number of fixes and improvements to mission generation & debriefings

This commit is contained in:
Vasyl Horbachenko 2018-06-15 04:34:38 +03:00
parent a4dfde157d
commit d78b2dd238
12 changed files with 175 additions and 74 deletions

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@ -1,6 +1,4 @@
#!/usr/bin/env python3 #!/usr/bin/env python3
import sys
import theater.caucasus import theater.caucasus
import ui.window import ui.window
import ui.mainmenu import ui.mainmenu

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@ -23,6 +23,7 @@ PRICES = {
F_15C: 30, F_15C: 30,
M_2000C: 11, M_2000C: 11,
MiG_15bis: 8,
MiG_21Bis: 13, MiG_21Bis: 13,
MiG_29A: 23, MiG_29A: 23,
@ -49,13 +50,14 @@ PRICES = {
} }
UNIT_BY_TASK = { UNIT_BY_TASK = {
FighterSweep: [Su_27, Su_33, FA_18C_hornet, F_15C, MiG_21Bis, MiG_29A, F_A_18C, AV8BNA], FighterSweep: [Su_27, Su_33, FA_18C_hornet, F_15C, MiG_21Bis, MiG_29A, F_A_18C, AV8BNA, ],
CAS: [Su_25T, A_10A, A_10C, ], CAS: [Su_25T, A_10A, A_10C, ],
Transport: [IL_76MD, S_3B_Tanker, ],
AWACS: [E_3A, A_50, ],
CAP: [Armor.MBT_T_90, Armor.MBT_T_80U, Armor.MBT_T_55, Armor.MBT_M1A2_Abrams, Armor.MBT_M60A3_Patton, Armor.ATGM_M1134_Stryker, Armor.APC_BTR_80, ], CAP: [Armor.MBT_T_90, Armor.MBT_T_80U, Armor.MBT_T_55, Armor.MBT_M1A2_Abrams, Armor.MBT_M60A3_Patton, Armor.ATGM_M1134_Stryker, Armor.APC_BTR_80, ],
AirDefence: [AirDefence.AAA_ZU_23_on_Ural_375, AirDefence.SAM_Avenger_M1097 ], AirDefence: [AirDefence.AAA_ZU_23_on_Ural_375, AirDefence.SAM_Avenger_M1097 ],
Transport: [IL_76MD, S_3B_Tanker, ],
Carriage: [CVN_74_John_C__Stennis, CV_1143_5_Admiral_Kuznetsov, ], Carriage: [CVN_74_John_C__Stennis, CV_1143_5_Admiral_Kuznetsov, ],
AWACS: [E_3A, A_50, ],
} }
UNIT_BY_COUNTRY = { UNIT_BY_COUNTRY = {
@ -88,6 +90,20 @@ UNIT_BY_COUNTRY = {
CVN_74_John_C__Stennis], CVN_74_John_C__Stennis],
} }
PLANE_PAYLOAD_OVERRIDES = {
FA_18C_hornet: {
"*": "AIM-9M*6, AIM-7M*2, FUEL*3",
},
MiG_21Bis: {
"*": "Patrol, medium range",
}
}
PLANE_LIVERY_OVERRIDES = {
FA_18C_hornet: "VFA-34",
}
UnitsDict = typing.Dict[UnitType, int] UnitsDict = typing.Dict[UnitType, int]
PlaneDict = typing.Dict[FlyingType, int] PlaneDict = typing.Dict[FlyingType, int]
ArmorDict = typing.Dict[VehicleType, int] ArmorDict = typing.Dict[VehicleType, int]

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@ -49,10 +49,10 @@ class Event:
class GroundInterceptEvent(Event): class GroundInterceptEvent(Event):
BONUS_BASE = 3 BONUS_BASE = 3
TARGET_AMOUNT_FACTOR = 3 TARGET_AMOUNT_FACTOR = 2
TARGET_VARIETY = 3 TARGET_VARIETY = 2
STRENGTH_INFLUENCE = 0.1 STRENGTH_INFLUENCE = 0.1
SUCCESS_TARGETS_HIT_PERCENTAGE = 0.7 SUCCESS_TARGETS_HIT_PERCENTAGE = 0.5
targets = None # type: db.ArmorDict targets = None # type: db.ArmorDict

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@ -83,12 +83,6 @@ class Game:
enemy_interception = True enemy_interception = True
break break
for to_cp in self.theater.player_points():
if enemy_interception:
break
if to_cp.is_global:
continue
if to_cp in self.theater.conflicts(False): if to_cp in self.theater.conflicts(False):
continue continue

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@ -37,6 +37,7 @@ class Operation:
self.defender_clients = defender_clients self.defender_clients = defender_clients
self.from_cp = from_cp self.from_cp = from_cp
self.to_cp = to_cp self.to_cp = to_cp
self.is_quick = False
def initialize(self, mission: Mission, conflict: Conflict): def initialize(self, mission: Mission, conflict: Conflict):
self.mission = mission self.mission = mission
@ -46,13 +47,15 @@ class Operation:
self.airgen = AircraftConflictGenerator(mission, conflict) self.airgen = AircraftConflictGenerator(mission, conflict)
self.aagen = AAConflictGenerator(mission, conflict) self.aagen = AAConflictGenerator(mission, conflict)
self.shipgen = ShipGenerator(mission, conflict) self.shipgen = ShipGenerator(mission, conflict)
self.envgen = EnvironmentSettingsGenerator(mission, self.game) self.envgen = EnvironmentSettingsGenerator(mission, conflict, self.game)
player_name = self.from_cp.captured and self.attacker_name or self.defender_name player_name = self.from_cp.captured and self.attacker_name or self.defender_name
enemy_name = self.from_cp.captured and self.defender_name or self.attacker_name enemy_name = self.from_cp.captured and self.defender_name or self.attacker_name
self.extra_aagen = ExtraAAConflictGenerator(mission, conflict, self.game, player_name, enemy_name) self.extra_aagen = ExtraAAConflictGenerator(mission, conflict, self.game, player_name, enemy_name)
def prepare(self, is_quick: bool): def prepare(self, is_quick: bool):
self.is_quick = is_quick
if is_quick: if is_quick:
self.attackers_starting_position = None self.attackers_starting_position = None
self.defenders_starting_position = None self.defenders_starting_position = None
@ -62,7 +65,7 @@ class Operation:
def generate(self): def generate(self):
self.extra_aagen.generate() self.extra_aagen.generate()
self.envgen.generate() self.envgen.generate(self.is_quick)
def units_of(self, country_name: str) -> typing.Collection[UnitType]: def units_of(self, country_name: str) -> typing.Collection[UnitType]:
return [] return []
@ -103,7 +106,6 @@ class CaptureOperation(Operation):
mission.country(self.defender_name))) mission.country(self.defender_name)))
def generate(self): def generate(self):
self.envgen.generate()
self.armorgen.generate(self.attack, self.defense) self.armorgen.generate(self.attack, self.defense)
self.aagen.generate(self.aa) self.aagen.generate(self.aa)
@ -112,6 +114,8 @@ class CaptureOperation(Operation):
self.airgen.generate_cas(self.cas, clients=self.attacker_clients, at=self.attackers_starting_position) self.airgen.generate_cas(self.cas, clients=self.attacker_clients, at=self.attackers_starting_position)
self.airgen.generate_cas_escort(self.escort, clients=self.attacker_clients, at=self.attackers_starting_position) self.airgen.generate_cas_escort(self.escort, clients=self.attacker_clients, at=self.attackers_starting_position)
super(CaptureOperation, self).generate()
class InterceptOperation(Operation): class InterceptOperation(Operation):
escort = None # type: db.PlaneDict escort = None # type: db.PlaneDict
@ -144,17 +148,22 @@ class InterceptOperation(Operation):
conflict=conflict) conflict=conflict)
def generate(self): def generate(self):
super(InterceptOperation, self).generate()
self.airgen.generate_transport(self.transport, self.to_cp.at) self.airgen.generate_transport(self.transport, self.to_cp.at)
self.airgen.generate_transport_escort(self.escort, clients=self.defender_clients) self.airgen.generate_transport_escort(self.escort, clients=self.defender_clients)
if self.from_cp.is_global: if self.from_cp.is_global:
ship = self.shipgen.generate(type=db.find_unittype(Carriage, self.attacker_name)[0], starting_ship = self.shipgen.generate(type=db.find_unittype(Carriage, self.attacker_name)[0],
at=self.from_cp.at) at=self.from_cp.at)
self.airgen.generate_interception(self.interceptors, clients=self.attacker_clients, at=ship)
if self.is_quick:
starting_ship = None
self.airgen.generate_interception(self.interceptors, clients=self.attacker_clients, at=starting_ship)
else: else:
self.airgen.generate_interception(self.interceptors, clients=self.attacker_clients, at=self.attackers_starting_position) self.airgen.generate_interception(self.interceptors, clients=self.attacker_clients, at=self.attackers_starting_position)
super(InterceptOperation, self).generate()
class GroundInterceptOperation(Operation): class GroundInterceptOperation(Operation):
def setup(self, def setup(self,
@ -180,6 +189,7 @@ class GroundInterceptOperation(Operation):
conflict=conflict) conflict=conflict)
def generate(self): def generate(self):
super(GroundInterceptOperation, self).generate()
self.airgen.generate_cas(self.strikegroup, clients=self.attacker_clients, at=self.attackers_starting_position) self.airgen.generate_cas(self.strikegroup, clients=self.attacker_clients, at=self.attackers_starting_position)
self.armorgen.generate({}, self.target) self.armorgen.generate({}, self.target)
super(GroundInterceptOperation, self).generate()

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@ -8,6 +8,7 @@ from dcs.mission import *
DISTANCE_FACTOR = 4, 5 DISTANCE_FACTOR = 4, 5
EXTRA_AA_MIN_DISTANCE = 70000 EXTRA_AA_MIN_DISTANCE = 70000
EXTRA_AA_POSITION_FROM_CP = 10000
class AAConflictGenerator: class AAConflictGenerator:
def __init__(self, mission: Mission, conflict: Conflict): def __init__(self, mission: Mission, conflict: Conflict):
@ -37,18 +38,21 @@ class ExtraAAConflictGenerator:
self.enemy_name = enemy_name self.enemy_name = enemy_name
def generate(self): def generate(self):
from theater.conflicttheater import ControlPoint
for cp in self.game.theater.controlpoints: for cp in self.game.theater.controlpoints:
if cp.is_global: if cp.is_global:
continue continue
if cp.position.distance_to_point(self.conflict.position) > EXTRA_AA_MIN_DISTANCE: if cp.position.distance_to_point(self.conflict.position) > EXTRA_AA_MIN_DISTANCE:
country_name = cp.captured and self.player_name or self.enemy_name country_name = cp.captured and self.player_name or self.enemy_name
position = cp.position.point_from_heading(0, EXTRA_AA_POSITION_FROM_CP)
self.mission.vehicle_group( self.mission.vehicle_group(
country=self.mission.country(country_name), country=self.mission.country(country_name),
name=namegen.next_ground_group_name(), name=namegen.next_ground_group_name(),
_type=random.choice(db.find_unittype(AirDefence, country_name)), _type=random.choice(db.find_unittype(AirDefence, country_name)),
position=cp.position, position=position,
group_size=2 group_size=2
) )

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@ -6,19 +6,24 @@ from dcs.mission import *
from dcs.unitgroup import * from dcs.unitgroup import *
from dcs.unittype import * from dcs.unittype import *
from dcs.task import * from dcs.task import *
from dcs.terrain.terrain import NoParkingSlotError
SPREAD_DISTANCE_FACTOR = 1, 2 SPREAD_DISTANCE_FACTOR = 1, 2
ESCORT_MAX_DIST = 30000 ESCORT_MAX_DIST = 30000
WORKAROUND_WAYP_DIST = 1000 WORKAROUND_WAYP_DIST = 1000
WARM_START_ALTITUDE = 6000 WARM_START_ALTITUDE = 3600
WARM_START_AIRSPEED = 300 WARM_START_AIRSPEED = 600
INTERCEPTION_AIRSPEED = 1200
INTERCEPT_ALT = 15000 TRANSPORT_LANDING_ALT = 500
CAS_ALTITUDE = 3000
INTERCEPTION_ALT = 3600
CAS_ALTITUDE = 1000
INTERCEPT_MAX_DISTANCE_FACTOR = 15 INTERCEPT_MAX_DISTANCE_FACTOR = 15
class AircraftConflictGenerator: class AircraftConflictGenerator:
escort_targets = [] # type: typing.List[PlaneGroup] escort_targets = [] # type: typing.List[PlaneGroup]
@ -34,6 +39,39 @@ class AircraftConflictGenerator:
) )
return point.random_point_within(distance, self.conflict.size * SPREAD_DISTANCE_FACTOR[0]) return point.random_point_within(distance, self.conflict.size * SPREAD_DISTANCE_FACTOR[0])
def _split_to_groups(self, dict: db.PlaneDict, clients: db.PlaneDict = None) -> typing.Collection[typing.Tuple[FlyingType, int, int]]:
for flying_type, count in dict.items():
if clients:
client_count = clients.get(flying_type, 0)
else:
client_count = 0
while count > 0:
group_size = min(count, 4)
client_size = max(min(client_count, 4), 0)
yield (flying_type, group_size, client_size)
count -= group_size
client_count -= client_size
def _setup_group(self, group: FlyingGroup, for_task: Task):
did_load_loadout = False
unit_type = group.units[0].unit_type
if unit_type in db.PLANE_PAYLOAD_OVERRIDES:
if for_task in db.PLANE_PAYLOAD_OVERRIDES[unit_type]:
group.load_loadout(db.PLANE_PAYLOAD_OVERRIDES[unit_type][for_task])
did_load_loadout = True
elif "*" in db.PLANE_PAYLOAD_OVERRIDES[unit_type]:
group.load_loadout(db.PLANE_PAYLOAD_OVERRIDES[unit_type]["*"])
did_load_loadout = True
if not did_load_loadout:
group.load_task_default_loadout(for_task)
if unit_type in db.PLANE_LIVERY_OVERRIDES:
for unit_instance in group.units:
unit_instance.livery_id = db.PLANE_LIVERY_OVERRIDES[unit_type]
def _generate_at_airport(self, name: str, side: Country, unit_type: FlyingType, count: int, client_count: int, airport: Airport = None) -> FlyingGroup: def _generate_at_airport(self, name: str, side: Country, unit_type: FlyingType, count: int, client_count: int, airport: Airport = None) -> FlyingGroup:
assert count > 0 assert count > 0
assert unit is not None assert unit is not None
@ -98,7 +136,10 @@ class AircraftConflictGenerator:
elif isinstance(at, ShipGroup): elif isinstance(at, ShipGroup):
return self._generate_at_carrier(name, side, unit_type, count, client_count, at) return self._generate_at_carrier(name, side, unit_type, count, client_count, at)
elif issubclass(at, Airport): elif issubclass(at, Airport):
return self._generate_at_airport(name, side, unit_type, count, client_count, at) try:
return self._generate_at_airport(name, side, unit_type, count, client_count, at)
except NoParkingSlotError:
return self._generate_inflight(name, side, unit_type, count, client_count, at.position)
else: else:
assert False assert False
@ -106,41 +147,42 @@ class AircraftConflictGenerator:
if len(self.escort_targets) == 0: if len(self.escort_targets) == 0:
return return
for type, count in units.items(): for flying_type, count, client_count in self._split_to_groups(units, clients):
group = self._generate_group( group = self._generate_group(
name=namegen.next_escort_group_name(), name=namegen.next_escort_group_name(),
side=side, side=side,
unit_type=type, unit_type=flying_type,
count=count, count=count,
client_count=clients.get(type, 0), client_count=client_count,
at=at) at=at)
group.task = Escort.name group.task = Escort.name
group.load_task_default_loadout(dcs.task.Escort)
heading = group.position.heading_between_point(self.conflict.position) heading = group.position.heading_between_point(self.conflict.position)
position = group.position # type: Point position = group.position # type: Point
wayp = group.add_waypoint(position.point_from_heading(heading, WORKAROUND_WAYP_DIST), CAS_ALTITUDE) wayp = group.add_waypoint(position.point_from_heading(heading, WORKAROUND_WAYP_DIST), CAS_ALTITUDE, WARM_START_AIRSPEED)
for group in self.escort_targets: for group in self.escort_targets:
wayp.tasks.append(EscortTaskAction(group.id, engagement_max_dist=ESCORT_MAX_DIST)) wayp.tasks.append(EscortTaskAction(group.id, engagement_max_dist=ESCORT_MAX_DIST))
self._setup_group(group, dcs.task.Escort)
def generate_cas(self, attackers: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None): def generate_cas(self, attackers: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
assert len(self.escort_targets) == 0 assert len(self.escort_targets) == 0
for type, count in attackers.items(): for flying_type, count, client_count in self._split_to_groups(attackers, clients):
group = self._generate_group( group = self._generate_group(
name=namegen.next_cas_group_name(), name=namegen.next_cas_group_name(),
side=self.conflict.attackers_side, side=self.conflict.attackers_side,
unit_type=type, unit_type=flying_type,
count=count, count=count,
client_count=clients.get(type, 0), client_count=client_count,
at=at and at or self._group_point(self.conflict.air_attackers_location)) at=at and at or self._group_point(self.conflict.air_attackers_location))
self.escort_targets.append(group) self.escort_targets.append(group)
group.add_waypoint(self.conflict.position, CAS_ALTITUDE) group.add_waypoint(self.conflict.position, CAS_ALTITUDE, WARM_START_AIRSPEED)
group.task = CAS.name group.task = CAS.name
group.load_task_default_loadout(CAS) self._setup_group(group, CAS)
def generate_cas_escort(self, attackers: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None): def generate_cas_escort(self, attackers: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
self._generate_escort( self._generate_escort(
@ -157,54 +199,55 @@ class AircraftConflictGenerator:
at=at and at or self._group_point(self.conflict.air_defenders_location)) at=at and at or self._group_point(self.conflict.air_defenders_location))
def generate_defense(self, defenders: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None): def generate_defense(self, defenders: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
for type, count in defenders.items(): for flying_type, count, client_count in self._split_to_groups(defenders, clients):
group = self._generate_group( group = self._generate_group(
name=namegen.next_intercept_group_name(), name=namegen.next_intercept_group_name(),
side=self.conflict.defenders_side, side=self.conflict.defenders_side,
unit_type=type, unit_type=flying_type,
count=count, count=count,
client_count=clients.get(type, 0), client_count=client_count,
at=at and at or self._group_point(self.conflict.air_defenders_location)) at=at and at or self._group_point(self.conflict.air_defenders_location))
group.task = FighterSweep.name group.task = FighterSweep.name
group.load_task_default_loadout(FighterSweep) wayp = group.add_waypoint(self.conflict.position, CAS_ALTITUDE, WARM_START_AIRSPEED)
wayp = group.add_waypoint(self.conflict.position, CAS_ALTITUDE)
wayp.tasks.append(dcs.task.EngageTargets(max_distance=self.conflict.size * INTERCEPT_MAX_DISTANCE_FACTOR)) wayp.tasks.append(dcs.task.EngageTargets(max_distance=self.conflict.size * INTERCEPT_MAX_DISTANCE_FACTOR))
wayp.tasks.append(dcs.task.OrbitAction()) wayp.tasks.append(dcs.task.OrbitAction())
self._setup_group(group, FighterSweep)
def generate_transport(self, transport: db.PlaneDict, destination: Airport): def generate_transport(self, transport: db.PlaneDict, destination: Airport):
assert len(self.escort_targets) == 0 assert len(self.escort_targets) == 0
for type, count in transport.items(): for flying_type, count, client_count in self._split_to_groups(transport):
group = self._generate_group( group = self._generate_group(
name=namegen.next_transport_group_name(), name=namegen.next_transport_group_name(),
side=self.conflict.defenders_side, side=self.conflict.defenders_side,
unit_type=type, unit_type=flying_type,
count=count, count=count,
client_count=0, client_count=client_count,
at=self._group_point(self.conflict.air_defenders_location)) at=self._group_point(self.conflict.air_defenders_location))
group.task = Transport.name group.task = Transport.name
self.escort_targets.append(group) self.escort_targets.append(group)
group.add_waypoint(destination.position.random_point_within(0, 0), TRANSPORT_LANDING_ALT)
group.land_at(destination) group.land_at(destination)
def generate_interception(self, interceptors: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None): def generate_interception(self, interceptors: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
for type, count in interceptors.items(): for flying_type, count, client_count in self._split_to_groups(interceptors, clients):
group = self._generate_group( group = self._generate_group(
name=namegen.next_intercept_group_name(), name=namegen.next_intercept_group_name(),
side=self.conflict.attackers_side, side=self.conflict.attackers_side,
unit_type=type, unit_type=flying_type,
count=count, count=count,
client_count=clients.get(type, 0), client_count=client_count,
at=at and at or self._group_point(self.conflict.air_attackers_location)) at=at and at or self._group_point(self.conflict.air_attackers_location))
group.task = FighterSweep.name group.task = FighterSweep.name
group.load_task_default_loadout(FighterSweep)
heading = group.position.heading_between_point(self.conflict.position) heading = group.position.heading_between_point(self.conflict.position)
initial_wayp = group.add_waypoint(group.position.point_from_heading(heading, WORKAROUND_WAYP_DIST), INTERCEPT_ALT) initial_wayp = group.add_waypoint(group.position.point_from_heading(heading, WORKAROUND_WAYP_DIST), INTERCEPTION_ALT, INTERCEPTION_AIRSPEED)
initial_wayp.tasks.append(EngageTargets()) initial_wayp.tasks.append(EngageTargets())
wayp = group.add_waypoint(self.conflict.position, 0) wayp = group.add_waypoint(self.conflict.position, 0)
wayp.tasks.append(EngageTargets()) wayp.tasks.append(EngageTargets())
self._setup_group(group, FighterSweep)

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@ -18,13 +18,14 @@ def _opposite_heading(h):
return h+180 return h+180
GROUND_DISTANCE_FACTOR = 2 GROUND_DISTANCE_FACTOR = 2
AIR_DISTANCE = 8000 AIR_DISTANCE = 32000
INTERCEPT_ATTACKERS_HEADING = -45, 45 INTERCEPT_ATTACKERS_HEADING = -45, 45
INTERCEPT_DEFENDERS_HEADING = -10, 10 INTERCEPT_DEFENDERS_HEADING = -10, 10
INTERCEPT_ATTACKERS_DISTANCE = 60000 INTERCEPT_ATTACKERS_DISTANCE = 60000
INTERCEPT_DEFENDERS_DISTANCE = 30000 INTERCEPT_DEFENDERS_DISTANCE = 30000
INTERCEPT_MAX_DISTANCE = 45000 INTERCEPT_MAX_DISTANCE = 80000
INTERCEPT_MIN_DISTANCE = 45000
class Conflict: class Conflict:
@ -62,7 +63,8 @@ class Conflict:
from theater.conflicttheater import ALL_RADIALS from theater.conflicttheater import ALL_RADIALS
heading = from_cp.position.heading_between_point(to_cp.position) heading = from_cp.position.heading_between_point(to_cp.position)
distance = min(from_cp.position.distance_to_point(to_cp.position) / 2, INTERCEPT_MAX_DISTANCE) raw_distance = from_cp.position.distance_to_point(to_cp.position) / 2
distance = max(min(raw_distance, INTERCEPT_MAX_DISTANCE), INTERCEPT_MIN_DISTANCE)
position = from_cp.position.point_from_heading(heading, distance) position = from_cp.position.point_from_heading(heading, distance)
instance = self() instance = self()
@ -74,7 +76,7 @@ class Conflict:
instance.radials = ALL_RADIALS instance.radials = ALL_RADIALS
instance.air_attackers_location = instance.position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + heading, INTERCEPT_ATTACKERS_DISTANCE) instance.air_attackers_location = instance.position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + heading, INTERCEPT_ATTACKERS_DISTANCE)
instance.air_defenders_location = instance.position.point_from_heading(random.randint(*INTERCEPT_DEFENDERS_HEADING) + heading, INTERCEPT_DEFENDERS_DISTANCE) instance.air_defenders_location = instance.position
return instance return instance

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@ -2,9 +2,15 @@ import typing
import random import random
from dcs.mission import Mission from dcs.mission import Mission
from dcs.triggers import *
from dcs.condition import *
from dcs.action import *
from theater.weatherforecast import WeatherForecast from theater.weatherforecast import WeatherForecast
from theater.conflicttheater import Conflict
ACTIVATION_TRIGGER_SIZE = 80000
ACTIVATION_TRIGGER_MIN_DISTANCE = 5000
RANDOM_TIME = { RANDOM_TIME = {
"night": 0, "night": 0,
@ -22,11 +28,12 @@ RANDOM_WEATHER = {
} }
class EnvironmentSettingsGenerator: class EnvironmentSettingsGenerator:
def __init__(self, mission: Mission, game): def __init__(self, mission: Mission, conflict: Conflict, game):
self.mission = mission self.mission = mission
self.conflict = conflict
self.game = game self.game = game
def generate(self): def generate(self, is_quick: bool):
time_roll = random.randint(0, 100) time_roll = random.randint(0, 100)
time_period = None time_period = None
for k, v in RANDOM_TIME.items(): for k, v in RANDOM_TIME.items():
@ -53,10 +60,34 @@ class EnvironmentSettingsGenerator:
elif weather_type == 3: elif weather_type == 3:
self.mission.weather.random(self.mission.start_time, self.mission.terrain) self.mission.weather.random(self.mission.start_time, self.mission.terrain)
player_coalition = self.game.player == "USA" and "blue" or "red"
enemy_coalition = player_coalition == "blue" and "red" or "blue"
for cp in self.game.theater.controlpoints: for cp in self.game.theater.controlpoints:
if cp.is_global: if cp.is_global:
continue continue
player_coalition = self.game.player == "USA" and "blue" or "red"
enemy_coalition = player_coalition == "blue" and "red" or "blue"
self.mission.terrain.airport_by_id(cp.at.id).set_coalition(cp.captured and player_coalition or enemy_coalition) self.mission.terrain.airport_by_id(cp.at.id).set_coalition(cp.captured and player_coalition or enemy_coalition)
if not is_quick:
activate_by_trigger = []
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:
plane_group.late_activation = True
activate_by_trigger.append(plane_group)
for vehicle_group in country.vehicle_group:
vehicle_group.late_activation = True
activate_by_trigger.append(vehicle_group)
zone_distance_to_aircraft = self.conflict.air_attackers_location.distance_to_point(self.conflict.position)
zone_size = min(zone_distance_to_aircraft - ACTIVATION_TRIGGER_MIN_DISTANCE, ACTIVATION_TRIGGER_SIZE)
activation_trigger_zone = self.mission.triggers.add_triggerzone(self.conflict.position, zone_size)
activation_trigger = TriggerOnce(Event.NoEvent, "Activation trigger")
activation_trigger.add_condition(PartOfCoalitionInZone(player_coalition, activation_trigger_zone.id))
for group in activate_by_trigger:
activation_trigger.add_action(ActivateGroup(group.id))
self.mission.triggerrules.triggers.append(activation_trigger)

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@ -62,10 +62,8 @@ class ControlPoint:
return closest_radial return closest_radial
def conflict_attack(self, from_cp, attacker: Country, defender: Country) -> Conflict: def conflict_attack(self, from_cp, attacker: Country, defender: Country) -> Conflict:
cp = from_cp # type: ControlPoint attack_radial = self.find_radial(self.position.heading_between_point(from_cp.position))
defense_radial = self.find_radial(from_cp.position.heading_between_point(self.position), ignored_radial=attack_radial)
attack_radial = self.find_radial(cp.position.heading_between_point(self.position))
defense_radial = self.find_radial(self.position.heading_between_point(cp.position), ignored_radial=attack_radial)
return Conflict.capture_conflict(attacker=attacker, return Conflict.capture_conflict(attacker=attacker,
attack_heading=attack_radial, attack_heading=attack_radial,

View File

@ -17,6 +17,11 @@ class EventMenu(Menu):
self.armor_scramble_entries = {} self.armor_scramble_entries = {}
self.aircraft_client_entries = {} self.aircraft_client_entries = {}
if self.event.attacker_name == self.game.player:
self.base = self.event.from_cp.base
else:
self.base = self.event.to_cp.base
self.frame = self.window.right_pane self.frame = self.window.right_pane
def display(self): def display(self):
@ -55,28 +60,22 @@ class EventMenu(Menu):
row += 1 row += 1
base = None # type: Base
if self.event.attacker_name == self.game.player:
base = self.event.from_cp.base
else:
base = self.event.to_cp.base
label("Aircraft") label("Aircraft")
label("Amount", row, 1) label("Amount", row, 1)
label("Client slots", row, 2) label("Client slots", row, 2)
row += 1 row += 1
for unit_type, count in base.aircraft.items(): for unit_type, count in self.base.aircraft.items():
scrable_row(unit_type, count) scrable_row(unit_type, count)
if not base.total_planes: if not self.base.total_planes:
label("None") label("None")
label("Armor") label("Armor")
for unit_type, count in base.armor.items(): for unit_type, count in self.base.armor.items():
scramble_armor_row(unit_type, count) scramble_armor_row(unit_type, count)
if not base.total_armor: if not self.base.total_armor:
label("None") label("None")
Button(self.frame, text="Commit", command=self.start).grid(column=0, row=row) Button(self.frame, text="Commit", command=self.start).grid(column=0, row=row)
@ -89,6 +88,7 @@ class EventMenu(Menu):
for unit_type, field in self.aircraft_scramble_entries.items(): for unit_type, field in self.aircraft_scramble_entries.items():
value = field.get() value = field.get()
if value and int(value) > 0: if value and int(value) > 0:
#amount = min(int(value), self.base.aircraft[unit_type])
amount = int(value) amount = int(value)
task = db.unit_task(unit_type) task = db.unit_task(unit_type)

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@ -72,6 +72,11 @@ class Debriefing:
enemy.name: calculate_losses(enemy_units, self.alive_units.get(enemy.id, {})), enemy.name: calculate_losses(enemy_units, self.alive_units.get(enemy.id, {})),
} }
self.alive_units = {
player.name: self.alive_units.get(player.id, {}),
enemy.name: self.alive_units.get(enemy.id, {}),
}
def debriefing_directory_location() -> str: def debriefing_directory_location() -> str:
return "build/debriefing" return "build/debriefing"