number of fixes to the mission generation

This commit is contained in:
Vasyl Horbachenko 2018-06-29 05:33:35 +03:00
parent 2ace05c565
commit e03342b3ff
15 changed files with 72 additions and 78 deletions

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@ -239,8 +239,6 @@ UNIT_BY_COUNTRY = {
M_2000C,
AV8BNA,
A_10A,
A_10C,
Su_25T,
L_39ZA,

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@ -12,24 +12,12 @@ from .event import Event
class CaptureEvent(Event):
silent = True
BONUS_BASE = 10
BONUS_BASE = 15
STRENGTH_RECOVERY = 0.35
def __str__(self):
return "Attack from {} to {}".format(self.from_cp, self.to_cp)
@property
def threat_description(self):
descr = "{} aircraft + CAS, {} vehicles".format(
self.enemy_cp.base.scramble_count(self.game.settings.multiplier),
self.enemy_cp.base.assemble_count()
)
if self.is_player_attacking:
descr += ", {} AA".format(self.enemy_cp.base.assemble_aa_count())
return descr
def is_successfull(self, debriefing: Debriefing):
alive_attackers = sum([v for k, v in debriefing.alive_units[self.attacker_name].items() if db.unit_task(k) == PinpointStrike])
alive_defenders = sum([v for k, v in debriefing.alive_units[self.defender_name].items() if db.unit_task(k) == PinpointStrike])

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@ -18,7 +18,7 @@ class Event:
difficulty = 1 # type: int
game = None # type: Game
environment_settings = None # type: EnvironmentSettings
BONUS_BASE = 3
BONUS_BASE = 5
def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game):
self.attacker_name = attacker_name

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@ -18,6 +18,13 @@ class GroundInterceptEvent(Event):
targets = None # type: db.ArmorDict
@property
def threat_description(self):
if not self.game.is_player_attack(self):
return "{} aicraft".format(self.from_cp.base.scramble_count(self.game.settings.multiplier, CAS))
else:
return super(GroundInterceptEvent, self).threat_description
def __str__(self):
return "Fontline CAS from {} at {}".format(self.from_cp, self.to_cp)

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@ -40,6 +40,8 @@ class InfantryTransportEvent(Event):
to_cp=self.to_cp
)
op.setup(transport=transport)
air_defense = db.find_unittype(AirDefence, self.defender_name)[0]
op.setup(transport=transport,
aa={air_defense: 2})
self.operation = op

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@ -13,7 +13,6 @@ from .event import Event
class InterceptEvent(Event):
BONUS_BASE = 5
STRENGTH_INFLUENCE = 0.3
GLOBAL_STRENGTH_INFLUENCE = 0.3
AIRDEFENSE_COUNT = 3
@ -25,7 +24,7 @@ class InterceptEvent(Event):
@property
def threat_description(self):
return "{} aircraft".format(self.enemy_cp.base.scramble_count(self.game.settings.multiplier))
return "{} aircraft".format(self.enemy_cp.base.scramble_count(self.game.settings.multiplier, CAP))
def is_successfull(self, debriefing: Debriefing):
units_destroyed = debriefing.destroyed_units[self.defender_name].get(self.transport_unit, 0)

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@ -64,7 +64,7 @@ AWACS_BUDGET_COST = 4
# Initial budget value
PLAYER_BUDGET_INITIAL = 120
# Base post-turn bonus value
PLAYER_BUDGET_BASE = 30
PLAYER_BUDGET_BASE = 10
# Bonus multiplier logarithm base
PLAYER_BUDGET_IMPORTANCE_LOG = 2

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@ -15,9 +15,11 @@ from .operation import Operation
class InfantryTransportOperation(Operation):
transport = None # type: db.HeliDict
aa = None # type: db.AirDefenseDict
def setup(self, transport: db.HeliDict):
def setup(self, transport: db.HeliDict, aa: db.AirDefenseDict):
self.transport = transport
self.aa = aa
def prepare(self, terrain: Terrain, is_quick: bool):
super(InfantryTransportOperation, self).prepare(terrain, is_quick)
@ -40,7 +42,8 @@ class InfantryTransportOperation(Operation):
at=self.attackers_starting_position
)
self.armorgen.generate_passengers(count=8)
self.armorgen.generate_passengers(count=6)
self.aagen.generate_at_defenders_location(self.aa)
self.visualgen.generate_transportation_marker(self.conflict.ground_attackers_location)
self.visualgen.generate_transportation_destination(self.conflict.position)

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@ -16,6 +16,16 @@ class AAConflictGenerator:
self.m = mission
self.conflict = conflict
def generate_at_defenders_location(self, units: db.AirDefenseDict):
for unit_type, count in units.items():
for _ in range(count):
self.m.vehicle_group(
country=self.conflict.defenders_side,
name=namegen.next_ground_group_name(),
_type=unit_type,
position=self.conflict.ground_defenders_location.random_point_within(100, 100),
group_size=1)
def generate(self, units: db.AirDefenseDict):
for type, count in units.items():
for _, radial in zip(range(count), self.conflict.radials):

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@ -23,7 +23,8 @@ HELI_ALT = 900
WARM_START_AIRSPEED = 550
INTERCEPTION_AIRSPEED = 1000
INTERCEPT_MAX_DISTANCE = 80000
DEFENCE_ENGAGEMENT_MAX_DISTANCE = 60000
INTERCEPT_MAX_DISTANCE = 200000
class AircraftConflictGenerator:
@ -87,7 +88,7 @@ class AircraftConflictGenerator:
else:
group.units[idx].set_client()
group.points[0].tasks.append(OptReactOnThreat(OptReactOnThreat.Values.ByPassAndEscape))
group.points[0].tasks.append(OptReactOnThreat(OptReactOnThreat.Values.EvadeFire))
def _generate_at_airport(self, name: str, side: Country, unit_type: FlyingType, count: int, client_count: int, airport: Airport = None) -> FlyingGroup:
assert count > 0
@ -266,7 +267,7 @@ class AircraftConflictGenerator:
group.task = CAP.name
wayp = group.add_waypoint(self.conflict.position, CAS_ALTITUDE, WARM_START_AIRSPEED)
wayp.tasks.append(dcs.task.EngageTargets(max_distance=INTERCEPT_MAX_DISTANCE))
wayp.tasks.append(dcs.task.EngageTargets(max_distance=DEFENCE_ENGAGEMENT_MAX_DISTANCE))
wayp.tasks.append(dcs.task.OrbitAction())
self._setup_group(group, CAP, client_count)
@ -307,7 +308,7 @@ class AircraftConflictGenerator:
initial_wayp = group.add_waypoint(group.position.point_from_heading(heading, WORKAROUND_WAYP_DIST), INTERCEPTION_ALT, INTERCEPTION_AIRSPEED)
initial_wayp.tasks.append(EngageTargets(max_distance=INTERCEPT_MAX_DISTANCE))
wayp = group.add_waypoint(self.conflict.position, 0)
wayp = group.add_waypoint(self.conflict.position, WARM_START_ALTITUDE, INTERCEPTION_AIRSPEED)
wayp.tasks.append(EngageTargets(max_distance=INTERCEPT_MAX_DISTANCE))
self._setup_group(group, CAP, client_count)

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@ -23,6 +23,7 @@ AIR_DISTANCE = 32000
INTERCEPT_ATTACKERS_HEADING = -45, 45
INTERCEPT_DEFENDERS_HEADING = -10, 10
INTERCEPT_CONFLICT_DISTANCE = 50000
INTERCEPT_ATTACKERS_DISTANCE = 100000
INTERCEPT_MAX_DISTANCE = 160000
INTERCEPT_MIN_DISTANCE = 100000
@ -41,7 +42,7 @@ def _heading_sum(h, a) -> int:
if h > 360:
return h - 360
elif h < 0:
return 360 - h
return 360 + h
else:
return h
@ -101,7 +102,8 @@ class Conflict:
@classmethod
def capture_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
position = to_cp.position
attack_heading = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
attack_raw_heading = to_cp.position.heading_between_point(from_cp.position)
attack_heading = to_cp.find_radial(attack_raw_heading)
defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
distance = to_cp.size * GROUND_DISTANCE_FACTOR
@ -120,8 +122,8 @@ class Conflict:
defenders_side=defender,
ground_attackers_location=attackers_location,
ground_defenders_location=defenders_location,
air_attackers_location=position.point_from_heading(attack_heading, AIR_DISTANCE),
air_defenders_location=position.point_from_heading(defense_heading, AIR_DISTANCE)
air_attackers_location=position.point_from_heading(attack_raw_heading, AIR_DISTANCE),
air_defenders_location=position.point_from_heading(_opposite_heading(attack_raw_heading), AIR_DISTANCE)
)
@classmethod
@ -133,7 +135,7 @@ class Conflict:
position = from_cp.position.point_from_heading(heading, distance)
return cls(
position=position,
position=position.point_from_heading(position.heading_between_point(to_cp.position), INTERCEPT_CONFLICT_DISTANCE),
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
@ -213,27 +215,6 @@ class Conflict:
air_defenders_location=position
)
@classmethod
def intercept_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
raw_distance = from_cp.position.distance_to_point(to_cp.position)
distance = max(min(raw_distance, INTERCEPT_MAX_DISTANCE), INTERCEPT_MIN_DISTANCE)
heading = _heading_sum(from_cp.position.heading_between_point(to_cp.position), random.choice([-1, 1]) * random.randint(60, 100))
position = from_cp.position.point_from_heading(heading, distance)
return cls(
position=position,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker,
defenders_side=defender,
ground_attackers_location=None,
ground_defenders_location=None,
air_attackers_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + heading, INTERCEPT_ATTACKERS_DISTANCE),
air_defenders_location=position
)
@classmethod
def naval_intercept_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
radial = random.choice(to_cp.sea_radials)

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@ -28,9 +28,9 @@ RANDOM_TIME = {
RANDOM_WEATHER = {
1: 5, # heavy rain
2: 30, # rain
3: 40, # dynamic
4: 50, # clear
2: 20, # rain
3: 30, # dynamic
4: 40, # clear
5: 100, # random
}

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@ -12,7 +12,7 @@ from dcs.task import *
STRENGTH_AA_ASSEMBLE_MIN = 0.2
PLANES_SCRAMBLE_MIN_BASE = 4
PLANES_SCRAMBLE_MAX_BASE = 8
PLANES_SCRAMBLE_FACTOR = 0.8
PLANES_SCRAMBLE_FACTOR = 0.6
class Base:
@ -140,9 +140,14 @@ class Base:
elif self.strength < 0:
self.strength = 0.001
def scramble_count(self, multiplier: float) -> int:
count = int(math.ceil(self.total_planes * PLANES_SCRAMBLE_FACTOR * self.strength))
return min(min(max(count, PLANES_SCRAMBLE_MIN_BASE), int(PLANES_SCRAMBLE_MAX_BASE * multiplier)), self.total_planes)
def scramble_count(self, multiplier: float, task: Task = None) -> int:
if task:
count = sum([v for k, v in self.aircraft.items() if db.unit_task(k) == task])
else:
count = self.total_planes
count = int(math.ceil(count * PLANES_SCRAMBLE_FACTOR * self.strength))
return min(min(max(count, PLANES_SCRAMBLE_MIN_BASE), int(PLANES_SCRAMBLE_MAX_BASE * multiplier)), count)
def assemble_count(self):
return int(self.total_armor * self.strength)
@ -154,13 +159,13 @@ class Base:
return 0
def scramble_sweep(self, multiplier: float) -> typing.Dict[PlaneType, int]:
return self._find_best_planes(CAP, self.scramble_count(multiplier))
return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
def scramble_cas(self, multiplier: float) -> typing.Dict[PlaneType, int]:
return self._find_best_planes(CAS, self.scramble_count(multiplier))
return self._find_best_planes(CAS, self.scramble_count(multiplier, CAS))
def scramble_interceptors(self, multiplier: float) -> typing.Dict[PlaneType, int]:
return self._find_best_planes(CAP, self.scramble_count(multiplier))
return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
def assemble_cap(self) -> typing.Dict[Armor, int]:
return self._find_best_armor(PinpointStrike, self.assemble_count())

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@ -27,9 +27,11 @@ class BaseMenu(Menu):
scheduled_units = self.event.units.get(unit_type, 0)
Label(self.frame, text="{}".format(db.unit_type_name(unit_type))).grid(row=row, sticky=W)
label = Label(self.frame, text="({})".format(existing_units))
self.bought_amount_labels[unit_type] = label
label.grid(column=1, row=row)
self.bought_amount_labels[unit_type] = label
Label(self.frame, text="{}m".format(unit_price)).grid(column=2, row=row)
Button(self.frame, text="+", command=self.buy(unit_type)).grid(column=3, row=row)
Button(self.frame, text="-", command=self.sell(unit_type)).grid(column=4, row=row)
@ -62,15 +64,22 @@ class BaseMenu(Menu):
super(BaseMenu, self).dismiss()
def _update_count_label(self, unit_type: UnitType):
self.bought_amount_labels[unit_type]["text"] = "({}{})".format(
self.cp.base.total_units_of_type(unit_type),
unit_type in self.event.units and ", bought {}".format(self.event.units[unit_type]) or ""
)
self.budget_label["text"] = "Budget: {}m".format(self.game.budget)
def buy(self, unit_type):
def action():
price = db.PRICES[unit_type]
if self.game.budget >= price:
self.event.deliver({unit_type: 1})
self.game.budget -= price
label = self.bought_amount_labels[unit_type] # type: Label
label["text"] = "({}, bought {})".format(self.cp.base.total_units_of_type(unit_type), self.event.units[unit_type])
self.budget_label["text"] = "Budget: {}m".format(self.game.budget)
self._update_count_label(unit_type)
return action
@ -87,8 +96,6 @@ class BaseMenu(Menu):
self.game.budget += price
self.base.commit_losses({unit_type: 1})
label = self.bought_amount_labels[unit_type] # type: Label
label["text"] = "({}, bought {})".format(self.cp.base.total_units_of_type(unit_type), self.event.units[unit_type])
self.budget_label["text"] = "Budget: {}m".format(self.game.budget)
self._update_count_label(unit_type)
return action

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@ -92,7 +92,7 @@ class Debriefing:
def debriefing_directory_location() -> str:
return os.path.expanduser("~\Saved Games\DCS")
return os.path.expanduser("~\Saved Games\DCS\liberation_debriefings")
def _logfiles_snapshot() -> typing.Dict[str, float]:
@ -109,14 +109,7 @@ def _poll_new_debriefing_log(snapshot: typing.Dict[str, float], callback: typing
while should_run:
for file, timestamp in _logfiles_snapshot().items():
if file not in snapshot or timestamp != snapshot[file]:
for _ in range(0, 3):
# some solid programming going on in here
try:
debriefing = Debriefing.parse(os.path.join(debriefing_directory_location(), file))
break
except:
time.sleep(3)
debriefing = Debriefing.parse(os.path.join(debriefing_directory_location(), file))
callback(debriefing)
should_run = False
break