Merge remote-tracking branch 'wrycu/develop' into develop_khopa

# Conflicts:
#	ui/overviewcanvas.py
This commit is contained in:
Khopa 2019-06-27 21:24:01 +02:00
commit c884fb7262
9 changed files with 388 additions and 39 deletions

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@ -104,9 +104,14 @@ PRICES = {
AirDefence.AAA_Vulcan_M163: 5,
AirDefence.SAM_Linebacker_M6: 10,
AirDefence.SPAAA_ZSU_23_4_Shilka: 8,
AirDefence.AAA_ZU_23_Closed: 2,
AirDefence.SPAAA_ZSU_23_4_Shilka: 4,
AirDefence.SAM_SA_9_Strela_1_9P31: 13,
AirDefence.SAM_SA_8_Osa_9A33: 18,
AirDefence.SAM_SA_19_Tunguska_2S6: 15,
AirDefence.SAM_SA_6_Kub_LN_2P25: 12,
AirDefence.SAM_SA_8_Osa_9A33: 6,
AirDefence.SAM_SA_3_S_125_LN_5P73: 10,
AirDefence.SAM_SA_11_Buk_LN_9A310M1: 20,
# ship
CV_1143_5_Admiral_Kuznetsov: 100,
@ -206,11 +211,13 @@ UNIT_BY_TASK = {
AirDefence.SAM_Linebacker_M6,
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.AAA_ZU_23_Closed,
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_19_Tunguska_2S6,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_3_S_125_LN_5P73,
AirDefence.SAM_SA_11_Buk_LN_9A310M1,
],
Reconnaissance: [Unarmed.Transport_M818, Unarmed.Transport_Ural_375, Unarmed.Transport_UAZ_469],
@ -229,6 +236,11 @@ SAM_BAN = [
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_19_Tunguska_2S6,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_3_S_125_LN_5P73,
AirDefence.SAM_SA_11_Buk_LN_9A310M1,
]
"""
@ -248,7 +260,7 @@ CARRIER_TAKEOFF_BAN = [
AirDefense units that will be spawned at control points not related to the current operation
"""
EXTRA_AA = {
"Russia": AirDefence.SAM_SA_19_Tunguska_2S6,
"Russia": AirDefence.SAM_SA_8_Osa_9A33,
"USA": AirDefence.SAM_Linebacker_M6,
}
@ -289,6 +301,11 @@ UNIT_BY_COUNTRY = {
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.AAA_ZU_23_Closed,
AirDefence.SAM_SA_19_Tunguska_2S6,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_3_S_125_LN_5P73,
AirDefence.SAM_SA_11_Buk_LN_9A310M1,
Armor.APC_BTR_80,
Armor.MBT_T_90,

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@ -84,8 +84,8 @@ class BaseAttackEvent(Event):
departure_cp=self.departure_cp,
to_cp=self.to_cp)
defenders = self.to_cp.base.scramble_sweep(self.game.settings.multiplier)
defenders.update(self.to_cp.base.scramble_cas(self.game.settings.multiplier))
defenders = self.to_cp.base.scramble_last_defense()
#defenders.update(self.to_cp.base.scramble_cas(self.game.settings.multiplier))
op.setup(cas=flights[CAS],
escort=flights[CAP],

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@ -20,7 +20,7 @@ COMMISION_LIMITS_FACTORS = {
PinpointStrike: 10,
CAS: 5,
CAP: 8,
AirDefence: 1,
AirDefence: 8,
}
COMMISION_AMOUNTS_SCALE = 1.5
@ -28,7 +28,7 @@ COMMISION_AMOUNTS_FACTORS = {
PinpointStrike: 3,
CAS: 1,
CAP: 2,
AirDefence: 0.3,
AirDefence: 0.8,
}
PLAYER_INTERCEPT_GLOBAL_PROBABILITY_BASE = 30
@ -187,7 +187,7 @@ class Game:
if event_class is BaseAttackEvent:
base_attack_generated_for.add(enemy_cp)
if enemy_probability == 100 or enemy_probability > 0 and self._roll(enemy_probability, enemy_cp.base.strength):
if enemy_probability == 100 or enemy_probability > 0 and self._roll(enemy_probability, enemy_cp.base.strength):
self._generate_enemy_event(event_class, player_cp, enemy_cp)
def commision_unit_types(self, cp: ControlPoint, for_task: Task) -> typing.Collection[UnitType]:
@ -273,12 +273,11 @@ class Game:
else:
event.skip()
for cp in self.theater.enemy_points():
self._commision_units(cp)
self._budget_player()
if not no_action:
self._budget_player()
for cp in self.theater.enemy_points():
self._commision_units(cp)
for cp in self.theater.player_points():
cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)

View File

@ -82,6 +82,7 @@ class Operation:
with open("resources/default_options.lua", "r") as f:
options_dict = loads(f.read())["options"]
dcs.Mission.aaa_vehicle_group = aaa.aaa_vehicle_group
self.current_mission = dcs.Mission(terrain)
if is_quick:
self.quick_mission = self.current_mission

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@ -1,3 +1,5 @@
import random
import math
from .conflictgen import *
from .naming import *
@ -9,6 +11,266 @@ EXTRA_AA_MAX_DISTANCE = 150000
EXTRA_AA_POSITION_FROM_CP = 550
def determine_positions(position, heading, num_units, launcher_distance, coverage=90):
"""
Given a position on the map, array a group of units in a circle a uniform distance from the unit
:param position:
position of the center unit
:param heading:
the direction the units should be arranged toward if coverage is not 360
:param num_units:
number of units to play on the circle
:param launcher_distance:
distance the units should be from the center unit
:param coverage:
0-360
:return:
list of tuples representing each unit location
[(pos_x, pos_y, heading), ...]
"""
if coverage == 360:
# one of the positions is shared :'(
outer_offset = coverage / num_units
else:
outer_offset = coverage / (num_units - 1)
positions = []
if num_units % 2 == 0:
current_offset = heading - ((coverage / (num_units - 1)) / 2)
else:
current_offset = heading
current_offset -= outer_offset * (math.ceil(num_units / 2) - 1)
for x in range(1, num_units + 1):
positions.append((
position.x + launcher_distance * math.cos(math.radians(current_offset)),
position.y + launcher_distance * math.sin(math.radians(current_offset)),
current_offset,
))
current_offset += outer_offset
return positions
def aaa_vehicle_group(self, country, name, _type: unittype.VehicleType, position: mapping.Point,
heading=0, group_size=1,
formation=unitgroup.VehicleGroup.Formation.Line,
move_formation: PointAction=PointAction.OffRoad):
"""
Override the default vehicle group so that our group can contain a mix of units (which is required for advanced
SAM sites)
For further docstrings, see the built-in function
"""
vg = unitgroup.VehicleGroup(self.next_group_id(), self.string(name))
for i in range(1, group_size + 1):
heading = randint(0, 359)
if _type == AirDefence.SAM_SA_3_S_125_LN_5P73:
# 4 launchers (180 degrees all facing the same direction), 1 SR, 1 TR
num_launchers = 4
# search radar
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SR_P_19,
)
v.position.x = position.x
v.position.y = position.y + (i - 1) * 20
v.heading = heading
vg.add_unit(v)
# track radar
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_3_S_125_TR_SNR,
)
center_x = position.x + randint(20, 40)
center_y = position.y + (i - 1) * 20
v.position.x = center_x
v.position.y = center_y
v.heading = heading
vg.add_unit(v)
plop_positions = determine_positions(
position,
heading,
num_launchers,
launcher_distance=100,
coverage=180,
)
for x in range(0, num_launchers):
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_3_S_125_LN_5P73,
)
v.position.x = plop_positions[x][0]
v.position.y = plop_positions[x][1]
v.heading = plop_positions[x][2]
vg.add_unit(v)
elif _type == AirDefence.SAM_SA_6_Kub_LN_2P25:
# 6 launchers (360 degree coverage)
# 1 S/TR
# search/track radar
num_launchers = 6
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_6_Kub_STR_9S91,
)
v.position.x = position.x
v.position.y = position.y + (i - 1) * 20
v.heading = heading
vg.add_unit(v)
plop_positions = determine_positions(
position,
heading,
num_launchers,
launcher_distance=100,
coverage=360,
)
for x in range(0, num_launchers):
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_6_Kub_LN_2P25,
)
v.position.x = plop_positions[x][0]
v.position.y = plop_positions[x][1]
v.heading = plop_positions[x][2]
vg.add_unit(v)
elif _type == AirDefence.SAM_SA_10_S_300PS_LN_5P85C:
# 8 launchers - 4 directions, two in each direction
# 1 SR (offset)
# 1 TR (center)
# search radar
num_launchers = 8
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_10_S_300PS_SR_5N66M,
)
v.position.x = position.x
v.position.y = position.y + (i - 1) * 20
v.heading = heading
vg.add_unit(v)
# track radar
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_10_S_300PS_TR_30N6,
)
center_x = position.x + randint(20, 40)
center_y = position.y + (i - 1) * 20
v.position.x = center_x
v.position.y = center_y
v.heading = heading
vg.add_unit(v)
# command center
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_10_S_300PS_CP_54K6,
)
center_x = position.x + randint(40, 60)
center_y = position.y + (i - 1) * 20
v.position.x = center_x
v.position.y = center_y
v.heading = heading
vg.add_unit(v)
plop_positions = determine_positions(
position,
heading,
num_launchers,
launcher_distance=150,
coverage=360,
)
for x in range(0, num_launchers):
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_10_S_300PS_LN_5P85C,
)
v.position.x = plop_positions[x][0]
v.position.y = plop_positions[x][1]
v.heading = plop_positions[x][2]
vg.add_unit(v)
elif _type == AirDefence.SAM_SA_10_S_300PS_CP_54K6:
# 8 launchers - 4 directions, two in each direction
# 1 SR (offset)
# 1 TR (center)
# search radar
num_launchers = 8
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_10_S_300PS_SR_64H6E,
)
v.position.x = position.x
v.position.y = position.y + (i - 1) * 20
v.heading = heading
vg.add_unit(v)
# track radar
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_10_S_300PS_TR_30N6,
)
center_x = position.x + randint(20, 40)
center_y = position.y + (i - 1) * 20
v.position.x = center_x
v.position.y = center_y
v.heading = heading
vg.add_unit(v)
# command center
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_10_S_300PS_CP_54K6,
)
center_x = position.x + randint(40, 60)
center_y = position.y + (i - 1) * 20
v.position.x = center_x
v.position.y = center_y
v.heading = heading
vg.add_unit(v)
plop_positions = determine_positions(
position,
heading,
num_units=num_launchers,
launcher_distance=150,
coverage=360,
)
for x in range(0, num_launchers):
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_10_S_300PS_LN_5P85D,
)
v.position.x = plop_positions[x][0]
v.position.y = plop_positions[x][1]
v.heading = plop_positions[x][2]
vg.add_unit(v)
else:
v = self.vehicle(name + " Unit #{nr}".format(nr=i), _type)
v.position.x = position.x
v.position.y = position.y + (i - 1) * 20
v.heading = heading
vg.add_unit(v)
wp = vg.add_waypoint(vg.units[0].position, move_formation, 0)
wp.ETA_locked = True
if _type.eplrs:
wp.tasks.append(task.EPLRS(self.next_eplrs("vehicle")))
country.add_vehicle_group(vg)
return vg
class AAConflictGenerator:
def __init__(self, mission: Mission, conflict: Conflict):
self.m = mission
@ -27,10 +289,10 @@ class AAConflictGenerator:
def generate(self, units: db.AirDefenseDict):
for type, count in units.items():
for _, radial in zip(range(count), self.conflict.radials):
distance = randint(self.conflict.size * DISTANCE_FACTOR[0], self.conflict.size * DISTANCE_FACTOR[1])
p = self.conflict.position.point_from_heading(radial, distance)
distance = randint(self.conflict.size * DISTANCE_FACTOR[0] + 9000, self.conflict.size * DISTANCE_FACTOR[1] + 14000)
p = self.conflict.position.point_from_heading(random.choice(self.conflict.radials), distance)
self.m.vehicle_group(
self.m.aaa_vehicle_group(
country=self.conflict.defenders_side,
name=namegen.next_unit_name(self.conflict.defenders_side, type),
_type=type,

View File

@ -50,10 +50,10 @@ class GroundObjectsGenerator:
else:
cp = self.conflict.from_cp
consumed_farps = set()
for ground_object in cp.ground_objects:
if ground_object.dcs_identifier == "AA":
if ground_object.position.distance_to_point(self.conflict.from_cp.position) < AA_CP_MIN_DISTANCE:
continue
if ground_object.is_dead:
continue
@ -61,7 +61,7 @@ class GroundObjectsGenerator:
unit_type = random.choice(self.game.commision_unit_types(cp, AirDefence))
assert unit_type is not None, "Cannot find unit type for GroundObject defense ({})!".format(cp)
group = self.m.vehicle_group(
group = self.m.aaa_vehicle_group(
country=side,
name=ground_object.string_identifier,
_type=unit_type,
@ -80,6 +80,16 @@ class GroundObjectsGenerator:
print("Didn't find {} in static _map(s)!".format(ground_object.dcs_identifier))
continue
if ground_object.group_id not in consumed_farps:
consumed_farps.add(ground_object.group_id)
if random.randint(0, 100) > 50:
farp_aa(
self.m,
side,
ground_object.string_identifier,
ground_object.position,
)
group = self.m.static_group(
country=side,
name=ground_object.string_identifier,
@ -90,3 +100,39 @@ class GroundObjectsGenerator:
)
logging.info("generated {}object identifier {} with mission id {}".format("dead " if ground_object.is_dead else "", group.name, group.id))
def farp_aa(mission_obj, country, name, position: mapping.Point):
"""
Add AAA to a FARP :)
:param mission_obj:
:param country:
:param name:
:param position:
:return:
"""
vg = unitgroup.VehicleGroup(mission_obj.next_group_id(), mission_obj.string(name))
units = [
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.AAA_ZU_23_Closed,
AirDefence.AAA_ZU_23_Emplacement,
AirDefence.AAA_ZU_23_on_Ural_375,
AirDefence.AAA_ZU_23_Insurgent_Closed,
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375,
Armor.MBT_T_55,
Armor.IFV_BMP_3,
]
v = mission_obj.vehicle(name + "_AAA", random.choice(units))
v.position.x = position.x - random.randint(5, 30)
v.position.y = position.y - random.randint(5, 30)
v.heading = random.randint(0, 359)
vg.add_unit(v)
wp = vg.add_waypoint(vg.units[0].position, PointAction.OffRoad, 0)
wp.ETA_locked = True
country.add_vehicle_group(vg)
return vg

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@ -42,29 +42,34 @@ class TriggersGenerator:
self.game = game
def _gen_activation_trigger(self, radius: int, player_cp: ControlPoint, player_coalition: str, enemy_coalition: str):
conflict_distance = player_cp.position.distance_to_point(self.conflict.position)
minimum_radius = max(conflict_distance - TRIGGER_MIN_DISTANCE_FROM_START, TRIGGER_RADIUS_MINIMUM)
if minimum_radius < 0:
minimum_radius = 0
radius = min(minimum_radius, radius)
activation_trigger_zone = self.mission.triggers.add_triggerzone(
self.conflict.position,
radius,
name="Activation zone",
)
activation_trigger = TriggerOnce(Event.NoEvent, "Activation trigger")
activation_trigger.add_condition(PartOfCoalitionInZone(player_coalition, activation_trigger_zone.id))
activation_trigger.add_condition(FlagIsTrue())
activate_by_trigger = []
flag_id = 2
for coalition_name, coalition in self.mission.coalition.items():
for country in coalition.countries.values():
if coalition_name == enemy_coalition:
for plane_group in country.plane_group + country.helicopter_group:
plane_group.late_activation = True
activate_by_trigger.append(plane_group)
#activate_by_trigger.append(plane_group)
self.delayed_trigger(plane_group, flag_id)
flag_id += 1
for vehicle_group in country.vehicle_group:
vehicle_group.late_activation = True
activate_by_trigger.append(vehicle_group)
conflict_distance = player_cp.position.distance_to_point(self.conflict.position)
minimum_radius = max(conflict_distance - TRIGGER_MIN_DISTANCE_FROM_START, TRIGGER_RADIUS_MINIMUM)
if minimum_radius < 0:
minimum_radius = 0
radius = min(minimum_radius, radius)
activation_trigger_zone = self.mission.triggers.add_triggerzone(self.conflict.position, radius, name="Activation zone")
activation_trigger = TriggerOnce(Event.NoEvent, "Activation trigger")
activation_trigger.add_condition(PartOfCoalitionInZone(player_coalition, activation_trigger_zone.id))
activation_trigger.add_condition(FlagIsTrue())
for group in activate_by_trigger:
activation_trigger.add_action(ActivateGroup(group.id))
@ -143,6 +148,22 @@ class TriggersGenerator:
for vehicle_group in country.vehicle_group:
vehicle_group.set_skill(Skill(skill_level[1]))
def delayed_trigger(self, group, flag_id):
trigger_one = TriggerOnce(Event.NoEvent, "Activation trigger")
trigger_one.add_action(SetFlagValue(flag_id, random.randint(0, 1200)))
trigger_two = TriggerCondition()
trigger_two.add_condition(TimeSinceFlag(flag_id, seconds=1))
trigger_two.add_action(DecreaseFlag(flag_id, 1))
trigger_three = TriggerOnce()
trigger_three.add_condition(FlagEquals(flag_id, 1))
trigger_three.add_action(ActivateGroup(group.id))
self.mission.triggerrules.triggers.append(trigger_one)
self.mission.triggerrules.triggers.append(trigger_two)
self.mission.triggerrules.triggers.append(trigger_three)
def generate(self, player_cp: ControlPoint, is_quick: bool, activation_trigger_radius: int, awacs_enabled: bool):
player_coalition = self.game.player == "USA" and "blue" or "red"
enemy_coalition = player_coalition == "blue" and "red" or "blue"

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@ -158,14 +158,17 @@ class Base:
return int(self.total_armor * 0.5)
def assemble_aa_count(self) -> int:
if self.strength > STRENGTH_AA_ASSEMBLE_MIN:
return self.total_aa
else:
return 0
# previous logic removed because we always want the full air defense capabilities.
return self.total_aa
def scramble_sweep(self, multiplier: float) -> typing.Dict[PlaneType, int]:
return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
def scramble_last_defense(self):
# return as many CAP-capable aircraft as we can since this is the last defense of the base
# (but not more than 20 - that's just nuts)
return self._find_best_planes(CAP, min(self.total_planes, 20))
def scramble_cas(self, multiplier: float) -> typing.Dict[PlaneType, int]:
return self._find_best_planes(CAS, self.scramble_count(multiplier, CAS))

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@ -320,7 +320,7 @@ class OverviewCanvas:
for cp in self.game.theater.controlpoints:
coords = self._transform_point(cp.position)
radius = 12 * math.pow(cp.importance, 1)
radius_m = max(radius * cp.base.strength - 2, 0)
radius_m = radius * max(cp.base.strength - 2, 0)
if cp.captured:
color = self._player_color()