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https://github.com/dcs-retribution/dcs-retribution.git
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Rework frontline vector
Ensures frontline stays outside of exclusion zones by adjusting its position and width Adds a DisplayOption for viewing the frontline vector on the map
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@ -97,42 +97,16 @@ class Conflict:
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@classmethod
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def frontline_vector(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater) -> Tuple[Point, int, int]:
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"""
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probe_end_point = initial.point_from_heading(heading, FRONTLINE_LENGTH)
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probe = geometry.LineString([(initial.x, initial.y), (probe_end_point.x, probe_end_point.y) ])
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intersection = probe.intersection(theater.land_poly)
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if isinstance(intersection, geometry.LineString):
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intersection = intersection
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elif isinstance(intersection, geometry.MultiLineString):
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intersection = intersection.geoms[0]
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else:
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print(intersection)
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return None
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return Point(*intersection.xy[0]), _heading_sum(heading, 90), intersection.length
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Returns a vector for a valid frontline location avoiding exclusion zones.
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"""
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frontline = cls.frontline_position(from_cp, to_cp, theater)
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center_position, heading = frontline
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left_position, right_position = None, None
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if not theater.is_on_land(center_position):
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pos = cls._find_ground_position(center_position, FRONTLINE_LENGTH, _heading_sum(heading, -90), theater)
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if pos:
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right_position = pos
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center_position = pos
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else:
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pos = cls._find_ground_position(center_position, FRONTLINE_LENGTH, _heading_sum(heading, +90), theater)
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if pos:
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left_position = pos
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center_position = pos
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if left_position is None:
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left_position = cls._extend_ground_position(center_position, int(FRONTLINE_LENGTH/2), _heading_sum(heading, -90), theater)
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if right_position is None:
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right_position = cls._extend_ground_position(center_position, int(FRONTLINE_LENGTH/2), _heading_sum(heading, 90), theater)
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return left_position, _heading_sum(heading, 90), int(right_position.distance_to_point(left_position))
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center_position, heading = cls.frontline_position(from_cp, to_cp, theater)
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center_position = cls._find_ground_position(center_position, FRONTLINE_LENGTH, _heading_sum(heading, 90), theater)
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left_heading = _heading_sum(heading, 90)
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right_heading = _heading_sum(heading, -90)
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left_position = cls._extend_ground_position(center_position, int(FRONTLINE_LENGTH / 2), left_heading, theater)
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right_position = cls._extend_ground_position(center_position, int(FRONTLINE_LENGTH / 2), right_heading, theater)
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distance = int(left_position.distance_to_point(right_position))
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return left_position, right_heading, distance
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@classmethod
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def frontline_cas_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
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@ -154,46 +128,27 @@ class Conflict:
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@classmethod
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def _extend_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point:
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"""Finds a valid ground position in one heading from an initial point"""
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pos = initial
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for offset in range(0, int(max_distance), 500):
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new_pos = initial.point_from_heading(heading, offset)
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if theater.is_on_land(new_pos):
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pos = new_pos
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else:
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for distance in range(0, int(max_distance), 100):
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if not theater.is_on_land(pos):
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return pos
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return pos
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"""
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probe_end_point = initial.point_from_heading(heading, max_distance)
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probe = geometry.LineString([(initial.x, initial.y), (probe_end_point.x, probe_end_point.y)])
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intersection = probe.intersection(theater.land_poly)
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if intersection is geometry.LineString:
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return Point(*intersection.xy[1])
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elif intersection is geometry.MultiLineString:
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return Point(*intersection.geoms[0].xy[1])
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return None
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"""
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pos = initial.point_from_heading(heading, distance)
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if theater.is_on_land(pos):
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return pos
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logging.error("Didn't find ground position ({})!".format(initial))
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return initial
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@classmethod
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def _find_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point:
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"""Finds the nearest ground position along a provided heading and it's inverse"""
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pos = initial
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for _ in range(0, int(max_distance), 100):
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for distance in range(0, int(max_distance), 100):
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if theater.is_on_land(pos):
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return pos
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pos = pos.point_from_heading(heading, 500)
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"""
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probe_end_point = initial.point_from_heading(heading, max_distance)
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probe = geometry.LineString([(initial.x, initial.y), (probe_end_point.x, probe_end_point.y) ])
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intersection = probe.intersection(theater.land_poly)
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if isinstance(intersection, geometry.LineString):
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return Point(*intersection.xy[1])
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elif isinstance(intersection, geometry.MultiLineString):
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return Point(*intersection.geoms[0].xy[1])
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"""
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pos = initial.point_from_heading(heading, distance)
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if theater.is_on_land(pos):
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return pos
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pos = initial.point_from_heading(_opposite_heading(heading), distance)
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logging.error("Didn't find ground position ({})!".format(initial))
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return initial
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@ -58,6 +58,7 @@ class DisplayOptions:
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waypoint_info = DisplayRule("Waypoint Information", True)
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culling = DisplayRule("Display Culling Zones", False)
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flight_paths = FlightPathOptions()
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actual_frontline_pos = DisplayRule("Display actual frontline width and location", False)
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@classmethod
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def menu_items(cls) -> Iterator[Union[DisplayGroup, DisplayRule]]:
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@ -476,17 +476,52 @@ class QLiberationMap(QGraphicsView):
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pen.setWidth(6)
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frontline = FrontLine(cp, connected_cp, self.game.theater)
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if cp.captured and not connected_cp.captured and Conflict.has_frontline_between(cp, connected_cp):
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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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self.draw_bezier_frontline(scene, pen, frontline)
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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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scene.addItem(QFrontLine(p1[0], p1[1], p2[0], p2[1],
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frontline, self.game_model))
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if DisplayOptions.actual_frontline_pos:
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self.draw_actual_frontline(frontline, scene, pen)
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else:
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self.draw_frontline_approximation(frontline, scene, pen)
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else:
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self.draw_bezier_frontline(scene, pen, frontline)
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def draw_frontline_approximation(self, frontline: FrontLine, scene: QGraphicsScene, pen: QPen) -> None:
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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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self.draw_bezier_frontline(scene, pen, frontline)
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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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scene.addItem(
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QFrontLine(
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p1[0],
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p1[1],
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p2[0],
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p2[1],
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frontline,
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self.game_model
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)
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)
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def draw_actual_frontline(self, frontline: FrontLine, scene: QGraphicsScene, pen: QPen) -> None:
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self.draw_bezier_frontline(scene, pen, frontline)
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vector = Conflict.frontline_vector(
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frontline.control_point_a,
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frontline.control_point_b,
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self.game.theater
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)
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left_pos = self._transform_point(vector[0])
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right_pos = self._transform_point(
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vector[0].point_from_heading(vector[1], vector[2])
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)
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scene.addItem(
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QFrontLine(
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left_pos[0],
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left_pos[1],
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right_pos[0],
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right_pos[1],
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frontline,
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self.game_model
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)
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)
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def wheelEvent(self, event: QWheelEvent):
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