Exemplo n.º 1
0
    def generate_barcap(self, flight, for_cp):
        """
        Generate a barcap flight at a given location
        :param flight: Flight to setup
        :param for_cp: CP to protect
        """
        flight.flight_type = FlightType.BARCAP if for_cp.is_carrier else FlightType.CAP
        patrol_alt = random.randint(self.doctrine["PATROL_ALT_RANGE"][0],
                                    self.doctrine["PATROL_ALT_RANGE"][1])

        if len(for_cp.ground_objects) > 0:
            loc = random.choice(for_cp.ground_objects)
            hdg = for_cp.position.heading_between_point(loc.position)
            radius = random.randint(self.doctrine["CAP_PATTERN_LENGTH"][0],
                                    self.doctrine["CAP_PATTERN_LENGTH"][1])
            orbit0p = loc.position.point_from_heading(hdg - 90, radius)
            orbit1p = loc.position.point_from_heading(hdg + 90, radius)
        else:
            loc = for_cp.position.point_from_heading(
                random.randint(0, 360),
                random.randint(self.doctrine["CAP_DISTANCE_FROM_CP"][0],
                               self.doctrine["CAP_DISTANCE_FROM_CP"][1]))
            hdg = for_cp.position.heading_between_point(loc)
            radius = random.randint(self.doctrine["CAP_PATTERN_LENGTH"][0],
                                    self.doctrine["CAP_PATTERN_LENGTH"][1])
            orbit0p = loc.point_from_heading(hdg - 90, radius)
            orbit1p = loc.point_from_heading(hdg + 90, radius)

        # Create points
        ascend = self.generate_ascend_point(flight.from_cp)
        flight.points.append(ascend)

        orbit0 = FlightWaypoint(orbit0p.x, orbit0p.y, patrol_alt)
        orbit0.name = "ORBIT 0"
        orbit0.description = "Standby between this point and the next one"
        orbit0.pretty_name = "Race-track start"
        orbit0.waypoint_type = FlightWaypointType.PATROL_TRACK
        flight.points.append(orbit0)

        orbit1 = FlightWaypoint(orbit1p.x, orbit1p.y, patrol_alt)
        orbit1.name = "ORBIT 1"
        orbit1.description = "Standby between this point and the previous one"
        orbit1.pretty_name = "Race-track end"
        orbit1.waypoint_type = FlightWaypointType.PATROL
        flight.points.append(orbit1)

        orbit0.targets.append(for_cp)
        obj_added = []
        for ground_object in for_cp.ground_objects:
            if ground_object.obj_name not in obj_added and not ground_object.airbase_group:
                orbit0.targets.append(ground_object)
                obj_added.append(ground_object.obj_name)

        descend = self.generate_descend_point(flight.from_cp)
        flight.points.append(descend)

        rtb = self.generate_rtb_waypoint(flight.from_cp)
        flight.points.append(rtb)
Exemplo n.º 2
0
    def generate_frontline_cap(self, flight, ally_cp, enemy_cp):
        """
        Generate a cap flight for the frontline between ally_cp and enemy cp in order to ensure air superiority and
        protect friendly CAP airbase
        :param flight: Flight to setup
        :param ally_cp: CP to protect
        :param enemy_cp: Enemy connected cp
        """
        flight.flight_type = FlightType.CAP
        patrol_alt = random.randint(self.doctrine["PATROL_ALT_RANGE"][0],
                                    self.doctrine["PATROL_ALT_RANGE"][1])

        # Find targets waypoints
        ingress, heading, distance = Conflict.frontline_vector(
            ally_cp, enemy_cp, self.game.theater)
        center = ingress.point_from_heading(heading, distance / 2)
        orbit_center = center.point_from_heading(
            heading - 90, random.randint(nm_to_meter(6), nm_to_meter(15)))

        combat_width = distance / 2
        if combat_width > 500000:
            combat_width = 500000
        if combat_width < 35000:
            combat_width = 35000

        radius = combat_width * 1.25
        orbit0p = orbit_center.point_from_heading(heading, radius)
        orbit1p = orbit_center.point_from_heading(heading + 180, radius)

        # Create points
        ascend = self.generate_ascend_point(flight.from_cp)
        flight.points.append(ascend)

        orbit0 = FlightWaypoint(orbit0p.x, orbit0p.y, patrol_alt)
        orbit0.name = "ORBIT 0"
        orbit0.description = "Standby between this point and the next one"
        orbit0.pretty_name = "Race-track start"
        orbit0.waypoint_type = FlightWaypointType.PATROL_TRACK
        flight.points.append(orbit0)

        orbit1 = FlightWaypoint(orbit1p.x, orbit1p.y, patrol_alt)
        orbit1.name = "ORBIT 1"
        orbit1.description = "Standby between this point and the previous one"
        orbit1.pretty_name = "Race-track end"
        orbit1.waypoint_type = FlightWaypointType.PATROL
        flight.points.append(orbit1)

        # Note : Targets of a PATROL TRACK waypoints are the points to be defended
        orbit0.targets.append(flight.from_cp)
        orbit0.targets.append(center)

        descend = self.generate_descend_point(flight.from_cp)
        flight.points.append(descend)

        rtb = self.generate_rtb_waypoint(flight.from_cp)
        flight.points.append(rtb)
Exemplo n.º 3
0
    def generate_cas(self, flight, from_cp, location):
        """
        Generate a CAS flight at a given location
        :param flight: Flight to setup
        :param location: Location of the CAS targets
        """
        is_helo = hasattr(flight.unit_type,
                          "helicopter") and flight.unit_type.helicopter
        cap_alt = 1000
        flight.points = []
        flight.flight_type = FlightType.CAS

        ingress, heading, distance = Conflict.frontline_vector(
            from_cp, location, self.game.theater)
        center = ingress.point_from_heading(heading, distance / 2)
        egress = ingress.point_from_heading(heading, distance)

        ascend = self.generate_ascend_point(flight.from_cp)
        if is_helo:
            cap_alt = 500
            ascend.alt = 500
        flight.points.append(ascend)

        ingress_point = FlightWaypoint(ingress.x, ingress.y, cap_alt)
        ingress_point.alt_type = "RADIO"
        ingress_point.name = "INGRESS"
        ingress_point.pretty_name = "INGRESS"
        ingress_point.description = "Ingress into CAS area"
        ingress_point.waypoint_type = FlightWaypointType.INGRESS_CAS
        flight.points.append(ingress_point)

        center_point = FlightWaypoint(center.x, center.y, cap_alt)
        center_point.alt_type = "RADIO"
        center_point.description = "Provide CAS"
        center_point.name = "CAS"
        center_point.pretty_name = "CAS"
        center_point.waypoint_type = FlightWaypointType.CAS
        flight.points.append(center_point)

        egress_point = FlightWaypoint(egress.x, egress.y, cap_alt)
        egress_point.alt_type = "RADIO"
        egress_point.description = "Egress from CAS area"
        egress_point.name = "EGRESS"
        egress_point.pretty_name = "EGRESS"
        egress_point.waypoint_type = FlightWaypointType.EGRESS
        flight.points.append(egress_point)

        descend = self.generate_descend_point(flight.from_cp)
        if is_helo:
            descend.alt = 300
        flight.points.append(descend)

        rtb = self.generate_rtb_waypoint(flight.from_cp)
        flight.points.append(rtb)
Exemplo n.º 4
0
 def generate_rtb_waypoint(self, from_cp):
     """
     Generate RTB landing point
     :param from_cp: Airport you're landing at
     :return:
     """
     rtb = from_cp.position
     rtb = FlightWaypoint(FlightWaypointType.LANDING_POINT, rtb.x, rtb.y, 0)
     rtb.name = "LANDING"
     rtb.alt_type = "RADIO"
     rtb.description = "RTB"
     rtb.pretty_name = "RTB"
     return rtb
Exemplo n.º 5
0
 def generate_ascend_point(self, from_cp):
     """
     Generate ascend point
     :param from_cp: Airport you're taking off from
     :return:
     """
     ascend_heading = from_cp.heading
     pos_ascend = from_cp.position.point_from_heading(ascend_heading, 10000)
     ascend = FlightWaypoint(pos_ascend.x, pos_ascend.y,
                             self.doctrine["PATTERN_ALTITUDE"])
     ascend.name = "ASCEND"
     ascend.alt_type = "RADIO"
     ascend.description = "Ascend"
     ascend.pretty_name = "Ascend"
     ascend.waypoint_type = FlightWaypointType.ASCEND_POINT
     return ascend
Exemplo n.º 6
0
 def generate_descend_point(self, from_cp):
     """
     Generate approach/descend point
     :param from_cp: Airport you're landing at
     :return:
     """
     ascend_heading = from_cp.heading
     descend = from_cp.position.point_from_heading(ascend_heading - 180,
                                                   10000)
     descend = FlightWaypoint(FlightWaypointType.DESCENT_POINT, descend.x,
                              descend.y, self.doctrine["PATTERN_ALTITUDE"])
     descend.name = "DESCEND"
     descend.alt_type = "RADIO"
     descend.description = "Descend to pattern alt"
     descend.pretty_name = "Descend to pattern alt"
     return descend
    def find_possible_waypoints(self):

        self.wpts = []
        model = QStandardItemModel()
        i = 0

        def add_model_item(i, model, name, wpt):
            item = QStandardItem(name)
            model.setItem(i, 0, item)
            self.wpts.append(wpt)
            return i + 1

        if self.include_frontlines:
            for cp in self.game.theater.controlpoints:
                if cp.captured:
                    enemy_cp = [
                        ecp for ecp in cp.connected_points
                        if ecp.captured != cp.captured
                    ]
                    for ecp in enemy_cp:
                        pos = Conflict.frontline_position(
                            cp, ecp, self.game.theater)[0]
                        wpt = FlightWaypoint(
                            FlightWaypointType.CUSTOM,
                            pos.x,
                            pos.y,
                            Distance.from_meters(800),
                        )
                        wpt.name = "Frontline " + cp.name + "/" + ecp.name + " [CAS]"
                        wpt.alt_type = "RADIO"
                        wpt.pretty_name = wpt.name
                        wpt.description = "Frontline"
                        i = add_model_item(i, model, wpt.pretty_name, wpt)

        if self.include_targets:
            for cp in self.game.theater.controlpoints:
                if (self.include_enemy
                        and not cp.captured) or (self.include_friendly
                                                 and cp.captured):
                    for ground_object in cp.ground_objects:
                        if not ground_object.is_dead and isinstance(
                                ground_object, BuildingGroundObject):
                            wpt = FlightWaypoint(
                                FlightWaypointType.CUSTOM,
                                ground_object.position.x,
                                ground_object.position.y,
                                Distance.from_meters(0),
                            )
                            wpt.alt_type = "RADIO"
                            wpt.name = ground_object.waypoint_name
                            wpt.pretty_name = wpt.name
                            wpt.obj_name = ground_object.obj_name
                            wpt.targets.append(ground_object)
                            if cp.captured:
                                wpt.description = "Friendly Building"
                            else:
                                wpt.description = "Enemy Building"
                            i = add_model_item(i, model, wpt.pretty_name, wpt)

        if self.include_units:
            for cp in self.game.theater.controlpoints:
                if (self.include_enemy
                        and not cp.captured) or (self.include_friendly
                                                 and cp.captured):
                    for ground_object in cp.ground_objects:
                        if (not ground_object.is_dead
                                and ground_object.dcs_identifier == "AA"):
                            for g in ground_object.groups:
                                for j, u in enumerate(g.units):
                                    wpt = FlightWaypoint(
                                        FlightWaypointType.CUSTOM,
                                        u.position.x,
                                        u.position.y,
                                        Distance.from_meters(0),
                                    )
                                    wpt.alt_type = "RADIO"
                                    wpt.name = wpt.name = (
                                        "[" + str(ground_object.obj_name) +
                                        "] : " + u.type + " #" + str(j))
                                    wpt.pretty_name = wpt.name
                                    wpt.targets.append(u)
                                    wpt.obj_name = ground_object.obj_name
                                    wpt.waypoint_type = FlightWaypointType.CUSTOM
                                    if cp.captured:
                                        wpt.description = "Friendly unit : " + u.type
                                    else:
                                        wpt.description = "Enemy unit : " + u.type
                                    i = add_model_item(i, model,
                                                       wpt.pretty_name, wpt)

        if self.include_airbases:
            for cp in self.game.theater.controlpoints:
                if (self.include_enemy
                        and not cp.captured) or (self.include_friendly
                                                 and cp.captured):
                    wpt = FlightWaypoint(
                        FlightWaypointType.CUSTOM,
                        cp.position.x,
                        cp.position.y,
                        Distance.from_meters(0),
                    )
                    wpt.alt_type = "RADIO"
                    wpt.name = cp.name
                    if cp.captured:
                        wpt.description = ("Position of " + cp.name +
                                           " [Friendly Airbase]")
                    else:
                        wpt.description = "Position of " + cp.name + " [Enemy Airbase]"

                    if cp.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
                        wpt.pretty_name = cp.name + " (Aircraft Carrier Group)"
                    elif cp.cptype == ControlPointType.LHA_GROUP:
                        wpt.pretty_name = cp.name + " (LHA Group)"
                    else:
                        wpt.pretty_name = cp.name + " (Airbase)"

                    i = add_model_item(i, model, wpt.pretty_name, wpt)

        self.setModel(model)
    def find_possible_waypoints(self):

        self.wpts = []
        model = QStandardItemModel()
        i = 0

        def add_model_item(i, model, name, wpt):
            print(name)
            item = QStandardItem(name)
            model.setItem(i, 0, item)
            self.wpts.append(wpt)
            return i + 1

        if self.include_frontlines:
            for cp in self.game.theater.controlpoints:
                if cp.captured:
                    enemy_cp = [ecp for ecp in cp.connected_points if ecp.captured != cp.captured]
                    for ecp in enemy_cp:
                        pos = Conflict.frontline_position(self.game.theater, cp, ecp)[0]
                        wpt = FlightWaypoint(
                            FlightWaypointType.CUSTOM,
                            pos.x,
                            pos.y,
                            800)
                        wpt.name = "Frontline " + cp.name + "/" + ecp.name + " [CAS]"
                        wpt.alt_type = "RADIO"
                        wpt.pretty_name = wpt.name
                        wpt.description = "Frontline"
                        wpt.data = [cp, ecp]
                        wpt.category = PredefinedWaypointCategory.FRONTLINE
                        i = add_model_item(i, model, wpt.pretty_name, wpt)

        if self.include_targets:
            for cp in self.game.theater.controlpoints:
                if (self.include_enemy and not cp.captured) or (self.include_friendly and cp.captured):
                    for ground_object in cp.ground_objects:
                        if not ground_object.is_dead and not ground_object.dcs_identifier == "AA":
                            wpt = FlightWaypoint(
                                FlightWaypointType.CUSTOM,
                                ground_object.position.x,
                                ground_object.position.y,
                                0
                            )
                            wpt.alt_type = "RADIO"
                            wpt.name = wpt.name = "[" + str(ground_object.obj_name) + "] : " + ground_object.category + " #" + str(ground_object.object_id)
                            wpt.pretty_name = wpt.name
                            wpt.obj_name = ground_object.obj_name
                            wpt.targets.append(ground_object)
                            wpt.data = ground_object
                            if cp.captured:
                                wpt.description = "Friendly Building"
                                wpt.category = PredefinedWaypointCategory.ALLY_BUILDING
                            else:
                                wpt.description = "Enemy Building"
                                wpt.category = PredefinedWaypointCategory.ENEMY_BUILDING
                            i = add_model_item(i, model, wpt.pretty_name, wpt)

        if self.include_units:
            for cp in self.game.theater.controlpoints:
                if (self.include_enemy and not cp.captured) or (self.include_friendly and cp.captured):
                    for ground_object in cp.ground_objects:
                        if not ground_object.is_dead and ground_object.dcs_identifier == "AA":
                            for g in ground_object.groups:
                                for j, u in enumerate(g.units):
                                    wpt = FlightWaypoint(
                                        FlightWaypointType.CUSTOM,
                                        u.position.x,
                                        u.position.y,
                                        0
                                    )
                                    wpt.alt_type = "RADIO"
                                    wpt.name = wpt.name = "[" + str(ground_object.obj_name) + "] : " + u.type + " #" + str(j)
                                    wpt.pretty_name = wpt.name
                                    wpt.targets.append(u)
                                    wpt.data = u
                                    wpt.obj_name = ground_object.obj_name
                                    wpt.waypoint_type = FlightWaypointType.CUSTOM
                                    if cp.captured:
                                        wpt.description = "Friendly unit : " + u.type
                                        wpt.category = PredefinedWaypointCategory.ALLY_UNIT
                                    else:
                                        wpt.description = "Enemy unit : " + u.type
                                        wpt.category = PredefinedWaypointCategory.ENEMY_UNIT
                                    i = add_model_item(i, model, wpt.pretty_name, wpt)

        if self.include_airbases:
            for cp in self.game.theater.controlpoints:
                if (self.include_enemy and not cp.captured) or (self.include_friendly and cp.captured):
                    wpt = FlightWaypoint(
                        FlightWaypointType.CUSTOM,
                        cp.position.x,
                        cp.position.y,
                        0
                    )
                    wpt.alt_type = "RADIO"
                    wpt.name = cp.name
                    wpt.data = cp
                    if cp.captured:
                        wpt.description = "Position of " + cp.name + " [Friendly Airbase]"
                        wpt.category = PredefinedWaypointCategory.ALLY_CP
                    else:
                        wpt.description = "Position of " + cp.name + " [Enemy Airbase]"
                        wpt.category = PredefinedWaypointCategory.ENEMY_CP

                    if cp.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
                        wpt.pretty_name = cp.name + " (Aircraft Carrier Group)"
                    elif cp.cptype == ControlPointType.LHA_GROUP:
                        wpt.pretty_name = cp.name + " (LHA Group)"
                    else:
                        wpt.pretty_name = cp.name + " (Airbase)"

                    i = add_model_item(i, model, wpt.pretty_name, wpt)

        self.setModel(model)
Exemplo n.º 9
0
    def generate_sead(self, flight, location, custom_targets=[]):
        """
        Generate a sead flight at a given location
        :param flight: Flight to setup
        :param location: Location of the SEAD target
        :param custom_targets: Custom targets if any
        """
        flight.points = []
        flight.flight_type = random.choice([FlightType.SEAD, FlightType.DEAD])

        ascend = self.generate_ascend_point(flight.from_cp)
        flight.points.append(ascend)

        heading = flight.from_cp.position.heading_between_point(
            location.position)
        ingress_heading = heading - 180 + 25
        egress_heading = heading - 180 - 25

        ingress_pos = location.position.point_from_heading(
            ingress_heading, self.doctrine["INGRESS_EGRESS_DISTANCE"])
        ingress_point = FlightWaypoint(ingress_pos.x, ingress_pos.y,
                                       self.doctrine["INGRESS_ALT"])
        ingress_point.name = "INGRESS"
        ingress_point.pretty_name = "INGRESS on " + location.obj_name
        ingress_point.description = "INGRESS on " + location.obj_name
        ingress_point.waypoint_type = FlightWaypointType.INGRESS_SEAD
        flight.points.append(ingress_point)

        if len(custom_targets) > 0:
            for target in custom_targets:
                point = FlightWaypoint(target.position.x, target.position.y, 0)
                point.alt_type = "RADIO"
                if flight.flight_type == FlightType.DEAD:
                    point.description = "SEAD on " + target.type
                    point.pretty_name = "SEAD on " + location.obj_name
                    point.only_for_player = True
                else:
                    point.description = "DEAD on " + location.obj_name
                    point.pretty_name = "DEAD on " + location.obj_name
                    point.only_for_player = True
            ingress_point.targets.append(location)
            ingress_point.targetGroup = location
            flight.points.append(point)
        else:
            point = FlightWaypoint(location.position.x, location.position.y, 0)
            point.alt_type = "RADIO"
            if flight.flight_type == FlightType.DEAD:
                point.description = "SEAD on " + location.obj_name
                point.pretty_name = "SEAD on " + location.obj_name
                point.only_for_player = True
            else:
                point.description = "DEAD on " + location.obj_name
                point.pretty_name = "DEAD on " + location.obj_name
                point.only_for_player = True
            ingress_point.targets.append(location)
            ingress_point.targetGroup = location
            flight.points.append(point)

        egress_pos = location.position.point_from_heading(
            egress_heading, self.doctrine["INGRESS_EGRESS_DISTANCE"])
        egress_point = FlightWaypoint(egress_pos.x, egress_pos.y,
                                      self.doctrine["EGRESS_ALT"])
        egress_point.name = "EGRESS"
        egress_point.pretty_name = "EGRESS from " + location.obj_name
        egress_point.description = "EGRESS from " + location.obj_name
        egress_point.waypoint_type = FlightWaypointType.EGRESS
        flight.points.append(egress_point)

        descend = self.generate_descend_point(flight.from_cp)
        flight.points.append(descend)

        rtb = self.generate_rtb_waypoint(flight.from_cp)
        flight.points.append(rtb)
Exemplo n.º 10
0
    def generate_strike(self, flight, location):

        flight.flight_type = FlightType.STRIKE
        ascend = self.generate_ascend_point(flight.from_cp)
        flight.points.append(ascend)

        heading = flight.from_cp.position.heading_between_point(
            location.position)
        ingress_heading = heading - 180 + 25
        egress_heading = heading - 180 - 25

        ingress_pos = location.position.point_from_heading(
            ingress_heading, self.doctrine["INGRESS_EGRESS_DISTANCE"])
        ingress_point = FlightWaypoint(ingress_pos.x, ingress_pos.y,
                                       self.doctrine["INGRESS_ALT"])
        ingress_point.pretty_name = "INGRESS on " + location.obj_name
        ingress_point.description = "INGRESS on " + location.obj_name
        ingress_point.name = "INGRESS"
        ingress_point.waypoint_type = FlightWaypointType.INGRESS_STRIKE
        flight.points.append(ingress_point)

        if len(location.groups) > 0 and location.dcs_identifier == "AA":
            for g in location.groups:
                for j, u in enumerate(g.units):
                    point = FlightWaypoint(u.position.x, u.position.y, 0)
                    point.description = "STRIKE " + "[" + str(
                        location.obj_name) + "] : " + u.type + " #" + str(j)
                    point.pretty_name = "STRIKE " + "[" + str(
                        location.obj_name) + "] : " + u.type + " #" + str(j)
                    point.name = location.obj_name + "#" + str(j)
                    point.only_for_player = True
                    ingress_point.targets.append(location)
                    flight.points.append(point)
        else:
            if hasattr(location, "obj_name"):
                buildings = self.game.theater.find_ground_objects_by_obj_name(
                    location.obj_name)
                print(buildings)
                for building in buildings:
                    print("BUILDING " + str(building.is_dead) + " " +
                          str(building.dcs_identifier))
                    if building.is_dead:
                        continue

                    point = FlightWaypoint(building.position.x,
                                           building.position.y, 0)
                    point.description = "STRIKE on " + building.obj_name + " " + building.category + " [" + str(
                        building.dcs_identifier) + " ]"
                    point.pretty_name = "STRIKE on " + building.obj_name + " " + building.category + " [" + str(
                        building.dcs_identifier) + " ]"
                    point.name = building.obj_name
                    point.only_for_player = True
                    ingress_point.targets.append(building)
                    flight.points.append(point)
            else:
                point = FlightWaypoint(location.position.x,
                                       location.position.y, 0)
                point.description = "STRIKE on " + location.obj_name
                point.pretty_name = "STRIKE on " + location.obj_name
                point.name = location.obj_name
                point.only_for_player = True
                ingress_point.targets.append(location)
                flight.points.append(point)

        egress_pos = location.position.point_from_heading(
            egress_heading, self.doctrine["INGRESS_EGRESS_DISTANCE"])
        egress_point = FlightWaypoint(egress_pos.x, egress_pos.y,
                                      self.doctrine["EGRESS_ALT"])
        egress_point.name = "EGRESS"
        egress_point.pretty_name = "EGRESS from " + location.obj_name
        egress_point.description = "EGRESS from " + location.obj_name
        egress_point.waypoint_type = FlightWaypointType.EGRESS
        flight.points.append(egress_point)

        descend = self.generate_descend_point(flight.from_cp)
        flight.points.append(descend)

        rtb = self.generate_rtb_waypoint(flight.from_cp)
        flight.points.append(rtb)