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proper settings for barcap
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@ -33,7 +33,7 @@ class StrikeOperation(Operation):
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if self.game.player == self.defender_name:
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self.attackers_starting_position = None
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conflict = Conflict.capture_conflict(
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conflict = Conflict.strike_conflict(
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attacker=self.mission.country(self.attacker_name),
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defender=self.mission.country(self.defender_name),
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from_cp=self.from_cp,
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@ -24,6 +24,7 @@ WARM_START_AIRSPEED = 550
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INTERCEPTION_ALT = 3000
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INTERCEPTION_AIRSPEED = 1000
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BARCAP_RACETRACK_DISTANCE = 20000
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ATTACK_CIRCLE_ALT = 5000
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ATTACK_CIRCLE_DURATION = 15
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@ -218,12 +219,6 @@ class AircraftConflictGenerator:
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at=at)
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group.task = Escort.name
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"""
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heading = group.position.heading_between_point(self.conflict.position)
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position = group.position # type: Point
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wayp = group.add_waypoint(position.point_from_heading(heading, WORKAROUND_WAYP_DIST), CAS_ALTITUDE, WARM_START_AIRSPEED)
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"""
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self._setup_group(group, CAP, client_count)
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for escorted_group, waypoint_index in self.escort_targets:
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@ -404,6 +399,10 @@ class AircraftConflictGenerator:
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if self.conflict.is_vector:
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group.add_waypoint(self.conflict.tail, WARM_START_ALTITUDE, WARM_START_AIRSPEED)
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else:
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heading = group.position.heading_between_point(self.conflict.position)
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waypoint = group.add_waypoint(self.conflict.position.point_from_heading(heading, BARCAP_RACETRACK_DISTANCE),
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WARM_START_ALTITUDE,
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WARM_START_AIRSPEED)
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waypoint.tasks.append(OrbitAction(WARM_START_ALTITUDE, WARM_START_AIRSPEED))
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group.task = CAP.name
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@ -21,6 +21,9 @@ AIR_DISTANCE = 40000
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CAPTURE_AIR_ATTACKERS_DISTANCE = 25000
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CAPTURE_AIR_DEFENDERS_DISTANCE = 60000
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STRIKE_AIR_ATTACKERS_DISTANCE = 45000
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STRIKE_AIR_DEFENDERS_DISTANCE = 25000
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CAP_CAS_DISTANCE = 10000, 120000
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GROUND_INTERCEPT_SPREAD = 5000
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@ -225,6 +228,33 @@ class Conflict:
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air_defenders_location=position.point_from_heading(_opposite_heading(attack_raw_heading), CAPTURE_AIR_DEFENDERS_DISTANCE)
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)
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@classmethod
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def strike_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
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position = to_cp.position
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attack_raw_heading = to_cp.position.heading_between_point(from_cp.position)
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attack_heading = to_cp.find_radial(attack_raw_heading)
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defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
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distance = to_cp.size * GROUND_DISTANCE_FACTOR
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attackers_location = position.point_from_heading(attack_heading, distance)
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attackers_location = Conflict._find_ground_position(attackers_location, distance * 2, _heading_sum(attack_heading, 180), theater)
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defenders_location = position.point_from_heading(defense_heading, distance)
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defenders_location = Conflict._find_ground_position(defenders_location, distance * 2, _heading_sum(defense_heading, 180), theater)
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return cls(
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position=position,
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theater=theater,
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from_cp=from_cp,
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to_cp=to_cp,
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attackers_side=attacker,
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defenders_side=defender,
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ground_attackers_location=attackers_location,
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ground_defenders_location=defenders_location,
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air_attackers_location=position.point_from_heading(attack_raw_heading, STRIKE_AIR_ATTACKERS_DISTANCE),
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air_defenders_location=position.point_from_heading(_opposite_heading(attack_raw_heading), STRIKE_AIR_DEFENDERS_DISTANCE)
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)
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@classmethod
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def intercept_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
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raw_distance = from_cp.position.distance_to_point(to_cp.position) * 1.5
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