quick mission debriefing fixed; adjusted constants

This commit is contained in:
Vasyl Horbachenko 2018-10-14 04:09:05 +03:00
parent 05c968edc2
commit 274e08dd8b
15 changed files with 61 additions and 50 deletions

View File

@ -79,7 +79,7 @@ class Event:
self.operation.prepare(self.game.theater.terrain, is_quick=False)
self.operation.generate()
self.operation.mission.save(persistency.mission_path_for("liberation_nextturn.miz"))
self.operation.current_mission.save(persistency.mission_path_for("liberation_nextturn.miz"))
self.environment_settings = self.operation.environment_settings
def generate_quick(self):
@ -88,7 +88,7 @@ class Event:
self.operation.prepare(self.game.theater.terrain, is_quick=True)
self.operation.generate()
self.operation.mission.save(persistency.mission_path_for("liberation_nextturn_quick.miz"))
self.operation.current_mission.save(persistency.mission_path_for("liberation_nextturn_quick.miz"))
def commit(self, debriefing: Debriefing):
for country, losses in debriefing.destroyed_units.items():

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@ -80,7 +80,7 @@ AWACS_BUDGET_COST = 4
# Initial budget value
PLAYER_BUDGET_INITIAL = 170
# Base post-turn bonus value
PLAYER_BUDGET_BASE = 17
PLAYER_BUDGET_BASE = 14
# Bonus multiplier logarithm base
PLAYER_BUDGET_IMPORTANCE_LOG = 2

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@ -37,13 +37,13 @@ class BaseAttackOperation(Operation):
self.attackers_starting_position = None
conflict = Conflict.capture_conflict(
attacker=self.mission.country(self.attacker_name),
defender=self.mission.country(self.defender_name),
attacker=self.current_mission.country(self.attacker_name),
defender=self.current_mission.country(self.defender_name),
from_cp=self.from_cp,
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(mission=self.mission,
self.initialize(mission=self.current_mission,
conflict=conflict)
def generate(self):

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@ -26,14 +26,14 @@ class FrontlineAttackOperation(Operation):
self.defenders_starting_position = None
conflict = Conflict.frontline_cas_conflict(
attacker=self.mission.country(self.attacker_name),
defender=self.mission.country(self.defender_name),
attacker=self.current_mission.country(self.attacker_name),
defender=self.current_mission.country(self.defender_name),
from_cp=self.from_cp,
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(mission=self.mission,
self.initialize(mission=self.current_mission,
conflict=conflict)
def generate(self):

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@ -32,14 +32,14 @@ class FrontlinePatrolOperation(Operation):
self.defenders_starting_position = None
conflict = Conflict.frontline_cap_conflict(
attacker=self.mission.country(self.attacker_name),
defender=self.mission.country(self.defender_name),
attacker=self.current_mission.country(self.attacker_name),
defender=self.current_mission.country(self.defender_name),
from_cp=self.from_cp,
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(mission=self.mission,
self.initialize(mission=self.current_mission,
conflict=conflict)
def generate(self):

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@ -15,14 +15,14 @@ class InfantryTransportOperation(Operation):
super(InfantryTransportOperation, self).prepare(terrain, is_quick)
conflict = Conflict.transport_conflict(
attacker=self.mission.country(self.attacker_name),
defender=self.mission.country(self.defender_name),
attacker=self.current_mission.country(self.attacker_name),
defender=self.current_mission.country(self.defender_name),
from_cp=self.from_cp,
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(mission=self.mission,
self.initialize(mission=self.current_mission,
conflict=conflict)
def generate(self):

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@ -17,14 +17,14 @@ class InsurgentAttackOperation(Operation):
super(InsurgentAttackOperation, self).prepare(terrain, is_quick)
conflict = Conflict.ground_attack_conflict(
attacker=self.mission.country(self.attacker_name),
defender=self.mission.country(self.defender_name),
attacker=self.current_mission.country(self.attacker_name),
defender=self.current_mission.country(self.defender_name),
from_cp=self.from_cp,
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(mission=self.mission,
self.initialize(mission=self.current_mission,
conflict=conflict)
def generate(self):

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@ -28,14 +28,14 @@ class InterceptOperation(Operation):
self.attackers_starting_position = None
conflict = Conflict.intercept_conflict(
attacker=self.mission.country(self.attacker_name),
defender=self.mission.country(self.defender_name),
attacker=self.current_mission.country(self.attacker_name),
defender=self.current_mission.country(self.defender_name),
from_cp=self.from_cp,
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(mission=self.mission,
self.initialize(mission=self.current_mission,
conflict=conflict)
def generate(self):

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@ -23,14 +23,14 @@ class NavalInterceptionOperation(Operation):
self.attackers_starting_position = None
conflict = Conflict.naval_intercept_conflict(
attacker=self.mission.country(self.attacker_name),
defender=self.mission.country(self.defender_name),
attacker=self.current_mission.country(self.attacker_name),
defender=self.current_mission.country(self.defender_name),
from_cp=self.from_cp,
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(self.mission, conflict)
self.initialize(self.current_mission, conflict)
def generate(self):
self.prepare_carriers(db.unitdict_from(self.strikegroup))

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@ -11,7 +11,9 @@ class Operation:
attackers_starting_position = None # type: db.StartingPosition
defenders_starting_position = None # type: db.StartingPosition
mission = None # type: dcs.Mission
current_mission = None # type: dcs.Mission
regular_mission = None # type: dcs.Mission
quick_mission = None # type: dcs.Mission
conflict = None # type: Conflict
armorgen = None # type: ArmorConflictGenerator
airgen = None # type: AircraftConflictGenerator
@ -51,7 +53,7 @@ class Operation:
return True
def initialize(self, mission: Mission, conflict: Conflict):
self.mission = mission
self.current_mission = mission
self.conflict = conflict
self.armorgen = ArmorConflictGenerator(mission, conflict)
self.airgen = AircraftConflictGenerator(mission, conflict, self.game.settings)
@ -72,8 +74,13 @@ class Operation:
with open("resources/default_options.lua", "r") as f:
options_dict = loads(f.read())["options"]
self.mission = dcs.Mission(terrain)
self.mission.options.load_from_dict(options_dict)
self.current_mission = dcs.Mission(terrain)
if is_quick:
self.quick_mission = self.current_mission
else:
self.regular_mission = self.current_mission
self.current_mission.options.load_from_dict(options_dict)
self.is_quick = is_quick
if is_quick:
@ -107,11 +114,11 @@ class Operation:
self.briefinggen.append_frequency("AWACS", "133 MHz AM")
# combined arms
self.mission.groundControl.pilot_can_control_vehicles = self.ca_slots > 0
if self.game.player in [country.name for country in self.mission.coalition["blue"].countries.values()]:
self.mission.groundControl.blue_tactical_commander = self.ca_slots
self.current_mission.groundControl.pilot_can_control_vehicles = self.ca_slots > 0
if self.game.player in [country.name for country in self.current_mission.coalition["blue"].countries.values()]:
self.current_mission.groundControl.blue_tactical_commander = self.ca_slots
else:
self.mission.groundControl.red_tactical_commander = self.ca_slots
self.current_mission.groundControl.red_tactical_commander = self.ca_slots
# ground infrastructure
self.groundobjectgen.generate()

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@ -24,14 +24,14 @@ class StrikeOperation(Operation):
self.attackers_starting_position = None
conflict = Conflict.strike_conflict(
attacker=self.mission.country(self.attacker_name),
defender=self.mission.country(self.defender_name),
attacker=self.current_mission.country(self.attacker_name),
defender=self.current_mission.country(self.defender_name),
from_cp=self.from_cp,
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(mission=self.mission,
self.initialize(mission=self.current_mission,
conflict=conflict)
def generate(self):

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@ -16,7 +16,7 @@ from gen.airsupportgen import AirSupportConflictGenerator
from gen import *
PUSH_TRIGGER_SIZE = 3000
PUSH_TRIGGER_ACTIVATION_AGL = 100
PUSH_TRIGGER_ACTIVATION_AGL = 25
REGROUP_ZONE_DISTANCE = 12000
REGROUP_ALT = 5000
@ -25,7 +25,7 @@ TRIGGER_WAYPOINT_OFFSET = 2
TRIGGER_MIN_DISTANCE_FROM_START = 10000
TRIGGER_RADIUS_MINIMUM = 20000
TRIGGER_RADIUS_SMALL = 30000
TRIGGER_RADIUS_SMALL = 50000
TRIGGER_RADIUS_MEDIUM = 100000
TRIGGER_RADIUS_LARGE = 150000

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@ -194,6 +194,12 @@ class EventMenu(Menu):
self.error_label["text"] = "Need at least one player in flight {}".format(self.event.flight_name(task))
return
if isinstance(self.event, FrontlineAttackEvent) or isinstance(self.event, FrontlinePatrolEvent):
if tasks_scramble_counts.get(PinpointStrike, 0) == 0:
self.error_label["text"] = "No ground vehicles assigned to attack!"
return
if self.game.is_player_attack(self.event):
self.event.player_attacking(flights)
else:

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@ -99,12 +99,14 @@ class EventResultsMenu(Menu):
Label(self.frame, text="{}".format(count), **STYLES["widget"]).grid(column=1, row=row)
row += 1
Button(self.frame, text="Okay", command=self.dismiss, **STYLES["btn-primary"]).grid(columnspan=1, row=row);
Button(self.frame, text="Okay", command=self.dismiss, **STYLES["btn-primary"]).grid(columnspan=1, row=row)
row += 1
def process_debriefing(self, debriefing: Debriefing):
self.debriefing = debriefing
debriefing.calculate_units(mission=self.event.operation.mission,
debriefing.calculate_units(regular_mission=self.event.operation.regular_mission,
quick_mission=self.event.operation.quick_mission,
player_name=self.game.player,
enemy_name=self.game.enemy)

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@ -60,11 +60,12 @@ def parse_mutliplayer_debriefing(contents: str):
class Debriefing:
def __init__(self, dead_units):
def __init__(self, dead_units, trigger_state):
self.destroyed_units = {} # type: typing.Dict[str, typing.Dict[UnitType, int]]
self.alive_units = {} # type: typing.Dict[str, typing.Dict[UnitType, int]]
self.destroyed_objects = [] # type: typing.List[str]
self._trigger_state = trigger_state
self._dead_units = dead_units
@classmethod
@ -99,18 +100,11 @@ class Debriefing:
if event_type in ["crash", "dead"]:
parse_dead_object(event)
"""
initiator_components = event["initiator"].split("|")
trigger_state = table.get("debriefing", {}).get("triggers_state", {})
if initiator_components[0] in CATEGORY_MAP:
parse_dead_object(event)
else:
parse_dead_unit(event)
"""
return Debriefing(dead_units, trigger_state)
return Debriefing(dead_units)
def calculate_units(self, mission: Mission, player_name: str, enemy_name: str):
def calculate_units(self, regular_mission: Mission, quick_mission: Mission, player_name: str, enemy_name: str):
def count_groups(groups: typing.List[UnitType]) -> typing.Dict[UnitType, int]:
result = {}
for group in groups:
@ -129,6 +123,8 @@ class Debriefing:
return result
mission = regular_mission if len(self._trigger_state) else quick_mission
player = mission.country(player_name)
enemy = mission.country(enemy_name)