dcs_liberation/theater/controlpoint.py
Dan Albert c2ee169d16 Fix regeneration of base defenses on capture.
I messed up the counting here and was counting *every* object rather
than just the base defenses, so it was very unlikely that we'd hit
base defenses on the second object, which is the only index valid for
SAM generation. That logic maybe needs to be different, but this
restores the previous behavior.
2020-11-07 13:38:58 -08:00

242 lines
8.3 KiB
Python

from __future__ import annotations
import re
from typing import Dict, List, TYPE_CHECKING
from enum import Enum
from dcs.mapping import Point
from dcs.ships import (
CVN_74_John_C__Stennis,
CV_1143_5_Admiral_Kuznetsov,
LHA_1_Tarawa,
Type_071_Amphibious_Transport_Dock,
)
from dcs.terrain.terrain import Airport
from game import db
from gen.ground_forces.combat_stance import CombatStance
from .base import Base
from .missiontarget import MissionTarget
from .theatergroundobject import SamGroundObject, TheaterGroundObject
if TYPE_CHECKING:
from game import Game
class ControlPointType(Enum):
AIRBASE = 0 # An airbase with slots for everything
AIRCRAFT_CARRIER_GROUP = 1 # A group with a Stennis type carrier (F/A-18, F-14 compatible)
LHA_GROUP = 2 # A group with a Tarawa carrier (Helicopters & Harrier)
FARP = 4 # A FARP, with slots for helicopters
FOB = 5 # A FOB (ground units only)
class ControlPoint(MissionTarget):
position = None # type: Point
name = None # type: str
captured = False
has_frontline = True
frontline_offset = 0.0
alt = 0
def __init__(self, id: int, name: str, position: Point,
at: db.StartingPosition, radials: List[int], size: int,
importance: float, has_frontline=True,
cptype=ControlPointType.AIRBASE):
super().__init__(" ".join(re.split(r" |-", name)[:2]), position)
self.id = id
self.full_name = name
self.at = at
self.ground_objects: List[TheaterGroundObject] = []
self.size = size
self.importance = importance
self.captured = False
self.captured_invert = False
self.has_frontline = has_frontline
self.radials = radials
self.connected_points: List[ControlPoint] = []
self.base: Base = Base()
self.cptype = cptype
self.stances: Dict[int, CombatStance] = {}
self.airport = None
@classmethod
def from_airport(cls, airport: Airport, radials: List[int], size: int, importance: float, has_frontline=True):
assert airport
obj = cls(airport.id, airport.name, airport.position, airport, radials, size, importance, has_frontline, cptype=ControlPointType.AIRBASE)
obj.airport = airport()
return obj
@classmethod
def carrier(cls, name: str, at: Point, id: int):
import theater.conflicttheater
cp = cls(id, name, at, at, theater.conflicttheater.LAND, theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.AIRCRAFT_CARRIER_GROUP)
return cp
@classmethod
def lha(cls, name: str, at: Point, id: int):
import theater.conflicttheater
cp = cls(id, name, at, at, theater.conflicttheater.LAND, theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.LHA_GROUP)
return cp
@property
def heading(self):
if self.cptype == ControlPointType.AIRBASE:
return self.airport.runways[0].heading
elif self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]:
return 0 # TODO compute heading
else:
return 0
def __str__(self):
return self.name
@property
def is_global(self):
return not self.connected_points
@property
def is_carrier(self):
"""
:return: Whether this control point is an aircraft carrier
"""
return self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]
@property
def is_fleet(self):
"""
:return: Whether this control point is a boat (mobile)
"""
return self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]
@property
def is_lha(self):
"""
:return: Whether this control point is an LHA
"""
return self.cptype in [ControlPointType.LHA_GROUP]
@property
def sea_radials(self) -> List[int]:
# TODO: fix imports
all_radials = [0, 45, 90, 135, 180, 225, 270, 315, ]
result = []
for r in all_radials:
if r not in self.radials:
result.append(r)
return result
@property
def available_aircraft_slots(self):
"""
:return: The maximum number of aircraft that can be stored in this control point
"""
if self.cptype == ControlPointType.AIRBASE:
return len(self.airport.parking_slots)
elif self.is_lha:
return 20
elif self.is_carrier:
return 90
else:
return 0
def connect(self, to):
self.connected_points.append(to)
self.stances[to.id] = CombatStance.DEFENSIVE
def has_runway(self):
"""
Check whether this control point can have aircraft taking off or landing.
:return:
"""
if self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP] :
for g in self.ground_objects:
if g.dcs_identifier in ["CARRIER", "LHA"]:
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [CVN_74_John_C__Stennis, LHA_1_Tarawa, CV_1143_5_Admiral_Kuznetsov, Type_071_Amphibious_Transport_Dock]:
return True
return False
elif self.cptype in [ControlPointType.AIRBASE, ControlPointType.FARP]:
return True
else:
return True
def get_carrier_group_name(self):
"""
Get the carrier group name if the airbase is a carrier
:return: Carrier group name
"""
if self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP] :
for g in self.ground_objects:
if g.dcs_identifier == "CARRIER":
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [CVN_74_John_C__Stennis, CV_1143_5_Admiral_Kuznetsov]:
return group.name
elif g.dcs_identifier == "LHA":
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [LHA_1_Tarawa]:
return group.name
return None
def is_connected(self, to) -> bool:
return to in self.connected_points
def find_radial(self, heading: int, ignored_radial: int = None) -> int:
closest_radial = 0
closest_radial_delta = 360
for radial in [x for x in self.radials if x != ignored_radial]:
delta = abs(radial - heading)
if delta < closest_radial_delta:
closest_radial = radial
closest_radial_delta = delta
return closest_radial
def find_ground_objects_by_obj_name(self, obj_name):
found = []
for g in self.ground_objects:
if g.obj_name == obj_name:
found.append(g)
return found
def is_friendly(self, to_player: bool) -> bool:
return self.captured == to_player
def capture(self, game: Game, for_player: bool) -> None:
if for_player:
self.captured = True
faction_name = game.player_name
else:
self.captured = False
faction_name = game.enemy_name
self.base.set_strength_to_minimum()
self.base.aircraft = {}
self.base.armor = {}
# Handle cyclic dependency.
from .start_generator import generate_airbase_defense_group
base_defense_idx = 0
for ground_object in self.ground_objects:
if not isinstance(ground_object, SamGroundObject):
continue
if not ground_object.airbase_group:
continue
# Reset in case we replace the SAM with something else.
ground_object.skynet_capable = False
ground_object.groups = []
generate_airbase_defense_group(base_defense_idx, ground_object,
faction_name, game)
base_defense_idx += 1