Culling optimizations + fixed some aircraft icons

This commit is contained in:
Khopa 2020-06-19 14:31:25 +02:00
parent e78120d9c6
commit 5f1f4f8d81
14 changed files with 105 additions and 50 deletions

View File

@ -72,6 +72,7 @@ class Game:
self.ground_planners = {}
self.informations = []
self.informations.append(Information("Game Start", "-" * 40, 0))
self.__culling_points = self.compute_conflicts_position()
@property
@ -187,6 +188,7 @@ class Game:
return 1
def pass_turn(self, no_action=False, ignored_cps: typing.Collection[ControlPoint] = None):
logging.info("Pass turn")
self.informations.append(Information("End of turn #" + str(self.turn), "-" * 40, 0))
self.turn = self.turn + 1
@ -202,7 +204,7 @@ class Game:
self._enemy_reinforcement()
self._budget_player()
if not no_action:
if not no_action and self.turn > 1:
for cp in self.theater.player_points():
cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)
else:
@ -221,6 +223,7 @@ class Game:
self.game_stats.update(self)
# Plan flights & combat for next turn
self.__culling_points = self.compute_conflicts_position()
self.planners = {}
self.ground_planners = {}
for cp in self.theater.controlpoints:
@ -326,3 +329,49 @@ class Game:
"""
self.current_group_id += 1
return self.current_group_id
def compute_conflicts_position(self):
"""
Compute the current conflict center position(s), mainly used for culling calculation
:return: List of points of interests
"""
points = []
# By default, use the existing frontline conflict position
for conflict in self.theater.conflicts():
points.append(Conflict.frontline_position(self.theater, conflict[0], conflict[1])[0])
# If there is no conflict take the center point between the two nearest opposing bases
if len(points) == 0:
cpoint = None
min_distance = sys.maxsize
for cp in self.theater.player_points():
for cp2 in self.theater.enemy_points():
d = cp.position.distance_to_point(cp2.position)
if d < min_distance:
min_distance = d
cpoint = Point((cp.position.x + cp2.position.x) / 2, (cp.position.y + cp2.position.y) / 2)
if cpoint is not None:
points.append(cpoint)
# Else 0,0, since we need a default value
# (in this case this means the whole map is owned by the same player, so it is not an issue)
if len(points) == 0:
points.append(Point(0, 0))
return points
def position_culled(self, pos):
"""
Check if unit can be generated at given position depending on culling performance settings
:param pos: Position you are tryng to spawn stuff at
:return: True if units can not be added at given position
"""
if self.settings.perf_culling == False:
return False
else:
for c in self.__culling_points:
if c.distance_to_point(pos) < self.settings.perf_culling_distance * 1000:
return False
return True

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@ -25,4 +25,8 @@ class Settings:
perf_infantry = True
perf_ai_parking_start = True
# Performance culling
perf_culling = False
perf_culling_distance = 0

View File

@ -230,6 +230,11 @@ class AircraftConflictGenerator:
def generate_flights(self, cp, country, flight_planner:FlightPlanner):
for flight in flight_planner.flights:
if flight.client_count == 0 and self.game.position_culled(flight.from_cp.position):
logging.info("Flight not generated : culled")
continue
group = self.generate_planned_flight(cp, country, flight)
if flight.flight_type == FlightType.INTERCEPTION:
self.setup_group_as_intercept_flight(group, flight)

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@ -61,9 +61,12 @@ class GroundObjectsGenerator:
for ground_object in cp.ground_objects:
if ground_object.dcs_identifier == "AA":
if self.game.position_culled(ground_object.position):
continue
for g in ground_object.groups:
if len(g.units) > 0:
utype = unit_type_from_name(g.units[0].type)
if not ground_object.sea_object:
@ -125,6 +128,10 @@ class GroundObjectsGenerator:
sg.points[0].tasks.append(ActivateICLSCommand(cp.icls, unit_id=sg.units[0].id))
else:
if self.game.position_culled(ground_object.position):
continue
static_type = None
if ground_object.dcs_identifier in warehouse_map:
static_type = warehouse_map[ground_object.dcs_identifier]
@ -160,34 +167,4 @@ class GroundObjectsGenerator:
dead=ground_object.is_dead,
)
logging.info("generated {}object identifier {} with mission id {}".format("dead " if ground_object.is_dead else "", group.name, group.id))
def farp_aa(mission_obj, country, name, position: mapping.Point):
"""
Add AAA to a FARP :)
:param mission_obj:
:param country:
:param name:
:param position:
:return:
"""
vg = unitgroup.VehicleGroup(mission_obj.next_group_id(), mission_obj.string(name))
units = [
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.AAA_ZU_23_Closed,
]
v = mission_obj.vehicle(name + "_AAA", random.choice(units))
v.position.x = position.x - random.randint(5, 30)
v.position.y = position.y - random.randint(5, 30)
v.heading = random.randint(0, 359)
vg.add_unit(v)
wp = vg.add_waypoint(vg.units[0].position, PointAction.OffRoad, 0)
wp.ETA_locked = True
country.add_vehicle_group(vg)
return vg
logging.info("generated {}object identifier {} with mission id {}".format("dead " if ground_object.is_dead else "", group.name, group.id))

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@ -1,13 +1,14 @@
from PySide2.QtCore import QSize, Qt, QItemSelectionModel, QPoint
from PySide2.QtGui import QStandardItemModel, QStandardItem
from PySide2.QtWidgets import QLabel, QDialog, QGridLayout, QListView, QStackedLayout, QComboBox, QWidget, \
QAbstractItemView, QPushButton, QGroupBox, QCheckBox, QVBoxLayout
QAbstractItemView, QPushButton, QGroupBox, QCheckBox, QVBoxLayout, QSpinBox
from dcs.forcedoptions import ForcedOptions
import qt_ui.uiconstants as CONST
from game.game import Game
from game.infos.information import Information
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.finances.QFinancesMenu import QHorizontalSeparationLine
class QSettingsWindow(QDialog):
@ -199,6 +200,16 @@ class QSettingsWindow(QDialog):
self.ai_parking_start.setChecked(self.game.settings.perf_ai_parking_start)
self.ai_parking_start.toggled.connect(self.applySettings)
self.culling = QCheckBox()
self.culling.setChecked(self.game.settings.perf_culling)
self.culling.toggled.connect(self.applySettings)
self.culling_distance = QSpinBox()
self.culling_distance.setMinimum(50)
self.culling_distance.setMaximum(10000)
self.culling_distance.setValue(self.game.settings.perf_culling_distance)
self.culling_distance.valueChanged.connect(self.applySettings())
self.performanceLayout.addWidget(QLabel("Smoke visual effect on frontline"), 0, 0)
self.performanceLayout.addWidget(self.smoke, 0, 1, alignment=Qt.AlignRight)
self.performanceLayout.addWidget(QLabel("SAM starts in RED alert mode"), 1, 0)
@ -212,6 +223,12 @@ class QSettingsWindow(QDialog):
self.performanceLayout.addWidget(QLabel("AI planes parking start (AI starts in flight if disabled)"), 5, 0)
self.performanceLayout.addWidget(self.ai_parking_start, 5, 1, alignment=Qt.AlignRight)
self.performanceLayout.addWidget(QHorizontalSeparationLine(), 6, 0, 1, 2)
self.performanceLayout.addWidget(QLabel("Culling of distant units enabled"), 7, 0)
self.performanceLayout.addWidget(self.culling, 7, 1, alignment=Qt.AlignRight)
self.performanceLayout.addWidget(QLabel("Culling distance (km)"), 8, 0)
self.performanceLayout.addWidget(self.culling_distance, 8, 1, alignment=Qt.AlignRight)
self.generatorLayout.addWidget(self.gameplay)
self.generatorLayout.addWidget(QLabel("Disabling settings below may improve performance, but will impact the overall quality of the experience."))
self.generatorLayout.addWidget(self.performance)
@ -277,6 +294,9 @@ class QSettingsWindow(QDialog):
self.game.settings.perf_infantry = self.infantry.isChecked()
self.game.settings.perf_ai_parking_start = self.ai_parking_start.isChecked()
self.game.settings.perf_culling = self.culling.isChecked()
self.game.settings.perf_culling_distance = int(self.culling_distance.value())
GameUpdateSignal.get_instance().updateGame(self.game)
def onSelectionChanged(self):

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@ -1,12 +1,10 @@
import typing
import itertools
import dcs
from dcs.mapping import Point
from .landmap import Landmap, poly_contains
from .controlpoint import ControlPoint
from .theatergroundobject import TheaterGroundObject
from .landmap import poly_contains
SIZE_TINY = 150
SIZE_SMALL = 600
@ -66,7 +64,7 @@ class ConflictTheater:
self.land_poly = self.land_poly.difference(geometry.Polygon(x))
"""
def add_controlpoint(self, point: ControlPoint, connected_to: typing.Collection[ControlPoint] = []):
def add_controlpoint(self, point: ControlPoint, connected_to: [ControlPoint] = []):
for connected_point in connected_to:
point.connect(to=connected_point)
@ -118,3 +116,5 @@ class ConflictTheater:
def enemy_points(self) -> typing.Collection[ControlPoint]:
return [point for point in self.controlpoints if not point.captured]

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@ -52,30 +52,30 @@ class PersianGulfTheater(ConflictTheater):
self.east_carrier = ControlPoint.carrier("East carrier", Point(59514.324335475, 28165.517980635))
self.add_controlpoint(self.liwa, connected_to=[self.al_dhafra])
self.add_controlpoint(self.al_dhafra, connected_to=[self.liwa, self.sir_abu_nuayr, self.al_maktoum, self.al_ain])
self.add_controlpoint(self.al_dhafra, connected_to=[self.liwa, self.al_maktoum, self.al_ain])
self.add_controlpoint(self.al_ain, connected_to=[self.al_dhafra, self.al_maktoum])
self.add_controlpoint(self.al_maktoum, connected_to=[self.al_dhafra, self.al_minhad, self.sir_abu_nuayr, self.al_ain])
self.add_controlpoint(self.al_maktoum, connected_to=[self.al_dhafra, self.al_minhad, self.al_ain])
self.add_controlpoint(self.al_minhad, connected_to=[self.al_maktoum, self.dubai])
self.add_controlpoint(self.dubai, connected_to=[self.al_minhad, self.sharjah, self.fujairah])
self.add_controlpoint(self.sharjah, connected_to=[self.dubai, self.ras_al_khaimah])
self.add_controlpoint(self.ras_al_khaimah, connected_to=[self.sharjah, self.khasab])
self.add_controlpoint(self.fujairah, connected_to=[self.dubai, self.khasab])
self.add_controlpoint(self.khasab, connected_to=[self.ras_al_khaimah, self.fujairah, self.tunb_island])
self.add_controlpoint(self.khasab, connected_to=[self.ras_al_khaimah, self.fujairah])
self.add_controlpoint(self.sir_abu_nuayr, connected_to=[self.al_dhafra, self.al_maktoum, self.sirri])
self.add_controlpoint(self.sirri, connected_to=[self.sir_abu_nuayr, self.abu_musa])
self.add_controlpoint(self.abu_musa, connected_to=[self.sirri, self.sir_abu_nuayr])
self.add_controlpoint(self.tunb_kochak, connected_to=[self.sirri, self.abu_musa, self.tunb_island])
self.add_controlpoint(self.sir_abu_nuayr, connected_to=[])
self.add_controlpoint(self.sirri, connected_to=[])
self.add_controlpoint(self.abu_musa, connected_to=[])
self.add_controlpoint(self.tunb_kochak, connected_to=[])
self.add_controlpoint(self.tunb_island, connected_to=[self.khasab, self.qeshm, self.tunb_kochak])
self.add_controlpoint(self.bandar_lengeh, connected_to=[self.tunb_island, self.lar, self.qeshm])
self.add_controlpoint(self.qeshm, connected_to=[self.bandar_lengeh, self.havadarya, self.tunb_island])
self.add_controlpoint(self.tunb_island, connected_to=[])
self.add_controlpoint(self.bandar_lengeh, connected_to=[self.lar, self.qeshm])
self.add_controlpoint(self.qeshm, connected_to=[self.bandar_lengeh, self.havadarya])
self.add_controlpoint(self.havadarya, connected_to=[self.lar, self.qeshm, self.bandar_abbas])
self.add_controlpoint(self.bandar_abbas, connected_to=[self.havadarya, self.kerman])
self.add_controlpoint(self.shiraz, connected_to=[self.lar, self.kerman])
self.add_controlpoint(self.kerman, connected_to=[self.lar, self.shiraz, self.bandar_abbas])
self.add_controlpoint(self.lar, connected_to=[self.bandar_lengeh, self.havadarya, self.shiraz, self.kerman])
self.add_controlpoint(self.lar, connected_to=[self.havadarya, self.shiraz, self.kerman])
self.add_controlpoint(self.west_carrier)
self.add_controlpoint(self.east_carrier)

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@ -5,7 +5,7 @@ import typing
import logging
from game.data.building_data import DEFAULT_AVAILABLE_BUILDINGS
from gen import namegen
from gen import namegen, TheaterGroundObject
from gen.defenses.armor_group_generator import generate_armor_group
from gen.fleet.ship_group_generator import generate_carrier_group, generate_lha_group, generate_ship_group
from gen.missiles.missiles_group_generator import generate_missile_group