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Selectable factions wip
This commit is contained in:
parent
658120b8d9
commit
309c10c4cb
240
game/db.py
240
game/db.py
@ -46,18 +46,23 @@ PRICES = {
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MiG_29A: 18,
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MiG_29S: 20,
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F_5E_3: 6,
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MiG_15bis: 5,
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MiG_21Bis: 6,
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AJS37: 8,
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F_5E_3: 8,
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MiG_15bis: 4,
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MiG_19P: 6,
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F_86F_Sabre: 4,
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MiG_21Bis: 8,
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F_4E: 10,
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AJS37: 12,
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AV8BNA: 13,
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M_2000C: 13,
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FA_18C_hornet: 18,
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F_15C: 20,
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F_14B: 14,
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AV8BNA: 14,
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M_2000C: 16,
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Mirage_2000_5: 22,
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FA_18C_hornet: 22,
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F_15C: 24,
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F_14B: 18,
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# bomber
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Su_17M4: 10,
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Su_25: 15,
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Su_25T: 13,
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L_39ZA: 10,
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@ -86,15 +91,25 @@ PRICES = {
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C_130: 8,
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# armor
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Armor.APC_BTR_80: 16,
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Armor.MBT_T_55: 22,
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Armor.MBT_T_80U: 28,
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Armor.ARV_BRDM_2: 4,
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Armor.ARV_BTR_RD: 6,
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Armor.APC_BTR_80: 8,
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Armor.MBT_T_55: 18,
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Armor.MBT_T_72B: 25,
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Armor.MBT_T_80U: 30,
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Armor.MBT_T_90: 35,
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Armor.APC_M113: 5,
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Armor.IFV_BMD_1: 8,
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Armor.IFV_BMP_1: 14,
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Armor.IFV_BMP_2: 16,
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Armor.IFV_BMP_3: 20,
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Armor.APC_M113: 5,
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Armor.IFV_M2A2_Bradley: 12,
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Armor.APC_M1126_Stryker_ICV: 16,
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Armor.ATGM_M1134_Stryker: 18,
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Armor.MBT_M60A3_Patton: 24,
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Armor.MBT_M60A3_Patton: 18,
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Armor.MBT_M1A2_Abrams: 35,
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Armor.MBT_Leclerc: 35,
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Unarmed.Transport_UAZ_469: 3,
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Unarmed.Transport_Ural_375: 3,
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@ -158,15 +173,18 @@ UNIT_BY_TASK = {
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],
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CAS: [
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MiG_15bis,
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MiG_19P,
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L_39ZA,
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AV8BNA,
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AJS37,
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A_10A,
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A_10C,
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Su_17M4,
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Su_25,
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Su_25T,
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Su_34,
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Ka_50,
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F_4E,
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SA342M,
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],
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@ -188,16 +206,28 @@ UNIT_BY_TASK = {
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AWACS: [E_3A, A_50, ],
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PinpointStrike: [
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Armor.ARV_BRDM_2,
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Armor.ARV_BRDM_2,
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Armor.ARV_BRDM_2,
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Armor.ARV_BTR_RD,
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Armor.APC_BTR_80,
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Armor.APC_BTR_80,
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Armor.APC_BTR_80,
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Armor.MBT_T_55,
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Armor.MBT_T_55,
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Armor.MBT_T_55,
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Armor.MBT_T_72B,
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Armor.MBT_T_72B,
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Armor.MBT_T_80U,
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Armor.MBT_T_80U,
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Armor.MBT_T_90,
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Armor.APC_M113,
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Armor.APC_M113,
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Armor.APC_M113,
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Armor.APC_M113,
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Armor.IFV_M2A2_Bradley,
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Armor.IFV_M2A2_Bradley,
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Armor.ATGM_M1134_Stryker,
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Armor.ATGM_M1134_Stryker,
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Armor.MBT_M60A3_Patton,
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@ -265,31 +295,39 @@ EXTRA_AA = {
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"Russia": AirDefence.SAM_SA_8_Osa_9A33,
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"USA": AirDefence.SAM_Linebacker_M6,
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"Russia 1955": AirDefence.AAA_ZU_23_Closed,
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"USA 1955": AirDefence.AAA_Vulcan_M163,
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"Russia 1965": AirDefence.AAA_ZU_23_Closed,
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"USA 1965": AirDefence.AAA_Vulcan_M163,
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"Russia 1990": AirDefence.AAA_ZU_23_Closed,
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"USA 1990": AirDefence.AAA_Vulcan_M163,
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}
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"""
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Units separated by country. Currently only Russia and USA are supported.
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Be advised that putting unit to the country that have not access to the unit in the game itself will result in incorrect missions generated!
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So it's better to just use 'Russia' or 'USA', 'Ukraine' and 'USAF Aggresor' faction which have most units.
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country : DCS Country name
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"""
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UNIT_BY_COUNTRY = {
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FACTIONS = {
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"Russia 2010": {
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"country": "Russia",
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"side":"red",
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"units": [
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AJS37,
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MiG_23MLD,
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F_5E_3,
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Su_25,
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Su_27,
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Su_33,
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MiG_15bis,
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MiG_21Bis,
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MiG_29A,
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MiG_29S,
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M_2000C,
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Su_25T,
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Su_34,
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Su_17M4,
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L_39ZA,
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IL_76MD,
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@ -316,7 +354,9 @@ UNIT_BY_COUNTRY = {
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Armor.APC_BTR_80,
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Armor.MBT_T_90,
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Armor.MBT_T_80U,
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Armor.MBT_T_55,
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Armor.MBT_T_72B,
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Unarmed.Transport_Ural_375,
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Unarmed.Transport_UAZ_469,
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Infantry.Soldier_AK,
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@ -327,10 +367,13 @@ UNIT_BY_COUNTRY = {
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]
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},
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"Russia 1955": {
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"Russia 1965": {
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"country": "Russia",
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"side": "red",
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"units": [
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MiG_15bis,
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MiG_19P,
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MiG_21Bis,
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IL_76MD,
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IL_78M,
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@ -346,11 +389,14 @@ UNIT_BY_COUNTRY = {
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AirDefence.SAM_SA_6_Kub_LN_2P25,
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AirDefence.SAM_SA_3_S_125_LN_5P73,
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Armor.APC_BTR_80,
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Armor.ARV_BRDM_2,
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Armor.ARV_BTR_RD,
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Armor.MBT_T_55,
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Unarmed.Transport_Ural_375,
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Unarmed.Transport_UAZ_469,
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Infantry.Soldier_AK,
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CV_1143_5_Admiral_Kuznetsov,
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Bulk_cargo_ship_Yakushev,
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Dry_cargo_ship_Ivanov,
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@ -358,20 +404,100 @@ UNIT_BY_COUNTRY = {
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]
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},
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"USA 2010": {
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"country":"USA",
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"units":[
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"Russia 1955": {
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"country": "Russia",
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"side": "red",
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"units": [
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MiG_15bis,
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IL_76MD,
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IL_78M,
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An_26B,
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An_30M,
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Yak_40,
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AirDefence.AAA_ZU_23_Closed,
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AirDefence.SAM_SA_6_Kub_LN_2P25,
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AirDefence.SAM_SA_3_S_125_LN_5P73,
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Armor.ARV_BRDM_2,
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Armor.MBT_T_55,
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Unarmed.Transport_Ural_375,
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Unarmed.Transport_UAZ_469,
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Infantry.Soldier_AK,
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CV_1143_5_Admiral_Kuznetsov,
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Bulk_cargo_ship_Yakushev,
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Dry_cargo_ship_Ivanov,
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Tanker_Elnya_160
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]
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},
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"USA 1955": {
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"country": "USA",
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"side": "blue",
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"units": [
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F_86F_Sabre,
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P_51D,
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P_51D_30_NA,
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KC_135,
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S_3B_Tanker,
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C_130,
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E_3A,
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UH_1H,
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Unarmed.Transport_M818,
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Infantry.Infantry_M4,
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AirDefence.AAA_Vulcan_M163,
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CVN_74_John_C__Stennis,
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LHA_1_Tarawa,
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Armed_speedboat,
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]
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},
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"USA 1965": {
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"country": "USA",
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"side": "blue",
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"units": [
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F_5E_3,
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F_4E,
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KC_135,
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S_3B_Tanker,
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C_130,
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E_3A,
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UH_1H,
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Armor.MBT_M60A3_Patton,
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Armor.APC_M113,
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Unarmed.Transport_M818,
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Infantry.Infantry_M4,
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AirDefence.AAA_Vulcan_M163,
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AirDefence.SAM_Linebacker_M6,
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CVN_74_John_C__Stennis,
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LHA_1_Tarawa,
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Armed_speedboat,
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]
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},
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"USA 1990": {
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"country":"USA",
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"side":"blue",
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"units":[
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F_15C,
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F_14B,
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FA_18C_hornet,
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AJS37,
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M_2000C,
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MiG_21Bis,
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MiG_15bis,
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A_10A,
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A_10C,
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AV8BNA,
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KC_135,
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@ -379,10 +505,7 @@ UNIT_BY_COUNTRY = {
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C_130,
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E_3A,
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Ka_50,
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SA342M,
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UH_1H,
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Mi_8MT,
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Armor.MBT_M1A2_Abrams,
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Armor.MBT_M60A3_Patton,
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@ -399,13 +522,17 @@ UNIT_BY_COUNTRY = {
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]
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},
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"USA 1965": {
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"country":"USA",
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"units":[
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F_86F_Sabre,
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F_5E_3,
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"USA 2005": {
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"country": "USA",
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"side": "blue",
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"units": [
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F_15C,
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F_14B,
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FA_18C_hornet,
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A_10A,
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A_10C,
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AV8BNA,
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KC_135,
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S_3B_Tanker,
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@ -414,8 +541,37 @@ UNIT_BY_COUNTRY = {
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UH_1H,
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Armor.MBT_M60A3_Patton,
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Armor.APC_M113,
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Armor.MBT_M1A2_Abrams,
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Armor.ATGM_M1134_Stryker,
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Armor.IFV_M2A2_Bradley,
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Unarmed.Transport_M818,
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Infantry.Infantry_M4,
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AirDefence.AAA_Vulcan_M163,
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AirDefence.SAM_Linebacker_M6,
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CVN_74_John_C__Stennis,
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LHA_1_Tarawa,
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Armed_speedboat,
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]
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},
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"France 1990": {
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"country": "USA",
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"side": "blue",
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"units":[
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M_2000C,
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Mirage_2000_5,
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KC_135,
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S_3B_Tanker,
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C_130,
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E_3A,
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SA342M,
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Armor.MBT_Leclerc,
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Unarmed.Transport_M818,
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Infantry.Infantry_M4,
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@ -588,7 +744,7 @@ def unit_task(unit: UnitType) -> Task:
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def find_unittype(for_task: Task, country_name: str) -> typing.List[UnitType]:
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return [x for x in UNIT_BY_TASK[for_task] if x in UNIT_BY_COUNTRY[country_name]["units"]]
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return [x for x in UNIT_BY_TASK[for_task] if x in FACTIONS[country_name]["units"]]
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def unit_type_name(unit_type) -> str:
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@ -711,13 +867,13 @@ def _validate_db():
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total_set = set()
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for t, unit_collection in UNIT_BY_TASK.items():
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for unit_type in set(unit_collection):
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assert unit_type not in total_set, "{} is duplicate".format(unit_type)
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assert unit_type not in total_set, "{} is duplicate for task {}".format(unit_type, t)
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total_set.add(unit_type)
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# check country allegiance
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for unit_type in total_set:
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did_find = False
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for country_units_list in UNIT_BY_COUNTRY.values():
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for country_units_list in FACTIONS.values():
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if unit_type in country_units_list["units"]:
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did_find = True
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assert did_find, "{} not in country list".format(unit_type)
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@ -39,7 +39,7 @@ class BaseAttackEvent(Event):
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if self.departure_cp.captured:
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self.to_cp.captured = True
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self.to_cp.ground_objects = []
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self.to_cp.base.filter_units(db.UNIT_BY_COUNTRY[self.attacker_name]["units"])
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self.to_cp.base.filter_units(db.FACTIONS[self.attacker_name]["units"])
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self.to_cp.base.affect_strength(+self.STRENGTH_RECOVERY)
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else:
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@ -103,9 +103,9 @@ class Game:
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self.events = []
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self.theater = theater
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self.player_name = player_name
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self.player_country = db.UNIT_BY_COUNTRY[player_name]["country"]
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self.player_country = db.FACTIONS[player_name]["country"]
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self.enemy_name = enemy_name
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self.enemy_country = db.UNIT_BY_COUNTRY[enemy_name]["country"]
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self.enemy_country = db.FACTIONS[enemy_name]["country"]
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self.turn = 0
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self.date = datetime(start_date.year, start_date.month, start_date.day)
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@ -206,7 +206,7 @@ class Game:
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if for_task == AirDefence and not self.settings.sams:
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return [x for x in db.find_unittype(AirDefence, self.enemy_name) if x not in db.SAM_BAN]
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else:
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return db.choose_units(for_task, importance_factor, COMMISION_UNIT_VARIETY, self.enemy_country)
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return db.choose_units(for_task, importance_factor, COMMISION_UNIT_VARIETY, self.enemy_name)
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def _commision_units(self, cp: ControlPoint):
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for for_task in [PinpointStrike, CAS, CAP, AirDefence]:
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@ -37,6 +37,8 @@ class BaseAttackOperation(Operation):
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self.attackers_starting_position = None
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conflict = Conflict.capture_conflict(
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker=self.current_mission.country(self.attacker_country),
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defender=self.current_mission.country(self.defender_country),
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from_cp=self.from_cp,
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@ -17,6 +17,8 @@ class ConvoyStrikeOperation(Operation):
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super(ConvoyStrikeOperation, self).prepare(terrain, is_quick)
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conflict = Conflict.convoy_strike_conflict(
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker=self.current_mission.country(self.attacker_country),
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defender=self.current_mission.country(self.defender_country),
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from_cp=self.from_cp,
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@ -34,6 +34,8 @@ class FrontlineAttackOperation(Operation):
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self.defenders_starting_position = None
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conflict = Conflict.frontline_cas_conflict(
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker=self.current_mission.country(self.attacker_country),
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defender=self.current_mission.country(self.defender_country),
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from_cp=self.from_cp,
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@ -32,6 +32,8 @@ class FrontlinePatrolOperation(Operation):
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self.defenders_starting_position = None
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conflict = Conflict.frontline_cap_conflict(
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker=self.current_mission.country(self.attacker_country),
|
||||
defender=self.current_mission.country(self.defender_country),
|
||||
from_cp=self.from_cp,
|
||||
|
||||
@ -15,6 +15,8 @@ class InfantryTransportOperation(Operation):
|
||||
super(InfantryTransportOperation, self).prepare(terrain, is_quick)
|
||||
|
||||
conflict = Conflict.transport_conflict(
|
||||
attacker_name=self.attacker_name,
|
||||
defender_name=self.defender_name,
|
||||
attacker=self.current_mission.country(self.attacker_country),
|
||||
defender=self.current_mission.country(self.defender_country),
|
||||
from_cp=self.from_cp,
|
||||
|
||||
@ -17,6 +17,8 @@ class InsurgentAttackOperation(Operation):
|
||||
super(InsurgentAttackOperation, self).prepare(terrain, is_quick)
|
||||
|
||||
conflict = Conflict.ground_attack_conflict(
|
||||
attacker_name=self.attacker_name,
|
||||
defender_name=self.defender_name,
|
||||
attacker=self.current_mission.country(self.attacker_country),
|
||||
defender=self.current_mission.country(self.defender_country),
|
||||
from_cp=self.from_cp,
|
||||
|
||||
@ -31,6 +31,8 @@ class InterceptOperation(Operation):
|
||||
self.attackers_starting_position = None
|
||||
|
||||
conflict = Conflict.intercept_conflict(
|
||||
attacker_name=self.attacker_name,
|
||||
defender_name=self.defender_name,
|
||||
attacker=self.current_mission.country(self.attacker_country),
|
||||
defender=self.current_mission.country(self.defender_country),
|
||||
position=self.location,
|
||||
|
||||
@ -26,6 +26,8 @@ class NavalInterceptionOperation(Operation):
|
||||
self.attackers_starting_position = None
|
||||
|
||||
conflict = Conflict.naval_intercept_conflict(
|
||||
attacker_name=self.attacker_name,
|
||||
defender_name=self.defender_name,
|
||||
attacker=self.current_mission.country(self.attacker_country),
|
||||
defender=self.current_mission.country(self.defender_country),
|
||||
position=self.location,
|
||||
|
||||
@ -43,9 +43,9 @@ class Operation:
|
||||
to_cp: ControlPoint = None):
|
||||
self.game = game
|
||||
self.attacker_name = attacker_name
|
||||
self.attacker_country = db.UNIT_BY_COUNTRY[attacker_name]["country"]
|
||||
self.attacker_country = db.FACTIONS[attacker_name]["country"]
|
||||
self.defender_name = defender_name
|
||||
self.defender_country = db.UNIT_BY_COUNTRY[defender_name]["country"]
|
||||
self.defender_country = db.FACTIONS[defender_name]["country"]
|
||||
print(self.defender_country, self.attacker_country)
|
||||
self.from_cp = from_cp
|
||||
self.departure_cp = departure_cp
|
||||
@ -137,7 +137,7 @@ class Operation:
|
||||
self.extra_aagen.generate()
|
||||
|
||||
# triggers
|
||||
if self.game.is_player_attack(self.conflict.attackers_side):
|
||||
if self.game.is_player_attack(self.conflict.attackers_country):
|
||||
cp = self.conflict.from_cp
|
||||
else:
|
||||
cp = self.conflict.to_cp
|
||||
|
||||
@ -29,6 +29,8 @@ class StrikeOperation(Operation):
|
||||
self.attackers_starting_position = None
|
||||
|
||||
conflict = Conflict.strike_conflict(
|
||||
attacker_name=self.attacker_name,
|
||||
defender_name=self.defender_name,
|
||||
attacker=self.current_mission.country(self.attacker_country),
|
||||
defender=self.current_mission.country(self.defender_country),
|
||||
from_cp=self.from_cp,
|
||||
|
||||
@ -281,7 +281,7 @@ class AAConflictGenerator:
|
||||
for _ in range(count):
|
||||
self.m.vehicle_group(
|
||||
country=self.conflict.defenders_side,
|
||||
name=namegen.next_unit_name(self.conflict.defenders_side, unit_type),
|
||||
name=namegen.next_unit_name(self.conflict.defenders_country, unit_type),
|
||||
_type=unit_type,
|
||||
position=self.conflict.ground_defenders_location.random_point_within(100, 100),
|
||||
group_size=1)
|
||||
@ -294,7 +294,7 @@ class AAConflictGenerator:
|
||||
|
||||
self.m.aaa_vehicle_group(
|
||||
country=self.conflict.defenders_side,
|
||||
name=namegen.next_unit_name(self.conflict.defenders_side, type),
|
||||
name=namegen.next_unit_name(self.conflict.defenders_country, type),
|
||||
_type=type,
|
||||
position=p,
|
||||
group_size=1)
|
||||
|
||||
@ -276,8 +276,8 @@ class AircraftConflictGenerator:
|
||||
|
||||
for flying_type, count, client_count in self._split_to_groups(attackers, clients):
|
||||
group = self._generate_group(
|
||||
name=namegen.next_unit_name(self.conflict.attackers_side, flying_type),
|
||||
side=self.conflict.attackers_side,
|
||||
name=namegen.next_unit_name(self.conflict.attackers_country, flying_type),
|
||||
side=self.conflict.attackers_country,
|
||||
unit_type=flying_type,
|
||||
count=count,
|
||||
client_count=client_count,
|
||||
@ -298,8 +298,8 @@ class AircraftConflictGenerator:
|
||||
|
||||
for flying_type, count, client_count in self._split_to_groups(strikegroup, clients):
|
||||
group = self._generate_group(
|
||||
name=namegen.next_unit_name(self.conflict.attackers_side, flying_type),
|
||||
side=self.conflict.attackers_side,
|
||||
name=namegen.next_unit_name(self.conflict.attackers_country, flying_type),
|
||||
side=self.conflict.attackers_country,
|
||||
unit_type=flying_type,
|
||||
count=count,
|
||||
client_count=client_count,
|
||||
@ -324,8 +324,8 @@ class AircraftConflictGenerator:
|
||||
|
||||
for flying_type, count, client_count in self._split_to_groups(strikegroup, clients):
|
||||
group = self._generate_group(
|
||||
name=namegen.next_unit_name(self.conflict.attackers_side, flying_type),
|
||||
side=self.conflict.attackers_side,
|
||||
name=namegen.next_unit_name(self.conflict.attackers_country, flying_type),
|
||||
side=self.conflict.attackers_country,
|
||||
unit_type=flying_type,
|
||||
count=count,
|
||||
client_count=client_count,
|
||||
@ -350,8 +350,8 @@ class AircraftConflictGenerator:
|
||||
|
||||
for flying_type, count, client_count in self._split_to_groups(defenders, clients):
|
||||
group = self._generate_group(
|
||||
name=namegen.next_unit_name(self.conflict.defenders_side, flying_type),
|
||||
side=self.conflict.defenders_side,
|
||||
name=namegen.next_unit_name(self.conflict.attackers_country, flying_type),
|
||||
side=self.conflict.defenders_country,
|
||||
unit_type=flying_type,
|
||||
count=count,
|
||||
client_count=client_count,
|
||||
@ -376,8 +376,8 @@ class AircraftConflictGenerator:
|
||||
|
||||
for flying_type, count, client_count in self._split_to_groups(attackers, clients):
|
||||
group = self._generate_group(
|
||||
name=namegen.next_unit_name(self.conflict.attackers_side, flying_type),
|
||||
side=self.conflict.attackers_side,
|
||||
name=namegen.next_unit_name(self.conflict.attackers_country, flying_type),
|
||||
side=self.conflict.attackers_country,
|
||||
unit_type=flying_type,
|
||||
count=count,
|
||||
client_count=client_count,
|
||||
@ -395,7 +395,7 @@ class AircraftConflictGenerator:
|
||||
|
||||
def generate_attackers_escort(self, attackers: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
|
||||
for g in self._generate_escort(
|
||||
side=self.conflict.attackers_side,
|
||||
side=self.conflict.attackers_country,
|
||||
units=attackers,
|
||||
clients=clients,
|
||||
at=at and at or self._group_point(self.conflict.air_attackers_location),
|
||||
@ -405,7 +405,7 @@ class AircraftConflictGenerator:
|
||||
|
||||
def generate_defenders_escort(self, escort: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
|
||||
for g in self._generate_escort(
|
||||
side=self.conflict.defenders_side,
|
||||
side=self.conflict.defenders_country,
|
||||
units=escort,
|
||||
clients=clients,
|
||||
at=at and at or self._group_point(self.conflict.air_defenders_location),
|
||||
@ -416,8 +416,8 @@ class AircraftConflictGenerator:
|
||||
def generate_defense(self, defenders: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
|
||||
for flying_type, count, client_count in self._split_to_groups(defenders, clients):
|
||||
group = self._generate_group(
|
||||
name=namegen.next_unit_name(self.conflict.defenders_side, flying_type),
|
||||
side=self.conflict.defenders_side,
|
||||
name=namegen.next_unit_name(self.conflict.attackers_country, flying_type),
|
||||
side=self.conflict.defenders_country,
|
||||
unit_type=flying_type,
|
||||
count=count,
|
||||
client_count=client_count,
|
||||
@ -433,8 +433,8 @@ class AircraftConflictGenerator:
|
||||
def generate_migcap(self, patrol: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
|
||||
for flying_type, count, client_count in self._split_to_groups(patrol, clients):
|
||||
group = self._generate_group(
|
||||
name=namegen.next_unit_name(self.conflict.attackers_side, flying_type),
|
||||
side=self.conflict.attackers_side,
|
||||
name=namegen.next_unit_name(self.conflict.attackers_country, flying_type),
|
||||
side=self.conflict.attackers_country,
|
||||
unit_type=flying_type,
|
||||
count=count,
|
||||
client_count=client_count,
|
||||
@ -451,8 +451,8 @@ class AircraftConflictGenerator:
|
||||
def generate_barcap(self, patrol: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
|
||||
for flying_type, count, client_count in self._split_to_groups(patrol, clients):
|
||||
group = self._generate_group(
|
||||
name=namegen.next_unit_name(self.conflict.defenders_side, flying_type),
|
||||
side=self.conflict.defenders_side,
|
||||
name=namegen.next_unit_name(self.conflict.attackers_country, flying_type),
|
||||
side=self.conflict.defenders_country,
|
||||
unit_type=flying_type,
|
||||
count=count,
|
||||
client_count=client_count,
|
||||
@ -477,8 +477,8 @@ class AircraftConflictGenerator:
|
||||
|
||||
for flying_type, count, client_count in self._split_to_groups(transport):
|
||||
group = self._generate_group(
|
||||
name=namegen.next_unit_name(self.conflict.defenders_side, flying_type),
|
||||
side=self.conflict.defenders_side,
|
||||
name=namegen.next_unit_name(self.conflict.attackers_country, flying_type),
|
||||
side=self.conflict.defenders_country,
|
||||
unit_type=flying_type,
|
||||
count=count,
|
||||
client_count=client_count,
|
||||
@ -495,8 +495,8 @@ class AircraftConflictGenerator:
|
||||
def generate_interception(self, interceptors: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
|
||||
for flying_type, count, client_count in self._split_to_groups(interceptors, clients):
|
||||
group = self._generate_group(
|
||||
name=namegen.next_unit_name(self.conflict.attackers_side, flying_type),
|
||||
side=self.conflict.attackers_side,
|
||||
name=namegen.next_unit_name(self.conflict.attackers_country, flying_type),
|
||||
side=self.conflict.attackers_country,
|
||||
unit_type=flying_type,
|
||||
count=count,
|
||||
client_count=client_count,
|
||||
@ -517,8 +517,8 @@ class AircraftConflictGenerator:
|
||||
def generate_passenger_transport(self, helis: db.HeliDict, clients: db.HeliDict, at: db.StartingPosition):
|
||||
for heli_type, count, client_count in self._split_to_groups(helis, clients):
|
||||
group = self._generate_group(
|
||||
name=namegen.next_unit_name(self.conflict.attackers_side, heli_type),
|
||||
side=self.conflict.attackers_side,
|
||||
name=namegen.next_unit_name(self.conflict.attackers_country, heli_type),
|
||||
side=self.conflict.attackers_country,
|
||||
unit_type=heli_type,
|
||||
count=count,
|
||||
client_count=client_count,
|
||||
|
||||
@ -32,7 +32,7 @@ class AirSupportConflictGenerator:
|
||||
def generate(self, is_awacs_enabled):
|
||||
player_cp = self.conflict.from_cp if self.conflict.from_cp.captured else self.conflict.to_cp
|
||||
|
||||
for i, tanker_unit_type in enumerate(db.find_unittype(Refueling, self.conflict.attackers_side.name)):
|
||||
for i, tanker_unit_type in enumerate(db.find_unittype(Refueling, self.conflict.attackers_side)):
|
||||
self.generated_tankers.append(db.unit_type_name(tanker_unit_type))
|
||||
tanker_heading = self.conflict.to_cp.position.heading_between_point(self.conflict.from_cp.position) + TANKER_HEADING_OFFSET * i
|
||||
tanker_position = player_cp.position.point_from_heading(tanker_heading, TANKER_DISTANCE)
|
||||
@ -53,7 +53,7 @@ class AirSupportConflictGenerator:
|
||||
tanker_group.points[0].tasks.append(SetImmortalCommand(True))
|
||||
|
||||
if is_awacs_enabled:
|
||||
awacs_unit = db.find_unittype(AWACS, self.conflict.attackers_side.name)[0]
|
||||
awacs_unit = db.find_unittype(AWACS, self.conflict.attackers_side)[0]
|
||||
awacs_flight = self.mission.awacs_flight(
|
||||
country=self.mission.country(self.game.player_country),
|
||||
name=namegen.next_awacs_name(self.mission.country(self.game.player_country)),
|
||||
|
||||
10
gen/armor.py
10
gen/armor.py
@ -62,7 +62,7 @@ class ArmorConflictGenerator:
|
||||
attack_dest = position.point_from_heading(self.conflict.heading + 90, FIGHT_DISTANCE * 2)
|
||||
for type, count in attackers.items():
|
||||
self._generate_group(
|
||||
side=self.conflict.attackers_side,
|
||||
side=self.conflict.attackers_country,
|
||||
unit=type,
|
||||
count=count,
|
||||
at=attack_pos,
|
||||
@ -74,7 +74,7 @@ class ArmorConflictGenerator:
|
||||
def_dest = position.point_from_heading(self.conflict.heading - 90, FIGHT_DISTANCE * 2)
|
||||
for type, count in defenders.items():
|
||||
self._generate_group(
|
||||
side=self.conflict.defenders_side,
|
||||
side=self.conflict.defenders_country,
|
||||
unit=type,
|
||||
count=count,
|
||||
at=def_pos,
|
||||
@ -84,14 +84,14 @@ class ArmorConflictGenerator:
|
||||
def generate(self, attackers: db.ArmorDict, defenders: db.ArmorDict):
|
||||
for type, count in attackers.items():
|
||||
self._generate_group(
|
||||
side=self.conflict.attackers_side,
|
||||
side=self.conflict.attackers_country,
|
||||
unit=type,
|
||||
count=count,
|
||||
at=self.conflict.ground_attackers_location)
|
||||
|
||||
for type, count in defenders.items():
|
||||
self._generate_group(
|
||||
side=self.conflict.defenders_side,
|
||||
side=self.conflict.defenders_country,
|
||||
unit=type,
|
||||
count=count,
|
||||
at=self.conflict.ground_defenders_location)
|
||||
@ -112,7 +112,7 @@ class ArmorConflictGenerator:
|
||||
def generate_convoy(self, units: db.ArmorDict):
|
||||
for type, count in units.items():
|
||||
self._generate_group(
|
||||
side=self.conflict.defenders_side,
|
||||
side=self.conflict.defenders_country,
|
||||
unit=type,
|
||||
count=count,
|
||||
at=self.conflict.ground_defenders_location,
|
||||
|
||||
@ -65,8 +65,10 @@ def _heading_sum(h, a) -> int:
|
||||
|
||||
|
||||
class Conflict:
|
||||
attackers_side = None # type: Country
|
||||
defenders_side = None # type: Country
|
||||
attackers_side = None # type: str
|
||||
defenders_side = None # type: str
|
||||
attackers_country = None # type: Country
|
||||
defenders_country = None # type: Country
|
||||
from_cp = None # type: ControlPoint
|
||||
to_cp = None # type: ControlPoint
|
||||
position = None # type: Point
|
||||
@ -85,8 +87,10 @@ class Conflict:
|
||||
theater: ConflictTheater,
|
||||
from_cp: ControlPoint,
|
||||
to_cp: ControlPoint,
|
||||
attackers_side: Country,
|
||||
defenders_side: Country,
|
||||
attackers_side: str,
|
||||
defenders_side: str,
|
||||
attackers_country: Country,
|
||||
defenders_country: Country,
|
||||
position: Point,
|
||||
heading=None,
|
||||
distance=None,
|
||||
@ -94,8 +98,12 @@ class Conflict:
|
||||
ground_defenders_location: Point = None,
|
||||
air_attackers_location: Point = None,
|
||||
air_defenders_location: Point = None):
|
||||
|
||||
self.attackers_side = attackers_side
|
||||
self.defenders_side = defenders_side
|
||||
self.attackers_country = attackers_country
|
||||
self.defenders_country = defenders_country
|
||||
|
||||
self.from_cp = from_cp
|
||||
self.to_cp = to_cp
|
||||
self.theater = theater
|
||||
@ -264,7 +272,7 @@ class Conflict:
|
||||
return initial
|
||||
|
||||
@classmethod
|
||||
def capture_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
def capture_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
position = to_cp.position
|
||||
attack_raw_heading = to_cp.position.heading_between_point(from_cp.position)
|
||||
attack_heading = to_cp.find_radial(attack_raw_heading)
|
||||
@ -282,8 +290,10 @@ class Conflict:
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker,
|
||||
defenders_side=defender,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
ground_attackers_location=attackers_location,
|
||||
ground_defenders_location=defenders_location,
|
||||
air_attackers_location=position.point_from_heading(attack_raw_heading, CAPTURE_AIR_ATTACKERS_DISTANCE),
|
||||
@ -291,7 +301,7 @@ class Conflict:
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def strike_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
def strike_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
position = to_cp.position
|
||||
attack_raw_heading = to_cp.position.heading_between_point(from_cp.position)
|
||||
attack_heading = to_cp.find_radial(attack_raw_heading)
|
||||
@ -309,8 +319,10 @@ class Conflict:
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker,
|
||||
defenders_side=defender,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
ground_attackers_location=attackers_location,
|
||||
ground_defenders_location=defenders_location,
|
||||
air_attackers_location=position.point_from_heading(attack_raw_heading, STRIKE_AIR_ATTACKERS_DISTANCE),
|
||||
@ -325,15 +337,17 @@ class Conflict:
|
||||
return from_cp.position.point_from_heading(heading, distance)
|
||||
|
||||
@classmethod
|
||||
def intercept_conflict(cls, attacker: Country, defender: Country, position: Point, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
def intercept_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, position: Point, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
heading = from_cp.position.heading_between_point(position)
|
||||
return cls(
|
||||
position=position.point_from_heading(position.heading_between_point(to_cp.position), INTERCEPT_CONFLICT_DISTANCE),
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker,
|
||||
defenders_side=defender,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
ground_attackers_location=None,
|
||||
ground_defenders_location=None,
|
||||
air_attackers_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + heading, INTERCEPT_ATTACKERS_DISTANCE),
|
||||
@ -341,7 +355,7 @@ class Conflict:
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def ground_attack_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
def ground_attack_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
heading = random.choice(to_cp.radials)
|
||||
initial_location = to_cp.position.random_point_within(*GROUND_ATTACK_DISTANCE)
|
||||
position = Conflict._find_ground_position(initial_location, GROUND_INTERCEPT_SPREAD, _heading_sum(heading, 180), theater)
|
||||
@ -354,8 +368,10 @@ class Conflict:
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker,
|
||||
defenders_side=defender,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
ground_attackers_location=position,
|
||||
ground_defenders_location=None,
|
||||
air_attackers_location=None,
|
||||
@ -363,7 +379,7 @@ class Conflict:
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def convoy_strike_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
def convoy_strike_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
frontline_position, frontline_heading, frontline_length = Conflict.frontline_vector(from_cp, to_cp, theater)
|
||||
if not frontline_position:
|
||||
assert False
|
||||
@ -383,8 +399,10 @@ class Conflict:
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker,
|
||||
defenders_side=defender,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
ground_attackers_location=None,
|
||||
ground_defenders_location=starting_position,
|
||||
air_attackers_location=starting_position.point_from_heading(_opposite_heading(heading), AIR_DISTANCE),
|
||||
@ -392,7 +410,7 @@ class Conflict:
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def frontline_cas_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
def frontline_cas_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
assert cls.has_frontline_between(from_cp, to_cp)
|
||||
position, heading, distance = cls.frontline_vector(from_cp, to_cp, theater)
|
||||
|
||||
@ -403,8 +421,10 @@ class Conflict:
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker,
|
||||
defenders_side=defender,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
ground_attackers_location=None,
|
||||
ground_defenders_location=None,
|
||||
air_attackers_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + heading, AIR_DISTANCE),
|
||||
@ -412,7 +432,7 @@ class Conflict:
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def frontline_cap_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
def frontline_cap_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
assert cls.has_frontline_between(from_cp, to_cp)
|
||||
|
||||
position, heading, distance = cls.frontline_vector(from_cp, to_cp, theater)
|
||||
@ -427,14 +447,16 @@ class Conflict:
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker,
|
||||
defenders_side=defender,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
air_attackers_location=attackers_position,
|
||||
air_defenders_location=defenders_position,
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def ground_base_attack(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
def ground_base_attack(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
position = to_cp.position
|
||||
attack_heading = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
|
||||
defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
|
||||
@ -448,8 +470,10 @@ class Conflict:
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker,
|
||||
defenders_side=defender,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
ground_attackers_location=None,
|
||||
ground_defenders_location=defenders_location,
|
||||
air_attackers_location=position.point_from_heading(attack_heading, AIR_DISTANCE),
|
||||
@ -470,15 +494,17 @@ class Conflict:
|
||||
return position
|
||||
|
||||
@classmethod
|
||||
def naval_intercept_conflict(cls, attacker: Country, defender: Country, position: Point, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
def naval_intercept_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, position: Point, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
attacker_heading = from_cp.position.heading_between_point(to_cp.position)
|
||||
return cls(
|
||||
position=position,
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker,
|
||||
defenders_side=defender,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
ground_attackers_location=None,
|
||||
ground_defenders_location=position,
|
||||
air_attackers_location=position.point_from_heading(attacker_heading, AIR_DISTANCE),
|
||||
@ -486,7 +512,7 @@ class Conflict:
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def transport_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
def transport_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
|
||||
frontline_position, heading = cls.frontline_position(theater, from_cp, to_cp)
|
||||
initial_dest = frontline_position.point_from_heading(heading, TRANSPORT_FRONTLINE_DIST)
|
||||
dest = cls._find_ground_position(initial_dest, from_cp.position.distance_to_point(to_cp.position) / 3, heading, theater)
|
||||
@ -499,8 +525,10 @@ class Conflict:
|
||||
theater=theater,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp,
|
||||
attackers_side=attacker,
|
||||
defenders_side=defender,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
ground_attackers_location=from_cp.position,
|
||||
ground_defenders_location=frontline_position,
|
||||
air_attackers_location=from_cp.position.point_from_heading(0, 100),
|
||||
|
||||
@ -45,7 +45,7 @@ class GroundObjectsGenerator:
|
||||
side = self.m.country(self.game.enemy_country)
|
||||
|
||||
cp = None # type: ControlPoint
|
||||
if self.conflict.attackers_side.name == self.game.player_country:
|
||||
if self.conflict.attackers_country.name == self.game.player_country:
|
||||
cp = self.conflict.to_cp
|
||||
else:
|
||||
cp = self.conflict.from_cp
|
||||
|
||||
@ -20,7 +20,7 @@ for t, uts in db.UNIT_BY_TASK.items():
|
||||
pos.x += 10000
|
||||
for ut in uts:
|
||||
pos.y += 5000
|
||||
ctr = mis.country([v["country"] for k, v in db.UNIT_BY_COUNTRY.items() if ut in v["units"]][0])
|
||||
ctr = mis.country([v["country"] for k, v in db.FACTIONS.items() if ut in v["units"]][0])
|
||||
|
||||
g = mis.flight_group_inflight(
|
||||
country=ctr,
|
||||
|
||||
@ -27,6 +27,9 @@ class NewGameMenu(Menu):
|
||||
|
||||
self.selected_time_period = StringVar()
|
||||
|
||||
self.selected_blue_faction = StringVar()
|
||||
self.selected_red_faction = StringVar()
|
||||
|
||||
self.sams = BooleanVar()
|
||||
self.sams.set(1)
|
||||
|
||||
@ -39,16 +42,16 @@ class NewGameMenu(Menu):
|
||||
@property
|
||||
def player_country_name(self):
|
||||
if self.selected_country.get() == 0:
|
||||
return "USA 1965"
|
||||
return self.selected_blue_faction.get()
|
||||
else:
|
||||
return "Russia 1955"
|
||||
return self.selected_red_faction.get()
|
||||
|
||||
@property
|
||||
def enemy_country_name(self):
|
||||
if self.selected_country.get() == 1:
|
||||
return "USA 1965"
|
||||
return self.selected_blue_faction.get()
|
||||
else:
|
||||
return "Russia 1955"
|
||||
return self.selected_red_faction.get()
|
||||
|
||||
@property
|
||||
def terrain_name(self) -> str:
|
||||
@ -71,15 +74,36 @@ class NewGameMenu(Menu):
|
||||
body = Frame(self.frame, **STYLES["body"])
|
||||
body.grid(row=1, column=0, sticky=NSEW)
|
||||
|
||||
# Side Selection
|
||||
side = LabelFrame(body, text="Player Side", **STYLES["label-frame"])
|
||||
side.grid(row=2, column=0, sticky=NW, padx=5)
|
||||
Radiobutton(side, variable=self.selected_country, value=0, **STYLES["radiobutton"]).grid(row=0, column=0,
|
||||
sticky=W)
|
||||
Label(side, text="BLUEFOR", **STYLES["widget"]).grid(row=0, column=1, sticky=W)
|
||||
Radiobutton(side, variable=self.selected_country, value=1, **STYLES["radiobutton"]).grid(row=1, column=0,
|
||||
sticky=W)
|
||||
Label(side, text="REDFOR", **STYLES["widget"]).grid(row=1, column=1, sticky=W)
|
||||
|
||||
# Country Selection
|
||||
country = LabelFrame(body, text="Player Side", **STYLES["label-frame"])
|
||||
country.grid(row=0, column=0, sticky=NW, padx=5)
|
||||
Radiobutton(country, variable=self.selected_country, value=0, **STYLES["radiobutton"]).grid(row=0, column=0,
|
||||
sticky=W)
|
||||
Label(country, text="USA 1965", **STYLES["widget"]).grid(row=0, column=1, sticky=W)
|
||||
Radiobutton(country, variable=self.selected_country, value=1, **STYLES["radiobutton"]).grid(row=1, column=0,
|
||||
sticky=W)
|
||||
Label(country, text="Russia 1955", **STYLES["widget"]).grid(row=1, column=1, sticky=W)
|
||||
|
||||
blues = [c for c in db.FACTIONS if db.FACTIONS[c]["side"] == "blue"]
|
||||
reds = [c for c in db.FACTIONS if db.FACTIONS[c]["side"] == "red"]
|
||||
|
||||
factions = LabelFrame(body, text="Factions", **STYLES["label-frame"])
|
||||
factions.grid(row=0, column=0, sticky=NW, padx=5)
|
||||
|
||||
Label(factions, text="Blue Faction", **STYLES["widget"]).grid(row=1, column=0, sticky=SE)
|
||||
|
||||
self.selected_blue_faction.set(blues[0])
|
||||
blue_select = OptionMenu(factions, self.selected_blue_faction, *blues)
|
||||
blue_select.configure(**STYLES["btn-primary"])
|
||||
blue_select.grid(row=1, column=1, sticky=W)
|
||||
|
||||
self.selected_red_faction.set(reds[1])
|
||||
Label(factions, text="Red Faction", **STYLES["widget"]).grid(row=2, column=0, sticky=W)
|
||||
red_select = OptionMenu(factions, self.selected_red_faction, *reds)
|
||||
red_select.configure(**STYLES["btn-primary"])
|
||||
red_select.grid(row=2, column=1, sticky=W)
|
||||
|
||||
# Terrain Selection
|
||||
terrain = LabelFrame(body, text="Terrain", **STYLES["label-frame"])
|
||||
|
||||
@ -367,6 +367,7 @@ class OverviewCanvas:
|
||||
|
||||
if self.display_ground_targets.get():
|
||||
for ground_object in cp.ground_objects:
|
||||
pygame.draw.line(surface, RED, self._transform_point(cp.position), self._transform_point(ground_object.position), 1)
|
||||
self.draw_ground_object(ground_object, surface, cp.captured, mouse_pos)
|
||||
|
||||
if self.display_bases.get():
|
||||
|
||||
@ -89,8 +89,8 @@ class Window:
|
||||
|
||||
def start_new_game(self, player_name: str, enemy_name: str, terrain: str, sams: bool, midgame: bool, multiplier: float, period:datetime):
|
||||
|
||||
player_country = db.UNIT_BY_COUNTRY[player_name]["country"]
|
||||
enemy_country = db.UNIT_BY_COUNTRY[enemy_name]["country"]
|
||||
player_country = db.FACTIONS[player_name]["country"]
|
||||
enemy_country = db.FACTIONS[enemy_name]["country"]
|
||||
|
||||
if terrain == "persiangulf":
|
||||
conflicttheater = persiangulf.PersianGulfTheater()
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user