatened, so safe to prune.
return True
# The new path is threatened. Only allow if both paths were
# threatened anyway.
return previous_threatened and next_threatened
@staticmethod
def perturb(point: Point) -> Point:
deviation = nautical_miles(1)
x_adj = random.randint(int(-deviation.meters), int(deviation.meters))
y_adj = random.randint(int(-deviation.meters), int(deviation.meters))
return Point(point.x + x_adj, point.y + y_adj)