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Differentiate required long and medium range SAMs.
To improve IADS design in campaigns, this differentiates required long and medium range SAMs. SAMs that must be long range SAMs are defined by SA-10 or Patriot launchers, while medium range SAMs are defined by SA-2, SA-3, or Hawk launchers. Long range SAMs positions will only be populated by long range SAMs (Patriots and SA-10s), and not all factions have those available. Medium range SAMs currently comprise all air defenses that are not long range SAMs, so if the faction includes flak guns in their `sams` property then flak guns may be spawned at medium range SAM locations. Base defenses and random SAM locations continue to use either type of SAM.
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@ -7,7 +7,7 @@ from dataclasses import dataclass
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from functools import cached_property
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from itertools import tee
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from pathlib import Path
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from typing import Any, Dict, Iterator, List, Optional, Tuple, Union, cast
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from typing import Any, Dict, Iterator, List, Optional, Set, Tuple, Union, cast
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from dcs import Mission
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from dcs.countries import (
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@ -96,17 +96,17 @@ class MizCampaignLoader:
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COASTAL_DEFENSE_UNIT_TYPE = MissilesSS.SS_N_2_Silkworm.id
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# Multiple options for the required SAMs so campaign designers can more
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# easily see the coverage of their IADS. Designers focused on campaigns that
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# will primarily use SA-2s can place SA-2 launchers to ensure that they will
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# have adequate coverage, and designers focused on campaigns that will
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# primarily use SA-10s can do the same.
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REQUIRED_SAM_UNIT_TYPES = {
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AirDefence.SAM_Hawk_LN_M192,
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AirDefence.SAM_Patriot_LN_M901,
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AirDefence.SAM_SA_10_S_300PS_LN_5P85C,
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AirDefence.SAM_SA_10_S_300PS_LN_5P85D,
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AirDefence.SAM_SA_2_LN_SM_90,
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AirDefence.SAM_SA_3_S_125_LN_5P73,
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# accurately see the coverage of their IADS for the expected type.
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REQUIRED_LONG_RANGE_SAM_UNIT_TYPES = {
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AirDefence.SAM_Patriot_LN_M901.id,
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AirDefence.SAM_SA_10_S_300PS_LN_5P85C.id,
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AirDefence.SAM_SA_10_S_300PS_LN_5P85D.id,
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}
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REQUIRED_MEDIUM_RANGE_SAM_UNIT_TYPES = {
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AirDefence.SAM_Hawk_LN_M192.id,
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AirDefence.SAM_SA_2_LN_SM_90.id,
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AirDefence.SAM_SA_3_S_125_LN_5P73.id,
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}
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BASE_DEFENSE_RADIUS = nm_to_meter(2)
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@ -221,9 +221,15 @@ class MizCampaignLoader:
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yield group
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@property
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def required_sams(self) -> Iterator[VehicleGroup]:
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def required_long_range_sams(self) -> Iterator[VehicleGroup]:
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for group in self.red.vehicle_group:
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if group.units[0].type == self.REQUIRED_SAM_UNIT_TYPES:
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if group.units[0].type in self.REQUIRED_LONG_RANGE_SAM_UNIT_TYPES:
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yield group
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@property
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def required_medium_range_sams(self) -> Iterator[VehicleGroup]:
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for group in self.red.vehicle_group:
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if group.units[0].type in self.REQUIRED_MEDIUM_RANGE_SAM_UNIT_TYPES:
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yield group
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@cached_property
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@ -335,9 +341,17 @@ class MizCampaignLoader:
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closest, distance = self.objective_info(group)
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closest.preset_locations.coastal_defenses.append(group.position)
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for group in self.required_sams:
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for group in self.required_long_range_sams:
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closest, distance = self.objective_info(group)
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closest.preset_locations.required_sams.append(group.position)
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closest.preset_locations.required_long_range_sams.append(
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group.position
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)
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for group in self.required_medium_range_sams:
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closest, distance = self.objective_info(group)
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closest.preset_locations.required_medium_range_sams.append(
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group.position
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)
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def populate_theater(self) -> None:
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for control_point in self.control_points.values():
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@ -95,8 +95,11 @@ class PresetLocations:
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#: Locations used by missile sites like scuds and V-2s.
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missile_sites: List[Point] = field(default_factory=list)
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#: Locations of SAMs which should always be spawned.
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required_sams: List[Point] = field(default_factory=list)
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#: Locations of long range SAMs which should always be spawned.
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required_long_range_sams: List[Point] = field(default_factory=list)
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#: Locations of medium range SAMs which should always be spawned.
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required_medium_range_sams: List[Point] = field(default_factory=list)
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@staticmethod
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def _random_from(points: List[Point]) -> Optional[Point]:
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@ -4,7 +4,7 @@ import logging
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import math
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import pickle
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import random
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from typing import Any, Dict, Optional
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from typing import Any, Dict, List, Optional
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from dcs.mapping import Point
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from dcs.task import CAP, CAS, PinpointStrike
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@ -36,7 +36,7 @@ from gen.fleet.ship_group_generator import (
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from gen.locations.preset_location_finder import MizDataLocationFinder
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from gen.missiles.missiles_group_generator import generate_missile_group
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from gen.sam.sam_group_generator import (
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generate_anti_air_group,
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LONG_RANGE_SAMS, MEDIUM_RANGE_SAMS, generate_anti_air_group,
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generate_ewr_group, generate_shorad_group,
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)
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from . import (
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@ -268,7 +268,6 @@ class LocationFinder:
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Find a valid ground object location
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:param on_ground: Whether it should be on ground or on sea (True = on
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ground)
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:param theater: Theater object
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:param min_range: Minimal range from point
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:param max_range: Max range from point
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:param is_base_defense: True if the location is for base defense.
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@ -459,7 +458,7 @@ class BaseDefenseGenerator:
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g = EwrGroundObject(namegen.random_objective_name(), group_id,
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position, self.control_point)
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group = generate_ewr_group(self.game, g, self.faction_name)
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group = generate_ewr_group(self.game, g, self.faction)
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if group is None:
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return
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@ -507,7 +506,7 @@ class BaseDefenseGenerator:
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g = SamGroundObject(namegen.random_objective_name(), group_id,
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position, self.control_point, for_airbase=True)
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group = generate_anti_air_group(self.game, g, self.faction_name)
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group = generate_anti_air_group(self.game, g, self.faction)
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if group is not None:
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g.groups.append(group)
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self.control_point.base_defenses.append(g)
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@ -523,7 +522,7 @@ class BaseDefenseGenerator:
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g = SamGroundObject(namegen.random_objective_name(), group_id,
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position, self.control_point, for_airbase=True)
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group = generate_shorad_group(self.game, g, self.faction_name)
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group = generate_shorad_group(self.game, g, self.faction)
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if group is not None:
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g.groups.append(group)
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self.control_point.base_defenses.append(g)
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@ -575,10 +574,13 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
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Returns:
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The number of AA sites that were generated.
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"""
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sams = self.control_point.preset_locations.required_sams
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for position in sams:
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self.generate_aa_at(position)
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return len(sams)
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presets = self.control_point.preset_locations
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for position in presets.required_long_range_sams:
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self.generate_aa_at(position, filter_names=LONG_RANGE_SAMS)
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for position in presets.required_medium_range_sams:
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self.generate_aa_at(position, filter_names=MEDIUM_RANGE_SAMS)
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return (len(presets.required_long_range_sams) +
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len(presets.required_medium_range_sams))
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def generate_ground_point(self) -> None:
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try:
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@ -620,12 +622,14 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
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return
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self.generate_aa_at(position)
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def generate_aa_at(self, position: Point) -> None:
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def generate_aa_at(self, position: Point,
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filter_names: Optional[List[str]] = None) -> None:
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group_id = self.game.next_group_id()
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g = SamGroundObject(namegen.random_objective_name(), group_id,
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position, self.control_point, for_airbase=False)
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group = generate_anti_air_group(self.game, g, self.faction_name)
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group = generate_anti_air_group(self.game, g, self.faction,
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filter_names)
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if group is not None:
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g.groups = [group]
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self.control_point.connected_objectives.append(g)
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@ -5,6 +5,7 @@ from dcs.unitgroup import VehicleGroup
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from dcs.vehicles import AirDefence
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from game import Game, db
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from game.factions.faction import Faction
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from game.theater import TheaterGroundObject
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from game.theater.theatergroundobject import SamGroundObject
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from gen.sam.aaa_bofors import BoforsGenerator
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@ -90,6 +91,16 @@ SAM_MAP = {
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"AllyWW2FlakGenerator": AllyWW2FlakGenerator
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}
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#: Used to fill the long-range required SAM locations in the campaign.
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LONG_RANGE_SAMS = {
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"SA10Generator",
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"PatriotGenerator",
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}
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#: Used to fill the medium-range required SAM location in the campaign.
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MEDIUM_RANGE_SAMS = SAM_MAP.keys() - LONG_RANGE_SAMS
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SAM_PRICES = {
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AirDefence.SAM_Hawk_PCP: 35,
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AirDefence.AAA_ZU_23_Emplacement: 10,
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@ -138,34 +149,40 @@ EWR_MAP = {
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}
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def get_faction_possible_sams_generator(faction: str) -> List[Type[GroupGenerator]]:
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def get_faction_possible_sams_generator(
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faction: Faction,
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filter_names: Optional[List[str]] = None) -> List[Type[GroupGenerator]]:
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"""
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Return the list of possible SAM generator for the given faction
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:param faction: Faction name to search units for
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:param filter_names: Optional list of names to filter allowed SAMs by.
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"""
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return [SAM_MAP[s] for s in faction.sams if
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filter_names is None or s in filter_names]
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def get_faction_possible_ewrs_generator(faction: Faction) -> List[Type[GroupGenerator]]:
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"""
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Return the list of possible SAM generator for the given faction
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:param faction: Faction name to search units for
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"""
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return [SAM_MAP[s] for s in db.FACTIONS[faction].sams if s in SAM_MAP]
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return [EWR_MAP[s] for s in faction.ewrs]
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def get_faction_possible_ewrs_generator(faction: str) -> List[Type[GroupGenerator]]:
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"""
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Return the list of possible SAM generator for the given faction
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:param faction: Faction name to search units for
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"""
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return [EWR_MAP[s] for s in db.FACTIONS[faction].ewrs if s in EWR_MAP]
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def generate_anti_air_group(game: Game, ground_object: TheaterGroundObject,
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faction: str) -> Optional[VehicleGroup]:
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def generate_anti_air_group(
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game: Game, ground_object: TheaterGroundObject, faction: Faction,
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filter_names: Optional[List[str]] = None) -> Optional[VehicleGroup]:
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"""
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This generate a SAM group
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:param game: The Game.
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:param ground_object: The ground object which will own the sam group.
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:param faction: Owner faction.
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:param filter_names: Optional list of names to filter allowed SAMs by.
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:return: The generated group, or None if one could not be generated.
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"""
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possible_sams_generators = get_faction_possible_sams_generator(faction)
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if len(possible_sams_generators) > 0:
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sam_generator_class = random.choice(possible_sams_generators)
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generators = get_faction_possible_sams_generator(faction, filter_names)
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if len(generators) > 0:
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sam_generator_class = random.choice(generators)
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generator = sam_generator_class(game, ground_object)
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generator.generate()
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return generator.get_generated_group()
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@ -173,7 +190,7 @@ def generate_anti_air_group(game: Game, ground_object: TheaterGroundObject,
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def generate_ewr_group(game: Game, ground_object: TheaterGroundObject,
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faction: str) -> Optional[VehicleGroup]:
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faction: Faction) -> Optional[VehicleGroup]:
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"""Generates an early warning radar group.
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:param game: The Game.
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@ -191,13 +208,11 @@ def generate_ewr_group(game: Game, ground_object: TheaterGroundObject,
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def generate_shorad_group(game: Game, ground_object: SamGroundObject,
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faction_name: str) -> Optional[VehicleGroup]:
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faction = db.FACTIONS[faction_name]
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faction: Faction) -> Optional[VehicleGroup]:
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if len(faction.shorads) > 0:
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sam = random.choice(faction.shorads)
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generator = SAM_MAP[sam](game, ground_object)
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generator.generate()
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return generator.get_generated_group()
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else:
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return generate_anti_air_group(game, ground_object, faction_name)
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return generate_anti_air_group(game, ground_object, faction)
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@ -248,7 +248,7 @@ class QBuyGroupForGroundObjectDialog(QDialog):
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self.init_ui()
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def init_ui(self):
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faction = self.game.player_name
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faction = self.game.player_faction
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# Sams
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@ -268,7 +268,7 @@ class QBuyGroupForGroundObjectDialog(QDialog):
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# Armored units
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armored_units = db.find_unittype(PinpointStrike, faction) # Todo : refactor this legacy nonsense
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armored_units = db.find_unittype(PinpointStrike, faction.name) # Todo : refactor this legacy nonsense
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for unit in set(armored_units):
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self.buyArmorCombo.addItem(db.unit_type_name_2(unit) + " [$" + str(db.PRICES[unit]) + "M]", userData=unit)
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self.buyArmorCombo.currentIndexChanged.connect(self.armorComboChanged)
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