mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Refactor front line code to make sides explicit.
A was intended to be the blue point and B was intended to be the red point. Make this a part of the name so that's clear, and clean up related code to keep that reliable.
This commit is contained in:
14
game/game.py
14
game/game.py
@@ -220,11 +220,11 @@ class Game:
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)
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def _generate_events(self):
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for front_line in self.theater.conflicts(True):
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for front_line in self.theater.conflicts():
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self._generate_player_event(
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FrontlineAttackEvent,
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front_line.control_point_a,
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front_line.control_point_b,
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front_line.blue_cp,
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front_line.red_cp,
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)
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def adjust_budget(self, amount: float, player: bool) -> None:
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@@ -459,12 +459,10 @@ class Game:
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# By default, use the existing frontline conflict position
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for front_line in self.theater.conflicts():
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position = Conflict.frontline_position(
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front_line.control_point_a, front_line.control_point_b, self.theater
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)
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position = Conflict.frontline_position(front_line, self.theater)
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zones.append(position[0])
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zones.append(front_line.control_point_a.position)
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zones.append(front_line.control_point_b.position)
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zones.append(front_line.blue_cp.position)
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zones.append(front_line.red_cp.position)
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for cp in self.theater.controlpoints:
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# Don't cull missile sites - their range is long enough to make them
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@@ -34,7 +34,7 @@ from gen.radios import RadioFrequency, RadioRegistry
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from gen.tacan import TacanRegistry
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from gen.triggergen import TRIGGER_RADIUS_MEDIUM, TriggersGenerator
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from .. import db
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from ..theater import Airfield
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from ..theater import Airfield, FrontLine
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from ..unitmap import UnitMap
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if TYPE_CHECKING:
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@@ -76,8 +76,7 @@ class Operation:
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for frontline in cls.game.theater.conflicts():
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yield Conflict(
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cls.game.theater,
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frontline.control_point_a,
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frontline.control_point_b,
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frontline,
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cls.game.player_name,
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cls.game.enemy_name,
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cls.game.player_country,
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@@ -95,8 +94,7 @@ class Operation:
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)
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return Conflict(
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cls.game.theater,
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player_cp,
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enemy_cp,
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FrontLine(player_cp, enemy_cp, cls.game.theater),
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cls.game.player_name,
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cls.game.enemy_name,
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cls.game.player_country,
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@@ -399,16 +397,15 @@ class Operation:
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@classmethod
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def _generate_ground_conflicts(cls) -> None:
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"""For each frontline in the Operation, generate the ground conflicts and JTACs"""
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for front_line in cls.game.theater.conflicts(True):
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player_cp = front_line.control_point_a
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enemy_cp = front_line.control_point_b
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for front_line in cls.game.theater.conflicts():
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player_cp = front_line.blue_cp
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enemy_cp = front_line.red_cp
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conflict = Conflict.frontline_cas_conflict(
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cls.game.player_name,
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cls.game.enemy_name,
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cls.current_mission.country(cls.game.player_country),
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cls.current_mission.country(cls.game.enemy_country),
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player_cp,
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enemy_cp,
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front_line,
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cls.game.theater,
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)
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# Generate frontline ops
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@@ -3,6 +3,7 @@ from __future__ import annotations
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import itertools
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import json
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import logging
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import math
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from dataclasses import dataclass
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from functools import cached_property
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from pathlib import Path
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@@ -601,12 +602,12 @@ class ConflictTheater:
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def player_points(self) -> List[ControlPoint]:
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return list(self.control_points_for(player=True))
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def conflicts(self, from_player=True) -> Iterator[FrontLine]:
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for cp in [x for x in self.controlpoints if x.captured == from_player]:
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for connected_point in [
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x for x in cp.connected_points if x.captured != from_player
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def conflicts(self) -> Iterator[FrontLine]:
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for player_cp in [x for x in self.controlpoints if x.captured]:
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for enemy_cp in [
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x for x in player_cp.connected_points if not x.is_friendly_to(player_cp)
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]:
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yield FrontLine(cp, connected_point, self)
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yield FrontLine(player_cp, enemy_cp, self)
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def enemy_points(self) -> List[ControlPoint]:
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return list(self.control_points_for(player=False))
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@@ -646,36 +647,26 @@ class ConflictTheater:
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Returns a tuple of the two nearest opposing ControlPoints in theater.
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(player_cp, enemy_cp)
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"""
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all_cp_min_distances = {}
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for idx, control_point in enumerate(self.controlpoints):
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distances = {}
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closest_distance = None
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for i, cp in enumerate(self.controlpoints):
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if i != idx and cp.captured is not control_point.captured:
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dist = cp.position.distance_to_point(control_point.position)
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if not closest_distance:
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closest_distance = dist
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distances[cp.id] = dist
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if dist < closest_distance:
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distances[cp.id] = dist
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closest_cp_id = min(distances, key=distances.get) # type: ignore
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seen = set()
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min_distance = math.inf
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closest_blue = None
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closest_red = None
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for blue_cp in self.player_points():
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for red_cp in self.enemy_points():
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if (blue_cp, red_cp) in seen:
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continue
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seen.add((blue_cp, red_cp))
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seen.add((red_cp, blue_cp))
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all_cp_min_distances[(control_point.id, closest_cp_id)] = distances[
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closest_cp_id
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]
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closest_opposing_cps = [
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self.find_control_point_by_id(i)
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for i in min(
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all_cp_min_distances, key=all_cp_min_distances.get
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) # type: ignore
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] # type: List[ControlPoint]
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assert len(closest_opposing_cps) == 2
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if closest_opposing_cps[0].captured:
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return cast(Tuple[ControlPoint, ControlPoint], tuple(closest_opposing_cps))
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else:
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return cast(
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Tuple[ControlPoint, ControlPoint], tuple(reversed(closest_opposing_cps))
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)
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dist = red_cp.position.distance_to_point(blue_cp.position)
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if dist < min_distance:
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closest_red = red_cp
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closest_blue = blue_cp
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min_distance = dist
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assert closest_blue is not None
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assert closest_red is not None
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return closest_blue, closest_red
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def find_control_point_by_id(self, id: int) -> ControlPoint:
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for i in self.controlpoints:
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@@ -923,16 +914,16 @@ class FrontLine(MissionTarget):
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def __init__(
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self,
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control_point_a: ControlPoint,
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control_point_b: ControlPoint,
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blue_point: ControlPoint,
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red_point: ControlPoint,
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theater: ConflictTheater,
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) -> None:
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self.control_point_a = control_point_a
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self.control_point_b = control_point_b
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self.blue_cp = blue_point
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self.red_cp = red_point
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self.segments: List[FrontLineSegment] = []
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self.theater = theater
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self._build_segments()
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self.name = f"Front line {control_point_a}/{control_point_b}"
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self.name = f"Front line {blue_point}/{red_point}"
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def is_friendly(self, to_player: bool) -> bool:
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"""Returns True if the objective is in friendly territory."""
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@@ -964,7 +955,7 @@ class FrontLine(MissionTarget):
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@property
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def control_points(self) -> Tuple[ControlPoint, ControlPoint]:
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"""Returns a tuple of the two control points."""
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return self.control_point_a, self.control_point_b
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return self.blue_cp, self.red_cp
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@property
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def attack_distance(self):
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@@ -998,7 +989,7 @@ class FrontLine(MissionTarget):
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Returns a point {distance} away from control_point_a along the frontline segments.
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"""
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if distance < self.segments[0].attack_distance:
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return self.control_point_a.position.point_from_heading(
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return self.blue_cp.position.point_from_heading(
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self.segments[0].attack_heading, distance
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)
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remaining_dist = distance
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@@ -1016,14 +1007,12 @@ class FrontLine(MissionTarget):
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The distance from point "a" where the conflict should occur
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according to the current strength of each control point
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"""
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total_strength = (
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self.control_point_a.base.strength + self.control_point_b.base.strength
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)
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if self.control_point_a.base.strength == 0:
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total_strength = self.blue_cp.base.strength + self.red_cp.base.strength
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if self.blue_cp.base.strength == 0:
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return self._adjust_for_min_dist(0)
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if self.control_point_b.base.strength == 0:
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if self.red_cp.base.strength == 0:
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return self._adjust_for_min_dist(self.attack_distance)
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strength_pct = self.control_point_a.base.strength / total_strength
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strength_pct = self.blue_cp.base.strength / total_strength
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return self._adjust_for_min_dist(strength_pct * self.attack_distance)
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def _adjust_for_min_dist(self, distance: Numeric) -> Numeric:
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@@ -1044,11 +1033,9 @@ class FrontLine(MissionTarget):
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def _build_segments(self) -> None:
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"""Create line segments for the frontline"""
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control_point_ids = "|".join(
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[str(self.control_point_a.id), str(self.control_point_b.id)]
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[str(self.blue_cp.id), str(self.red_cp.id)]
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) # from_cp.id|to_cp.id
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reversed_cp_ids = "|".join(
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[str(self.control_point_b.id), str(self.control_point_a.id)]
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)
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reversed_cp_ids = "|".join([str(self.red_cp.id), str(self.blue_cp.id)])
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complex_frontlines = self.theater.frontline_data
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if (complex_frontlines) and (
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(control_point_ids in complex_frontlines)
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@@ -1071,9 +1058,7 @@ class FrontLine(MissionTarget):
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# If no complex frontline has been configured, fall back to the old straight line method.
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else:
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self.segments.append(
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FrontLineSegment(
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self.control_point_a.position, self.control_point_b.position
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)
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FrontLineSegment(self.blue_cp.position, self.red_cp.position)
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)
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@staticmethod
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