mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
randomized strike objects with templates; forbid ground objects and vehicles placement on mountains and in forests; updated push trigger so it include player group; adjacent CP missions could be initiated from carriers
This commit is contained in:
parent
8431c7745d
commit
e28a24c875
@ -70,7 +70,8 @@ try:
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for i in range(0, int(len(conflicttheater.controlpoints) / 2)):
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conflicttheater.controlpoints[i].captured = True
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start_generator.generate_initial(conflicttheater, enemy_name, sams, multiplier)
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start_generator.generate_inital_units(conflicttheater, enemy_name, sams, multiplier)
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start_generator.generate_groundobjects(conflicttheater)
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game = Game(player_name=player_name,
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enemy_name=enemy_name,
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theater=conflicttheater)
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@ -112,14 +112,18 @@ class Game:
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enemy_generated_types = []
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for player_cp, enemy_cp in self.theater.conflicts(True):
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if player_cp.is_global or enemy_cp.is_global:
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if enemy_cp.is_global:
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continue
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for event_class, (player_probability, enemy_probability) in EVENT_PROBABILITIES.items():
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if event_class == FrontlineAttackEvent or event_class == InfantryTransportEvent or event_class == FrontlinePatrolEvent:
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if event_class in [FrontlineAttackEvent, FrontlinePatrolEvent, InfantryTransportEvent]:
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if not Conflict.has_frontline_between(player_cp, enemy_cp):
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continue
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if player_cp.is_global:
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if event_class not in [InterceptEvent, StrikeEvent, NavalInterceptEvent]:
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continue
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if player_probability == 100 or self._roll(player_probability, player_cp.base.strength):
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if event_class == NavalInterceptEvent and enemy_cp.radials == LAND:
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pass
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@ -47,7 +47,9 @@ class FrontlineAttackOperation(Operation):
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self.briefinggen.append_frequency("FARP", "127.5 MHz AM")
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for farp, dict in zip(self.groundobjectgen.generate_farps(sum([x[0] for x in heli_flights.values()])),
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db.assignedunits_split_to_count(heli_flights, self.groundobjectgen.FARP_CAPACITY)):
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self.airgen.generate_cas_strikegroup(*assigned_units_split(dict), at=farp, escort=False)
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self.airgen.generate_cas_strikegroup(*assigned_units_split(dict),
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at=farp,
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escort=len(planes_flights) == 0)
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self.briefinggen.title = "Frontline CAS"
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self.briefinggen.description = "Provide CAS for the ground forces attacking enemy lines. Operation will be considered successful if total number of enemy units will be lower than your own by a factor of 1.5 (i.e. with 12 units from both sides, enemy forces need to be reduced to at least 8), meaning that you (and, probably, your wingmans) should concentrate on destroying the enemy units. Target base strength will be lowered as a result. Be advised that your flight will not attack anything until you explicitly tell them so by comms menu."
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@ -52,12 +52,22 @@ class StrikeOperation(Operation):
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targets.sort(key=lambda x: self.from_cp.position.distance_to_point(x[1]))
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self.airgen.generate_ground_attack_strikegroup(*assigned_units_split(self.strikegroup),
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planes_flights = {k: v for k, v in self.strikegroup.items() if k in plane_map.values()}
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self.airgen.generate_ground_attack_strikegroup(*assigned_units_split(planes_flights),
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targets=targets,
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at=self.attackers_starting_position)
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self.airgen.generate_attackers_escort(*assigned_units_split(self.escort), at=self.attackers_starting_position)
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heli_flights = {k: v for k, v in self.strikegroup.items() if k in helicopters.helicopter_map.values()}
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if heli_flights:
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self.briefinggen.append_frequency("FARP", "127.5 MHz AM")
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for farp, dict in zip(self.groundobjectgen.generate_farps(sum([x[0] for x in heli_flights.values()])),
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db.assignedunits_split_to_count(heli_flights, self.groundobjectgen.FARP_CAPACITY)):
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self.airgen.generate_ground_attack_strikegroup(*assigned_units_split(dict),
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targets=targets,
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at=farp,
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escort=len(planes_flights) == 0)
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self.airgen.generate_attackers_escort(*assigned_units_split(self.escort), at=self.attackers_starting_position)
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self.airgen.generate_barcap(*assigned_units_split(self.interceptors), at=self.defenders_starting_position)
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self.briefinggen.title = "Strike"
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@ -21,6 +21,10 @@ class AirSupportConflictGenerator:
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self.conflict = conflict
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self.game = game
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@classmethod
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def support_tasks(cls) -> typing.Collection[typing.Type[MainTask]]:
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return [Refueling, AWACS]
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def generate(self, is_awacs_enabled):
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player_cp = self.conflict.from_cp if self.conflict.from_cp.captured else self.conflict.to_cp
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tanker_unit = db.find_unittype(Refueling, self.conflict.attackers_side.name)[0]
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@ -130,19 +130,22 @@ class Conflict:
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return self.to_cp.size * GROUND_DISTANCE_FACTOR
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def find_insertion_point(self, other_point: Point) -> Point:
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dx = self.position.x - self.tail.x
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dy = self.position.y - self.tail.y
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dr2 = float(dx ** 2 + dy ** 2)
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if self.is_vector:
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dx = self.position.x - self.tail.x
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dy = self.position.y - self.tail.y
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dr2 = float(dx ** 2 + dy ** 2)
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lerp = ((other_point.x - self.tail.x) * dx + (other_point.y - self.tail.y) * dy) / dr2
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if lerp < 0:
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lerp = 0
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elif lerp > 1:
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lerp = 1
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lerp = ((other_point.x - self.tail.x) * dx + (other_point.y - self.tail.y) * dy) / dr2
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if lerp < 0:
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lerp = 0
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elif lerp > 1:
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lerp = 1
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x = lerp * dx + self.tail.x
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y = lerp * dy + self.tail.y
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return Point(x, y)
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x = lerp * dx + self.tail.x
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y = lerp * dy + self.tail.y
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return Point(x, y)
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else:
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return self.position
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def find_ground_position(self, at: Point, heading: int, max_distance: int = 40000) -> typing.Optional[Point]:
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return Conflict._find_ground_position(at, max_distance, heading, self.theater)
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@ -153,7 +156,10 @@ class Conflict:
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@classmethod
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def frontline_position(cls, from_cp: ControlPoint, to_cp: ControlPoint) -> typing.Tuple[Point, int]:
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distance = max(from_cp.position.distance_to_point(to_cp.position) * FRONTLINE_DISTANCE_STRENGTH_FACTOR * to_cp.base.strength, FRONTLINE_MIN_CP_DISTANCE)
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cp_distance = from_cp.position.distance_to_point(to_cp.position)
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cp_distance -= cp_distance * to_cp.frontline_offset + cp_distance * from_cp.frontline_offset
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distance = max(cp_distance * FRONTLINE_DISTANCE_STRENGTH_FACTOR * to_cp.base.strength, FRONTLINE_MIN_CP_DISTANCE)
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heading = to_cp.position.heading_between_point(from_cp.position)
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return to_cp.position.point_from_heading(heading, distance), heading
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@ -172,7 +178,6 @@ class Conflict:
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if pos:
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left_position = pos
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center_position = pos
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print("{} - {} {}".format(from_cp, to_cp, center_position))
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if left_position is None:
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left_position = cls._extend_ground_position(center_position, int(FRONTLINE_LENGTH/2), _heading_sum(heading, -90), theater)
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@ -19,11 +19,15 @@ class GroundObjectsGenerator:
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self.game = game
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def generate_farps(self, number_of_units=1) -> typing.Collection[StaticGroup]:
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assert self.conflict.is_vector, "FARP could be generated only on frontline conflicts!"
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for i, _ in enumerate(range(0, number_of_units, self.FARP_CAPACITY)):
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if self.conflict.is_vector:
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center = self.conflict.center
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heading = self.conflict.heading - 90
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position = self.conflict.find_ground_position(self.conflict.center.point_from_heading(heading, FARP_FRONTLINE_DISTANCE), heading)
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else:
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center, heading = self.conflict.frontline_position(self.conflict.from_cp, self.conflict.to_cp)
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heading -= 90
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position = self.conflict.find_ground_position(center.point_from_heading(heading, FARP_FRONTLINE_DISTANCE), heading)
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for i, _ in enumerate(range(0, number_of_units, self.FARP_CAPACITY)):
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position = position.point_from_heading(0, i * 275)
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yield self.m.farp(
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@ -64,6 +68,10 @@ class GroundObjectsGenerator:
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else:
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static_type = fortification_map[ground_object.dcs_identifier]
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if not static_type:
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print("Didn't find {} in static _map(s)!".format(ground_object.dcs_identifier))
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continue
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group = self.m.static_group(
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country=side,
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name=ground_object.string_identifier,
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@ -12,9 +12,11 @@ from dcs.action import *
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from game import db
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from theater import *
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from gen.airsupportgen import AirSupportConflictGenerator
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from gen import *
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PUSH_TRIGGER_SIZE = 3000
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PUSH_TRIGGER_ACTIVATION_AGL = 100
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REGROUP_ZONE_DISTANCE = 12000
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REGROUP_ALT = 5000
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@ -51,6 +53,11 @@ class TriggersGenerator:
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vehicle_group.late_activation = True
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activate_by_trigger.append(vehicle_group)
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for plane_group in country.plane_group:
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if plane_group.task in [x.name for x in AirSupportConflictGenerator.support_tasks()]:
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plane_group.late_activation = True
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activate_by_trigger.append(plane_group)
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conflict_distance = player_cp.position.distance_to_point(self.conflict.position)
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minimum_radius = max(conflict_distance - TRIGGER_MIN_DISTANCE_FROM_START, TRIGGER_RADIUS_MINIMUM)
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if minimum_radius < 0:
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@ -79,9 +86,6 @@ class TriggersGenerator:
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if player_cp.position.distance_to_point(group.position) > PUSH_TRIGGER_SIZE * 3:
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continue
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if group.units[0].is_human():
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continue
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regroup_heading = self.conflict.to_cp.position.heading_between_point(player_cp.position)
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pos1 = group.position.point_from_heading(regroup_heading, REGROUP_ZONE_DISTANCE)
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@ -109,7 +113,9 @@ class TriggersGenerator:
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push_trigger = TriggerOnce(Event.NoEvent, "Push trigger")
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for group in push_by_trigger:
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push_trigger.add_condition(AllOfGroupOutsideZone(group.id, push_trigger_zone.id))
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for unit in group.units:
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push_trigger.add_condition(UnitAltitudeHigherAGL(unit.id, PUSH_TRIGGER_ACTIVATION_AGL))
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push_trigger.add_action(AITaskPush(group.id, 1))
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message_string = self.mission.string("Task force is in the air, proceed with the objective (activate waypoint 3).")
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Binary file not shown.
BIN
resources/groundobject_templates.p
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BIN
resources/groundobject_templates.p
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Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
49
resources/tools/generate_groundobject_templates.py
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49
resources/tools/generate_groundobject_templates.py
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@ -0,0 +1,49 @@
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import pickle
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import typing
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from dcs.mission import Mission
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from dcs.mapping import Point
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from dcs.unit import *
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from dcs.statics import warehouse_map, fortification_map
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def load_templates():
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temp_mis = Mission()
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temp_mis.load_file("resources/tools/groundobject_templates.miz")
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groups = {} # type: typing.Dict[str, typing.Dict[int, typing.Collection[Static]]]
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for static_group in temp_mis.country("USA").static_group:
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for static in static_group.units:
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static_name = str(static.name).split()[0]
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tpl_name, tpl_idx = static_name[:-1], int(static_name[-1])
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groups[tpl_name] = groups.get(tpl_name, {})
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groups[tpl_name][tpl_idx] = groups[tpl_name].get(tpl_idx, [])
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groups[tpl_name][tpl_idx].append(static)
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tpls = {name: {idx: [] for idx in groups[name].keys()} for name in groups.keys()}
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for category_name, category_groups in groups.items():
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for idx, static_groups in category_groups.items():
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dist = -1
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a, b = None, None
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for aa in static_groups:
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for bb in static_groups:
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if aa.position.distance_to_point(bb.position) > dist:
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dist = aa.position.distance_to_point(bb.position)
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a = aa
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b = bb
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center = a.position.point_from_heading(a.position.heading_between_point(b.position), dist / 2)
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for static in static_groups:
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tpls[category_name][idx].append({
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"type": static.type,
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"offset": Point(center.x - static.position.x, center.y - static.position.y),
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"heading": static.heading,
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})
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return tpls
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with open("resources/groundobject_templates.p", "wb") as f:
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pickle.dump(load_templates(), f)
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@ -5,6 +5,7 @@ from dcs.mission import Mission
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from dcs.mapping import Point
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from dcs.terrain import *
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from dcs.unitgroup import VehicleGroup, StaticGroup
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from dcs import vehicles
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from dcs.unit import *
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from dcs.statics import warehouse_map, fortification_map
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@ -51,7 +52,7 @@ if __name__ == "__main__":
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theater_object.position = unit.position
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theater_object.heading = unit.heading
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if isinstance(unit, Vehicle):
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if isinstance(unit, Vehicle) and unit.type in vehicles.AirDefence.__dict__.values():
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theater_object.dcs_identifier = "AA"
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else:
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theater_object.dcs_identifier = unit.type
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@ -1,14 +1,26 @@
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import pickle
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from dcs.mission import Mission
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from dcs.planes import A_10C
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for terrain in ["cau", "gulf"]:
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m = Mission()
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m.load_file("./{}_terrain.miz".format(terrain))
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landmap = []
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inclusion_zones = []
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exclusion_zones = []
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for plane_group in m.country("USA").plane_group:
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landmap.append([(x.position.x, x.position.y) for x in plane_group.points])
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zone = [(x.position.x, x.position.y) for x in plane_group.points]
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if terrain == "cau" and inclusion_zones:
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# legacy
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exclusion_zones.append(zone)
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else:
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if plane_group.units[0].type == "F-15C":
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exclusion_zones.append(zone)
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else:
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inclusion_zones.append(zone)
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with open("../{}landmap.p".format(terrain), "wb") as f:
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pickle.dump(landmap, f)
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print(len(inclusion_zones), len(exclusion_zones))
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pickle.dump((inclusion_zones, exclusion_zones), f)
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BIN
resources/tools/groundobject_templates.miz
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BIN
resources/tools/groundobject_templates.miz
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@ -47,6 +47,9 @@ class CaucasusTheater(ConflictTheater):
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def __init__(self, load_ground_objects=True):
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super(CaucasusTheater, self).__init__()
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self.soganlug.frontline_offset = 0.5
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self.soganlug.base.strength = 1
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self.add_controlpoint(self.soganlug, connected_to=[self.kutaisi, self.beslan])
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self.add_controlpoint(self.beslan, connected_to=[self.soganlug, self.mozdok, self.nalchik])
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self.add_controlpoint(self.nalchik, connected_to=[self.beslan, self.mozdok, self.mineralnye])
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@ -73,10 +76,6 @@ class CaucasusTheater(ConflictTheater):
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self.carrier_1.captured = True
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self.soganlug.captured = True
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if load_ground_objects:
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with open("resources/cau_groundobjects.p", "rb") as f:
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self.set_groundobject(pickle.load(f))
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def add_controlpoint(self, point: ControlPoint, connected_to: typing.Collection[ControlPoint] = []):
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point.name = " ".join(re.split(r"[ -]", point.name)[:1])
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@ -18,6 +18,8 @@ IMPORTANCE_LOW = 1
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IMPORTANCE_MEDIUM = 1.2
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IMPORTANCE_HIGH = 1.4
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GLOBAL_CP_CONFLICT_DISTANCE_MIN = 340000
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"""
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ALL_RADIALS = [0, 45, 90, 135, 180, 225, 270, 315, ]
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COAST_NS_E = [45, 90, 135, ]
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@ -58,31 +60,28 @@ class ConflictTheater:
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def __init__(self):
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self.controlpoints = []
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def set_groundobject(self, dictionary: typing.Dict[int, typing.Collection[TheaterGroundObject]]):
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for id, value in dictionary.items():
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for cp in self.controlpoints:
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if cp.id == id:
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cp.ground_objects = value
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break
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def add_controlpoint(self, point: ControlPoint, connected_to: typing.Collection[ControlPoint] = []):
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for connected_point in connected_to:
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point.connect(to=connected_point)
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self.controlpoints.append(point)
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def is_in_sea(self, point: Point) -> bool:
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if not self.landmap:
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return False
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return poly_contains(point.x, point.y, self.landmap[0][0])
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def is_on_land(self, point: Point) -> bool:
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if not self.landmap:
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return True
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# check first poly (main land poly)
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if not poly_contains(point.x, point.y, self.landmap[0]):
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return False
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for inclusion_zone in self.landmap[0]:
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if not poly_contains(point.x, point.y, inclusion_zone):
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return False
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# check others polys (exclusion zones from main)
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for poly in self.landmap[1:]:
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if poly_contains(point.x, point.y, poly):
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# point is in one of the exclusion zones, meaning that it's in the lake or something
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for exclusion_zone in self.landmap[1]:
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if poly_contains(point.x, point.y, exclusion_zone):
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return False
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return True
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@ -95,5 +94,9 @@ class ConflictTheater:
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for connected_point in [x for x in cp.connected_points if x.captured != from_player]:
|
||||
yield (cp, connected_point)
|
||||
|
||||
for global_cp in [x for x in self.controlpoints if x.is_global and x.captured == from_player]:
|
||||
if global_cp.position.distance_to_point(connected_point.position) < GLOBAL_CP_CONFLICT_DISTANCE_MIN:
|
||||
yield (global_cp, connected_point)
|
||||
|
||||
def enemy_points(self) -> typing.Collection[ControlPoint]:
|
||||
return [point for point in self.controlpoints if not point.captured]
|
||||
|
||||
@ -9,15 +9,20 @@ from .theatergroundobject import TheaterGroundObject
|
||||
|
||||
|
||||
class ControlPoint:
|
||||
connected_points = None # type: typing.List[ControlPoint]
|
||||
ground_objects = None # type: typing.Collection[TheaterGroundObject]
|
||||
position = None # type: Point
|
||||
captured = False
|
||||
has_frontline = True
|
||||
id = 0
|
||||
position = None # type: Point
|
||||
name = None # type: str
|
||||
full_name = None # type: str
|
||||
base = None # type: theater.base.Base
|
||||
at = None # type: db.StartPosition
|
||||
|
||||
connected_points = None # type: typing.List[ControlPoint]
|
||||
ground_objects = None # type: typing.List[TheaterGroundObject]
|
||||
|
||||
captured = False
|
||||
has_frontline = True
|
||||
frontline_offset = 0.0
|
||||
|
||||
def __init__(self, id: int, name: str, position: Point, at, radials: typing.Collection[int], size: int, importance: int, has_frontline=True):
|
||||
import theater.base
|
||||
|
||||
|
||||
@ -1,7 +1,8 @@
|
||||
import pickle
|
||||
import typing
|
||||
|
||||
Landmap = typing.Collection[typing.Collection[typing.Tuple[float, float]]]
|
||||
Zone = typing.Collection[typing.Tuple[float, float]]
|
||||
Landmap = typing.Tuple[typing.Collection[Zone], typing.Collection[Zone]]
|
||||
|
||||
|
||||
def load_landmap(filename: str) -> Landmap:
|
||||
|
||||
@ -1,4 +1,7 @@
|
||||
import math
|
||||
import pickle
|
||||
import random
|
||||
import typing
|
||||
|
||||
from theater.base import *
|
||||
from theater.conflicttheater import *
|
||||
@ -15,7 +18,7 @@ COUNT_BY_TASK = {
|
||||
}
|
||||
|
||||
|
||||
def generate_initial(theater: ConflictTheater, enemy: str, sams: bool, multiplier: float):
|
||||
def generate_inital_units(theater: ConflictTheater, enemy: str, sams: bool, multiplier: float):
|
||||
for cp in theater.enemy_points():
|
||||
if cp.captured:
|
||||
continue
|
||||
@ -37,3 +40,49 @@ def generate_initial(theater: ConflictTheater, enemy: str, sams: bool, multiplie
|
||||
for unit_type in unittypes:
|
||||
logging.info("{} - {} {}".format(cp.name, db.unit_type_name(unit_type), count_per_type))
|
||||
cp.base.commision_units({unit_type: count_per_type})
|
||||
|
||||
|
||||
def generate_groundobjects(theater: ConflictTheater):
|
||||
with open("resources/groundobject_templates.p", "rb") as f:
|
||||
tpls = pickle.load(f)
|
||||
|
||||
def find_ground_location(near, theater, max, min) -> typing.Optional[Point]:
|
||||
for _ in range(500):
|
||||
p = near.random_point_within(max, min)
|
||||
if theater.is_on_land(p):
|
||||
return p
|
||||
|
||||
return None
|
||||
|
||||
group_id = 0
|
||||
for cp in theater.enemy_points():
|
||||
for _ in range(0, random.randrange(3, 6)):
|
||||
point = find_ground_location(cp.position, theater, 120000, 5000)
|
||||
if point is None:
|
||||
print("Couldn't find point for {}".format(cp))
|
||||
continue
|
||||
|
||||
dist = point.distance_to_point(cp.position)
|
||||
for another_cp in theater.enemy_points():
|
||||
if another_cp.position.distance_to_point(point) < dist:
|
||||
cp = another_cp
|
||||
|
||||
tpl = random.choice(list(random.choice(list(tpls.values())).values()))
|
||||
random_heading = random.randrange(0, 360)
|
||||
|
||||
group_id += 1
|
||||
object_id = 0
|
||||
|
||||
for object in tpl:
|
||||
object_id += 1
|
||||
|
||||
g = TheaterGroundObject()
|
||||
g.group_id = group_id
|
||||
g.object_id = object_id
|
||||
g.cp_id = cp.id
|
||||
|
||||
g.dcs_identifier = object["type"]
|
||||
g.heading = object["heading"] + random_heading
|
||||
g.position = Point(point.x + object["offset"].x, point.y + object["offset"].y)
|
||||
|
||||
cp.ground_objects.append(g)
|
||||
|
||||
@ -1,6 +1,7 @@
|
||||
import typing
|
||||
|
||||
from dcs.mapping import Point
|
||||
from dcs.statics import *
|
||||
|
||||
NAME_BY_CATEGORY = {
|
||||
"power": "Power plant",
|
||||
@ -9,6 +10,8 @@ NAME_BY_CATEGORY = {
|
||||
"aa": "AA Defense Site",
|
||||
"warehouse": "Warehouse",
|
||||
"farp": "FARP",
|
||||
"fob": "FOB",
|
||||
"factory": "Factory",
|
||||
"comms": "Comms. tower",
|
||||
"oil": "Oil platform"
|
||||
}
|
||||
@ -20,6 +23,8 @@ ABBREV_NAME = {
|
||||
"aa": "AA",
|
||||
"warehouse": "WARE",
|
||||
"farp": "FARP",
|
||||
"fob": "FOB",
|
||||
"factory": "FACTORY",
|
||||
"comms": "COMMST",
|
||||
"oil": "OILP"
|
||||
}
|
||||
@ -27,12 +32,14 @@ ABBREV_NAME = {
|
||||
|
||||
CATEGORY_MAP = {
|
||||
"aa": ["AA"],
|
||||
"power": ["Workshop A"],
|
||||
"warehouse": ["Warehouse"],
|
||||
"fuel": ["Tank"],
|
||||
"ammo": [".Ammunition depot"],
|
||||
"farp": ["FARP Tent"],
|
||||
"comms": ["TV tower", "Comms tower"],
|
||||
"power": ["Workshop A", "Electric power box", "Garage A"],
|
||||
"warehouse": ["Warehouse", "Hangar A"],
|
||||
"fuel": ["Tank", "Tank 2", "Fuel tank"],
|
||||
"ammo": [".Ammunition depot", "Hangar B"],
|
||||
"farp": ["FARP Tent", "FARP Ammo Dump Coating", "FARP Fuel Depot", "FARP Command Post", "FARP CP Blindage"],
|
||||
"fob": ["Bunker 2", "Bunker 1", "Garage small B", ".Command Center", "Barracks 2"],
|
||||
"factory": ["Tech combine", "Tech hangar A"],
|
||||
"comms": ["TV tower", "Comms tower M"],
|
||||
"oil": ["Oil platform"],
|
||||
}
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user