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add support for neutral FOBs
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@ -57,6 +57,7 @@ class MizCampaignLoader:
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FOB_UNIT_TYPE = Unarmed.SKP_11.id
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FARP_HELIPADS_TYPE = ["Invisible FARP", "SINGLE_HELIPAD", "FARP"]
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INVISIBLE_FOB_UNIT_TYPE = Unarmed.M_818.id
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NEUTRAL_FOB_UNIT_TYPE = Unarmed.KrAZ6322.id
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OFFSHORE_STRIKE_TARGET_UNIT_TYPE = Fortification.Oil_platform.id
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SHIP_UNIT_TYPE = USS_Arleigh_Burke_IIa.id
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@ -180,6 +181,12 @@ class MizCampaignLoader:
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if group.units[0].type == self.INVISIBLE_FOB_UNIT_TYPE:
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yield group
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@property
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def neutral_fobs(self) -> Iterator[VehicleGroup]:
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for group in self.red.vehicle_group:
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if group.units[0].type == self.NEUTRAL_FOB_UNIT_TYPE:
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yield group
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@property
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def ships(self) -> Iterator[ShipGroup]:
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for group in self.red.ship_group:
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@ -345,6 +352,18 @@ class MizCampaignLoader:
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control_point.captured_invert = fob.late_activation
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control_points[control_point.id] = control_point
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for fob in self.neutral_fobs:
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ctld_zones = self.get_ctld_zones(fob.name)
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control_point = Fob(
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str(fob.name),
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fob.position,
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self.theater,
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starts_blue=Player.NEUTRAL,
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ctld_zones=ctld_zones,
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)
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control_point.captured_invert = fob.late_activation
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control_points[control_point.id] = control_point
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if self.cp_influence_zones:
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for cp in control_points.values():
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for influence_radius in self.cp_influence_zones:
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@ -1,5 +1,6 @@
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from __future__ import annotations
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import itertools
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import math
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import operator
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from collections.abc import Iterable, Iterator
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@ -278,6 +279,29 @@ class ObjectiveFinder:
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prioritized.extend(self._targets_by_range(isolated))
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return prioritized
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def air_assault_targets(self) -> list[ControlPoint]:
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"""Returns control points suitable for air assault missions, including neutral bases."""
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prioritized = []
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capturable_later = []
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isolated = []
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combined_control_points = itertools.chain(
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self.game.theater.control_points_for(self.is_player.opponent),
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self.game.theater.control_points_for(Player.NEUTRAL),
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)
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for cp in combined_control_points:
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if cp.is_isolated:
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isolated.append(cp)
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continue
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if cp.has_active_frontline:
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prioritized.append(cp)
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else:
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capturable_later.append(cp)
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prioritized.extend(self._targets_by_range(capturable_later))
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prioritized.extend(self._targets_by_range(isolated))
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return prioritized
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@staticmethod
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def closest_airfields_to(location: MissionTarget) -> ClosestAirfields:
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"""Returns the closest airfields to the given location."""
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@ -158,6 +158,7 @@ class TheaterState(WorldState["TheaterState"]):
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coalition = game.coalition_for(player)
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finder = ObjectiveFinder(game, player)
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ordered_capturable_points = finder.prioritized_points()
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air_assault_capturable_points = finder.air_assault_targets()
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context = PersistentContext(
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game.db,
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@ -177,7 +178,7 @@ class TheaterState(WorldState["TheaterState"]):
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battle_postitions: Dict[ControlPoint, BattlePositions] = {
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cp: BattlePositions.for_control_point(cp)
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for cp in ordered_capturable_points
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for cp in air_assault_capturable_points
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}
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vulnerable_control_points = [
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@ -225,9 +225,9 @@ class Game:
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def neutral_country(self) -> Country:
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"""Return the best fitting country that can be used as neutral faction in the generated mission"""
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countries_in_use = {self.red.faction.country, self.blue.faction.country}
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if UnitedNationsPeacekeepers not in countries_in_use:
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if UnitedNationsPeacekeepers() not in countries_in_use:
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return UnitedNationsPeacekeepers()
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elif Switzerland.name not in countries_in_use:
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elif Switzerland() not in countries_in_use:
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return Switzerland()
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else:
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return USAFAggressors()
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@ -101,13 +101,15 @@ class LuaGenerator:
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for logistic_info in self.mission_data.logistics:
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if logistic_info.transport not in transports:
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transports.append(logistic_info.transport)
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coalition_color = "blue" if logistic_info.blue else "red"
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coalition_color = "blue" if logistic_info.blue.is_blue else "red"
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logistics_item = logistics_flights.add_item()
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logistics_item.add_data_array("pilot_names", logistic_info.pilot_names)
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logistics_item.add_key_value("pickup_zone", logistic_info.pickup_zone)
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logistics_item.add_key_value("drop_off_zone", logistic_info.drop_off_zone)
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logistics_item.add_key_value("target_zone", logistic_info.target_zone)
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logistics_item.add_key_value("side", str(2 if logistic_info.blue else 1))
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logistics_item.add_key_value(
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"side", str(2 if logistic_info.blue.is_blue else 1)
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)
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logistics_item.add_key_value("logistic_unit", logistic_info.logistic_unit)
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logistics_item.add_key_value(
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"aircraft_type", logistic_info.transport.dcs_id
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@ -201,7 +203,9 @@ class LuaGenerator:
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# Should probably do the same with all the roles... but the script is already
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# tolerant of those being empty.
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for node in self.game.theater.iads_network.skynet_nodes(self.game):
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coalition = iads_object.get_or_create_item("BLUE" if node.player else "RED")
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coalition = iads_object.get_or_create_item(
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"BLUE" if node.player.is_blue else "RED"
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)
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iads_type = coalition.get_or_create_item(node.iads_role.value)
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iads_element = iads_type.add_item()
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iads_element.add_key_value("dcsGroupName", node.dcs_name)
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@ -810,9 +810,12 @@ class HelipadGenerator:
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# capture triggers
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pad: BaseFARP
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neutral_country = self.m.country(self.game.neutral_country.name)
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country = self.m.country(
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self.game.coalition_for(self.cp.captured).faction.country.name
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)
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if self.cp.captured is Player.NEUTRAL:
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country = neutral_country
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else:
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country = self.m.country(
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self.game.coalition_for(self.cp.captured).faction.country.name
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)
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name = f"{self.cp.name} {helipad_type} {i}"
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logging.info("Generating helipad static : " + name)
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@ -1403,7 +1406,11 @@ class TgoGenerator:
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def generate(self) -> None:
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for cp in self.game.theater.controlpoints:
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country = self.m.country(cp.coalition.faction.country.name)
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# Use neutral country for neutral control points
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if cp.captured is Player.NEUTRAL:
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country = self.m.country(self.game.neutral_country.name)
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else:
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country = self.m.country(cp.coalition.faction.country.name)
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# Generate helipads
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helipad_gen = HelipadGenerator(
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@ -305,12 +305,12 @@ class QGroundObjectMenu(QDialog):
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self.game.theater.iads_network.update_tgo(self.ground_object, events)
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if any(
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package.target == self.ground_object
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for package in self.game.ato_for(player=False).packages
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for package in self.game.ato_for(player=Player.RED).packages
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):
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# Replan if the tgo was a target of the redfor
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coalition = self.ground_object.coalition
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self.game.initialize_turn(
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events, for_red=coalition.player, for_blue=not coalition.player
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events, for_red=coalition.player, for_blue=coalition.player.opponent
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)
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EventStream.put_nowait(events)
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GameUpdateSignal.get_instance().updateGame(self.game)
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