mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Remove support for mizdata/random locations.
The introduction of factories broke every existing campaign so we don't need to keep support for the ancient formats any more.
This commit is contained in:
@@ -35,7 +35,6 @@ from gen.fleet.ship_group_generator import (
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generate_lha_group,
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generate_ship_group,
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)
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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.airdefensegroupgenerator import AirDefenseRange
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from gen.sam.sam_group_generator import generate_anti_air_group
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@@ -142,12 +141,8 @@ class GameGenerator:
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class LocationFinder:
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def __init__(self, game: Game, control_point: ControlPoint) -> None:
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self.game = game
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def __init__(self, control_point: ControlPoint) -> None:
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self.control_point = control_point
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self.miz_data = MizDataLocationFinder.compute_possible_locations(
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game.theater.terrain.name, control_point.full_name
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)
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def location_for(self, location_type: LocationType) -> Optional[PointWithHeading]:
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position = self.control_point.preset_locations.random_for(location_type)
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@@ -155,158 +150,10 @@ class LocationFinder:
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return position
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logging.warning(
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f"No campaign location for %s Mat %s",
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f"No campaign location for %s at %s",
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location_type.value,
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self.control_point,
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)
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position = self.random_from_miz_data(
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location_type == LocationType.OffshoreStrikeTarget
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)
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if position is not None:
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return position
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logging.debug(
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f"No mizdata location for %s at %s", location_type.value, self.control_point
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)
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position = self.random_position(location_type)
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if position is not None:
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return position
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logging.error(
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f"Could not find position for %s at %s",
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location_type.value,
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self.control_point,
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)
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return None
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def random_from_miz_data(self, offshore: bool) -> Optional[PointWithHeading]:
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if offshore:
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locations = self.miz_data.offshore_locations
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else:
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locations = self.miz_data.ashore_locations
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if self.miz_data.offshore_locations:
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preset = random.choice(locations)
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locations.remove(preset)
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return PointWithHeading.from_point(preset.position, preset.heading)
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return None
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def random_position(
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self, location_type: LocationType
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) -> Optional[PointWithHeading]:
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# TODO: Flesh out preset locations so we never hit this case.
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if location_type == LocationType.Coastal:
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# No coastal locations generated randomly
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return None
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logging.warning(
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"Falling back to random location for %s at %s",
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location_type.value,
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self.control_point,
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)
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is_base_defense = location_type in {
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LocationType.BaseAirDefense,
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LocationType.Garrison,
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LocationType.Shorad,
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}
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on_land = location_type not in {
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LocationType.OffshoreStrikeTarget,
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LocationType.Ship,
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}
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avoid_others = location_type not in {
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LocationType.Garrison,
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LocationType.MissileSite,
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LocationType.Sam,
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LocationType.Ship,
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LocationType.Shorad,
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}
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if is_base_defense:
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min_range = 400
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max_range = 3200
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elif location_type == LocationType.Ship:
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min_range = 5000
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max_range = 40000
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elif location_type == LocationType.MissileSite:
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min_range = 2500
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max_range = 40000
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else:
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min_range = 10000
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max_range = 40000
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position = self._find_random_position(
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min_range, max_range, on_land, is_base_defense, avoid_others
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)
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# Retry once, searching a bit further (On some big airbases, 3200 is too
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# short (Ex : Incirlik)), but searching farther on every base would be
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# problematic, as some base defense units would end up very far away
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# from small airfields.
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if position is None and is_base_defense:
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position = self._find_random_position(
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3200, 4800, on_land, is_base_defense, avoid_others
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)
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return position
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def _find_random_position(
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self,
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min_range: int,
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max_range: int,
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on_ground: bool,
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is_base_defense: bool,
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avoid_others: bool,
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) -> Optional[PointWithHeading]:
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"""
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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 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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:return:
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"""
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near = self.control_point.position
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others = self.control_point.ground_objects
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def is_valid(point: Optional[PointWithHeading]) -> bool:
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if point is None:
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return False
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if on_ground and not self.game.theater.is_on_land(point):
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return False
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elif not on_ground and not self.game.theater.is_in_sea(point):
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return False
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if avoid_others:
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for other in others:
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if other.position.distance_to_point(point) < 10000:
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return False
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if is_base_defense:
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# If it's a base defense we don't care how close it is to other
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# points.
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return True
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# Else verify that it's not too close to another control point.
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for control_point in self.game.theater.controlpoints:
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if control_point != self.control_point:
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if control_point.position.distance_to_point(point) < 30000:
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return False
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for ground_obj in control_point.ground_objects:
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if ground_obj.position.distance_to_point(point) < 10000:
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return False
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return True
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for _ in range(300):
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# Check if on land or sea
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p = PointWithHeading.from_point(
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near.random_point_within(max_range, min_range), random.randint(0, 360)
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)
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if is_valid(p):
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return p
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return None
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@@ -320,7 +167,7 @@ class ControlPointGroundObjectGenerator:
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self.game = game
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self.generator_settings = generator_settings
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self.control_point = control_point
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self.location_finder = LocationFinder(game, control_point)
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self.location_finder = LocationFinder(control_point)
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@property
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def faction_name(self) -> str:
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@@ -437,7 +284,7 @@ class BaseDefenseGenerator:
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def __init__(self, game: Game, control_point: ControlPoint) -> None:
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self.game = game
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self.control_point = control_point
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self.location_finder = LocationFinder(game, control_point)
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self.location_finder = LocationFinder(control_point)
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@property
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def faction_name(self) -> str:
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