add support for neutral FOBs

This commit is contained in:
Eclipse/Druss99 2025-09-23 19:05:38 -04:00 committed by Raffson
parent 9f10ecc884
commit c0748e2a3e
7 changed files with 67 additions and 12 deletions

View File

@ -57,6 +57,7 @@ class MizCampaignLoader:
FOB_UNIT_TYPE = Unarmed.SKP_11.id
FARP_HELIPADS_TYPE = ["Invisible FARP", "SINGLE_HELIPAD", "FARP"]
INVISIBLE_FOB_UNIT_TYPE = Unarmed.M_818.id
NEUTRAL_FOB_UNIT_TYPE = Unarmed.KrAZ6322.id
OFFSHORE_STRIKE_TARGET_UNIT_TYPE = Fortification.Oil_platform.id
SHIP_UNIT_TYPE = USS_Arleigh_Burke_IIa.id
@ -180,6 +181,12 @@ class MizCampaignLoader:
if group.units[0].type == self.INVISIBLE_FOB_UNIT_TYPE:
yield group
@property
def neutral_fobs(self) -> Iterator[VehicleGroup]:
for group in self.red.vehicle_group:
if group.units[0].type == self.NEUTRAL_FOB_UNIT_TYPE:
yield group
@property
def ships(self) -> Iterator[ShipGroup]:
for group in self.red.ship_group:
@ -345,6 +352,18 @@ class MizCampaignLoader:
control_point.captured_invert = fob.late_activation
control_points[control_point.id] = control_point
for fob in self.neutral_fobs:
ctld_zones = self.get_ctld_zones(fob.name)
control_point = Fob(
str(fob.name),
fob.position,
self.theater,
starts_blue=Player.NEUTRAL,
ctld_zones=ctld_zones,
)
control_point.captured_invert = fob.late_activation
control_points[control_point.id] = control_point
if self.cp_influence_zones:
for cp in control_points.values():
for influence_radius in self.cp_influence_zones:

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@ -1,5 +1,6 @@
from __future__ import annotations
import itertools
import math
import operator
from collections.abc import Iterable, Iterator
@ -278,6 +279,29 @@ class ObjectiveFinder:
prioritized.extend(self._targets_by_range(isolated))
return prioritized
def air_assault_targets(self) -> list[ControlPoint]:
"""Returns control points suitable for air assault missions, including neutral bases."""
prioritized = []
capturable_later = []
isolated = []
combined_control_points = itertools.chain(
self.game.theater.control_points_for(self.is_player.opponent),
self.game.theater.control_points_for(Player.NEUTRAL),
)
for cp in combined_control_points:
if cp.is_isolated:
isolated.append(cp)
continue
if cp.has_active_frontline:
prioritized.append(cp)
else:
capturable_later.append(cp)
prioritized.extend(self._targets_by_range(capturable_later))
prioritized.extend(self._targets_by_range(isolated))
return prioritized
@staticmethod
def closest_airfields_to(location: MissionTarget) -> ClosestAirfields:
"""Returns the closest airfields to the given location."""

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@ -158,6 +158,7 @@ class TheaterState(WorldState["TheaterState"]):
coalition = game.coalition_for(player)
finder = ObjectiveFinder(game, player)
ordered_capturable_points = finder.prioritized_points()
air_assault_capturable_points = finder.air_assault_targets()
context = PersistentContext(
game.db,
@ -177,7 +178,7 @@ class TheaterState(WorldState["TheaterState"]):
battle_postitions: Dict[ControlPoint, BattlePositions] = {
cp: BattlePositions.for_control_point(cp)
for cp in ordered_capturable_points
for cp in air_assault_capturable_points
}
vulnerable_control_points = [

View File

@ -225,9 +225,9 @@ class Game:
def neutral_country(self) -> Country:
"""Return the best fitting country that can be used as neutral faction in the generated mission"""
countries_in_use = {self.red.faction.country, self.blue.faction.country}
if UnitedNationsPeacekeepers not in countries_in_use:
if UnitedNationsPeacekeepers() not in countries_in_use:
return UnitedNationsPeacekeepers()
elif Switzerland.name not in countries_in_use:
elif Switzerland() not in countries_in_use:
return Switzerland()
else:
return USAFAggressors()

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@ -101,13 +101,15 @@ class LuaGenerator:
for logistic_info in self.mission_data.logistics:
if logistic_info.transport not in transports:
transports.append(logistic_info.transport)
coalition_color = "blue" if logistic_info.blue else "red"
coalition_color = "blue" if logistic_info.blue.is_blue else "red"
logistics_item = logistics_flights.add_item()
logistics_item.add_data_array("pilot_names", logistic_info.pilot_names)
logistics_item.add_key_value("pickup_zone", logistic_info.pickup_zone)
logistics_item.add_key_value("drop_off_zone", logistic_info.drop_off_zone)
logistics_item.add_key_value("target_zone", logistic_info.target_zone)
logistics_item.add_key_value("side", str(2 if logistic_info.blue else 1))
logistics_item.add_key_value(
"side", str(2 if logistic_info.blue.is_blue else 1)
)
logistics_item.add_key_value("logistic_unit", logistic_info.logistic_unit)
logistics_item.add_key_value(
"aircraft_type", logistic_info.transport.dcs_id
@ -201,7 +203,9 @@ class LuaGenerator:
# Should probably do the same with all the roles... but the script is already
# tolerant of those being empty.
for node in self.game.theater.iads_network.skynet_nodes(self.game):
coalition = iads_object.get_or_create_item("BLUE" if node.player else "RED")
coalition = iads_object.get_or_create_item(
"BLUE" if node.player.is_blue else "RED"
)
iads_type = coalition.get_or_create_item(node.iads_role.value)
iads_element = iads_type.add_item()
iads_element.add_key_value("dcsGroupName", node.dcs_name)

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@ -810,9 +810,12 @@ class HelipadGenerator:
# capture triggers
pad: BaseFARP
neutral_country = self.m.country(self.game.neutral_country.name)
country = self.m.country(
self.game.coalition_for(self.cp.captured).faction.country.name
)
if self.cp.captured is Player.NEUTRAL:
country = neutral_country
else:
country = self.m.country(
self.game.coalition_for(self.cp.captured).faction.country.name
)
name = f"{self.cp.name} {helipad_type} {i}"
logging.info("Generating helipad static : " + name)
@ -1403,7 +1406,11 @@ class TgoGenerator:
def generate(self) -> None:
for cp in self.game.theater.controlpoints:
country = self.m.country(cp.coalition.faction.country.name)
# Use neutral country for neutral control points
if cp.captured is Player.NEUTRAL:
country = self.m.country(self.game.neutral_country.name)
else:
country = self.m.country(cp.coalition.faction.country.name)
# Generate helipads
helipad_gen = HelipadGenerator(

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@ -305,12 +305,12 @@ class QGroundObjectMenu(QDialog):
self.game.theater.iads_network.update_tgo(self.ground_object, events)
if any(
package.target == self.ground_object
for package in self.game.ato_for(player=False).packages
for package in self.game.ato_for(player=Player.RED).packages
):
# Replan if the tgo was a target of the redfor
coalition = self.ground_object.coalition
self.game.initialize_turn(
events, for_red=coalition.player, for_blue=not coalition.player
events, for_red=coalition.player, for_blue=coalition.player.opponent
)
EventStream.put_nowait(events)
GameUpdateSignal.get_instance().updateGame(self.game)