Improved Frontline CAS

This commit is contained in:
Vasyl Horbachenko
2018-07-16 21:37:35 +03:00
committed by Vasyl Horbachenko
parent 3831658162
commit 62f5b2d06d
14 changed files with 283 additions and 168 deletions

View File

@@ -242,6 +242,9 @@ class AircraftConflictGenerator:
at=at and at or self._group_point(self.conflict.air_attackers_location))
waypoint = group.add_waypoint(self.conflict.position, CAS_ALTITUDE, WARM_START_AIRSPEED)
if self.conflict.is_vector:
group.add_waypoint(self.conflict.tail, CAS_ALTITUDE, WARM_START_ALTITUDE)
group.task = CAS.name
self._setup_group(group, CAS, client_count)
self.escort_targets.append((group, group.points.index(waypoint)))
@@ -341,6 +344,10 @@ class AircraftConflictGenerator:
wayp = group.add_waypoint(self.conflict.position, WARM_START_ALTITUDE, INTERCEPTION_AIRSPEED)
wayp.tasks.append(EngageTargets(max_distance=INTERCEPT_MAX_DISTANCE))
if self.conflict.is_vector:
group.add_waypoint(self.conflict.tail, CAS_ALTITUDE, WARM_START_ALTITUDE)
self._setup_group(group, CAP, client_count)
self._rtb_for(group, self.conflict.from_cp, at)

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@@ -1,3 +1,5 @@
from itertools import zip_longest
from game import db
from .conflictgen import *
from .naming import *
@@ -25,7 +27,7 @@ class ArmorConflictGenerator:
return point.random_point_within(distance, self.conflict.size * SPREAD_DISTANCE_SIZE_FACTOR)
def _generate_group(self, side: Country, unit: VehicleType, count: int, at: Point):
def _generate_group(self, side: Country, unit: VehicleType, count: int, at: Point, to: Point = None):
for c in range(count):
group = self.m.vehicle_group(
side,
@@ -34,24 +36,59 @@ class ArmorConflictGenerator:
position=self._group_point(at),
group_size=1,
move_formation=PointAction.OffRoad)
initial_position = self.conflict.position.point_from_heading(0, 500)
wayp = group.add_waypoint(self._group_point(initial_position))
if not to:
to = self.conflict.position.point_from_heading(0, 500)
wayp = group.add_waypoint(self._group_point(to))
wayp.tasks = []
def _generate_fight_at(self, attackers: db.ArmorDict, defenders: db.ArmorDict, position: Point):
if attackers:
for type, count in attackers.items():
self._generate_group(
side=self.conflict.attackers_side,
unit=type,
count=count,
at=position.point_from_heading(self.conflict.heading - 90, 600),
to=position)
if defenders:
for type, count in defenders.items():
self._generate_group(
side=self.conflict.defenders_side,
unit=type,
count=count,
at=position.point_from_heading(self.conflict.heading + 90, 600),
to=position)
def generate(self, attackers: db.ArmorDict, defenders: db.ArmorDict):
for type, count in attackers.items():
self._generate_group(
side=self.conflict.attackers_side,
unit=type,
count=count,
at=self.conflict.ground_attackers_location)
side=self.conflict.attackers_side,
unit=type,
count=count,
at=self.conflict.ground_attackers_location)
for type, count in defenders.items():
self._generate_group(
side=self.conflict.defenders_side,
unit=type,
count=count,
at=self.conflict.ground_defenders_location)
side=self.conflict.defenders_side,
unit=type,
count=count,
at=self.conflict.ground_defenders_location)
def generate_vec(self, attackers: db.ArmorDict, defenders: db.ArmorDict):
defender_groups = list(db.unitdict_split(defenders, 6))
distance_between_groups = min(self.conflict.distance / len(defender_groups), 12000)
total_distance = distance_between_groups * len(defender_groups)
attacker_groups = list(db.unitdict_split(attackers,
int(sum(attackers.values()) / len(defender_groups))))
position = self.conflict.center.point_from_heading(self.conflict.opposite_heading, total_distance / 2)
for attacker_group_dict, target_group_dict in zip_longest(attacker_groups, defender_groups):
position = position.point_from_heading(self.conflict.heading, distance_between_groups)
self._generate_fight_at(attacker_group_dict, target_group_dict, position)
def generate_passengers(self, count: int):
unit_type = random.choice(db.find_unittype(Nothing, self.conflict.attackers_side.name))

View File

@@ -65,28 +65,35 @@ class Conflict:
size = None # type: int
radials = None # type: typing.List[int]
heading = None # type: int
distance = None # type: int
ground_attackers_location = None # type: Point
ground_defenders_location = None # type: Point
air_attackers_location = None # type: Point
air_defenders_location = None # type: Point
def __init__(self,
position: Point,
theater: ConflictTheater,
from_cp: ControlPoint,
to_cp: ControlPoint,
attackers_side: Country,
defenders_side: Country,
ground_attackers_location: Point,
ground_defenders_location: Point,
air_attackers_location: Point,
air_defenders_location: Point):
position: Point,
heading=None,
distance=None,
ground_attackers_location: Point = None,
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.from_cp = from_cp
self.to_cp = to_cp
self.theater = theater
self.position = position
self.heading = heading
self.distance = distance
self.size = to_cp.size
self.radials = to_cp.radials
self.ground_attackers_location = ground_attackers_location
@@ -94,15 +101,57 @@ class Conflict:
self.air_attackers_location = air_attackers_location
self.air_defenders_location = air_defenders_location
@property
def center(self) -> Point:
return self.position.point_from_heading(self.heading, self.distance / 2)
@property
def tail(self) -> Point:
return self.position.point_from_heading(self.heading, self.distance)
@property
def is_vector(self) -> bool:
return self.heading is not None
@property
def opposite_heading(self) -> int:
return _heading_sum(self.heading, 180)
@property
def to_size(self):
return self.to_cp.size * GROUND_DISTANCE_FACTOR
@classmethod
def frontline_position(cls, from_cp: ControlPoint, to_cp: ControlPoint):
def has_frontline_between(cls, from_cp: ControlPoint, to_cp: ControlPoint) -> bool:
return from_cp.has_frontline and to_cp.has_frontline
@classmethod
def frontline_position(cls, from_cp: ControlPoint, to_cp: ControlPoint) -> typing.Tuple[Point, int]:
distance = max(from_cp.position.distance_to_point(to_cp.position) * FRONT_SMOKE_DISTANCE_FACTOR * to_cp.base.strength, FRONT_SMOKE_MIN_DISTANCE)
heading = to_cp.position.heading_between_point(from_cp.position)
return to_cp.position.point_from_heading(heading, distance)
return to_cp.position.point_from_heading(heading, distance), heading
@classmethod
def frontline_vector(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater) -> typing.Tuple[Point, int, int]:
center_position, heading = cls.frontline_position(from_cp, to_cp)
left_position = center_position
for offset in range(0, 80000, 1000):
pos = center_position.point_from_heading(_heading_sum(heading, -90), offset)
if not theater.is_on_land(pos):
break
else:
left_position = pos
right_position = center_position
for offset in range(0, 80000, 1000):
pos = center_position.point_from_heading(_heading_sum(heading, 90), offset)
if not theater.is_on_land(pos):
break
else:
right_position = pos
return left_position, _heading_sum(heading, 90), right_position.distance_to_point(left_position)
@classmethod
def _find_ground_location(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point:
@@ -189,25 +238,44 @@ class Conflict:
)
@classmethod
def ground_intercept_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
heading = to_cp.position.heading_between_point(from_cp.position)
initial_location = cls.frontline_position(from_cp, to_cp).random_point_within(GROUND_INTERCEPT_SPREAD)
position = Conflict._find_ground_location(initial_location, GROUND_INTERCEPT_SPREAD, heading, theater)
if not position:
heading = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
position = to_cp.position.point_from_heading(heading, to_cp.size * GROUND_DISTANCE_FACTOR)
def frontline_cas_conflict(cls, 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)
return cls(
position=position,
heading=heading,
distance=distance,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker,
defenders_side=defender,
ground_attackers_location=None,
ground_defenders_location=position,
ground_defenders_location=None,
air_attackers_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + heading, AIR_DISTANCE),
air_defenders_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + _opposite_heading(heading), AIR_DISTANCE)
air_defenders_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + _opposite_heading(heading), AIR_DISTANCE),
)
@classmethod
def frontline_cap_conflict(cls, 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)
defenders_distance = random.randint(distance/3, distance)
return cls(
position=position,
heading=heading,
distance=distance,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker,
defenders_side=defender,
ground_attackers_location=None,
ground_defenders_location=None,
air_attackers_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + heading, AIR_DISTANCE),
air_defenders_location=position.point_from_heading(heading, max(AIR_DISTANCE, defenders_distance)),
)
@classmethod
@@ -261,8 +329,7 @@ class Conflict:
@classmethod
def transport_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
frontline_position = cls.frontline_position(from_cp, to_cp)
heading = to_cp.position.heading_between_point(from_cp.position)
frontline_position, heading = cls.frontline_position(from_cp, to_cp)
initial_dest = frontline_position.point_from_heading(heading, TRANSPORT_FRONTLINE_DIST)
dest = cls._find_ground_location(initial_dest, from_cp.position.distance_to_point(to_cp.position) / 3, heading, theater)
if not dest:

View File

@@ -99,8 +99,7 @@ class VisualGenerator:
def _generate_frontline_smokes(self):
for from_cp, to_cp in self.game.theater.conflicts():
heading = to_cp.position.heading_between_point(from_cp.position)
point = Conflict.frontline_position(from_cp, to_cp)
point, heading = Conflict.frontline_position(from_cp, to_cp)
plane_start = point.point_from_heading(turn_heading(heading, 90), FRONT_SMOKE_LENGTH / 2)
for offset in range(0, FRONT_SMOKE_LENGTH, FRONT_SMOKE_SPACING):