Merge pull request #854 from Khopa/develop_2_4_x

2.4.1 Release
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Malakhit 2021-02-07 11:22:38 +00:00 committed by GitHub
commit 08f67860be
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9 changed files with 64 additions and 21 deletions

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@ -1,3 +1,12 @@
# 2.4.1
## Fixes
* **[Units]** Fixed syntax error with the SH-60B payload file.
* **[Culling]** Missile sites generate reasonably sized non-cull zones rather than 100km ones.
* **[UI]** Budget display is also now rounded to 2 decimal places.
* **[UI]** Fixed some areas where the old, non-pretty name was displayed to users.
# 2.4.0 # 2.4.0
Saves from 2.3 are not compatible with 2.4. Saves from 2.3 are not compatible with 2.4.

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@ -96,6 +96,9 @@ class Game:
self.ground_planners: Dict[int, GroundPlanner] = {} self.ground_planners: Dict[int, GroundPlanner] = {}
self.informations = [] self.informations = []
self.informations.append(Information("Game Start", "-" * 40, 0)) self.informations.append(Information("Game Start", "-" * 40, 0))
# Culling Zones are for areas around points of interest that contain things we may not wish to cull.
self.__culling_zones: List[Point] = []
# Culling Points are for individual theater ground objects that we don't wish to cull.
self.__culling_points: List[Point] = [] self.__culling_points: List[Point] = []
self.__destroyed_units: List[str] = [] self.__destroyed_units: List[str] = []
self.savepath = "" self.savepath = ""
@ -378,6 +381,7 @@ class Game:
Compute the current conflict center position(s), mainly used for culling calculation Compute the current conflict center position(s), mainly used for culling calculation
:return: List of points of interests :return: List of points of interests
""" """
zones = []
points = [] points = []
# By default, use the existing frontline conflict position # By default, use the existing frontline conflict position
@ -385,23 +389,23 @@ class Game:
position = Conflict.frontline_position(front_line.control_point_a, position = Conflict.frontline_position(front_line.control_point_a,
front_line.control_point_b, front_line.control_point_b,
self.theater) self.theater)
points.append(position[0]) zones.append(position[0])
points.append(front_line.control_point_a.position) zones.append(front_line.control_point_a.position)
points.append(front_line.control_point_b.position) zones.append(front_line.control_point_b.position)
for cp in self.theater.controlpoints: for cp in self.theater.controlpoints:
# Don't cull missile sites - their range is long enough to make them # Don't cull missile sites - their range is long enough to make them
# easily culled despite being a threat. # easily culled despite being a threat.
for tgo in cp.ground_objects: for tgo in cp.ground_objects:
if isinstance(tgo, MissileSiteGroundObject): if isinstance(tgo, MissileSiteGroundObject):
points.append(cp.position) points.append(tgo.position)
# If do_not_cull_carrier is enabled, add carriers as culling point # If do_not_cull_carrier is enabled, add carriers as culling point
if self.settings.perf_do_not_cull_carrier: if self.settings.perf_do_not_cull_carrier:
if cp.is_carrier or cp.is_lha: if cp.is_carrier or cp.is_lha:
points.append(cp.position) zones.append(cp.position)
# If there is no conflict take the center point between the two nearest opposing bases # If there is no conflict take the center point between the two nearest opposing bases
if len(points) == 0: if len(zones) == 0:
cpoint = None cpoint = None
min_distance = sys.maxsize min_distance = sys.maxsize
for cp in self.theater.player_points(): for cp in self.theater.player_points():
@ -410,13 +414,13 @@ class Game:
if d < min_distance: if d < min_distance:
min_distance = d min_distance = d
cpoint = Point((cp.position.x + cp2.position.x) / 2, (cp.position.y + cp2.position.y) / 2) cpoint = Point((cp.position.x + cp2.position.x) / 2, (cp.position.y + cp2.position.y) / 2)
points.append(cp.position) zones.append(cp.position)
points.append(cp2.position) zones.append(cp2.position)
break break
if cpoint is not None: if cpoint is not None:
break break
if cpoint is not None: if cpoint is not None:
points.append(cpoint) zones.append(cpoint)
packages = itertools.chain(self.blue_ato.packages, packages = itertools.chain(self.blue_ato.packages,
self.red_ato.packages) self.red_ato.packages)
@ -428,13 +432,14 @@ class Game:
# are only interesting if there are enemies in the area, and if # are only interesting if there are enemies in the area, and if
# there are they won't be culled because of the enemy's mission. # there are they won't be culled because of the enemy's mission.
continue continue
points.append(package.target.position) zones.append(package.target.position)
# Else 0,0, since we need a default value # Else 0,0, since we need a default value
# (in this case this means the whole map is owned by the same player, so it is not an issue) # (in this case this means the whole map is owned by the same player, so it is not an issue)
if len(points) == 0: if len(zones) == 0:
points.append(Point(0, 0)) zones.append(Point(0, 0))
self.__culling_zones = zones
self.__culling_points = points self.__culling_points = points
def add_destroyed_units(self, data): def add_destroyed_units(self, data):
@ -454,11 +459,21 @@ class Game:
if self.settings.perf_culling == False: if self.settings.perf_culling == False:
return False return False
else: else:
for c in self.__culling_points: for z in self.__culling_zones:
if c.distance_to_point(pos) < self.settings.perf_culling_distance * 1000: if z.distance_to_point(pos) < self.settings.perf_culling_distance * 1000:
return False
for p in self.__culling_points:
if p.distance_to_point(pos) < 2500:
return False return False
return True return True
def get_culling_zones(self):
"""
Check culling points
:return: List of culling zones
"""
return self.__culling_zones
def get_culling_points(self): def get_culling_points(self):
""" """
Check culling points Check culling points

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@ -35,7 +35,7 @@ class QBudgetBox(QGroupBox):
:param budget: Current money available :param budget: Current money available
:param reward: Planned reward for next turn :param reward: Planned reward for next turn
""" """
self.money_amount.setText(str(budget) + "M (+" + str(round(reward,2)) + "M)") self.money_amount.setText(str(round(budget,2)) + "M (+" + str(round(reward,2)) + "M)")
def setGame(self, game): def setGame(self, game):
if game is None: if game is None:

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@ -268,13 +268,20 @@ class QLiberationMap(QGraphicsView):
def display_culling(self, scene: QGraphicsScene) -> None: def display_culling(self, scene: QGraphicsScene) -> None:
"""Draws the culling distance rings on the map""" """Draws the culling distance rings on the map"""
culling_points = self.game_model.game.get_culling_points() culling_points = self.game_model.game.get_culling_points()
culling_zones = self.game_model.game.get_culling_zones()
culling_distance = self.game_model.game.settings.perf_culling_distance culling_distance = self.game_model.game.settings.perf_culling_distance
for point in culling_points: for point in culling_points:
culling_distance_point = Point(point.x + culling_distance*1000, point.y + culling_distance*1000) culling_distance_point = Point(point.x + 2500, point.y + 2500)
distance_point = self._transform_point(culling_distance_point) distance_point = self._transform_point(culling_distance_point)
transformed = self._transform_point(point) transformed = self._transform_point(point)
radius = distance_point[0] - transformed[0] radius = distance_point[0] - transformed[0]
scene.addEllipse(transformed[0]-radius, transformed[1]-radius, 2*radius, 2*radius, CONST.COLORS["transparent"], CONST.COLORS["light_green_transparent"]) scene.addEllipse(transformed[0]-radius, transformed[1]-radius, 2*radius, 2*radius, CONST.COLORS["transparent"], CONST.COLORS["light_green_transparent"])
for zone in culling_zones:
culling_distance_zone = Point(zone.x + culling_distance*1000, zone.y + culling_distance*1000)
distance_zone = self._transform_point(culling_distance_zone)
transformed = self._transform_point(zone)
radius = distance_zone[0] - transformed[0]
scene.addEllipse(transformed[0]-radius, transformed[1]-radius, 2*radius, 2*radius, CONST.COLORS["transparent"], CONST.COLORS["light_green_transparent"])
def draw_shapely_poly(self, scene: QGraphicsScene, poly: Polygon, pen: QPen, def draw_shapely_poly(self, scene: QGraphicsScene, poly: Polygon, pen: QPen,
brush: QBrush) -> Optional[QPolygonF]: brush: QBrush) -> Optional[QPolygonF]:

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@ -11,6 +11,8 @@ from game.theater import ControlPoint, TheaterGroundObject
from qt_ui.dialogs import Dialog from qt_ui.dialogs import Dialog
from qt_ui.uiconstants import VEHICLES_ICONS from qt_ui.uiconstants import VEHICLES_ICONS
from qt_ui.windows.groundobject.QGroundObjectMenu import QGroundObjectMenu from qt_ui.windows.groundobject.QGroundObjectMenu import QGroundObjectMenu
from game import db
from dcs import vehicles
class QBaseDefenseGroupInfo(QGroupBox): class QBaseDefenseGroupInfo(QGroupBox):
@ -71,7 +73,11 @@ class QBaseDefenseGroupInfo(QGroupBox):
icon.setText("<b>" + k[:8] + "</b>") icon.setText("<b>" + k[:8] + "</b>")
icon.setProperty("style", "icon-armor") icon.setProperty("style", "icon-armor")
self.unit_layout.addWidget(icon, i, 0) self.unit_layout.addWidget(icon, i, 0)
self.unit_layout.addWidget(QLabel(str(v) + " x " + "<strong>" + k + "</strong>"), i, 1) unit_display_name = k
unit_type = vehicles.vehicle_map.get(k)
if unit_type is not None:
unit_display_name = db.unit_get_expanded_info(self.game.enemy_country, unit_type, 'name')
self.unit_layout.addWidget(QLabel(str(v) + " x " + "<strong>" + unit_display_name + "</strong>"), i, 1)
i = i + 1 i = i + 1
if len(unit_dict.items()) == 0: if len(unit_dict.items()) == 0:

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@ -29,6 +29,7 @@ from qt_ui.uiconstants import EVENT_ICONS
from qt_ui.widgets.QBudgetBox import QBudgetBox from qt_ui.widgets.QBudgetBox import QBudgetBox
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.groundobject.QBuildingInfo import QBuildingInfo from qt_ui.windows.groundobject.QBuildingInfo import QBuildingInfo
from dcs import vehicles
class QGroundObjectMenu(QDialog): class QGroundObjectMenu(QDialog):
@ -101,7 +102,11 @@ class QGroundObjectMenu(QDialog):
if not hasattr(g, "units_losts"): if not hasattr(g, "units_losts"):
g.units_losts = [] g.units_losts = []
for u in g.units: for u in g.units:
self.intelLayout.addWidget(QLabel("<b>Unit #" + str(u.id) + " - " + str(u.type) + "</b>"), i, 0) unit_display_name = u.type
unit_type = vehicles.vehicle_map.get(u.type)
if unit_type is not None:
unit_display_name = db.unit_get_expanded_info(self.game.enemy_country, unit_type, 'name')
self.intelLayout.addWidget(QLabel("<b>Unit #" + str(u.id) + " - " + str(unit_display_name) + "</b>"), i, 0)
i = i + 1 i = i + 1
for u in g.units_losts: for u in g.units_losts:

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@ -13,6 +13,7 @@ local unitPayloads = {
[1] = 30, [1] = 30,
}, },
}, },
},
["unitType"] = "SH-60B", ["unitType"] = "SH-60B",
} }
return unitPayloads return unitPayloads

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@ -3,7 +3,7 @@
dofile('Scripts/ScriptingSystem.lua') dofile('Scripts/ScriptingSystem.lua')
--Sanitize Mission Scripting environment --Sanitize Mission Scripting environment
--This makes unavailable some unsecure functions. --This makes unavailable some unsecure functions.
--Mission downloaded from server to client may contain potentialy harmful lua code that may use these functions. --Mission downloaded from server to client may contain potentialy harmful lua code that may use these functions.
--You can remove the code below and make availble these functions at your own risk. --You can remove the code below and make availble these functions at your own risk.

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@ -962,7 +962,7 @@
}], }],
"AAA Bofors 40mm": [{ "AAA Bofors 40mm": [{
"default": { "default": {
"name": "Bofors 40 mm gun", "name": "Bofors 40 mm Gun",
"country-of-origin": "Sweden", "country-of-origin": "Sweden",
"manufacturer": "Bofors", "manufacturer": "Bofors",
"role": "Anti-Aircraft Gun", "role": "Anti-Aircraft Gun",
@ -1101,7 +1101,7 @@
}], }],
"APC M2A1": [{ "APC M2A1": [{
"default": { "default": {
"name": "M2A1 Half-track", "name": "M2A1 Half-Track",
"country-of-origin": "USA", "country-of-origin": "USA",
"manufacturer": "White Motor Company", "manufacturer": "White Motor Company",
"role": "Armoured Personnel Carrier", "role": "Armoured Personnel Carrier",