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415 lines
17 KiB
Python
415 lines
17 KiB
Python
import logging
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import typing
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import pdb
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import dcs
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from random import randint
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from dcs import Mission
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from dcs.mission import *
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from dcs.vehicles import *
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from dcs.unitgroup import *
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from dcs.unittype import *
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from dcs.mapping import *
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from dcs.point import *
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from dcs.task import *
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from dcs.country import *
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from theater import *
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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
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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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attackers_side = None # type: Country
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defenders_side = None # type: Country
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from_cp = None # type: ControlPoint
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to_cp = None # type: ControlPoint
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position = None # type: Point
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size = None # type: int
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radials = None # type: typing.List[int]
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heading = None # type: int
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distance = None # type: int
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ground_attackers_location = None # type: Point
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ground_defenders_location = None # type: Point
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air_attackers_location = None # type: Point
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air_defenders_location = None # type: Point
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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: Country,
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defenders_side: Country,
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position: Point,
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heading=None,
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distance=None,
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ground_attackers_location: Point = None,
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ground_defenders_location: Point = None,
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air_attackers_location: Point = None,
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air_defenders_location: Point = None):
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self.attackers_side = attackers_side
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self.defenders_side = defenders_side
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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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self.radials = to_cp.radials
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self.ground_attackers_location = ground_attackers_location
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self.ground_defenders_location = ground_defenders_location
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self.air_attackers_location = air_attackers_location
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self.air_defenders_location = air_defenders_location
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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_insertion_point(self, other_point: Point) -> Point:
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dx = self.position.x - self.tail.x
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dy = self.position.y - self.tail.y
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dr2 = float(dx ** 2 + dy ** 2)
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lerp = ((other_point.x - self.tail.x) * dx + (other_point.y - self.tail.y) * dy) / dr2
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if lerp < 0:
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lerp = 0
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elif lerp > 1:
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lerp = 1
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x = lerp * dx + self.tail.x
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y = lerp * dy + self.tail.y
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return Point(x, y)
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def find_ground_position(self, at: Point, heading: int, max_distance: int = 40000) -> typing.Optional[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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@classmethod
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def frontline_position(cls, from_cp: ControlPoint, to_cp: ControlPoint) -> typing.Tuple[Point, int]:
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distance = max(from_cp.position.distance_to_point(to_cp.position) * FRONTLINE_DISTANCE_STRENGTH_FACTOR * to_cp.base.strength, FRONTLINE_MIN_CP_DISTANCE)
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heading = to_cp.position.heading_between_point(from_cp.position)
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return to_cp.position.point_from_heading(heading, distance), heading
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@classmethod
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def frontline_vector(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater) -> typing.Tuple[Point, int, int]:
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center_position, heading = cls.frontline_position(from_cp, to_cp)
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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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print("{} - {} {}".format(from_cp, to_cp, center_position))
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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 _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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@classmethod
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def _find_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> typing.Optional[Point]:
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pos = initial
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for _ in range(0, int(max_distance), 500):
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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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logging.info("Didn't find ground position!")
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return None
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@classmethod
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def capture_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
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position = to_cp.position
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attack_raw_heading = to_cp.position.heading_between_point(from_cp.position)
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attack_heading = to_cp.find_radial(attack_raw_heading)
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defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
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distance = to_cp.size * GROUND_DISTANCE_FACTOR
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attackers_location = position.point_from_heading(attack_heading, distance)
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attackers_location = Conflict._find_ground_position(attackers_location, distance * 2, _heading_sum(attack_heading, 180), theater)
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defenders_location = position.point_from_heading(defense_heading, distance)
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defenders_location = Conflict._find_ground_position(defenders_location, distance * 2, _heading_sum(defense_heading, 180), theater)
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return cls(
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position=position,
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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,
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defenders_side=defender,
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ground_attackers_location=attackers_location,
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ground_defenders_location=defenders_location,
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air_attackers_location=position.point_from_heading(attack_raw_heading, CAPTURE_AIR_ATTACKERS_DISTANCE),
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air_defenders_location=position.point_from_heading(_opposite_heading(attack_raw_heading), CAPTURE_AIR_DEFENDERS_DISTANCE)
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)
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@classmethod
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def strike_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
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position = to_cp.position
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attack_raw_heading = to_cp.position.heading_between_point(from_cp.position)
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attack_heading = to_cp.find_radial(attack_raw_heading)
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defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
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distance = to_cp.size * GROUND_DISTANCE_FACTOR
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attackers_location = position.point_from_heading(attack_heading, distance)
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attackers_location = Conflict._find_ground_position(attackers_location, distance * 2, _heading_sum(attack_heading, 180), theater)
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defenders_location = position.point_from_heading(defense_heading, distance)
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defenders_location = Conflict._find_ground_position(defenders_location, distance * 2, _heading_sum(defense_heading, 180), theater)
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return cls(
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position=position,
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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,
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defenders_side=defender,
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ground_attackers_location=attackers_location,
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ground_defenders_location=defenders_location,
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air_attackers_location=position.point_from_heading(attack_raw_heading, STRIKE_AIR_ATTACKERS_DISTANCE),
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air_defenders_location=position.point_from_heading(_opposite_heading(attack_raw_heading), STRIKE_AIR_DEFENDERS_DISTANCE)
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)
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@classmethod
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def intercept_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
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raw_distance = from_cp.position.distance_to_point(to_cp.position) * 1.5
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distance = max(min(raw_distance, INTERCEPT_MAX_DISTANCE), INTERCEPT_MIN_DISTANCE)
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heading = _heading_sum(from_cp.position.heading_between_point(to_cp.position), random.choice([-1, 1]) * random.randint(60, 100))
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position = from_cp.position.point_from_heading(heading, distance)
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return cls(
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position=position.point_from_heading(position.heading_between_point(to_cp.position), INTERCEPT_CONFLICT_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,
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defenders_side=defender,
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ground_attackers_location=None,
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ground_defenders_location=None,
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air_attackers_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + heading, INTERCEPT_ATTACKERS_DISTANCE),
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air_defenders_location=position
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)
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@classmethod
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def ground_attack_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
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heading = random.choice(to_cp.radials)
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initial_location = to_cp.position.random_point_within(*GROUND_ATTACK_DISTANCE)
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position = Conflict._find_ground_position(initial_location, GROUND_INTERCEPT_SPREAD, _heading_sum(heading, 180), theater)
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if not position:
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heading = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
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position = to_cp.position.point_from_heading(heading, to_cp.size * GROUND_DISTANCE_FACTOR)
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return cls(
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position=position,
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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,
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defenders_side=defender,
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ground_attackers_location=position,
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ground_defenders_location=None,
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air_attackers_location=None,
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air_defenders_location=position.point_from_heading(heading, AIR_DISTANCE),
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)
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@classmethod
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def frontline_cas_conflict(cls, 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,
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defenders_side=defender,
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ground_attackers_location=None,
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ground_defenders_location=None,
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air_attackers_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + heading, AIR_DISTANCE),
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air_defenders_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + _opposite_heading(heading), AIR_DISTANCE),
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)
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@classmethod
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def frontline_cap_conflict(cls, 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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attack_position = position.point_from_heading(heading, randint(0, int(distance)))
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attackers_position = attack_position.point_from_heading(heading - 90, AIR_DISTANCE)
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defenders_position = attack_position.point_from_heading(heading + 90, random.randint(*CAP_CAS_DISTANCE))
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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,
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defenders_side=defender,
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air_attackers_location=attackers_position,
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air_defenders_location=defenders_position,
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)
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@classmethod
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def ground_base_attack(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
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position = to_cp.position
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attack_heading = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
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defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
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distance = to_cp.size * GROUND_DISTANCE_FACTOR
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defenders_location = position.point_from_heading(defense_heading, distance)
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defenders_location = Conflict._find_ground_position(defenders_location, distance * 2, _heading_sum(defense_heading, 180), theater)
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return cls(
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position=position,
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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,
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defenders_side=defender,
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ground_attackers_location=None,
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ground_defenders_location=defenders_location,
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air_attackers_location=position.point_from_heading(attack_heading, AIR_DISTANCE),
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air_defenders_location=position
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)
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@classmethod
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def naval_intercept_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
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radial = random.choice(to_cp.sea_radials)
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initial_distance = min(int(from_cp.position.distance_to_point(to_cp.position) * NAVAL_INTERCEPT_DISTANCE_FACTOR), NAVAL_INTERCEPT_DISTANCE_MAX)
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initial_position = to_cp.position.point_from_heading(radial, initial_distance)
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for offset in range(0, initial_distance, NAVAL_INTERCEPT_STEP):
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position = initial_position.point_from_heading(_opposite_heading(radial), offset)
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if not theater.is_on_land(position):
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break
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attacker_heading = from_cp.position.heading_between_point(to_cp.position)
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return cls(
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position=position,
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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,
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defenders_side=defender,
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ground_attackers_location=None,
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ground_defenders_location=position,
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air_attackers_location=position.point_from_heading(attacker_heading, AIR_DISTANCE),
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air_defenders_location=position.point_from_heading(_opposite_heading(attacker_heading), AIR_DISTANCE)
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)
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@classmethod
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def transport_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
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frontline_position, heading = cls.frontline_position(from_cp, to_cp)
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initial_dest = frontline_position.point_from_heading(heading, TRANSPORT_FRONTLINE_DIST)
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dest = cls._find_ground_position(initial_dest, from_cp.position.distance_to_point(to_cp.position) / 3, heading, theater)
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if not dest:
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radial = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
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dest = to_cp.position.point_from_heading(radial, to_cp.size * GROUND_DISTANCE_FACTOR)
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return cls(
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position=dest,
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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,
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defenders_side=defender,
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ground_attackers_location=from_cp.position,
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ground_defenders_location=frontline_position,
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air_attackers_location=from_cp.position.point_from_heading(0, 100),
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air_defenders_location=frontline_position
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) |