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:
@@ -92,9 +92,9 @@ class AirSupportConflictGenerator:
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def generate(self):
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player_cp = (
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self.conflict.from_cp
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if self.conflict.from_cp.captured
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else self.conflict.to_cp
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self.conflict.blue_cp
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if self.conflict.blue_cp.captured
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else self.conflict.red_cp
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)
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fallback_tanker_number = 0
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@@ -107,8 +107,8 @@ class AirSupportConflictGenerator:
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freq = self.radio_registry.alloc_uhf()
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tacan = self.tacan_registry.alloc_for_band(TacanBand.Y)
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tanker_heading = (
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self.conflict.to_cp.position.heading_between_point(
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self.conflict.from_cp.position
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self.conflict.red_cp.position.heading_between_point(
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self.conflict.blue_cp.position
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)
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+ TANKER_HEADING_OFFSET * i
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)
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24
gen/armor.py
24
gen/armor.py
@@ -134,10 +134,10 @@ class GroundConflictGenerator:
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def generate(self):
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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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self.conflict.front_line, self.game.theater
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)
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frontline_vector = Conflict.frontline_vector(
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self.conflict.from_cp, self.conflict.to_cp, self.game.theater
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self.conflict.front_line, self.game.theater
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)
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# Create player groups at random position
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@@ -156,21 +156,21 @@ class GroundConflictGenerator:
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player_groups,
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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.blue_cp,
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self.conflict.red_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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enemy_groups,
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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.red_cp,
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self.conflict.blue_cp,
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)
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# Add JTAC
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if self.game.player_faction.has_jtac:
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n = "JTAC" + str(self.conflict.from_cp.id) + str(self.conflict.to_cp.id)
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n = "JTAC" + str(self.conflict.blue_cp.id) + str(self.conflict.red_cp.id)
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code = 1688 - len(self.jtacs)
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utype = MQ_9_Reaper
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@@ -191,7 +191,7 @@ class GroundConflictGenerator:
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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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f"Frontline {self.conflict.blue_cp.name}/{self.conflict.red_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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@@ -213,9 +213,9 @@ class GroundConflictGenerator:
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logging.warning("Could not find infantry position")
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return
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if side == self.conflict.attackers_country:
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cp = self.conflict.from_cp
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cp = self.conflict.blue_cp
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else:
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cp = self.conflict.to_cp
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cp = self.conflict.red_cp
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if is_player:
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faction = self.game.player_name
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@@ -782,9 +782,9 @@ class GroundConflictGenerator:
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) -> VehicleGroup:
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if side == self.conflict.attackers_country:
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cp = self.conflict.from_cp
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cp = self.conflict.blue_cp
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else:
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cp = self.conflict.to_cp
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cp = self.conflict.red_cp
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logging.info("armorgen: {} for {}".format(unit, side.id))
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group = self.mission.vehicle_group(
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@@ -36,8 +36,8 @@ class CommInfo:
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class FrontLineInfo:
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def __init__(self, front_line: FrontLine):
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self.front_line: FrontLine = front_line
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self.player_base: ControlPoint = front_line.control_point_a
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self.enemy_base: ControlPoint = front_line.control_point_b
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self.player_base: ControlPoint = front_line.blue_cp
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self.enemy_base: ControlPoint = front_line.red_cp
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self.player_zero: bool = self.player_base.base.total_armor == 0
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self.enemy_zero: bool = self.enemy_base.base.total_armor == 0
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self.advantage: bool = (
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@@ -164,7 +164,7 @@ class BriefingGenerator(MissionInfoGenerator):
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def _generate_frontline_info(self) -> None:
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"""Build FrontLineInfo objects from FrontLine type and append to briefing."""
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for front_line in self.game.theater.conflicts(from_player=True):
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for front_line in self.game.theater.conflicts():
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self.add_frontline(FrontLineInfo(front_line))
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# TODO: This should determine if runway is friendly through a method more robust than the existing string match
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@@ -17,8 +17,7 @@ class Conflict:
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def __init__(
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self,
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theater: ConflictTheater,
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from_cp: ControlPoint,
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to_cp: ControlPoint,
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front_line: FrontLine,
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attackers_side: str,
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defenders_side: str,
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attackers_country: Country,
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@@ -33,22 +32,28 @@ class Conflict:
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self.attackers_country = attackers_country
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self.defenders_country = defenders_country
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self.from_cp = from_cp
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self.to_cp = to_cp
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self.front_line = front_line
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self.theater = theater
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self.position = position
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self.heading = heading
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self.size = size
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@property
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def blue_cp(self) -> ControlPoint:
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return self.front_line.blue_cp
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@property
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def red_cp(self) -> ControlPoint:
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return self.front_line.red_cp
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@classmethod
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def has_frontline_between(cls, from_cp: ControlPoint, to_cp: ControlPoint) -> bool:
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return from_cp.has_frontline and to_cp.has_frontline
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@classmethod
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def frontline_position(
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cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater
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cls, frontline: FrontLine, theater: ConflictTheater
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) -> Tuple[Point, int]:
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frontline = FrontLine(from_cp, to_cp, theater)
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attack_heading = frontline.attack_heading
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position = cls.find_ground_position(
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frontline.position,
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@@ -60,12 +65,12 @@ class Conflict:
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@classmethod
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def frontline_vector(
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cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater
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cls, front_line: FrontLine, theater: ConflictTheater
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) -> Tuple[Point, int, int]:
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"""
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Returns a vector for a valid frontline location avoiding exclusion zones.
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"""
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center_position, heading = cls.frontline_position(from_cp, to_cp, theater)
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center_position, heading = cls.frontline_position(front_line, theater)
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left_heading = heading_sum(heading, -90)
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right_heading = heading_sum(heading, 90)
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left_position = cls.extend_ground_position(
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@@ -84,18 +89,16 @@ class Conflict:
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defender_name: str,
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attacker: Country,
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defender: Country,
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from_cp: ControlPoint,
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to_cp: ControlPoint,
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front_line: FrontLine,
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theater: ConflictTheater,
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):
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assert cls.has_frontline_between(from_cp, to_cp)
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position, heading, distance = cls.frontline_vector(from_cp, to_cp, theater)
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assert cls.has_frontline_between(front_line.blue_cp, front_line.red_cp)
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position, heading, distance = cls.frontline_vector(front_line, theater)
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conflict = cls(
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position=position,
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heading=heading,
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theater=theater,
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from_cp=from_cp,
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to_cp=to_cp,
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front_line=front_line,
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attackers_side=attacker_name,
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defenders_side=defender_name,
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attackers_country=attacker,
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@@ -409,13 +409,7 @@ class ObjectiveFinder:
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def front_lines(self) -> Iterator[FrontLine]:
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"""Iterates over all active front lines in the theater."""
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for cp in self.friendly_control_points():
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for connected in cp.connected_points:
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if connected.is_friendly(self.is_player):
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continue
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if Conflict.has_frontline_between(cp, connected):
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yield FrontLine(cp, connected, self.game.theater)
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yield from self.game.theater.conflicts()
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def vulnerable_control_points(self) -> Iterator[ControlPoint]:
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"""Iterates over friendly CPs that are vulnerable to enemy CPs.
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@@ -447,19 +441,19 @@ class ObjectiveFinder:
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def convoys(self) -> Iterator[Convoy]:
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for front_line in self.front_lines():
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if front_line.control_point_a.is_friendly(self.is_player):
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enemy_cp = front_line.control_point_a
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if front_line.blue_cp.is_friendly(self.is_player):
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enemy_cp = front_line.blue_cp
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else:
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enemy_cp = front_line.control_point_b
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enemy_cp = front_line.red_cp
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yield from self.game.transfers.convoys.travelling_to(enemy_cp)
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def cargo_ships(self) -> Iterator[CargoShip]:
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for front_line in self.front_lines():
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if front_line.control_point_a.is_friendly(self.is_player):
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enemy_cp = front_line.control_point_a
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if front_line.blue_cp.is_friendly(self.is_player):
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enemy_cp = front_line.blue_cp
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else:
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enemy_cp = front_line.control_point_b
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enemy_cp = front_line.red_cp
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yield from self.game.transfers.cargo_ships.travelling_to(enemy_cp)
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@@ -1320,11 +1320,9 @@ class FlightPlanBuilder:
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def racetrack_for_frontline(
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self, origin: Point, front_line: FrontLine
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) -> Tuple[Point, Point]:
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ally_cp, enemy_cp = front_line.control_points
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# Find targets waypoints
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ingress, heading, distance = Conflict.frontline_vector(
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ally_cp, enemy_cp, self.game.theater
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front_line, self.game.theater
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)
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center = ingress.point_from_heading(heading, distance / 2)
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orbit_center = center.point_from_heading(
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@@ -1533,7 +1531,7 @@ class FlightPlanBuilder:
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raise InvalidObjectiveLocation(flight.flight_type, location)
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ingress, heading, distance = Conflict.frontline_vector(
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location.control_points[0], location.control_points[1], self.game.theater
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location, self.game.theater
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)
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center = ingress.point_from_heading(heading, distance / 2)
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egress = ingress.point_from_heading(heading, distance)
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@@ -98,13 +98,13 @@ class VisualGenerator:
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def _generate_frontline_smokes(self):
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for front_line in self.game.theater.conflicts():
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from_cp = front_line.control_point_a
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to_cp = front_line.control_point_b
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from_cp = front_line.blue_cp
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to_cp = front_line.red_cp
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if from_cp.is_global or to_cp.is_global:
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continue
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plane_start, heading, distance = Conflict.frontline_vector(
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from_cp, to_cp, self.game.theater
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front_line, self.game.theater
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)
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if not plane_start:
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continue
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