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initial multi segment frontline implementation
This commit is contained in:
parent
5719b136fe
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@ -393,8 +393,7 @@ class Game:
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# By default, use the existing frontline conflict position
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# By default, use the existing frontline conflict position
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for front_line in self.theater.conflicts():
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for front_line in self.theater.conflicts():
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position = Conflict.frontline_position(self.theater,
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position = Conflict.frontline_position(front_line.control_point_a,
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front_line.control_point_a,
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front_line.control_point_b)
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front_line.control_point_b)
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points.append(position[0])
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points.append(position[0])
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points.append(front_line.control_point_a.position)
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points.append(front_line.control_point_a.position)
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@ -93,7 +93,7 @@ class GroundConflictGenerator:
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if combat_width < 35000:
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if combat_width < 35000:
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combat_width = 35000
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combat_width = 35000
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position = Conflict.frontline_position(self.game.theater, self.conflict.from_cp, self.conflict.to_cp)
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position = Conflict.frontline_position(self.conflict.from_cp, self.conflict.to_cp)
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# Create player groups at random position
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# Create player groups at random position
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for group in self.player_planned_combat_groups:
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for group in self.player_planned_combat_groups:
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@ -6,6 +6,7 @@ from dcs.country import Country
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from dcs.mapping import Point
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from dcs.mapping import Point
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from theater import ConflictTheater, ControlPoint
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from theater import ConflictTheater, ControlPoint
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from theater.frontline import FrontLine
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AIR_DISTANCE = 40000
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AIR_DISTANCE = 40000
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@ -134,14 +135,11 @@ class Conflict:
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def has_frontline_between(cls, from_cp: ControlPoint, to_cp: ControlPoint) -> bool:
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def has_frontline_between(cls, from_cp: ControlPoint, to_cp: ControlPoint) -> bool:
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return from_cp.has_frontline and to_cp.has_frontline
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return from_cp.has_frontline and to_cp.has_frontline
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@classmethod
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@staticmethod
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def frontline_position(cls, theater: ConflictTheater, from_cp: ControlPoint, to_cp: ControlPoint) -> Tuple[Point, int]:
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def frontline_position(from_cp: ControlPoint, to_cp: ControlPoint) -> Tuple[Point, int]:
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attack_heading = from_cp.position.heading_between_point(to_cp.position)
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frontline = FrontLine(from_cp, to_cp)
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attack_distance = from_cp.position.distance_to_point(to_cp.position)
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attack_heading = frontline.attack_heading
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middle_point = from_cp.position.point_from_heading(attack_heading, attack_distance / 2)
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position = frontline.position
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strength_delta = (from_cp.base.strength - to_cp.base.strength) / 1.0
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position = middle_point.point_from_heading(attack_heading, strength_delta * attack_distance / 2 - FRONTLINE_MIN_CP_DISTANCE)
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return position, _opposite_heading(attack_heading)
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return position, _opposite_heading(attack_heading)
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@ -162,7 +160,7 @@ class Conflict:
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return Point(*intersection.xy[0]), _heading_sum(heading, 90), intersection.length
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return Point(*intersection.xy[0]), _heading_sum(heading, 90), intersection.length
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"""
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"""
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frontline = cls.frontline_position(theater, from_cp, to_cp)
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frontline = cls.frontline_position(from_cp, to_cp)
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center_position, heading = frontline
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center_position, heading = frontline
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left_position, right_position = None, None
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left_position, right_position = None, None
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@ -479,7 +477,7 @@ class Conflict:
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@classmethod
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@classmethod
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def transport_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
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def transport_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
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frontline_position, heading = cls.frontline_position(theater, from_cp, to_cp)
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frontline_position, heading = cls.frontline_position(from_cp, to_cp)
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initial_dest = frontline_position.point_from_heading(heading, TRANSPORT_FRONTLINE_DIST)
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initial_dest = frontline_position.point_from_heading(heading, TRANSPORT_FRONTLINE_DIST)
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dest = cls._find_ground_position(initial_dest, from_cp.position.distance_to_point(to_cp.position) / 3, heading, theater)
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dest = cls._find_ground_position(initial_dest, from_cp.position.distance_to_point(to_cp.position) / 3, heading, theater)
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if not dest:
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if not dest:
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@ -370,7 +370,7 @@ class GroundObjectsGenerator:
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center = self.conflict.center
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center = self.conflict.center
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heading = self.conflict.heading - 90
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heading = self.conflict.heading - 90
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else:
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else:
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center, heading = self.conflict.frontline_position(self.conflict.theater, self.conflict.from_cp, self.conflict.to_cp)
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center, heading = self.conflict.frontline_position(self.conflict.from_cp, self.conflict.to_cp)
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heading -= 90
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heading -= 90
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initial_position = center.point_from_heading(heading, FARP_FRONTLINE_DISTANCE)
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initial_position = center.point_from_heading(heading, FARP_FRONTLINE_DISTANCE)
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@ -104,7 +104,7 @@ class VisualGenerator:
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if from_cp.is_global or to_cp.is_global:
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if from_cp.is_global or to_cp.is_global:
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continue
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continue
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frontline = Conflict.frontline_position(self.game.theater, from_cp, to_cp)
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frontline = Conflict.frontline_position(from_cp, to_cp)
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if not frontline:
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if not frontline:
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continue
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continue
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@ -55,7 +55,7 @@ class QPredefinedWaypointSelectionComboBox(QFilteredComboBox):
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if cp.captured:
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if cp.captured:
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enemy_cp = [ecp for ecp in cp.connected_points if ecp.captured != cp.captured]
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enemy_cp = [ecp for ecp in cp.connected_points if ecp.captured != cp.captured]
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for ecp in enemy_cp:
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for ecp in enemy_cp:
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pos = Conflict.frontline_position(self.game.theater, cp, ecp)[0]
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pos = Conflict.frontline_position(cp, ecp)[0]
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wpt = FlightWaypoint(
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wpt = FlightWaypoint(
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FlightWaypointType.CUSTOM,
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FlightWaypointType.CUSTOM,
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pos.x,
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pos.x,
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@ -38,7 +38,8 @@ from qt_ui.widgets.map.QLiberationScene import QLiberationScene
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from qt_ui.widgets.map.QMapControlPoint import QMapControlPoint
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from qt_ui.widgets.map.QMapControlPoint import QMapControlPoint
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from qt_ui.widgets.map.QMapGroundObject import QMapGroundObject
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from qt_ui.widgets.map.QMapGroundObject import QMapGroundObject
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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from theater import ControlPoint, FrontLine
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from theater import ControlPoint
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from theater.frontline import FrontLine
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from theater.theatergroundobject import (
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from theater.theatergroundobject import (
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EwrGroundObject,
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EwrGroundObject,
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MissileSiteGroundObject,
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MissileSiteGroundObject,
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@ -407,13 +408,21 @@ class QLiberationMap(QGraphicsView):
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pen = QPen(brush=color)
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pen = QPen(brush=color)
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pen.setColor(color)
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pen.setColor(color)
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pen.setWidth(6)
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pen.setWidth(6)
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frontline = FrontLine(cp, connected_cp)
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if cp.captured and not connected_cp.captured and Conflict.has_frontline_between(cp, connected_cp):
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if cp.captured and not connected_cp.captured and Conflict.has_frontline_between(cp, connected_cp):
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if not cp.captured:
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if not cp.captured:
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scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
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scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
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else:
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else:
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posx, h = Conflict.frontline_position(self.game.theater, cp, connected_cp)
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# pass
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# frontline = FrontLine(cp, connected_cp, self.game.theater.terrain)
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posx = frontline.position
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h = frontline.attack_heading
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pos2 = self._transform_point(posx)
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pos2 = self._transform_point(posx)
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scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
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for segment in frontline.segments:
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seg_a = self._transform_point(segment.point_a)
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seg_b = self._transform_point(segment.point_b)
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scene.addLine(seg_a[0], seg_a[1], seg_b[0], seg_b[1], pen=pen)
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# scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
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p1 = point_from_heading(pos2[0], pos2[1], h+180, 25)
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p1 = point_from_heading(pos2[0], pos2[1], h+180, 25)
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p2 = point_from_heading(pos2[0], pos2[1], h, 25)
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p2 = point_from_heading(pos2[0], pos2[1], h, 25)
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@ -421,7 +430,11 @@ class QLiberationMap(QGraphicsView):
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FrontLine(cp, connected_cp)))
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FrontLine(cp, connected_cp)))
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else:
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else:
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scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
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for segment in frontline.segments:
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seg_a = self._transform_point(segment.point_a)
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seg_b = self._transform_point(segment.point_b)
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scene.addLine(seg_a[0], seg_a[1], seg_b[0], seg_b[1], pen=pen)
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# scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
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def wheelEvent(self, event: QWheelEvent):
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def wheelEvent(self, event: QWheelEvent):
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@ -15,7 +15,7 @@ from dcs.terrain.terrain import Terrain
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from .controlpoint import ControlPoint
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from .controlpoint import ControlPoint
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from .landmap import Landmap, load_landmap, poly_contains
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from .landmap import Landmap, load_landmap, poly_contains
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from .frontline import FrontLine
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from .frontline import FrontLine, ComplexFrontLine
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SIZE_TINY = 150
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SIZE_TINY = 150
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SIZE_SMALL = 600
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SIZE_SMALL = 600
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@ -61,6 +61,7 @@ class ConflictTheater:
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reference_points: Dict[Tuple[float, float], Tuple[float, float]]
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reference_points: Dict[Tuple[float, float], Tuple[float, float]]
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overview_image: str
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overview_image: str
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landmap: Optional[Landmap]
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landmap: Optional[Landmap]
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frontline_data: Optional[Dict[str, ComplexFrontLine]] = None
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"""
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"""
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land_poly = None # type: Polygon
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land_poly = None # type: Polygon
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"""
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"""
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@ -68,6 +69,7 @@ class ConflictTheater:
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def __init__(self):
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def __init__(self):
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self.controlpoints: List[ControlPoint] = []
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self.controlpoints: List[ControlPoint] = []
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ConflictTheater.frontline_data = FrontLine.load_json_frontlines(self)
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"""
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"""
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self.land_poly = geometry.Polygon(self.landmap[0][0])
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self.land_poly = geometry.Polygon(self.landmap[0][0])
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for x in self.landmap[1]:
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for x in self.landmap[1]:
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@ -228,7 +230,6 @@ class PersianGulfTheater(ConflictTheater):
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"night": (0, 5),
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"night": (0, 5),
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}
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}
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class NevadaTheater(ConflictTheater):
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class NevadaTheater(ConflictTheater):
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terrain = nevada.Nevada()
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terrain = nevada.Nevada()
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overview_image = "nevada.gif"
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overview_image = "nevada.gif"
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@ -242,7 +243,6 @@ class NevadaTheater(ConflictTheater):
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"night": (0, 5),
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"night": (0, 5),
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}
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}
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class NormandyTheater(ConflictTheater):
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class NormandyTheater(ConflictTheater):
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terrain = normandy.Normandy()
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terrain = normandy.Normandy()
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overview_image = "normandy.gif"
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overview_image = "normandy.gif"
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@ -256,7 +256,6 @@ class NormandyTheater(ConflictTheater):
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"night": (0, 5),
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"night": (0, 5),
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}
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}
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class TheChannelTheater(ConflictTheater):
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class TheChannelTheater(ConflictTheater):
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terrain = thechannel.TheChannel()
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terrain = thechannel.TheChannel()
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overview_image = "thechannel.gif"
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overview_image = "thechannel.gif"
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@ -270,7 +269,6 @@ class TheChannelTheater(ConflictTheater):
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"night": (0, 5),
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"night": (0, 5),
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}
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}
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class SyriaTheater(ConflictTheater):
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class SyriaTheater(ConflictTheater):
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terrain = syria.Syria()
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terrain = syria.Syria()
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overview_image = "syria.gif"
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overview_image = "syria.gif"
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@ -1,17 +1,21 @@
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"""Battlefield front lines."""
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"""Battlefield front lines."""
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from __future__ import annotations
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from __future__ import annotations
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from dataclasses import dataclass
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import logging
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import logging
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import json
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import json
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from dataclasses import dataclass
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from pathlib import Path
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from pathlib import Path
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from itertools import tee
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from itertools import tee
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from typing import Tuple, List, Union, Dict, Optional
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from typing import Tuple, List, Union, Dict, Optional, TYPE_CHECKING
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from dcs.mapping import Point
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from dcs.mapping import Point
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from .controlpoint import ControlPoint, MissionTarget
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from .controlpoint import ControlPoint, MissionTarget
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if TYPE_CHECKING:
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from theater.conflicttheater import ConflictTheater
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Numeric = Union[int, float]
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Numeric = Union[int, float]
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# TODO: Dedup by moving everything to using this class.
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# TODO: Dedup by moving everything to using this class.
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@ -19,7 +23,10 @@ FRONTLINE_MIN_CP_DISTANCE = 5000
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def pairwise(iterable):
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def pairwise(iterable):
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"s -> (s0,s1), (s1,s2), (s2, s3), ..."
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"""
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itertools recipe
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s -> (s0,s1), (s1,s2), (s2, s3), ...
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"""
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a, b = tee(iterable)
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a, b = tee(iterable)
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next(b, None)
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next(b, None)
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return zip(a, b)
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return zip(a, b)
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@ -48,10 +55,12 @@ class FrontLineSegment:
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@property
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@property
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def attack_heading(self) -> Numeric:
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def attack_heading(self) -> Numeric:
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"""The heading of the frontline segment from player to enemy control point"""
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return self.point_a.heading_between_point(self.point_b)
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return self.point_a.heading_between_point(self.point_b)
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@property
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@property
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def attack_distance(self) -> Numeric:
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def attack_distance(self) -> Numeric:
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"""Length of the segment"""
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return self.point_a.distance_to_point(self.point_b)
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return self.point_a.distance_to_point(self.point_b)
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@ -61,7 +70,8 @@ class FrontLine(MissionTarget):
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Overwrites the entirety of MissionTarget __init__ method to allow for
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Overwrites the entirety of MissionTarget __init__ method to allow for
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dynamic position calculation.
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dynamic position calculation.
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"""
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"""
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frontline_data: Optional[Dict[str, ComplexFrontLine]] = None
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theater: ConflictTheater
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def __init__(
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def __init__(
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self,
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self,
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@ -73,7 +83,6 @@ class FrontLine(MissionTarget):
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self.segments: List[FrontLineSegment] = []
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self.segments: List[FrontLineSegment] = []
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self._build_segments()
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self._build_segments()
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self.name = f"Front line {control_point_a}/{control_point_b}"
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self.name = f"Front line {control_point_a}/{control_point_b}"
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print(f"FRONTLINE SEGMENTS {len(self.segments)}")
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@property
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@property
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def position(self):
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def position(self):
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@ -90,10 +99,12 @@ class FrontLine(MissionTarget):
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@property
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@property
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def attack_distance(self):
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def attack_distance(self):
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"""The total distance of all segments"""
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return sum(i.attack_distance for i in self.segments)
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return sum(i.attack_distance for i in self.segments)
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@property
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@property
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def attack_heading(self):
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def attack_heading(self):
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"""The heading of the active attack segment from player to enemy control point"""
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return self.active_segment.attack_heading
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return self.active_segment.attack_heading
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@property
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@property
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@ -113,6 +124,30 @@ class FrontLine(MissionTarget):
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)
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)
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return self.segments[0]
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return self.segments[0]
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def _calculate_position(self) -> Point:
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"""
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The position where the conflict should occur
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according to the current strength of each control point.
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"""
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return self.point_from_a(self._position_distance)
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def point_from_a(self, distance: Numeric) -> Point:
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"""
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Returns a point {distance} away from control_point_a along the frontline segments.
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"""
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if distance < self.segments[0].attack_distance:
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|
return self.control_point_a.position.point_from_heading(
|
||||||
|
self.segments[0].attack_heading, distance
|
||||||
|
)
|
||||||
|
remaining_dist = distance
|
||||||
|
for segment in self.segments:
|
||||||
|
if remaining_dist < segment.attack_distance:
|
||||||
|
return segment.point_a.point_from_heading(
|
||||||
|
segment.attack_heading, remaining_dist
|
||||||
|
)
|
||||||
|
else:
|
||||||
|
remaining_dist -= segment.attack_distance
|
||||||
|
|
||||||
@property
|
@property
|
||||||
def _position_distance(self) -> float:
|
def _position_distance(self) -> float:
|
||||||
"""
|
"""
|
||||||
@ -122,44 +157,37 @@ class FrontLine(MissionTarget):
|
|||||||
total_strength = (
|
total_strength = (
|
||||||
self.control_point_a.base.strength + self.control_point_b.base.strength
|
self.control_point_a.base.strength + self.control_point_b.base.strength
|
||||||
)
|
)
|
||||||
if total_strength == 0:
|
if self.control_point_a.base.strength == 0:
|
||||||
return self._adjust_for_min_dist(0)
|
return self._adjust_for_min_dist(0)
|
||||||
|
if self.control_point_b.base.strength == 0:
|
||||||
|
return self._adjust_for_min_dist(self.attack_distance)
|
||||||
strength_pct = self.control_point_a.base.strength / total_strength
|
strength_pct = self.control_point_a.base.strength / total_strength
|
||||||
return self._adjust_for_min_dist(strength_pct * self.attack_distance)
|
return self._adjust_for_min_dist(strength_pct * self.attack_distance)
|
||||||
|
|
||||||
@classmethod
|
def _adjust_for_min_dist(self, distance: Numeric) -> Numeric:
|
||||||
def load_json_frontlines(cls, terrain_name: str) -> None:
|
|
||||||
try:
|
|
||||||
path = Path(f"resources/frontlines/{terrain_name.lower()}.json")
|
|
||||||
with open(path, "r") as file:
|
|
||||||
logging.debug(f"Loading frontline from {path}...")
|
|
||||||
data = json.load(file)
|
|
||||||
cls.frontline_data = {
|
|
||||||
frontline: ComplexFrontLine(
|
|
||||||
data[frontline]["start_cp"],
|
|
||||||
[Point(i[0], i[1]) for i in data[frontline]["points"]],
|
|
||||||
)
|
|
||||||
for frontline in data
|
|
||||||
}
|
|
||||||
print(cls.frontline_data)
|
|
||||||
except OSError:
|
|
||||||
logging.warning(f"Unable to load preset frontlines for {terrain_name}")
|
|
||||||
|
|
||||||
def _calculate_position(self) -> Point:
|
|
||||||
"""
|
"""
|
||||||
The position where the conflict should occur
|
Ensures the frontline conflict is never located within the minimum distance
|
||||||
according to the current strength of each control point.
|
constant of either end control point.
|
||||||
"""
|
"""
|
||||||
return self.point_from_a(self._position_distance)
|
if (distance > self.attack_distance / 2) and (
|
||||||
|
distance + FRONTLINE_MIN_CP_DISTANCE > self.attack_distance
|
||||||
|
):
|
||||||
|
distance = self.attack_distance - FRONTLINE_MIN_CP_DISTANCE
|
||||||
|
elif (distance < self.attack_distance / 2) and (
|
||||||
|
distance < FRONTLINE_MIN_CP_DISTANCE
|
||||||
|
):
|
||||||
|
distance = FRONTLINE_MIN_CP_DISTANCE
|
||||||
|
return distance
|
||||||
|
|
||||||
def _build_segments(self) -> None:
|
def _build_segments(self) -> None:
|
||||||
|
"""Create line segments for the frontline"""
|
||||||
control_point_ids = "|".join(
|
control_point_ids = "|".join(
|
||||||
[str(self.control_point_a.id), str(self.control_point_b.id)]
|
[str(self.control_point_a.id), str(self.control_point_b.id)]
|
||||||
)
|
) # from_cp.id|to_cp.id
|
||||||
reversed_cp_ids = "|".join(
|
reversed_cp_ids = "|".join(
|
||||||
[str(self.control_point_b.id), str(self.control_point_a.id)]
|
[str(self.control_point_b.id), str(self.control_point_a.id)]
|
||||||
)
|
)
|
||||||
complex_frontlines = FrontLine.frontline_data
|
complex_frontlines = self.theater.frontline_data
|
||||||
if (complex_frontlines) and (
|
if (complex_frontlines) and (
|
||||||
(control_point_ids in complex_frontlines)
|
(control_point_ids in complex_frontlines)
|
||||||
or (reversed_cp_ids in complex_frontlines)
|
or (reversed_cp_ids in complex_frontlines)
|
||||||
@ -186,34 +214,26 @@ class FrontLine(MissionTarget):
|
|||||||
)
|
)
|
||||||
)
|
)
|
||||||
|
|
||||||
def _adjust_for_min_dist(self, distance: Numeric) -> Numeric:
|
@classmethod
|
||||||
"""
|
def load_json_frontlines(
|
||||||
Ensures the frontline conflict is never located within the minimum distance
|
cls, theater: ConflictTheater
|
||||||
constant of either end control point.
|
) -> Optional[Dict[str, ComplexFrontLine]]:
|
||||||
"""
|
"""Load complex frontlines from json and set the theater class variable to current theater instance"""
|
||||||
if (distance > self.attack_distance / 2) and (
|
cls.theater = theater
|
||||||
distance + FRONTLINE_MIN_CP_DISTANCE > self.attack_distance
|
try:
|
||||||
):
|
path = Path(f"resources/frontlines/{theater.terrain.name.lower()}.json")
|
||||||
distance = self.attack_distance - FRONTLINE_MIN_CP_DISTANCE
|
with open(path, "r") as file:
|
||||||
elif (distance < self.attack_distance / 2) and (
|
logging.debug(f"Loading frontline from {path}...")
|
||||||
distance < FRONTLINE_MIN_CP_DISTANCE
|
data = json.load(file)
|
||||||
):
|
return {
|
||||||
distance = FRONTLINE_MIN_CP_DISTANCE
|
frontline: ComplexFrontLine(
|
||||||
return distance
|
data[frontline]["start_cp"],
|
||||||
|
[Point(i[0], i[1]) for i in data[frontline]["points"]],
|
||||||
def point_from_a(self, distance: Numeric) -> Point:
|
|
||||||
"""
|
|
||||||
Returns a point {distance} away from control_point_a along the frontline segments.
|
|
||||||
"""
|
|
||||||
if distance < self.segments[0].attack_distance:
|
|
||||||
return self.control_point_a.position.point_from_heading(
|
|
||||||
self.segments[0].attack_heading, distance
|
|
||||||
)
|
)
|
||||||
remaining_dist = distance
|
for frontline in data
|
||||||
for segment in self.segments:
|
}
|
||||||
if remaining_dist < segment.attack_distance:
|
except OSError:
|
||||||
return self.control_point_a.position.point_from_heading(
|
logging.warning(
|
||||||
segment.attack_heading, remaining_dist
|
f"Unable to load preset frontlines for {theater.terrain.name}"
|
||||||
)
|
)
|
||||||
else:
|
return None
|
||||||
remaining_dist -= segment.attack_distance
|
|
||||||
|
|||||||
@ -74,7 +74,6 @@ class GameGenerator:
|
|||||||
namegen.reset()
|
namegen.reset()
|
||||||
self.prepare_theater()
|
self.prepare_theater()
|
||||||
self.populate_red_airbases()
|
self.populate_red_airbases()
|
||||||
FrontLine.load_json_frontlines(self.theater.terrain.name)
|
|
||||||
game = Game(player_name=self.player,
|
game = Game(player_name=self.player,
|
||||||
enemy_name=self.enemy,
|
enemy_name=self.enemy,
|
||||||
theater=self.theater,
|
theater=self.theater,
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user