Generate ship groups for carriers. Carriers can be destroyed. Faction need to have carrier available.

This commit is contained in:
Khopa 2019-10-26 22:59:59 +02:00
parent 2936df6a02
commit 76638b549f
20 changed files with 245 additions and 46 deletions

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@ -181,7 +181,7 @@ class Event:
# -- AA Site groups
for i, ground_object in enumerate(cp.ground_objects):
if ground_object.dcs_identifier == "AA":
if ground_object.dcs_identifier in ["AA", "CARRIER"]:
for g in ground_object.groups:
for u in g.units:
if u.name == destroyed_ground_unit_name:

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@ -44,5 +44,12 @@ China_2000 = {
AirDefence.AAA_ZU_23_Closed,
AirDefence.Rapier_FSA_Launcher, # Standing as PL-9C Shorad
AirDefence.HQ_7_Self_Propelled_LN
], "aircraft_carrier": [
CV_1143_5_Admiral_Kuznetsov,
], "destroyer": [
Type_052B_Destroyer,
Type_052C_Destroyer
], "cruiser": [
Type_054A_Frigate,
]
}

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@ -1,7 +1,7 @@
from dcs.helicopters import Mi_8MT, Mi_24V
from dcs.planes import MiG_21Bis, MiG_23MLD, MiG_25PD, MiG_29A, Su_17M4, Su_24M, Su_25, IL_76MD, IL_78M, An_26B, An_30M, \
Yak_40, A_50
from dcs.ships import CV_1143_5_Admiral_Kuznetsov, Dry_cargo_ship_Ivanov, Bulk_cargo_ship_Yakushev, Tanker_Elnya_160
from dcs.ships import *
from dcs.vehicles import AirDefence, Armor, Unarmed, Infantry
Russia_1975 = {
@ -48,8 +48,14 @@ Russia_1975 = {
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160
],
"shorad":[
"shorad": [
AirDefence.AAA_ZU_23_Emplacement,
AirDefence.SPAAA_ZSU_23_4_Shilka
], "aircraft_carrier": [
CV_1143_5_Admiral_Kuznetsov,
], "destroyer": [
FF_1135M_Rezky,
], "cruiser": [
CGN_1144_2_Pyotr_Velikiy,
]
}

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@ -53,5 +53,11 @@ Russia_1990 = {
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.SAM_SA_13_Strela_10M3_9A35M3,
AirDefence.SPAAA_ZSU_23_4_Shilka
], "aircraft_carrier": [
CV_1143_5_Admiral_Kuznetsov,
], "destroyer": [
FF_1135M_Rezky,
], "cruiser": [
FSG_1241_1MP_Molniya,
]
}

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@ -49,5 +49,11 @@ Russia_2010 = {
"shorad":[
AirDefence.SAM_SA_19_Tunguska_2S6,
AirDefence.SAM_SA_13_Strela_10M3_9A35M3
], "aircraft_carrier": [
CV_1143_5_Admiral_Kuznetsov,
], "destroyer": [
FF_1135M_Rezky,
], "cruiser": [
FSG_1241_1MP_Molniya,
]
}

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@ -34,11 +34,18 @@ USA_1990 = {
AirDefence.SAM_Hawk_PCP,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad":[
AirDefence.SAM_Avenger_M1097,
], "aircraft_carrier": [
CVN_74_John_C__Stennis,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "destroyer": [
Oliver_Hazzard_Perry_class,
], "cruiser": [
Ticonderoga_class,
]
}

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@ -38,7 +38,16 @@ USA_2005 = {
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad":[
], "shorad": [
AirDefence.SAM_Avenger_M1097,
], "aircraft_carrier": [
CVN_74_John_C__Stennis,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "destroyer": [
Oliver_Hazzard_Perry_class,
], "cruiser": [
Ticonderoga_class,
]
}
}

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@ -313,10 +313,10 @@ class Game:
# Plan flights for next turn
self.planners = {}
for cp in self.theater.controlpoints:
planner = FlightPlanner(cp, self)
planner.plan_flights()
self.planners[cp.id] = planner
print(planner)
if cp.has_runway():
planner = FlightPlanner(cp, self)
planner.plan_flights()
self.planners[cp.id] = planner
@property

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@ -138,6 +138,9 @@ class Operation:
# Air Support (Tanker & Awacs)
self.airsupportgen.generate(self.is_awacs_enabled)
# Generate carrier groups & ships
# Generate Activity on the map
for cp in self.game.theater.controlpoints:
side = cp.captured
@ -164,7 +167,6 @@ class Operation:
else:
self.current_mission.groundControl.red_tactical_commander = self.ca_slots
# triggers
if self.game.is_player_attack(self.conflict.attackers_country):
cp = self.conflict.from_cp

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@ -8,11 +8,11 @@ from gen.defenses.armored_group_generator import ArmoredGroupGenerator
def generate_armor_group(faction:str, game, ground_object):
"""
This generate a SAM group
This generate a group of ground units
:param parentCp: The parent control point
:param ground_object: The ground object which will own the sam group
:param ground_object: The ground object which will own the group
:param country: Owner country
:return: Nothing, but put the group reference inside the ground object
:return: Generated group
"""
possible_unit = [u for u in db.FACTIONS[faction]["units"] if u in Armor.__dict__.values()]

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@ -0,0 +1,25 @@
import random
from gen.sam.group_generator import GroupGenerator
class CarrierGroupGenerator(GroupGenerator):
def __init__(self, game, ground_object, faction):
super(CarrierGroupGenerator, self).__init__(game, ground_object)
self.faction = faction
def generate(self):
# Add carrier
if self.faction["aircraft_carrier"]:
carrier_type = random.choice(self.faction["aircraft_carrier"])
self.add_unit(carrier_type, "Carrier", self.position.x, self.position.y, self.heading)
# Add destroyers escort
dd_type = random.choice(self.faction["destroyer"])
self.add_unit(dd_type, "DD1", self.position.x + 250, self.position.y + 450, self.heading)
self.add_unit(dd_type, "DD2", self.position.x + 250, self.position.y - 450, self.heading)
self.add_unit(dd_type, "DD3", self.position.x + 450, self.position.y + 850, self.heading)
self.add_unit(dd_type, "DD4", self.position.x + 450, self.position.y - 850, self.heading)

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@ -0,0 +1,25 @@
import random
from gen.sam.group_generator import GroupGenerator
class HelicopterCarrierGroupGenerator(GroupGenerator):
def __init__(self, game, ground_object, faction):
super(HelicopterCarrierGroupGenerator, self).__init__(game, ground_object)
self.faction = faction
def generate(self):
# Add carrier
if self.faction["aircraft_carrier"]:
carrier_type = random.choice(self.faction["helicopter_carrier"])
self.add_unit(carrier_type, "Carrier", self.position.x, self.position.y, self.heading)
# Add destroyers escort
dd_type = random.choice(self.faction["destroyer"])
self.add_unit(dd_type, "DD1", self.position.x + 50, self.position.y + 150, self.heading)
self.add_unit(dd_type, "DD2", self.position.x + 50, self.position.y - 150, self.heading)
self.add_unit(dd_type, "DD3", self.position.x + 150, self.position.y + 250, self.heading)
self.add_unit(dd_type, "DD4", self.position.x + 150, self.position.y - 250, self.heading)

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@ -0,0 +1,20 @@
import random
from dcs.vehicles import Armor
from game import db
from gen.defenses.armored_group_generator import ArmoredGroupGenerator
from gen.fleet.carrier_group import CarrierGroupGenerator
def generate_carrier_group(faction:str, game, ground_object):
"""
This generate a ship group
:param parentCp: The parent control point
:param ground_object: The ground object which will own the ship group
:param country: Owner country
:return: Nothing, but put the group reference inside the ground object
"""
generator = CarrierGroupGenerator(game, ground_object, db.FACTIONS[faction])
generator.generate()
return generator.get_generated_group()

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@ -65,15 +65,37 @@ class GroundObjectsGenerator:
if ground_object.dcs_identifier == "AA":
for g in ground_object.groups:
if len(g.units) > 0:
vg = self.m.vehicle_group(side, g.name, unit_type_from_name(g.units[0].type), position=g.position)
utype = unit_type_from_name(g.units[0].type)
vg = self.m.vehicle_group(side, g.name, utype, position=g.position, heading=g.units[0].heading)
vg.units[0].name = self.m.string(g.units[0].name)
for i,u in enumerate(g.units):
for i, u in enumerate(g.units):
if i > 0:
vehicle = Vehicle(self.m.next_unit_id(), self.m.string(u.name), u.type)
vehicle.position.x = u.position.x
vehicle.position.y = u.position.y
vehicle.heading = u.heading
vg.add_unit(vehicle)
elif ground_object.dcs_identifier == "CARRIER":
for g in ground_object.groups:
if len(g.units) > 0:
utype = unit_type_from_name(g.units[0].type)
sg = self.m.ship_group(side, g.name, utype, position=g.position, heading=g.units[0].heading)
sg.units[0].name = self.m.string(g.units[0].name)
for i, u in enumerate(g.units):
if i > 0:
print(u.type)
print(type(u.type))
ship = Ship(self.m.next_unit_id(), self.m.string(u.name), unit_type_from_name(u.type))
ship.position.x = u.position.x
ship.position.y = u.position.y
ship.heading = u.heading
sg.add_unit(ship)
else:
if ground_object.dcs_identifier in warehouse_map:
static_type = warehouse_map[ground_object.dcs_identifier]

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@ -9,7 +9,7 @@ from dcs import Point
import qt_ui.uiconstants as CONST
from game import Game, db
from game.event import InfantryTransportEvent, StrikeEvent, BaseAttackEvent, UnitsDeliveryEvent, Event, \
FrontlineAttackEvent, FrontlinePatrolEvent, ConvoyStrikeEvent
FrontlineAttackEvent, FrontlinePatrolEvent, ConvoyStrikeEvent, ControlPointType
from gen import Conflict
from qt_ui.widgets.map.QLiberationScene import QLiberationScene
from qt_ui.widgets.map.QMapControlPoint import QMapControlPoint

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@ -56,7 +56,8 @@ class QBaseMenu(QDialog):
title = QLabel("<b>" + self.cp.name + "</b>")
title.setAlignment(Qt.AlignLeft | Qt.AlignTop)
title.setProperty("style", "base-title")
unitsPower = QLabel("{} / {}".format(self.cp.base.total_planes, self.cp.base.total_armor))
unitsPower = QLabel("{} / {} / Runway : {}".format(self.cp.base.total_planes, self.cp.base.total_armor,
"Available" if self.cp.has_runway() else "Unavailable"))
self.topLayout.addWidget(title)
self.topLayout.addWidget(unitsPower)
@ -154,7 +155,9 @@ class QBaseMenu(QDialog):
self.rightLayout.addWidget(QPlannedFlightsView(self.game.planners[self.cp.id]))
except Exception:
traceback.print_exc()
self.rightLayout.addWidget(QAirportInformation(self.cp, self.airport))
if self.airport:
self.rightLayout.addWidget(QAirportInformation(self.cp, self.airport))
self.mainLayout.addLayout(self.rightLayout, 1, 2)
self.setLayout(self.mainLayout)

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@ -1,13 +1,26 @@
import re
import typing
from enum import Enum
from dcs.mapping import *
from dcs.terrain import Airport
from dcs.ships import CVN_74_John_C__Stennis, LHA_1_Tarawa, CV_1143_5_Admiral_Kuznetsov
from game import db
from .theatergroundobject import TheaterGroundObject
class ControlPointType(Enum):
AIRBASE = 0 # An airbase with slot for everything
AIRCRAFT_CARRIER_GROUP = 1 # A group with a Stennis type carrier (F/A-18, F-14 compatible)
LHA_GROUP = 2 # A group with a Tarawa carrier (Helicopters & Harrier)
FARP = 4 # A FARP, with slots for helicopters
FOB = 5 # A FOB (ground units only)
class ControlPoint:
id = 0
position = None # type: Point
name = None # type: str
@ -21,8 +34,10 @@ class ControlPoint:
captured = False
has_frontline = True
frontline_offset = 0.0
cptype: ControlPointType = None
def __init__(self, id: int, name: str, position: Point, at, radials: typing.Collection[int], size: int, importance: float, has_frontline=True):
def __init__(self, id: int, name: str, position: Point, at, radials: typing.Collection[int], size: int, importance: float,
has_frontline=True, cptype=ControlPointType.AIRBASE):
import theater.base
self.id = id
@ -31,6 +46,7 @@ class ControlPoint:
self.position = position
self.at = at
self.ground_objects = []
self.ships = []
self.size = size
self.importance = importance
@ -39,16 +55,18 @@ class ControlPoint:
self.radials = radials
self.connected_points = []
self.base = theater.base.Base()
self.cptype = cptype
@classmethod
def from_airport(cls, airport: Airport, radials: typing.Collection[int], size: int, importance: float, has_frontline=True):
assert airport
return cls(airport.id, airport.name, airport.position, airport, radials, size, importance, has_frontline)
return cls(airport.id, airport.name, airport.position, airport, radials, size, importance, has_frontline, cptype=ControlPointType.AIRBASE)
@classmethod
def carrier(cls, name: str, at: Point):
import theater.conflicttheater
return cls(0, name, at, at, theater.conflicttheater.LAND, theater.conflicttheater.SIZE_SMALL, 1, has_frontline=False)
return cls(0, name, at, at, theater.conflicttheater.LAND, theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.AIRCRAFT_CARRIER_GROUP)
def __str__(self):
return self.name
@ -70,6 +88,24 @@ class ControlPoint:
def connect(self, to):
self.connected_points.append(to)
def has_runway(self):
"""
Check whether this control point can have aircraft taking off or landing.
:return:
"""
if self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP] :
for g in self.ground_objects:
if g.dcs_identifier == "CARRIER":
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [CVN_74_John_C__Stennis, LHA_1_Tarawa, CV_1143_5_Admiral_Kuznetsov]:
return True
return False
elif self.cptype in [ControlPointType.AIRBASE, ControlPointType.FARP]:
return True
else:
return True
def is_connected(self, to) -> bool:
return to in self.connected_points

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@ -5,7 +5,9 @@ import typing
import logging
from gen.defenses.armor_group_generator import generate_armor_group
from gen.fleet.ship_group_generator import generate_carrier_group
from gen.sam.sam_group_generator import generate_anti_air_group, generate_shorad_group
from theater import ControlPointType
from theater.base import *
from theater.conflicttheater import *
@ -68,12 +70,8 @@ def generate_groundobjects(theater: ConflictTheater, game):
else:
faction = game.enemy_name
for i in range(random.randint(2,6)):
point = find_location(True, cp.position, theater, 1000, 2800, [])
if point is None:
print("Couldn't find point for {}".format(cp))
continue
if cp.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
# Create ground object group
group_id = group_id + 1
@ -82,28 +80,52 @@ def generate_groundobjects(theater: ConflictTheater, game):
g.object_id = 0
g.cp_id = cp.id
g.airbase_group = True
g.dcs_identifier = "AA"
g.dcs_identifier = "CARRIER"
g.heading = 0
g.position = Point(point.x, point.y)
if i == 0:
group = generate_armor_group(faction, game, g)
elif i == 1 and random.randint(0,1) == 0:
group = generate_anti_air_group(game, cp, g, faction)
elif random.randint(0, 2) == 1:
group = generate_shorad_group(game, cp, g, faction)
else:
group = generate_armor_group(faction, game, g)
g.position = Point(cp.position.x, cp.position.y)
group = generate_carrier_group(faction, game, g)
g.groups = []
if group is not None:
g.groups.append(group)
cp.ground_objects.append(g)
print("---------------------------")
print("CP Generation : " + cp.name)
for ground_object in cp.ground_objects:
print(ground_object.groups)
else:
for i in range(random.randint(2,6)):
point = find_location(True, cp.position, theater, 1000, 2800, [])
if point is None:
print("Couldn't find point for {}".format(cp))
continue
group_id = group_id + 1
g = TheaterGroundObject()
g.group_id = group_id
g.object_id = 0
g.cp_id = cp.id
g.airbase_group = True
g.dcs_identifier = "AA"
g.heading = 0
g.position = Point(point.x, point.y)
if i == 0:
group = generate_armor_group(faction, game, g)
elif i == 1 and random.randint(0,1) == 0:
group = generate_anti_air_group(game, cp, g, faction)
elif random.randint(0, 2) == 1:
group = generate_shorad_group(game, cp, g, faction)
else:
group = generate_armor_group(faction, game, g)
g.groups = []
if group is not None:
g.groups.append(group)
cp.ground_objects.append(g)
print("---------------------------")
print("CP Generation : " + cp.name)
for ground_object in cp.ground_objects:
print(ground_object.groups)
def find_location(on_ground, near, theater, min, max, others) -> typing.Optional[Point]:

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@ -31,6 +31,7 @@ ABBREV_NAME = {
CATEGORY_MAP = {
"CARRIER": ["CARRIER"],
"aa": ["AA"],
"power": ["Workshop A", "Electric power box", "Garage small A"],
"warehouse": ["Warehouse", "Hangar A"],

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@ -54,7 +54,8 @@ class Debriefing:
type = db.unit_type_from_name(aircraft.split("|")[4])
player_unit = (country == self.player_country_id)
aircraft = DebriefingDeadUnitInfo(country, player_unit, type)
self.dead_aircraft.append(aircraft)
if type is not None:
self.dead_aircraft.append(aircraft)
except Exception as e:
print(e)
@ -64,7 +65,8 @@ class Debriefing:
type = db.unit_type_from_name(unit.split("|")[4])
player_unit = (country == self.player_country_id)
unit = DebriefingDeadUnitInfo(country, player_unit, type)
self.dead_units.append(unit)
if type is not None:
self.dead_units.append(unit)
except Exception as e:
print(e)