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https://github.com/dcs-liberation/dcs_liberation.git
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This reverts commit bd2ec12e0f039c9500ea0dd94e7b2e4f7d168fef. Country is both the data (name, ID, etc) and the container for groups added to the miz, so it can't be used across multiple mission generations. See https://github.com/pydcs/dcs/issues/314 for potential follow up work that would let us do this. Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2864.
786 lines
30 KiB
Python
786 lines
30 KiB
Python
from __future__ import annotations
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import math
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import random
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from typing import List, Optional, TYPE_CHECKING, Tuple
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from dcs import Mission
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from dcs.action import AITaskPush
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from dcs.condition import GroupLifeLess, Or, TimeAfter, UnitDamaged
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from dcs.country import Country
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from dcs.mapping import Point, Vector2
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from dcs.point import PointAction
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from dcs.task import (
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AFAC,
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AttackGroup,
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ControlledTask,
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EPLRS,
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FAC,
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FireAtPoint,
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GoToWaypoint,
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Hold,
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OrbitAction,
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SetImmortalCommand,
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SetInvisibleCommand,
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)
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from dcs.triggers import Event, TriggerOnce
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from dcs.unit import Skill, Vehicle
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from dcs.unitgroup import VehicleGroup
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from game.callsigns import callsign_for_support_unit
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from game.data.units import UnitClass
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from game.dcs.aircrafttype import AircraftType
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from game.dcs.groundunittype import GroundUnitType
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from game.ground_forces.ai_ground_planner import (
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CombatGroup,
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CombatGroupRole,
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DISTANCE_FROM_FRONTLINE,
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)
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from game.ground_forces.combat_stance import CombatStance
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from game.naming import namegen
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from game.radio.radios import RadioRegistry
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from game.theater.controlpoint import ControlPoint
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from game.unitmap import UnitMap
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from game.utils import Heading
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from .frontlineconflictdescription import FrontLineConflictDescription
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from .lasercoderegistry import LaserCodeRegistry
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from .missiondata import JtacInfo, MissionData
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if TYPE_CHECKING:
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from game import Game
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SPREAD_DISTANCE_FACTOR = 0.1, 0.3
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SPREAD_DISTANCE_SIZE_FACTOR = 0.1
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FRONTLINE_CAS_FIGHTS_COUNT = 16, 24
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FRONTLINE_CAS_GROUP_MIN = 1, 2
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FRONTLINE_CAS_PADDING = 12000
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RETREAT_DISTANCE = 20000
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BREAKTHROUGH_OFFENSIVE_DISTANCE = 35000
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AGGRESIVE_MOVE_DISTANCE = 16000
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FIGHT_DISTANCE = 3500
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RANDOM_OFFSET_ATTACK = 250
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INFANTRY_GROUP_SIZE = 5
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class FlotGenerator:
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def __init__(
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self,
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mission: Mission,
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conflict: FrontLineConflictDescription,
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game: Game,
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player_planned_combat_groups: List[CombatGroup],
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enemy_planned_combat_groups: List[CombatGroup],
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player_stance: CombatStance,
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enemy_stance: CombatStance,
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unit_map: UnitMap,
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radio_registry: RadioRegistry,
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mission_data: MissionData,
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laser_code_registry: LaserCodeRegistry,
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) -> None:
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self.mission = mission
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self.conflict = conflict
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self.enemy_planned_combat_groups = enemy_planned_combat_groups
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self.player_planned_combat_groups = player_planned_combat_groups
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self.player_stance = player_stance
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self.enemy_stance = enemy_stance
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self.game = game
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self.unit_map = unit_map
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self.radio_registry = radio_registry
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self.mission_data = mission_data
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self.laser_code_registry = laser_code_registry
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def generate(self) -> None:
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position = FrontLineConflictDescription.frontline_position(
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self.conflict.front_line, self.game.theater
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)
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# Create player groups at random position
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player_groups = self._generate_groups(
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self.player_planned_combat_groups, is_player=True
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)
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# Create enemy groups at random position
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enemy_groups = self._generate_groups(
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self.enemy_planned_combat_groups, is_player=False
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)
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# TODO: Differentiate AirConflict and GroundConflict classes.
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if self.conflict.heading is None:
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raise RuntimeError(
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"Cannot generate ground units for non-ground conflict. Ground unit "
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"conflicts cannot have the heading `None`."
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)
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# Plan combat actions for groups
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self.plan_action_for_groups(
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self.player_stance,
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player_groups,
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enemy_groups,
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self.conflict.heading.right,
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self.conflict.blue_cp,
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self.conflict.red_cp,
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)
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self.plan_action_for_groups(
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self.enemy_stance,
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enemy_groups,
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player_groups,
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self.conflict.heading.left,
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self.conflict.red_cp,
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self.conflict.blue_cp,
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)
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# Add JTAC
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if self.game.blue.faction.has_jtac:
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code: int
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freq = self.radio_registry.alloc_uhf()
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# If the option fc3LaserCode is enabled, force all JTAC
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# laser codes to 1113 to allow lasing for Su-25 Frogfoots and A-10A Warthogs.
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# Otherwise use 1688 for the first JTAC, 1687 for the second etc.
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if self.game.lua_plugin_manager.is_option_enabled("ctld", "fc3LaserCode"):
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code = 1113
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else:
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code = self.laser_code_registry.get_next_laser_code()
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utype = self.game.blue.faction.jtac_unit
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if utype is None:
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utype = AircraftType.named("MQ-9 Reaper")
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jtac = self.mission.flight_group(
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country=self.mission.country(self.game.blue.country_name),
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name=namegen.next_jtac_name(),
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aircraft_type=utype.dcs_unit_type,
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position=position[0],
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airport=None,
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altitude=5000,
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maintask=AFAC,
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)
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jtac.points[0].tasks.append(
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FAC(
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callsign=len(self.mission_data.jtacs) + 1,
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frequency=int(freq.mhz),
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modulation=freq.modulation,
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)
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)
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jtac.points[0].tasks.append(SetInvisibleCommand(True))
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jtac.points[0].tasks.append(SetImmortalCommand(True))
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jtac.points[0].tasks.append(
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OrbitAction(5000, 300, OrbitAction.OrbitPattern.Circle)
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)
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frontline = (
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f"Frontline {self.conflict.blue_cp.name}/{self.conflict.red_cp.name}"
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)
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# Note: Will need to change if we ever add ground based JTAC.
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callsign = callsign_for_support_unit(jtac)
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self.mission_data.jtacs.append(
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JtacInfo(
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group_name=jtac.name,
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unit_name=jtac.units[0].name,
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callsign=callsign,
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region=frontline,
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code=str(code),
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blue=True,
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freq=freq,
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)
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)
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def gen_infantry_group_for_group(
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self,
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group: VehicleGroup,
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is_player: bool,
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side: Country,
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forward_heading: Heading,
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) -> None:
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infantry_position = self.conflict.find_ground_position(
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group.points[0].position.random_point_within(250, 50),
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500,
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forward_heading,
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self.conflict.theater,
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)
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faction = self.game.faction_for(is_player)
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# Disable infantry unit gen if disabled
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if not self.game.settings.perf_infantry:
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if self.game.settings.manpads:
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# 50% of armored units protected by manpad
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if random.choice([True, False]):
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manpads = list(faction.infantry_with_class(UnitClass.MANPAD))
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if manpads:
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u = random.choices(
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manpads, weights=[m.spawn_weight for m in manpads]
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)[0]
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infantry_group = self.mission.vehicle_group(
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side,
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namegen.next_infantry_name(side, u),
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u.dcs_unit_type,
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position=infantry_position,
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group_size=1,
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heading=forward_heading.degrees,
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move_formation=PointAction.OffRoad,
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)
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infantry_group.hidden_on_mfd = True
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return
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possible_infantry_units = set(faction.infantry_with_class(UnitClass.INFANTRY))
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if self.game.settings.manpads:
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possible_infantry_units |= set(
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faction.infantry_with_class(UnitClass.MANPAD)
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)
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if not possible_infantry_units:
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return
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infantry_choices = list(possible_infantry_units)
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units = random.choices(
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infantry_choices,
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weights=[u.spawn_weight for u in infantry_choices],
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k=INFANTRY_GROUP_SIZE,
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)
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infantry_group = self.mission.vehicle_group(
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side,
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namegen.next_infantry_name(side, units[0]),
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units[0].dcs_unit_type,
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position=infantry_position,
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group_size=1,
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heading=forward_heading.degrees,
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move_formation=PointAction.OffRoad,
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)
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infantry_group.hidden_on_mfd = True
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for unit in units[1:]:
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position = infantry_position.random_point_within(55, 5)
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infantry_group = self.mission.vehicle_group(
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side,
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namegen.next_infantry_name(side, unit),
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unit.dcs_unit_type,
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position=position,
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group_size=1,
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heading=forward_heading.degrees,
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move_formation=PointAction.OffRoad,
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)
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infantry_group.hidden_on_mfd = True
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def _set_reform_waypoint(
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self, dcs_group: VehicleGroup, forward_heading: Heading
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) -> None:
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"""Setting a waypoint close to the spawn position allows the group to reform gracefully
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rather than spin
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"""
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reform_point = dcs_group.position.point_from_heading(
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forward_heading.degrees, 50
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)
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dcs_group.add_waypoint(reform_point)
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def _plan_artillery_action(
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self,
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stance: CombatStance,
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gen_group: CombatGroup,
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dcs_group: VehicleGroup,
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forward_heading: Heading,
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target: Point,
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) -> bool:
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"""
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Handles adding the DCS tasks for artillery groups for all combat stances.
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Returns True if tasking was added, returns False if the stance was not a combat stance.
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"""
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self._set_reform_waypoint(dcs_group, forward_heading)
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if stance != CombatStance.RETREAT:
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hold_task = Hold()
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hold_task.number = 1
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dcs_group.add_trigger_action(hold_task)
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# Artillery strike random start
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artillery_trigger = TriggerOnce(
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Event.NoEvent, "ArtilleryFireTask #" + str(dcs_group.id)
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)
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artillery_trigger.add_condition(TimeAfter(seconds=random.randint(1, 45) * 60))
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# TODO: Update to fire at group instead of point
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fire_task = FireAtPoint(target, gen_group.size * 10, 100)
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fire_task.number = 2 if stance != CombatStance.RETREAT else 1
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dcs_group.add_trigger_action(fire_task)
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artillery_trigger.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
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self.mission.triggerrules.triggers.append(artillery_trigger)
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# Artillery will fall back when under attack
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if stance != CombatStance.RETREAT:
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# Hold position
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dcs_group.points[1].tasks.append(Hold())
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retreat = self.find_retreat_point(
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dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 3)
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)
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dcs_group.add_waypoint(
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dcs_group.position.point_from_heading(forward_heading.degrees, 1),
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PointAction.OffRoad,
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)
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dcs_group.points[2].tasks.append(Hold())
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dcs_group.add_waypoint(retreat, PointAction.OffRoad)
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artillery_fallback = TriggerOnce(
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Event.NoEvent, "ArtilleryRetreat #" + str(dcs_group.id)
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)
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for i, u in enumerate(dcs_group.units):
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artillery_fallback.add_condition(UnitDamaged(u.id))
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if i < len(dcs_group.units) - 1:
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artillery_fallback.add_condition(Or())
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hold_2 = Hold()
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hold_2.number = 3
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dcs_group.add_trigger_action(hold_2)
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retreat_task = GoToWaypoint(to_index=3)
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retreat_task.number = 4
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dcs_group.add_trigger_action(retreat_task)
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artillery_fallback.add_action(
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AITaskPush(dcs_group.id, len(dcs_group.tasks))
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)
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self.mission.triggerrules.triggers.append(artillery_fallback)
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for u in dcs_group.units:
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u.heading = (forward_heading + Heading.random(-5, 5)).degrees
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return True
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return False
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def _plan_tank_ifv_action(
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self,
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stance: CombatStance,
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enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
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dcs_group: VehicleGroup,
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forward_heading: Heading,
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to_cp: ControlPoint,
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) -> bool:
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"""
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Handles adding the DCS tasks for tank and IFV groups for all combat stances.
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Returns True if tasking was added, returns False if the stance was not a combat stance.
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"""
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self._set_reform_waypoint(dcs_group, forward_heading)
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if stance == CombatStance.AGGRESSIVE:
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# Attack nearest enemy if any
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# Then move forward OR Attack enemy base if it is not too far away
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target = self.find_nearest_enemy_group(dcs_group, enemy_groups)
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if target is not None:
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rand_offset = Vector2(
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random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK),
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random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK),
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)
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target_point = self.conflict.theater.nearest_land_pos(
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target.points[0].position + rand_offset
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)
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dcs_group.add_waypoint(target_point)
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dcs_group.points[2].tasks.append(AttackGroup(target.id))
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if (
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to_cp.position.distance_to_point(dcs_group.points[0].position)
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<= AGGRESIVE_MOVE_DISTANCE
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):
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attack_point = self.conflict.theater.nearest_land_pos(
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to_cp.position.random_point_within(500, 0)
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)
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else:
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# We use an offset heading here because DCS doesn't always
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# force vehicles to move if there's no heading change.
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offset_heading = forward_heading - Heading.from_degrees(2)
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attack_point = self.find_offensive_point(
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dcs_group, offset_heading, AGGRESIVE_MOVE_DISTANCE
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)
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dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
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elif stance == CombatStance.BREAKTHROUGH:
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# In breakthrough mode, the units will move forward
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# If the enemy base is close enough, the units will attack the base
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if (
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to_cp.position.distance_to_point(dcs_group.points[0].position)
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<= BREAKTHROUGH_OFFENSIVE_DISTANCE
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):
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attack_point = self.conflict.theater.nearest_land_pos(
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to_cp.position.random_point_within(500, 0)
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)
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else:
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# We use an offset heading here because DCS doesn't always
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# force vehicles to move if there's no heading change.
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offset_heading = forward_heading - Heading.from_degrees(1)
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attack_point = self.find_offensive_point(
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dcs_group, offset_heading, BREAKTHROUGH_OFFENSIVE_DISTANCE
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)
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dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
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elif stance == CombatStance.ELIMINATION:
|
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# In elimination mode, the units focus on destroying as much enemy groups as possible
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targets = self.find_n_nearest_enemy_groups(dcs_group, enemy_groups, 3)
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for i, target in enumerate(targets, start=1):
|
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rand_offset = Vector2(
|
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random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK),
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random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK),
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)
|
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target_point = self.conflict.theater.nearest_land_pos(
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target.points[0].position + rand_offset
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)
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dcs_group.add_waypoint(target_point, PointAction.OffRoad)
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dcs_group.points[i + 1].tasks.append(AttackGroup(target.id))
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if (
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to_cp.position.distance_to_point(dcs_group.points[0].position)
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<= AGGRESIVE_MOVE_DISTANCE
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):
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attack_point = self.conflict.theater.nearest_land_pos(
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to_cp.position.random_point_within(500, 0)
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)
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dcs_group.add_waypoint(attack_point)
|
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|
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if stance != CombatStance.RETREAT:
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self.add_morale_trigger(dcs_group, forward_heading)
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return True
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|
return False
|
|
|
|
def _plan_apc_atgm_action(
|
|
self,
|
|
stance: CombatStance,
|
|
dcs_group: VehicleGroup,
|
|
forward_heading: Heading,
|
|
to_cp: ControlPoint,
|
|
) -> bool:
|
|
"""
|
|
Handles adding the DCS tasks for APC and ATGM groups for all combat stances.
|
|
Returns True if tasking was added, returns False if the stance was not a combat stance.
|
|
"""
|
|
self._set_reform_waypoint(dcs_group, forward_heading)
|
|
if stance in [
|
|
CombatStance.AGGRESSIVE,
|
|
CombatStance.BREAKTHROUGH,
|
|
CombatStance.ELIMINATION,
|
|
]:
|
|
# APC & ATGM will never move too much forward, but will follow along any offensive
|
|
if (
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to_cp.position.distance_to_point(dcs_group.points[0].position)
|
|
<= AGGRESIVE_MOVE_DISTANCE
|
|
):
|
|
attack_point = self.conflict.theater.nearest_land_pos(
|
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to_cp.position.random_point_within(500, 0)
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)
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else:
|
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attack_point = self.find_offensive_point(
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dcs_group, forward_heading, AGGRESIVE_MOVE_DISTANCE
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|
)
|
|
dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
|
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|
|
if stance != CombatStance.RETREAT:
|
|
self.add_morale_trigger(dcs_group, forward_heading)
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|
return True
|
|
return False
|
|
|
|
def plan_action_for_groups(
|
|
self,
|
|
stance: CombatStance,
|
|
ally_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
|
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
|
forward_heading: Heading,
|
|
from_cp: ControlPoint,
|
|
to_cp: ControlPoint,
|
|
) -> None:
|
|
|
|
if not self.game.settings.perf_moving_units:
|
|
return
|
|
|
|
for dcs_group, group in ally_groups:
|
|
if group.unit_type.eplrs_capable:
|
|
dcs_group.points[0].tasks.append(EPLRS(dcs_group.id))
|
|
|
|
if group.role == CombatGroupRole.ARTILLERY:
|
|
if self.game.settings.perf_artillery:
|
|
target = self.get_artillery_target_in_range(
|
|
dcs_group, group, enemy_groups
|
|
)
|
|
if target is not None:
|
|
self._plan_artillery_action(
|
|
stance, group, dcs_group, forward_heading, target
|
|
)
|
|
|
|
elif group.role in [CombatGroupRole.TANK, CombatGroupRole.IFV]:
|
|
self._plan_tank_ifv_action(
|
|
stance, enemy_groups, dcs_group, forward_heading, to_cp
|
|
)
|
|
|
|
elif group.role in [CombatGroupRole.APC, CombatGroupRole.ATGM]:
|
|
self._plan_apc_atgm_action(stance, dcs_group, forward_heading, to_cp)
|
|
|
|
if stance == CombatStance.RETREAT:
|
|
# In retreat mode, the units will fall back
|
|
# If the ally base is close enough, the units will even regroup there
|
|
if (
|
|
from_cp.position.distance_to_point(dcs_group.points[0].position)
|
|
<= RETREAT_DISTANCE
|
|
):
|
|
retreat_point = from_cp.position.random_point_within(500, 250)
|
|
else:
|
|
retreat_point = self.find_retreat_point(dcs_group, forward_heading)
|
|
reposition_point = retreat_point.point_from_heading(
|
|
forward_heading.degrees, 10
|
|
) # Another point to make the unit face the enemy
|
|
dcs_group.add_waypoint(retreat_point, PointAction.OffRoad)
|
|
dcs_group.add_waypoint(reposition_point, PointAction.OffRoad)
|
|
|
|
def add_morale_trigger(
|
|
self, dcs_group: VehicleGroup, forward_heading: Heading
|
|
) -> None:
|
|
"""
|
|
This add a trigger to manage units fleeing whenever their group is hit hard, or being engaged by CAS
|
|
"""
|
|
|
|
if len(dcs_group.units) == 1:
|
|
return
|
|
|
|
# Units should hold position on last waypoint
|
|
dcs_group.points[len(dcs_group.points) - 1].tasks.append(Hold())
|
|
|
|
# Force unit heading
|
|
for unit in dcs_group.units:
|
|
unit.heading = forward_heading.degrees
|
|
dcs_group.manualHeading = True
|
|
|
|
# We add a new retreat waypoint
|
|
dcs_group.add_waypoint(
|
|
self.find_retreat_point(
|
|
dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 8)
|
|
),
|
|
PointAction.OffRoad,
|
|
)
|
|
|
|
# Fallback task
|
|
task = ControlledTask(GoToWaypoint(to_index=len(dcs_group.points)))
|
|
task.enabled = False
|
|
dcs_group.add_trigger_action(Hold())
|
|
dcs_group.add_trigger_action(task)
|
|
|
|
# Create trigger
|
|
fallback = TriggerOnce(Event.NoEvent, "Morale manager #" + str(dcs_group.id))
|
|
|
|
# Usually more than 50% casualties = RETREAT
|
|
fallback.add_condition(GroupLifeLess(dcs_group.id, random.randint(51, 76)))
|
|
|
|
# Do retreat to the configured retreat waypoint
|
|
fallback.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
|
|
|
|
self.mission.triggerrules.triggers.append(fallback)
|
|
|
|
def find_retreat_point(
|
|
self,
|
|
dcs_group: VehicleGroup,
|
|
frontline_heading: Heading,
|
|
distance: int = RETREAT_DISTANCE,
|
|
) -> Point:
|
|
"""
|
|
Find a point to retreat to
|
|
:param dcs_group: DCS mission group we are searching a retreat point for
|
|
:param frontline_heading: Heading of the frontline
|
|
:return: dcs.mapping.Point object with the desired position
|
|
"""
|
|
desired_point = dcs_group.points[0].position.point_from_heading(
|
|
frontline_heading.opposite.degrees, distance
|
|
)
|
|
if self.conflict.theater.is_on_land(desired_point):
|
|
return desired_point
|
|
return self.conflict.theater.nearest_land_pos(desired_point)
|
|
|
|
def find_offensive_point(
|
|
self, dcs_group: VehicleGroup, frontline_heading: Heading, distance: int
|
|
) -> Point:
|
|
"""
|
|
Find a point to attack
|
|
:param dcs_group: DCS mission group we are searching an attack point for
|
|
:param frontline_heading: Heading of the frontline
|
|
:param distance: Distance of the offensive (how far unit should move)
|
|
:return: dcs.mapping.Point object with the desired position
|
|
"""
|
|
desired_point = dcs_group.points[0].position.point_from_heading(
|
|
frontline_heading.degrees, distance
|
|
)
|
|
if self.conflict.theater.is_on_land(desired_point):
|
|
return desired_point
|
|
return self.conflict.theater.nearest_land_pos(desired_point)
|
|
|
|
@staticmethod
|
|
def find_n_nearest_enemy_groups(
|
|
player_group: VehicleGroup,
|
|
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
|
n: int,
|
|
) -> List[VehicleGroup]:
|
|
"""
|
|
Return the nearest enemy group for the player group
|
|
@param group Group for which we should find the nearest ennemies
|
|
@param enemy_groups Potential enemy groups
|
|
@param n number of nearby groups to take
|
|
"""
|
|
targets = [] # type: List[VehicleGroup]
|
|
sorted_list = sorted(
|
|
enemy_groups,
|
|
key=lambda group: player_group.points[0].position.distance_to_point(
|
|
group[0].points[0].position
|
|
),
|
|
)
|
|
for i in range(n):
|
|
# TODO: Is this supposed to return no groups if enemy_groups is less than n?
|
|
if len(sorted_list) <= i:
|
|
break
|
|
else:
|
|
targets.append(sorted_list[i][0])
|
|
return targets
|
|
|
|
@staticmethod
|
|
def find_nearest_enemy_group(
|
|
player_group: VehicleGroup, enemy_groups: List[Tuple[VehicleGroup, CombatGroup]]
|
|
) -> Optional[VehicleGroup]:
|
|
"""
|
|
Search the enemy groups for a potential target suitable to armored assault
|
|
@param group Group for which we should find the nearest ennemy
|
|
@param enemy_groups Potential enemy groups
|
|
"""
|
|
min_distance = math.inf
|
|
target = None
|
|
for dcs_group, _ in enemy_groups:
|
|
dist = player_group.points[0].position.distance_to_point(
|
|
dcs_group.points[0].position
|
|
)
|
|
if dist < min_distance:
|
|
min_distance = dist
|
|
target = dcs_group
|
|
return target
|
|
|
|
@staticmethod
|
|
def get_artillery_target_in_range(
|
|
dcs_group: VehicleGroup,
|
|
group: CombatGroup,
|
|
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
|
) -> Optional[Point]:
|
|
"""
|
|
Search the enemy groups for a potential target suitable to an artillery unit
|
|
"""
|
|
# TODO: Update to return a list of groups instead of a single point
|
|
rng = getattr(group.unit_type.dcs_unit_type, "threat_range", 0)
|
|
if not enemy_groups:
|
|
return None
|
|
for _ in range(10):
|
|
potential_target = random.choice(enemy_groups)[0]
|
|
distance_to_target = dcs_group.points[0].position.distance_to_point(
|
|
potential_target.points[0].position
|
|
)
|
|
if distance_to_target < rng:
|
|
return potential_target.points[0].position
|
|
return None
|
|
|
|
@staticmethod
|
|
def get_artilery_group_distance_from_frontline(group: CombatGroup) -> int:
|
|
"""
|
|
For artilery group, decide the distance from frontline with the range of the unit
|
|
"""
|
|
rg = group.unit_type.dcs_unit_type.threat_range - 7500
|
|
if rg > DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
|
|
rg = random.randint(
|
|
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][0],
|
|
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1],
|
|
)
|
|
elif rg < DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
|
|
rg = random.randint(
|
|
DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK][0],
|
|
DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK][1],
|
|
)
|
|
return rg
|
|
|
|
def get_valid_position_for_group(
|
|
self, distance_from_frontline: int, spawn_heading: Heading
|
|
) -> Point:
|
|
assert self.conflict.heading is not None
|
|
assert self.conflict.size is not None
|
|
shifted = self.conflict.position.point_from_heading(
|
|
self.conflict.heading.degrees,
|
|
random.randint(0, self.conflict.size),
|
|
)
|
|
desired_point = shifted.point_from_heading(
|
|
spawn_heading.degrees, distance_from_frontline
|
|
)
|
|
return FrontLineConflictDescription.find_ground_position(
|
|
desired_point,
|
|
self.conflict.size,
|
|
self.conflict.heading,
|
|
self.conflict.theater,
|
|
)
|
|
|
|
def _generate_groups(
|
|
self, groups: list[CombatGroup], is_player: bool
|
|
) -> List[Tuple[VehicleGroup, CombatGroup]]:
|
|
"""Finds valid positions for planned groups and generates a pydcs group for them"""
|
|
positioned_groups = []
|
|
assert self.conflict.heading is not None
|
|
spawn_heading = (
|
|
self.conflict.heading.left if is_player else self.conflict.heading.right
|
|
)
|
|
country = self.game.coalition_for(is_player).country_name
|
|
for group in groups:
|
|
if group.role == CombatGroupRole.ARTILLERY:
|
|
distance_from_frontline = (
|
|
self.get_artilery_group_distance_from_frontline(group)
|
|
)
|
|
else:
|
|
distance_from_frontline = random.randint(
|
|
DISTANCE_FROM_FRONTLINE[group.role][0],
|
|
DISTANCE_FROM_FRONTLINE[group.role][1],
|
|
)
|
|
|
|
final_position = self.get_valid_position_for_group(
|
|
distance_from_frontline, spawn_heading
|
|
)
|
|
|
|
g = self._generate_group(
|
|
is_player,
|
|
self.mission.country(country),
|
|
group.unit_type,
|
|
group.size,
|
|
final_position,
|
|
heading=spawn_heading.opposite,
|
|
)
|
|
if is_player:
|
|
g.set_skill(Skill(self.game.settings.player_skill))
|
|
else:
|
|
g.set_skill(Skill(self.game.settings.enemy_vehicle_skill))
|
|
positioned_groups.append((g, group))
|
|
|
|
if group.role in [CombatGroupRole.APC, CombatGroupRole.IFV]:
|
|
self.gen_infantry_group_for_group(
|
|
g,
|
|
is_player,
|
|
self.mission.country(country),
|
|
spawn_heading.opposite,
|
|
)
|
|
|
|
return positioned_groups
|
|
|
|
def _generate_group(
|
|
self,
|
|
player: bool,
|
|
side: Country,
|
|
unit_type: GroundUnitType,
|
|
count: int,
|
|
at: Point,
|
|
heading: Heading,
|
|
) -> VehicleGroup:
|
|
cp = self.conflict.front_line.control_point_friendly_to(player)
|
|
group = self.mission.vehicle_group(
|
|
side,
|
|
namegen.next_unit_name(side, unit_type),
|
|
unit_type.dcs_unit_type,
|
|
position=at,
|
|
group_size=count,
|
|
heading=heading.degrees,
|
|
)
|
|
group.hidden_on_mfd = True
|
|
|
|
self.unit_map.add_front_line_units(group, cp, unit_type)
|
|
|
|
for c in range(count):
|
|
vehicle: Vehicle = group.units[c]
|
|
vehicle.player_can_drive = True
|
|
|
|
return group
|