mirror of
https://github.com/dcs-liberation/dcs_liberation.git
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233 lines
8.3 KiB
Python
233 lines
8.3 KiB
Python
import logging
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import random
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from typing import Tuple
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from dcs.country import Country
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from dcs.mapping import Point
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from game.theater.conflicttheater import ConflictTheater, FrontLine
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from game.theater.controlpoint import ControlPoint
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AIR_DISTANCE = 40000
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CAPTURE_AIR_ATTACKERS_DISTANCE = 25000
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CAPTURE_AIR_DEFENDERS_DISTANCE = 60000
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STRIKE_AIR_ATTACKERS_DISTANCE = 45000
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STRIKE_AIR_DEFENDERS_DISTANCE = 25000
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CAP_CAS_DISTANCE = 10000, 120000
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GROUND_INTERCEPT_SPREAD = 5000
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GROUND_DISTANCE_FACTOR = 1.4
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GROUND_DISTANCE = 2000
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GROUND_ATTACK_DISTANCE = 25000, 13000
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TRANSPORT_FRONTLINE_DIST = 1800
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INTERCEPT_ATTACKERS_HEADING = -45, 45
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INTERCEPT_DEFENDERS_HEADING = -10, 10
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INTERCEPT_CONFLICT_DISTANCE = 50000
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INTERCEPT_ATTACKERS_DISTANCE = 100000
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INTERCEPT_MAX_DISTANCE = 160000
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INTERCEPT_MIN_DISTANCE = 100000
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NAVAL_INTERCEPT_DISTANCE_FACTOR = 1
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NAVAL_INTERCEPT_DISTANCE_MAX = 40000
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NAVAL_INTERCEPT_STEP = 5000
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FRONTLINE_LENGTH = 80000
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FRONTLINE_MIN_CP_DISTANCE = 5000
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FRONTLINE_DISTANCE_STRENGTH_FACTOR = 0.7
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def _opposite_heading(h):
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return h+180
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def _heading_sum(h, a) -> int:
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h += a
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if h > 360:
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return h - 360
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elif h < 0:
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return 360 + h
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else:
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return h
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class Conflict:
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def __init__(self,
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theater: ConflictTheater,
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from_cp: ControlPoint,
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to_cp: ControlPoint,
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attackers_side: str,
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defenders_side: str,
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attackers_country: Country,
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defenders_country: Country,
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position: Point,
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heading=None,
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distance=None,
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):
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self.attackers_side = attackers_side
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self.defenders_side = defenders_side
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self.attackers_country = attackers_country
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self.defenders_country = defenders_country
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self.from_cp = from_cp
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self.to_cp = to_cp
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self.theater = theater
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self.position = position
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self.heading = heading
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self.distance = distance
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self.size = to_cp.size
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@property
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def center(self) -> Point:
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return self.position.point_from_heading(self.heading, self.distance / 2)
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@property
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def tail(self) -> Point:
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return self.position.point_from_heading(self.heading, self.distance)
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@property
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def is_vector(self) -> bool:
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return self.heading is not None
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@property
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def opposite_heading(self) -> int:
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return _heading_sum(self.heading, 180)
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@property
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def to_size(self):
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return self.to_cp.size * GROUND_DISTANCE_FACTOR
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def find_ground_position(self, at: Point, heading: int, max_distance: int = 40000) -> Point:
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return Conflict._find_ground_position(at, max_distance, heading, self.theater)
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@classmethod
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def has_frontline_between(cls, from_cp: ControlPoint, to_cp: ControlPoint) -> bool:
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return from_cp.has_frontline and to_cp.has_frontline
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@staticmethod
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def frontline_position(from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater) -> Tuple[Point, int]:
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frontline = FrontLine(from_cp, to_cp, theater)
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attack_heading = frontline.attack_heading
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position = frontline.position
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return position, _opposite_heading(attack_heading)
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@classmethod
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def flight_frontline_vector(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater) -> Tuple[Point, int, int]:
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"""Returns the frontline vector without regard for exclusion zones, used in CAS flight plan"""
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frontline = cls.frontline_position(from_cp, to_cp, theater)
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center_position, heading = frontline
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left_position = center_position.point_from_heading(_heading_sum(heading, -90), int(FRONTLINE_LENGTH/2))
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right_position = center_position.point_from_heading(_heading_sum(heading, 90), int(FRONTLINE_LENGTH/2))
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return left_position, _heading_sum(heading, 90), int(right_position.distance_to_point(left_position))
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@classmethod
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def frontline_vector(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater) -> Tuple[Point, int, int]:
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"""
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probe_end_point = initial.point_from_heading(heading, FRONTLINE_LENGTH)
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probe = geometry.LineString([(initial.x, initial.y), (probe_end_point.x, probe_end_point.y) ])
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intersection = probe.intersection(theater.land_poly)
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if isinstance(intersection, geometry.LineString):
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intersection = intersection
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elif isinstance(intersection, geometry.MultiLineString):
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intersection = intersection.geoms[0]
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else:
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print(intersection)
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return None
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return Point(*intersection.xy[0]), _heading_sum(heading, 90), intersection.length
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"""
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frontline = cls.frontline_position(from_cp, to_cp, theater)
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center_position, heading = frontline
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left_position, right_position = None, None
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if not theater.is_on_land(center_position):
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pos = cls._find_ground_position(center_position, FRONTLINE_LENGTH, _heading_sum(heading, -90), theater)
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if pos:
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right_position = pos
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center_position = pos
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else:
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pos = cls._find_ground_position(center_position, FRONTLINE_LENGTH, _heading_sum(heading, +90), theater)
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if pos:
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left_position = pos
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center_position = pos
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if left_position is None:
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left_position = cls._extend_ground_position(center_position, int(FRONTLINE_LENGTH/2), _heading_sum(heading, -90), theater)
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if right_position is None:
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right_position = cls._extend_ground_position(center_position, int(FRONTLINE_LENGTH/2), _heading_sum(heading, 90), theater)
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return left_position, _heading_sum(heading, 90), int(right_position.distance_to_point(left_position))
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@classmethod
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def frontline_cas_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
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assert cls.has_frontline_between(from_cp, to_cp)
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position, heading, distance = cls.frontline_vector(from_cp, to_cp, theater)
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return cls(
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position=position,
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heading=heading,
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distance=distance,
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theater=theater,
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from_cp=from_cp,
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to_cp=to_cp,
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attackers_side=attacker_name,
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defenders_side=defender_name,
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attackers_country=attacker,
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defenders_country=defender,
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)
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@classmethod
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def _extend_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point:
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pos = initial
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for offset in range(0, int(max_distance), 500):
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new_pos = initial.point_from_heading(heading, offset)
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if theater.is_on_land(new_pos):
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pos = new_pos
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else:
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return pos
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return pos
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"""
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probe_end_point = initial.point_from_heading(heading, max_distance)
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probe = geometry.LineString([(initial.x, initial.y), (probe_end_point.x, probe_end_point.y)])
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intersection = probe.intersection(theater.land_poly)
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if intersection is geometry.LineString:
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return Point(*intersection.xy[1])
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elif intersection is geometry.MultiLineString:
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return Point(*intersection.geoms[0].xy[1])
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return None
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"""
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@classmethod
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def _find_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point:
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pos = initial
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for _ in range(0, int(max_distance), 100):
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if theater.is_on_land(pos):
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return pos
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pos = pos.point_from_heading(heading, 500)
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"""
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probe_end_point = initial.point_from_heading(heading, max_distance)
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probe = geometry.LineString([(initial.x, initial.y), (probe_end_point.x, probe_end_point.y) ])
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intersection = probe.intersection(theater.land_poly)
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if isinstance(intersection, geometry.LineString):
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return Point(*intersection.xy[1])
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elif isinstance(intersection, geometry.MultiLineString):
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return Point(*intersection.geoms[0].xy[1])
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"""
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logging.error("Didn't find ground position ({})!".format(initial))
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return initial
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