mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Blacken.
This commit is contained in:
362
gen/armor.py
362
gen/armor.py
@@ -12,9 +12,17 @@ from dcs.country import Country
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from dcs.mapping import Point
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from dcs.planes import MQ_9_Reaper
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from dcs.point import PointAction
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from dcs.task import (EPLRS, AttackGroup, ControlledTask, FireAtPoint,
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GoToWaypoint, Hold, OrbitAction, SetImmortalCommand,
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SetInvisibleCommand)
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from dcs.task import (
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EPLRS,
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AttackGroup,
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ControlledTask,
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FireAtPoint,
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GoToWaypoint,
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Hold,
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OrbitAction,
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SetImmortalCommand,
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SetInvisibleCommand,
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)
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from dcs.triggers import Event, TriggerOnce
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from dcs.unit import Vehicle
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from dcs.unitgroup import VehicleGroup
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@@ -24,8 +32,11 @@ from game.unitmap import UnitMap
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from game.utils import heading_sum, opposite_heading
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from game.theater.controlpoint import ControlPoint
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from gen.ground_forces.ai_ground_planner import (DISTANCE_FROM_FRONTLINE,
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CombatGroup, CombatGroupRole)
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from gen.ground_forces.ai_ground_planner import (
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DISTANCE_FROM_FRONTLINE,
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CombatGroup,
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CombatGroupRole,
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)
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from .callsigns import callsign_for_support_unit
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from .conflictgen import Conflict
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@@ -56,6 +67,7 @@ INFANTRY_GROUP_SIZE = 5
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@dataclass(frozen=True)
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class JtacInfo:
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"""JTAC information."""
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dcsGroupName: str
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unit_name: str
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callsign: str
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@@ -65,16 +77,16 @@ class JtacInfo:
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class GroundConflictGenerator:
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def __init__(
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self,
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mission: Mission,
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conflict: Conflict,
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game: Game,
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player_planned_combat_groups: List[CombatGroup],
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enemy_planned_combat_groups: List[CombatGroup],
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player_stance: CombatStance,
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unit_map: UnitMap) -> None:
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self,
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mission: Mission,
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conflict: Conflict,
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game: Game,
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player_planned_combat_groups: List[CombatGroup],
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enemy_planned_combat_groups: List[CombatGroup],
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player_stance: CombatStance,
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unit_map: UnitMap,
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) -> None:
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self.mission = mission
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self.conflict = conflict
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self.enemy_planned_combat_groups = enemy_planned_combat_groups
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@@ -87,14 +99,16 @@ class GroundConflictGenerator:
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def _enemy_stance(self):
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"""Picks the enemy stance according to the number of planned groups on the frontline for each side"""
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if len(self.enemy_planned_combat_groups) > len(self.player_planned_combat_groups):
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if len(self.enemy_planned_combat_groups) > len(
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self.player_planned_combat_groups
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):
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return random.choice(
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[
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CombatStance.AGGRESSIVE,
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CombatStance.AGGRESSIVE,
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CombatStance.AGGRESSIVE,
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CombatStance.ELIMINATION,
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CombatStance.BREAKTHROUGH
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CombatStance.BREAKTHROUGH,
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]
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)
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else:
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@@ -104,31 +118,37 @@ class GroundConflictGenerator:
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CombatStance.DEFENSIVE,
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CombatStance.DEFENSIVE,
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CombatStance.AMBUSH,
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CombatStance.AGGRESSIVE
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CombatStance.AGGRESSIVE,
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]
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)
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@staticmethod
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def _group_point(point: Point, base_distance) -> Point:
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distance = random.randint(
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int(base_distance * SPREAD_DISTANCE_FACTOR[0]),
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int(base_distance * SPREAD_DISTANCE_FACTOR[1]),
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)
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return point.random_point_within(distance, base_distance * SPREAD_DISTANCE_SIZE_FACTOR)
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int(base_distance * SPREAD_DISTANCE_FACTOR[0]),
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int(base_distance * SPREAD_DISTANCE_FACTOR[1]),
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)
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return point.random_point_within(
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distance, base_distance * SPREAD_DISTANCE_SIZE_FACTOR
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)
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def generate(self):
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position = Conflict.frontline_position(self.conflict.from_cp, self.conflict.to_cp, self.game.theater)
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position = Conflict.frontline_position(
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self.conflict.from_cp, self.conflict.to_cp, self.game.theater
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)
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frontline_vector = Conflict.frontline_vector(
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self.conflict.from_cp,
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self.conflict.to_cp,
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self.game.theater
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)
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self.conflict.from_cp, self.conflict.to_cp, self.game.theater
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)
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# Create player groups at random position
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player_groups = self._generate_groups(self.player_planned_combat_groups, frontline_vector, True)
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player_groups = self._generate_groups(
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self.player_planned_combat_groups, frontline_vector, True
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)
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# Create enemy groups at random position
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enemy_groups = self._generate_groups(self.enemy_planned_combat_groups, frontline_vector, False)
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enemy_groups = self._generate_groups(
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self.enemy_planned_combat_groups, frontline_vector, False
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)
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# Plan combat actions for groups
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self.plan_action_for_groups(
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@@ -137,7 +157,7 @@ class GroundConflictGenerator:
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enemy_groups,
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self.conflict.heading + 90,
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self.conflict.from_cp,
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self.conflict.to_cp
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self.conflict.to_cp,
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)
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self.plan_action_for_groups(
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self.enemy_stance,
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@@ -145,7 +165,7 @@ class GroundConflictGenerator:
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player_groups,
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self.conflict.heading - 90,
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self.conflict.to_cp,
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self.conflict.from_cp
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self.conflict.from_cp,
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)
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# Add JTAC
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@@ -157,34 +177,38 @@ class GroundConflictGenerator:
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if self.game.player_faction.jtac_unit is not None:
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utype = self.game.player_faction.jtac_unit
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jtac = self.mission.flight_group(country=self.mission.country(self.game.player_country),
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name=n,
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aircraft_type=utype,
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position=position[0],
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airport=None,
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altitude=5000)
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jtac = self.mission.flight_group(
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country=self.mission.country(self.game.player_country),
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name=n,
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aircraft_type=utype,
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position=position[0],
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airport=None,
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altitude=5000,
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)
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jtac.points[0].tasks.append(SetInvisibleCommand(True))
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jtac.points[0].tasks.append(SetImmortalCommand(True))
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jtac.points[0].tasks.append(OrbitAction(5000, 300, OrbitAction.OrbitPattern.Circle))
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frontline = f"Frontline {self.conflict.from_cp.name}/{self.conflict.to_cp.name}"
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jtac.points[0].tasks.append(
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OrbitAction(5000, 300, OrbitAction.OrbitPattern.Circle)
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)
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frontline = (
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f"Frontline {self.conflict.from_cp.name}/{self.conflict.to_cp.name}"
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)
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# Note: Will need to change if we ever add ground based JTAC.
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callsign = callsign_for_support_unit(jtac)
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self.jtacs.append(JtacInfo(str(jtac.name), n, callsign, frontline, str(code)))
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self.jtacs.append(
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JtacInfo(str(jtac.name), n, callsign, frontline, str(code))
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)
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def gen_infantry_group_for_group(
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self,
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group: VehicleGroup,
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is_player: bool,
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side: Country,
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forward_heading: int
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self, group: VehicleGroup, is_player: bool, side: Country, forward_heading: int
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) -> None:
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infantry_position = self.conflict.find_ground_position(
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group.points[0].position.random_point_within(250, 50),
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500,
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forward_heading,
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self.conflict.theater
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)
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self.conflict.theater,
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)
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if not infantry_position:
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logging.warning("Could not find infantry position")
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return
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@@ -208,44 +232,50 @@ class GroundConflictGenerator:
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u = random.choice(manpads)
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self.mission.vehicle_group(
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side,
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namegen.next_infantry_name(side, cp.id, u), u,
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namegen.next_infantry_name(side, cp.id, u),
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u,
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position=infantry_position,
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group_size=1,
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heading=forward_heading,
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move_formation=PointAction.OffRoad)
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move_formation=PointAction.OffRoad,
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)
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return
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possible_infantry_units = db.find_infantry(faction, allow_manpad=self.game.settings.manpads)
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possible_infantry_units = db.find_infantry(
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faction, allow_manpad=self.game.settings.manpads
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)
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if len(possible_infantry_units) == 0:
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return
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u = random.choice(possible_infantry_units)
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self.mission.vehicle_group(
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side,
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namegen.next_infantry_name(side, cp.id, u), u,
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position=infantry_position,
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group_size=1,
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heading=forward_heading,
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move_formation=PointAction.OffRoad)
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side,
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namegen.next_infantry_name(side, cp.id, u),
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u,
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position=infantry_position,
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group_size=1,
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heading=forward_heading,
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move_formation=PointAction.OffRoad,
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)
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for i in range(INFANTRY_GROUP_SIZE):
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u = random.choice(possible_infantry_units)
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position = infantry_position.random_point_within(55, 5)
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self.mission.vehicle_group(
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side,
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namegen.next_infantry_name(side, cp.id, u), u,
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namegen.next_infantry_name(side, cp.id, u),
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u,
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position=position,
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group_size=1,
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heading=forward_heading,
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move_formation=PointAction.OffRoad)
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move_formation=PointAction.OffRoad,
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)
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def _set_reform_waypoint(
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self,
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dcs_group: VehicleGroup,
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forward_heading: int
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self, dcs_group: VehicleGroup, forward_heading: int
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) -> None:
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"""Setting a waypoint close to the spawn position allows the group to reform gracefully
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rather than spin
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rather than spin
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"""
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reform_point = dcs_group.position.point_from_heading(forward_heading, 50)
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dcs_group.add_waypoint(reform_point)
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@@ -256,7 +286,7 @@ class GroundConflictGenerator:
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gen_group: CombatGroup,
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dcs_group: VehicleGroup,
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forward_heading: int,
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target: Point
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target: Point,
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) -> bool:
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"""
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Handles adding the DCS tasks for artillery groups for all combat stances.
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@@ -269,7 +299,9 @@ class GroundConflictGenerator:
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dcs_group.add_trigger_action(hold_task)
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# Artillery strike random start
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artillery_trigger = TriggerOnce(Event.NoEvent, "ArtilleryFireTask #" + str(dcs_group.id))
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artillery_trigger = TriggerOnce(
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Event.NoEvent, "ArtilleryFireTask #" + str(dcs_group.id)
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)
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artillery_trigger.add_condition(TimeAfter(seconds=random.randint(1, 45) * 60))
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# TODO: Update to fire at group instead of point
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fire_task = FireAtPoint(target, len(gen_group.units) * 10, 100)
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@@ -283,12 +315,19 @@ class GroundConflictGenerator:
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# Hold position
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dcs_group.points[1].tasks.append(Hold())
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retreat = self.find_retreat_point(dcs_group, forward_heading, (int)(RETREAT_DISTANCE/3))
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dcs_group.add_waypoint(dcs_group.position.point_from_heading(forward_heading, 1), PointAction.OffRoad)
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retreat = self.find_retreat_point(
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dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 3)
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)
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dcs_group.add_waypoint(
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dcs_group.position.point_from_heading(forward_heading, 1),
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PointAction.OffRoad,
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)
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dcs_group.points[2].tasks.append(Hold())
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dcs_group.add_waypoint(retreat, PointAction.OffRoad)
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artillery_fallback = TriggerOnce(Event.NoEvent, "ArtilleryRetreat #" + str(dcs_group.id))
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artillery_fallback = TriggerOnce(
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Event.NoEvent, "ArtilleryRetreat #" + str(dcs_group.id)
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)
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for i, u in enumerate(dcs_group.units):
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artillery_fallback.add_condition(UnitDamaged(u.id))
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if i < len(dcs_group.units) - 1:
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@@ -302,7 +341,9 @@ class GroundConflictGenerator:
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retreat_task.number = 4
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dcs_group.add_trigger_action(retreat_task)
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artillery_fallback.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
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artillery_fallback.add_action(
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AITaskPush(dcs_group.id, len(dcs_group.tasks))
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)
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self.mission.triggerrules.triggers.append(artillery_fallback)
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for u in dcs_group.units:
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@@ -330,12 +371,8 @@ class GroundConflictGenerator:
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target = self.find_nearest_enemy_group(dcs_group, enemy_groups)
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if target is not None:
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rand_offset = Point(
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random.randint(
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-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK
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),
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random.randint(
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-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK
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)
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random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK),
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random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK),
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)
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target_point = self.conflict.theater.nearest_land_pos(
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target.points[0].position + rand_offset
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@@ -345,8 +382,7 @@ class GroundConflictGenerator:
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if (
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to_cp.position.distance_to_point(dcs_group.points[0].position)
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<=
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AGGRESIVE_MOVE_DISTANCE
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<= AGGRESIVE_MOVE_DISTANCE
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):
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attack_point = self.conflict.theater.nearest_land_pos(
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to_cp.position.random_point_within(500, 0)
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@@ -358,16 +394,16 @@ class GroundConflictGenerator:
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if offset_heading < 0:
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offset_heading = 358
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attack_point = self.find_offensive_point(
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dcs_group,
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offset_heading,
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AGGRESIVE_MOVE_DISTANCE
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dcs_group, offset_heading, AGGRESIVE_MOVE_DISTANCE
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)
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dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
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elif stance == CombatStance.BREAKTHROUGH:
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# In breakthrough mode, the units will move forward
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# If the enemy base is close enough, the units will attack the base
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if to_cp.position.distance_to_point(
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dcs_group.points[0].position) <= BREAKTHROUGH_OFFENSIVE_DISTANCE:
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if (
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to_cp.position.distance_to_point(dcs_group.points[0].position)
|
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<= BREAKTHROUGH_OFFENSIVE_DISTANCE
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):
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attack_point = self.conflict.theater.nearest_land_pos(
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to_cp.position.random_point_within(500, 0)
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)
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@@ -377,27 +413,27 @@ class GroundConflictGenerator:
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offset_heading = forward_heading - 1
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if offset_heading < 0:
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offset_heading = 359
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attack_point = self.find_offensive_point(dcs_group, offset_heading, BREAKTHROUGH_OFFENSIVE_DISTANCE)
|
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attack_point = self.find_offensive_point(
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dcs_group, offset_heading, BREAKTHROUGH_OFFENSIVE_DISTANCE
|
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)
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dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
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elif stance == CombatStance.ELIMINATION:
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# In elimination mode, the units focus on destroying as much enemy groups as possible
|
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targets = self.find_n_nearest_enemy_groups(dcs_group, enemy_groups, 3)
|
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for i, target in enumerate(targets, start=1):
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rand_offset = Point(
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random.randint(
|
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-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK
|
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),
|
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random.randint(
|
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-RANDOM_OFFSET_ATTACK,
|
||||
RANDOM_OFFSET_ATTACK
|
||||
)
|
||||
random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK),
|
||||
random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK),
|
||||
)
|
||||
target_point = self.conflict.theater.nearest_land_pos(
|
||||
target.points[0].position+rand_offset
|
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target.points[0].position + rand_offset
|
||||
)
|
||||
dcs_group.add_waypoint(target_point, PointAction.OffRoad)
|
||||
dcs_group.points[i + 1].tasks.append(AttackGroup(target.id))
|
||||
if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
|
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if (
|
||||
to_cp.position.distance_to_point(dcs_group.points[0].position)
|
||||
<= AGGRESIVE_MOVE_DISTANCE
|
||||
):
|
||||
attack_point = self.conflict.theater.nearest_land_pos(
|
||||
to_cp.position.random_point_within(500, 0)
|
||||
)
|
||||
@@ -420,12 +456,23 @@ class GroundConflictGenerator:
|
||||
Returns True if tasking was added, returns False if the stance was not a combat stance.
|
||||
"""
|
||||
self._set_reform_waypoint(dcs_group, forward_heading)
|
||||
if stance in [CombatStance.AGGRESSIVE, CombatStance.BREAKTHROUGH, CombatStance.ELIMINATION]:
|
||||
if stance in [
|
||||
CombatStance.AGGRESSIVE,
|
||||
CombatStance.BREAKTHROUGH,
|
||||
CombatStance.ELIMINATION,
|
||||
]:
|
||||
# APC & ATGM will never move too much forward, but will follow along any offensive
|
||||
if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
|
||||
attack_point = self.conflict.theater.nearest_land_pos(to_cp.position.random_point_within(500, 0))
|
||||
if (
|
||||
to_cp.position.distance_to_point(dcs_group.points[0].position)
|
||||
<= AGGRESIVE_MOVE_DISTANCE
|
||||
):
|
||||
attack_point = self.conflict.theater.nearest_land_pos(
|
||||
to_cp.position.random_point_within(500, 0)
|
||||
)
|
||||
else:
|
||||
attack_point = self.find_offensive_point(dcs_group, forward_heading, AGGRESIVE_MOVE_DISTANCE)
|
||||
attack_point = self.find_offensive_point(
|
||||
dcs_group, forward_heading, AGGRESIVE_MOVE_DISTANCE
|
||||
)
|
||||
dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
|
||||
|
||||
if stance != CombatStance.RETREAT:
|
||||
@@ -434,29 +481,36 @@ class GroundConflictGenerator:
|
||||
return False
|
||||
|
||||
def plan_action_for_groups(
|
||||
self, stance: CombatStance,
|
||||
self,
|
||||
stance: CombatStance,
|
||||
ally_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
||||
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
||||
forward_heading: int,
|
||||
from_cp: ControlPoint,
|
||||
to_cp: ControlPoint
|
||||
to_cp: ControlPoint,
|
||||
) -> None:
|
||||
|
||||
if not self.game.settings.perf_moving_units:
|
||||
return
|
||||
|
||||
for dcs_group, group in ally_groups:
|
||||
if hasattr(group.units[0], 'eplrs') and group.units[0].eplrs:
|
||||
if hasattr(group.units[0], "eplrs") and group.units[0].eplrs:
|
||||
dcs_group.points[0].tasks.append(EPLRS(dcs_group.id))
|
||||
|
||||
if group.role == CombatGroupRole.ARTILLERY:
|
||||
if self.game.settings.perf_artillery:
|
||||
target = self.get_artillery_target_in_range(dcs_group, group, enemy_groups)
|
||||
target = self.get_artillery_target_in_range(
|
||||
dcs_group, group, enemy_groups
|
||||
)
|
||||
if target is not None:
|
||||
self._plan_artillery_action(stance, group, dcs_group, forward_heading, target)
|
||||
self._plan_artillery_action(
|
||||
stance, group, dcs_group, forward_heading, target
|
||||
)
|
||||
|
||||
elif group.role in [CombatGroupRole.TANK, CombatGroupRole.IFV]:
|
||||
self._plan_tank_ifv_action(stance, enemy_groups, dcs_group, forward_heading, to_cp)
|
||||
self._plan_tank_ifv_action(
|
||||
stance, enemy_groups, dcs_group, forward_heading, to_cp
|
||||
)
|
||||
|
||||
elif group.role in [CombatGroupRole.APC, CombatGroupRole.ATGM]:
|
||||
self._plan_apc_atgm_action(stance, dcs_group, forward_heading, to_cp)
|
||||
@@ -464,11 +518,16 @@ class GroundConflictGenerator:
|
||||
if stance == CombatStance.RETREAT:
|
||||
# In retreat mode, the units will fall back
|
||||
# If the ally base is close enough, the units will even regroup there
|
||||
if from_cp.position.distance_to_point(dcs_group.points[0].position) <= RETREAT_DISTANCE:
|
||||
if (
|
||||
from_cp.position.distance_to_point(dcs_group.points[0].position)
|
||||
<= RETREAT_DISTANCE
|
||||
):
|
||||
retreat_point = from_cp.position.random_point_within(500, 250)
|
||||
else:
|
||||
retreat_point = self.find_retreat_point(dcs_group, forward_heading)
|
||||
reposition_point = retreat_point.point_from_heading(forward_heading, 10) # Another point to make the unit face the enemy
|
||||
reposition_point = retreat_point.point_from_heading(
|
||||
forward_heading, 10
|
||||
) # Another point to make the unit face the enemy
|
||||
dcs_group.add_waypoint(retreat_point, PointAction.OffRoad)
|
||||
dcs_group.add_waypoint(reposition_point, PointAction.OffRoad)
|
||||
|
||||
@@ -490,8 +549,10 @@ class GroundConflictGenerator:
|
||||
|
||||
# We add a new retreat waypoint
|
||||
dcs_group.add_waypoint(
|
||||
self.find_retreat_point(dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 8)),
|
||||
PointAction.OffRoad
|
||||
self.find_retreat_point(
|
||||
dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 8)
|
||||
),
|
||||
PointAction.OffRoad,
|
||||
)
|
||||
|
||||
# Fallback task
|
||||
@@ -515,7 +576,7 @@ class GroundConflictGenerator:
|
||||
self,
|
||||
dcs_group: VehicleGroup,
|
||||
frontline_heading: int,
|
||||
distance: int = RETREAT_DISTANCE
|
||||
distance: int = RETREAT_DISTANCE,
|
||||
) -> Point:
|
||||
"""
|
||||
Find a point to retreat to
|
||||
@@ -523,17 +584,15 @@ class GroundConflictGenerator:
|
||||
:param frontline_heading: Heading of the frontline
|
||||
:return: dcs.mapping.Point object with the desired position
|
||||
"""
|
||||
desired_point = dcs_group.points[0].position.point_from_heading(heading_sum(frontline_heading, +180), distance)
|
||||
desired_point = dcs_group.points[0].position.point_from_heading(
|
||||
heading_sum(frontline_heading, +180), distance
|
||||
)
|
||||
if self.conflict.theater.is_on_land(desired_point):
|
||||
return desired_point
|
||||
return self.conflict.theater.nearest_land_pos(desired_point)
|
||||
|
||||
|
||||
def find_offensive_point(
|
||||
self,
|
||||
dcs_group: VehicleGroup,
|
||||
frontline_heading: int,
|
||||
distance: int
|
||||
self, dcs_group: VehicleGroup, frontline_heading: int, distance: int
|
||||
) -> Point:
|
||||
"""
|
||||
Find a point to attack
|
||||
@@ -542,7 +601,9 @@ class GroundConflictGenerator:
|
||||
:param distance: Distance of the offensive (how far unit should move)
|
||||
:return: dcs.mapping.Point object with the desired position
|
||||
"""
|
||||
desired_point = dcs_group.points[0].position.point_from_heading(frontline_heading, distance)
|
||||
desired_point = dcs_group.points[0].position.point_from_heading(
|
||||
frontline_heading, distance
|
||||
)
|
||||
if self.conflict.theater.is_on_land(desired_point):
|
||||
return desired_point
|
||||
return self.conflict.theater.nearest_land_pos(desired_point)
|
||||
@@ -551,7 +612,7 @@ class GroundConflictGenerator:
|
||||
def find_n_nearest_enemy_groups(
|
||||
player_group: VehicleGroup,
|
||||
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
||||
n: int
|
||||
n: int,
|
||||
) -> List[VehicleGroup]:
|
||||
"""
|
||||
Return the nearest enemy group for the player group
|
||||
@@ -562,7 +623,9 @@ class GroundConflictGenerator:
|
||||
targets = [] # type: List[Optional[VehicleGroup]]
|
||||
sorted_list = sorted(
|
||||
enemy_groups,
|
||||
key=lambda group: player_group.points[0].position.distance_to_point(group[0].points[0].position)
|
||||
key=lambda group: player_group.points[0].position.distance_to_point(
|
||||
group[0].points[0].position
|
||||
),
|
||||
)
|
||||
for i in range(n):
|
||||
# TODO: Is this supposed to return no groups if enemy_groups is less than n?
|
||||
@@ -574,8 +637,7 @@ class GroundConflictGenerator:
|
||||
|
||||
@staticmethod
|
||||
def find_nearest_enemy_group(
|
||||
player_group: VehicleGroup,
|
||||
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]]
|
||||
player_group: VehicleGroup, enemy_groups: List[Tuple[VehicleGroup, CombatGroup]]
|
||||
) -> Optional[VehicleGroup]:
|
||||
"""
|
||||
Search the enemy groups for a potential target suitable to armored assault
|
||||
@@ -585,7 +647,9 @@ class GroundConflictGenerator:
|
||||
min_distance = 99999999
|
||||
target = None
|
||||
for dcs_group, _ in enemy_groups:
|
||||
dist = player_group.points[0].position.distance_to_point(dcs_group.points[0].position)
|
||||
dist = player_group.points[0].position.distance_to_point(
|
||||
dcs_group.points[0].position
|
||||
)
|
||||
if dist < min_distance:
|
||||
min_distance = dist
|
||||
target = dcs_group
|
||||
@@ -595,7 +659,7 @@ class GroundConflictGenerator:
|
||||
def get_artillery_target_in_range(
|
||||
dcs_group: VehicleGroup,
|
||||
group: CombatGroup,
|
||||
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]]
|
||||
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
||||
) -> Optional[Point]:
|
||||
"""
|
||||
Search the enemy groups for a potential target suitable to an artillery unit
|
||||
@@ -606,7 +670,9 @@ class GroundConflictGenerator:
|
||||
return None
|
||||
for _ in range(10):
|
||||
potential_target = random.choice(enemy_groups)[0]
|
||||
distance_to_target = dcs_group.points[0].position.distance_to_point(potential_target.points[0].position)
|
||||
distance_to_target = dcs_group.points[0].position.distance_to_point(
|
||||
potential_target.points[0].position
|
||||
)
|
||||
if distance_to_target < rng:
|
||||
return potential_target.points[0].position
|
||||
return None
|
||||
@@ -620,12 +686,12 @@ class GroundConflictGenerator:
|
||||
if rg > DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
|
||||
rg = random.randint(
|
||||
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][0],
|
||||
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]
|
||||
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1],
|
||||
)
|
||||
elif rg < DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
|
||||
rg = random.randint(
|
||||
DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK][0],
|
||||
DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK][1]
|
||||
DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK][1],
|
||||
)
|
||||
return rg
|
||||
|
||||
@@ -635,42 +701,46 @@ class GroundConflictGenerator:
|
||||
combat_width: int,
|
||||
distance_from_frontline: int,
|
||||
heading: int,
|
||||
spawn_heading: int
|
||||
spawn_heading: int,
|
||||
):
|
||||
shifted = conflict_position.point_from_heading(heading, random.randint(0, combat_width))
|
||||
desired_point = shifted.point_from_heading(
|
||||
spawn_heading,
|
||||
distance_from_frontline
|
||||
shifted = conflict_position.point_from_heading(
|
||||
heading, random.randint(0, combat_width)
|
||||
)
|
||||
desired_point = shifted.point_from_heading(
|
||||
spawn_heading, distance_from_frontline
|
||||
)
|
||||
return Conflict.find_ground_position(
|
||||
desired_point, combat_width, heading, self.conflict.theater
|
||||
)
|
||||
return Conflict.find_ground_position(desired_point, combat_width, heading, self.conflict.theater)
|
||||
|
||||
|
||||
def _generate_groups(
|
||||
self,
|
||||
groups: List[CombatGroup],
|
||||
frontline_vector: Tuple[Point, int, int],
|
||||
is_player: bool
|
||||
is_player: bool,
|
||||
) -> List[Tuple[VehicleGroup, CombatGroup]]:
|
||||
"""Finds valid positions for planned groups and generates a pydcs group for them"""
|
||||
positioned_groups = []
|
||||
position, heading, combat_width = frontline_vector
|
||||
spawn_heading = int(heading_sum(heading, -90)) if is_player else int(heading_sum(heading, 90))
|
||||
spawn_heading = (
|
||||
int(heading_sum(heading, -90))
|
||||
if is_player
|
||||
else int(heading_sum(heading, 90))
|
||||
)
|
||||
country = self.game.player_country if is_player else self.game.enemy_country
|
||||
for group in groups:
|
||||
if group.role == CombatGroupRole.ARTILLERY:
|
||||
distance_from_frontline = self.get_artilery_group_distance_from_frontline(group)
|
||||
distance_from_frontline = (
|
||||
self.get_artilery_group_distance_from_frontline(group)
|
||||
)
|
||||
else:
|
||||
distance_from_frontline = random.randint(
|
||||
DISTANCE_FROM_FRONTLINE[group.role][0],
|
||||
DISTANCE_FROM_FRONTLINE[group.role][1]
|
||||
DISTANCE_FROM_FRONTLINE[group.role][0],
|
||||
DISTANCE_FROM_FRONTLINE[group.role][1],
|
||||
)
|
||||
|
||||
final_position = self.get_valid_position_for_group(
|
||||
position,
|
||||
combat_width,
|
||||
distance_from_frontline,
|
||||
heading,
|
||||
spawn_heading
|
||||
position, combat_width, distance_from_frontline, heading, spawn_heading
|
||||
)
|
||||
|
||||
if final_position is not None:
|
||||
@@ -693,7 +763,7 @@ class GroundConflictGenerator:
|
||||
g,
|
||||
is_player,
|
||||
self.mission.country(country),
|
||||
opposite_heading(spawn_heading)
|
||||
opposite_heading(spawn_heading),
|
||||
)
|
||||
else:
|
||||
logging.warning(f"Unable to get valid position for {group}")
|
||||
@@ -718,12 +788,14 @@ class GroundConflictGenerator:
|
||||
|
||||
logging.info("armorgen: {} for {}".format(unit, side.id))
|
||||
group = self.mission.vehicle_group(
|
||||
side,
|
||||
namegen.next_unit_name(side, cp.id, unit), unit,
|
||||
position=at,
|
||||
group_size=count,
|
||||
heading=heading,
|
||||
move_formation=move_formation)
|
||||
side,
|
||||
namegen.next_unit_name(side, cp.id, unit),
|
||||
unit,
|
||||
position=at,
|
||||
group_size=count,
|
||||
heading=heading,
|
||||
move_formation=move_formation,
|
||||
)
|
||||
|
||||
self.unit_map.add_front_line_units(group, cp)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user