Added new campaign generation settings. Added Helicopter Carrier to China faction.

This commit is contained in:
Khopa 2020-08-04 00:14:42 +02:00
parent 4060039440
commit a76962e206
14 changed files with 200 additions and 57 deletions

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@ -20,7 +20,7 @@
* **[Mission Generator]** Carrier will sail into the wind, not in the same direction
* **[Mission Generator]** Carrier cold start was not working (flight was starting warm even when cold was selected)
* **[Mission Generator]** Carrier group ships are more spread out
* **[Mission Generator]** Fixed radio frequency for german WW2 warbirds
* **[Mission Generator]** Fixed wrong radio frequency for german WW2 warbirds
* **[Mission Generator]** Fixed FW-190A8 spawning with bomb rack for CAP missions
* **[Mission Generator]** Fixed A-20G spawning with no payload
* **[Mission Generator]** Fixed Su-33 spawning too heavy to take off from carrier

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@ -18,7 +18,7 @@ from game.factions.bluefor_coldwar import BLUEFOR_COLDWAR
from game.factions.bluefor_coldwar_a4 import BLUEFOR_COLDWAR_A4
from game.factions.bluefor_coldwar_mods import BLUEFOR_COLDWAR_MODS
from game.factions.canada_2005 import Canada_2005
from game.factions.china_2000 import China_2000
from game.factions.china_2010 import China_2010
from game.factions.france_1995 import France_1995
from game.factions.france_2005 import France_2005
from game.factions.france_modded import France_2005_Modded
@ -759,7 +759,7 @@ FACTIONS = {
"Israel 2000": Israel_2000,
"China 2000": China_2000,
"China 2010": China_2010,
"Sweden 1990": Sweden_1990,

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@ -3,7 +3,7 @@ from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
China_2000 = {
China_2010 = {
"country": "China",
"side": "red",
"units": [
@ -58,10 +58,20 @@ China_2000 = {
Type_052C_Destroyer
], "cruiser": [
Type_054A_Frigate,
], "helicopter_carrier": [
Type_071_Amphibious_Transport_Dock,
], "lhanames": [
"Kunlun Shan",
"Jinggang Shan",
"Changbai Shan",
"Yimeng Shan",
"Longhu Shan",
"Wuzhi Shan",
"Wudang Shan"
], "carrier_names": [
"001 Liaoning",
"002 Shandong",
], "boat":[
"ChineseNavyGroupGenerator", "Type54GroupGenerator"
"Type54GroupGenerator"
]
}

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@ -56,8 +56,8 @@ class Game:
current_unit_id = 0
current_group_id = 0
def __init__(self, player_name: str, enemy_name: str, theater: ConflictTheater, start_date: datetime):
self.settings = Settings()
def __init__(self, player_name: str, enemy_name: str, theater: ConflictTheater, start_date: datetime, settings):
self.settings = settings
self.events = []
self.theater = theater
self.player_name = player_name

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@ -1,33 +1,41 @@
class Settings:
# Difficulty settings
player_skill = "Good"
enemy_skill = "Average"
enemy_vehicle_skill = "Average"
map_coalition_visibility = "All Units"
labels = "Full"
only_player_takeoff = True # Legacy parameter do not use
night_disabled = False
external_views_allowed = True
supercarrier = False
multiplier = 1
generate_marks = True
sams = True # Legacy parameter do not use
cold_start = False # Legacy parameter do not use
version = None
def __init__(self):
# Generator settings
self.inverted = False
self.do_not_generate_carrier = False # TODO : implement
self.do_not_generate_lha = False # TODO : implement
self.do_not_generate_player_navy = True # TODO : implement
self.do_not_generate_enemy_navy = True # TODO : implement
# Performance oriented
perf_red_alert_state = True
perf_smoke_gen = True
perf_artillery = True
perf_moving_units = True
perf_infantry = True
perf_ai_parking_start = True
perf_destroyed_units = True
# Difficulty settings
self.player_skill = "Good"
self.enemy_skill = "Average"
self.enemy_vehicle_skill = "Average"
self.map_coalition_visibility = "All Units"
self.labels = "Full"
self.only_player_takeoff = True # Legacy parameter do not use
self.night_disabled = False
self.external_views_allowed = True
self.supercarrier = False
self.multiplier = 1
self.generate_marks = True
self.sams = True # Legacy parameter do not use
self.cold_start = False # Legacy parameter do not use
self.version = None
# Performance culling
perf_culling = False
perf_culling_distance = 100
# Performance oriented
self.perf_red_alert_state = True
self.perf_smoke_gen = True
self.perf_artillery = True
self.perf_moving_units = True
self.perf_infantry = True
self.perf_ai_parking_start = True
self.perf_destroyed_units = True
# Performance culling
self.perf_culling = False
self.perf_culling_distance = 100

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@ -303,7 +303,7 @@ class AircraftConflictGenerator:
def setup_interceptor_triggers(self, group, flight, activation_trigger):
detection_zone = self.m.triggers.add_triggerzone(flight.from_cp.position, radius=200000, hidden=False, name="ITZ")
detection_zone = self.m.triggers.add_triggerzone(flight.from_cp.position, radius=25000, hidden=False, name="ITZ")
if flight.from_cp.captured:
activation_trigger.add_condition(PartOfCoalitionInZone(self.game.get_enemy_color(), detection_zone.id)) # TODO : support unit type in part of coalition
activation_trigger.add_action(MessageToAll(String("WARNING : Enemy aircrafts have been detected in the vicinity of " + flight.from_cp.name + ". Interceptors are taking off."), 20))

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@ -3,10 +3,12 @@ from __future__ import unicode_literals
import datetime
from PySide2 import QtGui, QtWidgets
from PySide2.QtWidgets import QHBoxLayout, QVBoxLayout
from dcs.task import CAP, CAS
import qt_ui.uiconstants as CONST
from game import db, Game
from game.settings import Settings
from gen import namegen
from theater import start_generator, persiangulf, nevada, caucasus, ConflictTheater, normandy, thechannel
@ -46,6 +48,12 @@ class NewGameWizard(QtWidgets.QWizard):
timePeriod = db.TIME_PERIODS[list(db.TIME_PERIODS.keys())[self.field("timePeriod")]]
midGame = self.field("midGame")
multiplier = self.field("multiplier")
no_carrier = self.field("no_carrier")
no_lha = self.field("no_lha")
supercarrier = self.field("supercarrier")
no_player_navy = self.field("no_player_navy")
no_enemy_navy = self.field("no_enemy_navy")
invertMap = self.field("invertMap")
player_name = blueFaction
enemy_name = redFaction
@ -75,20 +83,25 @@ class NewGameWizard(QtWidgets.QWizard):
else:
conflicttheater = caucasus.CaucasusTheater()
settings = Settings()
settings.inverted = invertMap
settings.supercarrier = supercarrier
settings.do_not_generate_carrier = no_carrier
settings.do_not_generate_lha = no_lha
settings.do_not_generate_player_navy = no_player_navy
settings.do_not_generate_enemy_navy = no_enemy_navy
self.generatedGame = self.start_new_game(player_name, enemy_name, conflicttheater, midGame, multiplier,
timePeriod)
timePeriod, settings)
super(NewGameWizard, self).accept()
def start_new_game(self, player_name: str, enemy_name: str, conflicttheater: ConflictTheater,
midgame: bool, multiplier: float, period: datetime):
if midgame:
for i in range(0, int(len(conflicttheater.controlpoints) / 2)):
conflicttheater.controlpoints[i].captured = True
midgame: bool, multiplier: float, period: datetime, settings:Settings):
# Reset name generator
namegen.reset()
start_generator.prepare_theater(conflicttheater, settings, midgame)
print("-- Starting New Game Generator")
print("Enemy name : " + enemy_name)
@ -100,7 +113,8 @@ class NewGameWizard(QtWidgets.QWizard):
game = Game(player_name=player_name,
enemy_name=enemy_name,
theater=conflicttheater,
start_date=period)
start_date=period,
settings=settings)
print("-- Game Object generated")
start_generator.generate_groundobjects(conflicttheater, game)
@ -240,9 +254,6 @@ class FactionSelection(QtWidgets.QWizardPage):
self.requiredMods.setText(self.requiredMods.text() + "<li>None</li></ul>\n")
class TheaterConfiguration(QtWidgets.QWizardPage):
def __init__(self, parent=None):
super(TheaterConfiguration, self).__init__(parent)
@ -281,6 +292,15 @@ class TheaterConfiguration(QtWidgets.QWizardPage):
terrainChannelComplete.setIcon(QtGui.QIcon(CONST.ICONS["Terrain_Channel"]))
terrainCaucasusSmall.setChecked(True)
# Campaign settings
mapSettingsGroup = QtWidgets.QGroupBox("Map Settings")
invertMap = QtWidgets.QCheckBox()
self.registerField('invertMap', invertMap)
mapSettingsLayout = QtWidgets.QGridLayout()
mapSettingsLayout.addWidget(QtWidgets.QLabel("Invert Map"), 1, 0)
mapSettingsLayout.addWidget(invertMap, 1, 1)
mapSettingsGroup.setLayout(mapSettingsLayout)
# Time Period
timeGroup = QtWidgets.QGroupBox("Time Period")
timePeriod = QtWidgets.QLabel("Start date :")
@ -329,6 +349,7 @@ class TheaterConfiguration(QtWidgets.QWizardPage):
layout = QtWidgets.QGridLayout()
layout.setColumnMinimumWidth(0, 20)
layout.addWidget(terrainGroup)
layout.addWidget(mapSettingsGroup)
layout.addWidget(timeGroup)
self.setLayout(layout)
@ -348,15 +369,47 @@ class MiscOptions(QtWidgets.QWizardPage):
multiplier.setMinimum(1)
multiplier.setMaximum(5)
miscSettingsGroup = QtWidgets.QGroupBox("Misc Settings")
self.registerField('midGame', midGame)
self.registerField('multiplier', multiplier)
# Campaign settings
generatorSettingsGroup = QtWidgets.QGroupBox("Generator Settings")
no_carrier = QtWidgets.QCheckBox()
self.registerField('no_carrier', no_carrier)
no_lha = QtWidgets.QCheckBox()
self.registerField('no_lha', no_lha)
supercarrier = QtWidgets.QCheckBox()
self.registerField('supercarrier', supercarrier)
no_player_navy= QtWidgets.QCheckBox()
self.registerField('no_player_navy', no_player_navy)
no_enemy_navy = QtWidgets.QCheckBox()
self.registerField('no_enemy_navy', no_enemy_navy)
generatorLayout = QtWidgets.QGridLayout()
generatorLayout.addWidget(QtWidgets.QLabel("No Aircraft Carriers"), 1, 0)
generatorLayout.addWidget(no_carrier, 1, 1)
generatorLayout.addWidget(QtWidgets.QLabel("No LHA"), 2, 0)
generatorLayout.addWidget(no_lha, 2, 1)
generatorLayout.addWidget(QtWidgets.QLabel("Use Supercarrier module"), 3, 0)
generatorLayout.addWidget(supercarrier, 3, 1)
generatorLayout.addWidget(QtWidgets.QLabel("No Player Navy"), 4, 0)
generatorLayout.addWidget(no_player_navy, 4, 1)
generatorLayout.addWidget(QtWidgets.QLabel("No Enemy Navy"), 5, 0)
generatorLayout.addWidget(no_enemy_navy, 5, 1)
generatorSettingsGroup.setLayout(generatorLayout)
layout = QtWidgets.QGridLayout()
layout.addWidget(QtWidgets.QLabel("Start at mid game"), 1, 0)
layout.addWidget(midGame, 1, 1)
layout.addWidget(QtWidgets.QLabel("Ennemy forces multiplier [Disabled for Now]"), 2, 0)
layout.addWidget(multiplier, 2, 1)
self.setLayout(layout)
miscSettingsGroup.setLayout(layout)
mlayout = QVBoxLayout()
mlayout.addWidget(miscSettingsGroup)
mlayout.addWidget(generatorSettingsGroup)
self.setLayout(mlayout)
class ConclusionPage(QtWidgets.QWizardPage):

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@ -1,11 +1,8 @@
import re
from dcs.terrain import caucasus
from dcs import mapping
from dcs.terrain import caucasus
from .landmap import *
from .conflicttheater import *
from .base import *
from .landmap import *
class CaucasusTheater(ConflictTheater):
@ -63,15 +60,17 @@ class CaucasusTheater(ConflictTheater):
self.add_controlpoint(self.gudauta, connected_to=[self.sochi, self.sukhumi])
self.add_controlpoint(self.sochi, connected_to=[self.gudauta, self.gelendzhik])
self.add_controlpoint(self.gelendzhik, connected_to=[self.sochi, ])
self.add_controlpoint(self.krymsk, connected_to=[self.anapa, self.krasnodar])
self.add_controlpoint(self.gelendzhik, connected_to=[self.sochi, self.krymsk])
self.add_controlpoint(self.krymsk, connected_to=[self.anapa, self.krasnodar, self.gelendzhik])
self.add_controlpoint(self.anapa, connected_to=[self.krymsk])
self.add_controlpoint(self.krasnodar, connected_to=[self.krymsk, self.maykop])
self.add_controlpoint(self.carrier_1)
self.carrier_1.captured = True
self.carrier_1.captured_invert = True
self.batumi.captured = True
self.anapa.captured_invert = True
"""
@ -113,7 +112,9 @@ class WesternGeorgia(ConflictTheater):
self.add_controlpoint(self.carrier_1)
self.carrier_1.captured = True
self.carrier_1.captured_invert = True
self.kobuleti.captured = True
self.sochi.captured_invert = True
"""
@ -158,8 +159,6 @@ class WesternGeorgiaInverted(ConflictTheater):
self.sochi.captured = True
class NorthCaucasus(ConflictTheater):
terrain = caucasus.Caucasus()
overview_image = "caumap.gif"
@ -203,3 +202,7 @@ class NorthCaucasus(ConflictTheater):
self.carrier_1.captured = True
self.vaziani.captured = True
self.kutaisi.captured = True
self.carrier_1.captured_invert = True
self.maykop.captured_invert = True
self.mineralnye.captured_invert = True

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@ -4,7 +4,7 @@ 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 dcs.ships import CVN_74_John_C__Stennis, LHA_1_Tarawa, CV_1143_5_Admiral_Kuznetsov, Type_071_Amphibious_Transport_Dock
from game import db
from gen.ground_forces.combat_stance import CombatStance
@ -55,6 +55,7 @@ class ControlPoint:
self.size = size
self.importance = importance
self.captured = False
self.captured_invert = False
self.has_frontline = has_frontline
self.radials = radials
self.connected_points = []
@ -148,7 +149,7 @@ class ControlPoint:
if g.dcs_identifier in ["CARRIER", "LHA"]:
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]:
if db.unit_type_from_name(u.type) in [CVN_74_John_C__Stennis, LHA_1_Tarawa, CV_1143_5_Admiral_Kuznetsov, Type_071_Amphibious_Transport_Dock]:
return True
return False
elif self.cptype in [ControlPointType.AIRBASE, ControlPointType.FARP]:

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@ -46,4 +46,5 @@ class NevadaTheater(ConflictTheater):
self.add_controlpoint(self.mesquite, connected_to=[self.lincoln_conty, self.groom_lake, self.creech])
self.tonopah.captured = True
self.mesquite.captured_invert = True

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@ -44,6 +44,8 @@ class NormandyTheater(ConflictTheater):
self.chailey.captured = True
self.needOarPoint.captured = True
self.evreux.captured_invert = True
class NormandySmall(ConflictTheater):
terrain = dcs.terrain.Normandy()
@ -77,3 +79,5 @@ class NormandySmall(ConflictTheater):
self.deuxjumeaux.captured = True
self.needOarPoint.captured = True
self.evreux.captured_invert = True

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@ -84,6 +84,10 @@ class PersianGulfTheater(ConflictTheater):
self.east_carrier.captured = True
self.liwa.captured = True
self.west_carrier.captured_invert = True
self.east_carrier.captured_invert = True
self.shiraz.captured_invert = True
class IranianCampaign(ConflictTheater):
@ -154,6 +158,8 @@ class IranianCampaign(ConflictTheater):
self.havadarya.captured = True
self.bandar_abbas.captured = True
self.shiraz.captured_invert = True
class Emirates(ConflictTheater):
terrain = dcs.terrain.PersianGulf()
@ -199,3 +205,7 @@ class Emirates(ConflictTheater):
self.tarawa_carrier.captured = True
self.east_carrier.captured = True
self.fujairah.captured = True
self.tarawa_carrier.captured_invert = True
self.east_carrier.captured_invert = True
self.fujairah.captured_invert = True

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@ -5,6 +5,7 @@ import typing
import logging
from game.data.building_data import DEFAULT_AVAILABLE_BUILDINGS
from game.settings import Settings
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
@ -153,8 +154,15 @@ def generate_groundobjects(theater: ConflictTheater, game):
for ground_object in cp.ground_objects:
logging.info(ground_object.groups)
# Generate navy groups
if "boat" in db.FACTIONS[faction_name].keys():
if cp.captured and game.settings.do_not_generate_player_navy:
continue
if not cp.captured and game.settings.do_not_generate_enemy_navy:
continue
boat_count = 1
if "boat_count" in db.FACTIONS[faction_name].keys():
boat_count = int(db.FACTIONS[faction_name]["boat_count"])
@ -378,3 +386,37 @@ def generate_cp_ground_points(cp: ControlPoint, theater, game, group_id, templat
cp.ground_objects.append(g)
return group_id
def prepare_theater(theater: ConflictTheater, settings:Settings, midgame):
to_remove = []
# autocapture half the base if midgame
if midgame:
for i in range(0, int(len(theater.controlpoints) / 2)):
theater.controlpoints[i].captured = True
# Remove carrier and lha, invert situation if needed
for cp in theater.controlpoints:
if cp.cptype is ControlPointType.AIRCRAFT_CARRIER_GROUP and settings.do_not_generate_carrier:
to_remove.append(cp)
elif cp.cptype is ControlPointType.LHA_GROUP and settings.do_not_generate_lha:
to_remove.append(cp)
if settings.inverted:
cp.captured = cp.captured_invert
# do remove
for cp in to_remove:
theater.controlpoints.remove(cp)
# reapply midgame inverted if needed
if midgame and settings.inverted:
for i, cp in enumerate(reversed(theater.controlpoints)):
if i > len(theater.controlpoints):
break
else:
cp.captured = True

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@ -50,6 +50,12 @@ class ChannelTheater(ConflictTheater):
self.lympne.captured = True
self.manston.captured = True
self.manston.captured_invert = True
self.dunkirk.captured_invert = True
self.stomer.captured_invert = True
self.merville.captured_invert = True
self.abeville.captured_invert = True
class ChannelTheaterComplete(ConflictTheater):
terrain = dcs.terrain.TheChannel()
@ -95,4 +101,9 @@ class ChannelTheaterComplete(ConflictTheater):
#self.dunkirk.captured = True
self.highhalden.captured = True
self.lympne.captured = True
self.manston.captured = True
self.manston.captured = True
self.dunkirk.captured_invert = True
self.stomer.captured_invert = True
self.merville.captured_invert = True
self.abeville.captured_invert = True