mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
naval intercept operation; package refactoring
This commit is contained in:
parent
3e2f3c6f89
commit
e2dbaa100f
@ -0,0 +1,2 @@
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from .game import Game
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from . import db
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15
game/db.py
15
game/db.py
@ -71,6 +71,9 @@ PRICES = {
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# ship
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# ship
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CV_1143_5_Admiral_Kuznetsov: 100,
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CV_1143_5_Admiral_Kuznetsov: 100,
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CVN_74_John_C__Stennis: 100,
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CVN_74_John_C__Stennis: 100,
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Bulk_cargo_ship_Yakushev: 100,
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Dry_cargo_ship_Ivanov: 100,
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}
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}
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UNIT_BY_TASK = {
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UNIT_BY_TASK = {
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@ -130,7 +133,9 @@ UNIT_BY_TASK = {
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AirDefence.SAM_SA_19_Tunguska_2S6,
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AirDefence.SAM_SA_19_Tunguska_2S6,
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AirDefence.SAM_SA_8_Osa_9A33,
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AirDefence.SAM_SA_8_Osa_9A33,
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],
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],
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Carriage: [CVN_74_John_C__Stennis, CV_1143_5_Admiral_Kuznetsov, ],
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Carriage: [CVN_74_John_C__Stennis, CV_1143_5_Admiral_Kuznetsov, ],
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CargoTransportation: [Dry_cargo_ship_Ivanov, Bulk_cargo_ship_Yakushev],
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}
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}
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SAM_BAN = [
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SAM_BAN = [
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@ -185,7 +190,10 @@ UNIT_BY_COUNTRY = {
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Armor.MBT_T_90,
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Armor.MBT_T_90,
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Armor.MBT_T_80U,
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Armor.MBT_T_80U,
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Armor.MBT_T_55,
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Armor.MBT_T_55,
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CV_1143_5_Admiral_Kuznetsov],
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CV_1143_5_Admiral_Kuznetsov,
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Bulk_cargo_ship_Yakushev,
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Dry_cargo_ship_Ivanov,
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],
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"USA": [
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"USA": [
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F_15C,
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F_15C,
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@ -212,6 +220,9 @@ UNIT_BY_COUNTRY = {
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AirDefence.SAM_Patriot_ICC,
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AirDefence.SAM_Patriot_ICC,
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CVN_74_John_C__Stennis,
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CVN_74_John_C__Stennis,
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# TODO: verify or find out proper USA cargo ship
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Bulk_cargo_ship_Yakushev,
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Dry_cargo_ship_Ivanov,
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],
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],
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}
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}
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@ -220,6 +231,7 @@ PLANE_PAYLOAD_OVERRIDES = {
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"*": "AIM-9M*6, AIM-7M*2, FUEL*3",
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"*": "AIM-9M*6, AIM-7M*2, FUEL*3",
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},
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},
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# TODO: figure out a way to setup su33 loadout
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Su_33: FighterSweep,
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Su_33: FighterSweep,
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M_2000C: {
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M_2000C: {
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@ -238,6 +250,7 @@ PLANE_LIVERY_OVERRIDES = {
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UnitsDict = typing.Dict[UnitType, int]
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UnitsDict = typing.Dict[UnitType, int]
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PlaneDict = typing.Dict[FlyingType, int]
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PlaneDict = typing.Dict[FlyingType, int]
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ArmorDict = typing.Dict[VehicleType, int]
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ArmorDict = typing.Dict[VehicleType, int]
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ShipDict = typing.Dict[ShipType, int]
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AirDefenseDict = typing.Dict[AirDefence, int]
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AirDefenseDict = typing.Dict[AirDefence, int]
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StartingPosition = typing.Optional[typing.Union[ShipGroup, Airport, Point]]
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StartingPosition = typing.Optional[typing.Union[ShipGroup, Airport, Point]]
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320
game/event.py
320
game/event.py
@ -1,320 +0,0 @@
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from game.operation import *
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DIFFICULTY_LOG_BASE = 1.5
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class Event:
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silent = False
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informational = False
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is_awacs_enabled = False
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operation = None # type: Operation
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difficulty = 1 # type: int
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BONUS_BASE = 0
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def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game):
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self.attacker_name = attacker_name
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self.defender_name = defender_name
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self.to_cp = to_cp
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self.from_cp = from_cp
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self.game = game
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@property
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def is_player_attacking(self) -> bool:
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return self.attacker_name == self.game.player
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@property
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def enemy_cp(self) -> ControlPoint:
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if self.attacker_name == self.game.player:
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return self.to_cp
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else:
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return self.from_cp
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@property
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def threat_description(self) -> str:
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return ""
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def bonus(self) -> int:
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return math.ceil(math.log(self.difficulty, DIFFICULTY_LOG_BASE) * self.BONUS_BASE)
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def is_successfull(self, debriefing: Debriefing) -> bool:
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return self.operation.is_successfull(debriefing)
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def generate(self):
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self.operation.is_awacs_enabled = self.is_awacs_enabled
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self.operation.prepare(self.game.theater.terrain, is_quick=False)
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self.operation.generate()
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self.operation.mission.save("build/nextturn.miz")
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def generate_quick(self):
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self.operation.is_awacs_enabled = self.is_awacs_enabled
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self.operation.prepare(self.game.theater.terrain, is_quick=True)
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self.operation.generate()
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self.operation.mission.save('build/nextturn_quick.miz')
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def commit(self, debriefing: Debriefing):
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for country, losses in debriefing.destroyed_units.items():
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if country == self.attacker_name:
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cp = self.from_cp
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else:
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cp = self.to_cp
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cp.base.commit_losses(losses)
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def skip(self):
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pass
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class GroundInterceptEvent(Event):
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BONUS_BASE = 3
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TARGET_AMOUNT_FACTOR = 2
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TARGET_VARIETY = 2
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STRENGTH_INFLUENCE = 0.3
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SUCCESS_TARGETS_HIT_PERCENTAGE = 0.5
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targets = None # type: db.ArmorDict
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def __str__(self):
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return "Ground intercept from {} at {}".format(self.from_cp, self.to_cp)
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def is_successfull(self, debriefing: Debriefing):
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total_targets = sum(self.targets.values())
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destroyed_targets = 0
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for unit, count in debriefing.destroyed_units[self.defender_name].items():
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if unit in self.targets:
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destroyed_targets += count
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return (float(destroyed_targets) / float(total_targets)) >= self.SUCCESS_TARGETS_HIT_PERCENTAGE
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def commit(self, debriefing: Debriefing):
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super(GroundInterceptEvent, self).commit(debriefing)
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if self.from_cp.captured:
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if self.is_successfull(debriefing):
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.to_cp.base.affect_strength(+self.STRENGTH_INFLUENCE)
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else:
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assert False
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def skip(self):
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if not self.to_cp.captured:
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self.to_cp.base.affect_strength(+0.1)
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else:
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pass
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def player_attacking(self, strikegroup: db.PlaneDict, clients: db.PlaneDict):
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suitable_unittypes = db.find_unittype(PinpointStrike, self.defender_name)
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random.shuffle(suitable_unittypes)
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unittypes = suitable_unittypes[:self.TARGET_VARIETY]
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typecount = max(math.floor(self.difficulty * self.TARGET_AMOUNT_FACTOR), 1)
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self.targets = {unittype: typecount for unittype in unittypes}
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op = GroundInterceptOperation(game=self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker_clients=clients,
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defender_clients={},
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from_cp=self.from_cp,
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to_cp=self.to_cp)
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op.setup(target=self.targets,
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strikegroup=strikegroup)
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self.operation = op
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class InterceptEvent(Event):
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BONUS_BASE = 5
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STRENGTH_INFLUENCE = 0.3
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GLOBAL_STRENGTH_INFLUENCE = 0.3
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AIRDEFENSE_COUNT = 3
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transport_unit = None # type: FlyingType
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def __str__(self):
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return "Intercept from {} at {}".format(self.from_cp, self.to_cp)
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@property
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def threat_description(self):
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return "{} aircraft".format(self.enemy_cp.base.scramble_count())
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def is_successfull(self, debriefing: Debriefing):
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units_destroyed = debriefing.destroyed_units[self.defender_name].get(self.transport_unit, 0)
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if self.from_cp.captured:
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return units_destroyed > 0
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else:
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return units_destroyed == 0
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def commit(self, debriefing: Debriefing):
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super(InterceptEvent, self).commit(debriefing)
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if self.attacker_name == self.game.player:
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if self.is_successfull(debriefing):
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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# enemy attacking
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if self.is_successfull(debriefing):
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self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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def skip(self):
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if self.to_cp.captured:
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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def player_attacking(self, interceptors: db.PlaneDict, clients: db.PlaneDict):
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escort = self.to_cp.base.scramble_sweep()
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self.transport_unit = random.choice(db.find_unittype(Transport, self.defender_name))
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assert self.transport_unit is not None
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airdefense_unit = db.find_unittype(AirDefence, self.defender_name)[-1]
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op = InterceptOperation(game=self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker_clients=clients,
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defender_clients={},
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from_cp=self.from_cp,
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to_cp=self.to_cp)
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op.setup(escort=escort,
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transport={self.transport_unit: 1},
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airdefense={airdefense_unit: self.AIRDEFENSE_COUNT},
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interceptors=interceptors)
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self.operation = op
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def player_defending(self, escort: db.PlaneDict, clients: db.PlaneDict):
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interceptors = self.from_cp.base.scramble_interceptors()
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self.transport_unit = random.choice(db.find_unittype(Transport, self.defender_name))
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assert self.transport_unit is not None
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op = InterceptOperation(game=self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker_clients={},
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defender_clients=clients,
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from_cp=self.from_cp,
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to_cp=self.to_cp)
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op.setup(escort=escort,
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transport={self.transport_unit: 1},
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interceptors=interceptors,
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airdefense={})
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self.operation = op
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class CaptureEvent(Event):
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silent = True
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BONUS_BASE = 7
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STRENGTH_RECOVERY = 0.35
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def __str__(self):
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return "Attack from {} to {}".format(self.from_cp, self.to_cp)
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@property
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def threat_description(self):
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descr = "{} aircraft + CAS, {} vehicles".format(
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self.enemy_cp.base.scramble_count(),
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self.enemy_cp.base.assemble_count()
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)
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if self.is_player_attacking:
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descr += ", {} AA".format(self.enemy_cp.base.assemble_aa_count())
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return descr
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def is_successfull(self, debriefing: Debriefing):
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alive_attackers = sum(debriefing.alive_units[self.attacker_name].values())
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alive_defenders = sum(debriefing.alive_units[self.defender_name].values())
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attackers_success = alive_attackers > alive_defenders
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if self.from_cp.captured:
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return attackers_success
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else:
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return not attackers_success
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def commit(self, debriefing: Debriefing):
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super(CaptureEvent, self).commit(debriefing)
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if self.is_successfull(debriefing):
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if self.from_cp.captured:
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self.to_cp.captured = True
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self.to_cp.base.filter_units(db.UNIT_BY_COUNTRY[self.attacker_name])
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self.to_cp.base.affect_strength(+self.STRENGTH_RECOVERY)
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else:
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if not self.from_cp.captured:
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self.to_cp.captured = False
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self.to_cp.base.affect_strength(+self.STRENGTH_RECOVERY)
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def skip(self):
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if self.to_cp.captured:
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self.to_cp.captured = False
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def player_defending(self, interceptors: db.PlaneDict, clients: db.PlaneDict):
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cas = self.from_cp.base.scramble_cas()
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escort = self.from_cp.base.scramble_sweep()
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attackers = self.from_cp.base.assemble_cap()
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op = CaptureOperation(game=self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker_clients={},
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defender_clients=clients,
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from_cp=self.from_cp,
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to_cp=self.to_cp)
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op.setup(cas=cas,
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escort=escort,
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attack=attackers,
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intercept=interceptors,
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defense=self.to_cp.base.armor,
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aa=self.to_cp.base.aa)
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self.operation = op
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def player_attacking(self, cas: db.PlaneDict, escort: db.PlaneDict, armor: db.ArmorDict, clients: db.PlaneDict):
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interceptors = self.to_cp.base.scramble_sweep()
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op = CaptureOperation(game=self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker_clients=clients,
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defender_clients={},
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from_cp=self.from_cp,
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to_cp=self.to_cp)
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op.setup(cas=cas,
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escort=escort,
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|
||||||
attack=armor,
|
|
||||||
intercept=interceptors,
|
|
||||||
defense=self.to_cp.base.armor,
|
|
||||||
aa=self.to_cp.base.assemble_aa())
|
|
||||||
|
|
||||||
self.operation = op
|
|
||||||
|
|
||||||
|
|
||||||
class UnitsDeliveryEvent(Event):
|
|
||||||
informational = True
|
|
||||||
units = None # type: typing.Dict[UnitType, int]
|
|
||||||
|
|
||||||
def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game):
|
|
||||||
super(UnitsDeliveryEvent, self).__init__(attacker_name=attacker_name,
|
|
||||||
defender_name=defender_name,
|
|
||||||
from_cp=from_cp,
|
|
||||||
to_cp=to_cp,
|
|
||||||
game=game)
|
|
||||||
|
|
||||||
self.units = {}
|
|
||||||
|
|
||||||
def __str__(self):
|
|
||||||
return "Pending delivery to {}".format(self.to_cp)
|
|
||||||
|
|
||||||
def deliver(self, units: typing.Dict[UnitType, int]):
|
|
||||||
for k, v in units.items():
|
|
||||||
self.units[k] = self.units.get(k, 0) + v
|
|
||||||
|
|
||||||
def skip(self):
|
|
||||||
self.to_cp.base.commision_units(self.units)
|
|
||||||
5
game/event/__init__.py
Normal file
5
game/event/__init__.py
Normal file
@ -0,0 +1,5 @@
|
|||||||
|
from .event import *
|
||||||
|
from .groundintercept import *
|
||||||
|
from .intercept import *
|
||||||
|
from .capture import *
|
||||||
|
from .navalintercept import *
|
||||||
98
game/event/capture.py
Normal file
98
game/event/capture.py
Normal file
@ -0,0 +1,98 @@
|
|||||||
|
import math
|
||||||
|
import random
|
||||||
|
|
||||||
|
from game import db
|
||||||
|
from game.operation.capture import CaptureOperation
|
||||||
|
from userdata.debriefing import Debriefing
|
||||||
|
|
||||||
|
from .event import Event
|
||||||
|
|
||||||
|
|
||||||
|
class CaptureEvent(Event):
|
||||||
|
silent = True
|
||||||
|
BONUS_BASE = 7
|
||||||
|
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.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(debriefing.alive_units[self.attacker_name].values())
|
||||||
|
alive_defenders = sum(debriefing.alive_units[self.defender_name].values())
|
||||||
|
attackers_success = alive_attackers > alive_defenders
|
||||||
|
if self.from_cp.captured:
|
||||||
|
return attackers_success
|
||||||
|
else:
|
||||||
|
return not attackers_success
|
||||||
|
|
||||||
|
def commit(self, debriefing: Debriefing):
|
||||||
|
super(CaptureEvent, self).commit(debriefing)
|
||||||
|
if self.is_successfull(debriefing):
|
||||||
|
if self.from_cp.captured:
|
||||||
|
self.to_cp.captured = True
|
||||||
|
self.to_cp.base.filter_units(db.UNIT_BY_COUNTRY[self.attacker_name])
|
||||||
|
|
||||||
|
self.to_cp.base.affect_strength(+self.STRENGTH_RECOVERY)
|
||||||
|
else:
|
||||||
|
if not self.from_cp.captured:
|
||||||
|
self.to_cp.captured = False
|
||||||
|
self.to_cp.base.affect_strength(+self.STRENGTH_RECOVERY)
|
||||||
|
|
||||||
|
def skip(self):
|
||||||
|
if self.to_cp.captured:
|
||||||
|
self.to_cp.captured = False
|
||||||
|
|
||||||
|
def player_defending(self, interceptors: db.PlaneDict, clients: db.PlaneDict):
|
||||||
|
cas = self.from_cp.base.scramble_cas()
|
||||||
|
escort = self.from_cp.base.scramble_sweep()
|
||||||
|
attackers = self.from_cp.base.assemble_cap()
|
||||||
|
|
||||||
|
op = CaptureOperation(game=self.game,
|
||||||
|
attacker_name=self.attacker_name,
|
||||||
|
defender_name=self.defender_name,
|
||||||
|
attacker_clients={},
|
||||||
|
defender_clients=clients,
|
||||||
|
from_cp=self.from_cp,
|
||||||
|
to_cp=self.to_cp)
|
||||||
|
|
||||||
|
op.setup(cas=cas,
|
||||||
|
escort=escort,
|
||||||
|
attack=attackers,
|
||||||
|
intercept=interceptors,
|
||||||
|
defense=self.to_cp.base.armor,
|
||||||
|
aa=self.to_cp.base.aa)
|
||||||
|
|
||||||
|
self.operation = op
|
||||||
|
|
||||||
|
def player_attacking(self, cas: db.PlaneDict, escort: db.PlaneDict, armor: db.ArmorDict, clients: db.PlaneDict):
|
||||||
|
interceptors = self.to_cp.base.scramble_sweep()
|
||||||
|
|
||||||
|
op = CaptureOperation(game=self.game,
|
||||||
|
attacker_name=self.attacker_name,
|
||||||
|
defender_name=self.defender_name,
|
||||||
|
attacker_clients=clients,
|
||||||
|
defender_clients={},
|
||||||
|
from_cp=self.from_cp,
|
||||||
|
to_cp=self.to_cp)
|
||||||
|
|
||||||
|
op.setup(cas=cas,
|
||||||
|
escort=escort,
|
||||||
|
attack=armor,
|
||||||
|
intercept=interceptors,
|
||||||
|
defense=self.to_cp.base.armor,
|
||||||
|
aa=self.to_cp.base.assemble_aa())
|
||||||
|
|
||||||
|
self.operation = op
|
||||||
|
|
||||||
93
game/event/event.py
Normal file
93
game/event/event.py
Normal file
@ -0,0 +1,93 @@
|
|||||||
|
from dcs.unittype import UnitType
|
||||||
|
|
||||||
|
from game import *
|
||||||
|
from theater import *
|
||||||
|
|
||||||
|
from userdata.debriefing import Debriefing
|
||||||
|
|
||||||
|
DIFFICULTY_LOG_BASE = 1.5
|
||||||
|
|
||||||
|
|
||||||
|
class Event:
|
||||||
|
silent = False
|
||||||
|
informational = False
|
||||||
|
is_awacs_enabled = False
|
||||||
|
operation = None # type: Operation
|
||||||
|
difficulty = 1 # type: int
|
||||||
|
BONUS_BASE = 0
|
||||||
|
|
||||||
|
def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game):
|
||||||
|
self.attacker_name = attacker_name
|
||||||
|
self.defender_name = defender_name
|
||||||
|
self.to_cp = to_cp
|
||||||
|
self.from_cp = from_cp
|
||||||
|
self.game = game
|
||||||
|
|
||||||
|
@property
|
||||||
|
def is_player_attacking(self) -> bool:
|
||||||
|
return self.attacker_name == self.game.player
|
||||||
|
|
||||||
|
@property
|
||||||
|
def enemy_cp(self) -> ControlPoint:
|
||||||
|
if self.attacker_name == self.game.player:
|
||||||
|
return self.to_cp
|
||||||
|
else:
|
||||||
|
return self.from_cp
|
||||||
|
|
||||||
|
@property
|
||||||
|
def threat_description(self) -> str:
|
||||||
|
return ""
|
||||||
|
|
||||||
|
def bonus(self) -> int:
|
||||||
|
return math.ceil(math.log(self.difficulty, DIFFICULTY_LOG_BASE) * self.BONUS_BASE)
|
||||||
|
|
||||||
|
def is_successfull(self, debriefing: Debriefing) -> bool:
|
||||||
|
return self.operation.is_successfull(debriefing)
|
||||||
|
|
||||||
|
def generate(self):
|
||||||
|
self.operation.is_awacs_enabled = self.is_awacs_enabled
|
||||||
|
self.operation.prepare(self.game.theater.terrain, is_quick=False)
|
||||||
|
self.operation.generate()
|
||||||
|
self.operation.mission.save("build/nextturn.miz")
|
||||||
|
|
||||||
|
def generate_quick(self):
|
||||||
|
self.operation.is_awacs_enabled = self.is_awacs_enabled
|
||||||
|
self.operation.prepare(self.game.theater.terrain, is_quick=True)
|
||||||
|
self.operation.generate()
|
||||||
|
self.operation.mission.save('build/nextturn_quick.miz')
|
||||||
|
|
||||||
|
def commit(self, debriefing: Debriefing):
|
||||||
|
for country, losses in debriefing.destroyed_units.items():
|
||||||
|
if country == self.attacker_name:
|
||||||
|
cp = self.from_cp
|
||||||
|
else:
|
||||||
|
cp = self.to_cp
|
||||||
|
|
||||||
|
cp.base.commit_losses(losses)
|
||||||
|
|
||||||
|
def skip(self):
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
class UnitsDeliveryEvent(Event):
|
||||||
|
informational = True
|
||||||
|
units = None # type: typing.Dict[UnitType, int]
|
||||||
|
|
||||||
|
def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game):
|
||||||
|
super(UnitsDeliveryEvent, self).__init__(attacker_name=attacker_name,
|
||||||
|
defender_name=defender_name,
|
||||||
|
from_cp=from_cp,
|
||||||
|
to_cp=to_cp,
|
||||||
|
game=game)
|
||||||
|
|
||||||
|
self.units = {}
|
||||||
|
|
||||||
|
def __str__(self):
|
||||||
|
return "Pending delivery to {}".format(self.to_cp)
|
||||||
|
|
||||||
|
def deliver(self, units: typing.Dict[UnitType, int]):
|
||||||
|
for k, v in units.items():
|
||||||
|
self.units[k] = self.units.get(k, 0) + v
|
||||||
|
|
||||||
|
def skip(self):
|
||||||
|
self.to_cp.base.commision_units(self.units)
|
||||||
68
game/event/groundintercept.py
Normal file
68
game/event/groundintercept.py
Normal file
@ -0,0 +1,68 @@
|
|||||||
|
import math
|
||||||
|
import random
|
||||||
|
|
||||||
|
from dcs.task import *
|
||||||
|
|
||||||
|
from game import *
|
||||||
|
from game.event import *
|
||||||
|
from userdata.debriefing import Debriefing
|
||||||
|
|
||||||
|
|
||||||
|
class GroundInterceptEvent(Event):
|
||||||
|
BONUS_BASE = 3
|
||||||
|
TARGET_AMOUNT_FACTOR = 2
|
||||||
|
TARGET_VARIETY = 2
|
||||||
|
STRENGTH_INFLUENCE = 0.3
|
||||||
|
SUCCESS_TARGETS_HIT_PERCENTAGE = 0.5
|
||||||
|
|
||||||
|
targets = None # type: db.ArmorDict
|
||||||
|
|
||||||
|
def __str__(self):
|
||||||
|
return "Ground intercept from {} at {}".format(self.from_cp, self.to_cp)
|
||||||
|
|
||||||
|
def is_successfull(self, debriefing: Debriefing):
|
||||||
|
total_targets = sum(self.targets.values())
|
||||||
|
destroyed_targets = 0
|
||||||
|
for unit, count in debriefing.destroyed_units[self.defender_name].items():
|
||||||
|
if unit in self.targets:
|
||||||
|
destroyed_targets += count
|
||||||
|
|
||||||
|
return (float(destroyed_targets) / float(total_targets)) >= self.SUCCESS_TARGETS_HIT_PERCENTAGE
|
||||||
|
|
||||||
|
def commit(self, debriefing: Debriefing):
|
||||||
|
super(GroundInterceptEvent, self).commit(debriefing)
|
||||||
|
|
||||||
|
if self.from_cp.captured:
|
||||||
|
if self.is_successfull(debriefing):
|
||||||
|
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
|
||||||
|
else:
|
||||||
|
self.to_cp.base.affect_strength(+self.STRENGTH_INFLUENCE)
|
||||||
|
else:
|
||||||
|
assert False
|
||||||
|
|
||||||
|
def skip(self):
|
||||||
|
if not self.to_cp.captured:
|
||||||
|
self.to_cp.base.affect_strength(+0.1)
|
||||||
|
else:
|
||||||
|
pass
|
||||||
|
|
||||||
|
def player_attacking(self, strikegroup: db.PlaneDict, clients: db.PlaneDict):
|
||||||
|
suitable_unittypes = db.find_unittype(PinpointStrike, self.defender_name)
|
||||||
|
random.shuffle(suitable_unittypes)
|
||||||
|
unittypes = suitable_unittypes[:self.TARGET_VARIETY]
|
||||||
|
typecount = max(math.floor(self.difficulty * self.TARGET_AMOUNT_FACTOR), 1)
|
||||||
|
self.targets = {unittype: typecount for unittype in unittypes}
|
||||||
|
|
||||||
|
op = GroundInterceptOperation(game=self.game,
|
||||||
|
attacker_name=self.attacker_name,
|
||||||
|
defender_name=self.defender_name,
|
||||||
|
attacker_clients=clients,
|
||||||
|
defender_clients={},
|
||||||
|
from_cp=self.from_cp,
|
||||||
|
to_cp=self.to_cp)
|
||||||
|
op.setup(target=self.targets,
|
||||||
|
strikegroup=strikegroup)
|
||||||
|
|
||||||
|
self.operation = op
|
||||||
|
|
||||||
|
|
||||||
98
game/event/intercept.py
Normal file
98
game/event/intercept.py
Normal file
@ -0,0 +1,98 @@
|
|||||||
|
import math
|
||||||
|
import random
|
||||||
|
|
||||||
|
from dcs.task import *
|
||||||
|
from dcs.vehicles import *
|
||||||
|
|
||||||
|
from game import db
|
||||||
|
from game.operation.intercept import InterceptOperation
|
||||||
|
from userdata.debriefing import Debriefing
|
||||||
|
|
||||||
|
from .event import Event
|
||||||
|
|
||||||
|
|
||||||
|
class InterceptEvent(Event):
|
||||||
|
BONUS_BASE = 5
|
||||||
|
STRENGTH_INFLUENCE = 0.3
|
||||||
|
GLOBAL_STRENGTH_INFLUENCE = 0.3
|
||||||
|
AIRDEFENSE_COUNT = 3
|
||||||
|
|
||||||
|
transport_unit = None # type: FlyingType
|
||||||
|
|
||||||
|
def __str__(self):
|
||||||
|
return "Intercept from {} at {}".format(self.from_cp, self.to_cp)
|
||||||
|
|
||||||
|
@property
|
||||||
|
def threat_description(self):
|
||||||
|
return "{} aircraft".format(self.enemy_cp.base.scramble_count())
|
||||||
|
|
||||||
|
def is_successfull(self, debriefing: Debriefing):
|
||||||
|
units_destroyed = debriefing.destroyed_units[self.defender_name].get(self.transport_unit, 0)
|
||||||
|
if self.from_cp.captured:
|
||||||
|
return units_destroyed > 0
|
||||||
|
else:
|
||||||
|
return units_destroyed == 0
|
||||||
|
|
||||||
|
def commit(self, debriefing: Debriefing):
|
||||||
|
super(InterceptEvent, self).commit(debriefing)
|
||||||
|
|
||||||
|
if self.attacker_name == self.game.player:
|
||||||
|
if self.is_successfull(debriefing):
|
||||||
|
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
|
||||||
|
else:
|
||||||
|
self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
|
||||||
|
else:
|
||||||
|
# enemy attacking
|
||||||
|
if self.is_successfull(debriefing):
|
||||||
|
self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
|
||||||
|
else:
|
||||||
|
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
|
||||||
|
|
||||||
|
def skip(self):
|
||||||
|
if self.to_cp.captured:
|
||||||
|
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
|
||||||
|
|
||||||
|
def player_attacking(self, interceptors: db.PlaneDict, clients: db.PlaneDict):
|
||||||
|
escort = self.to_cp.base.scramble_sweep()
|
||||||
|
|
||||||
|
self.transport_unit = random.choice(db.find_unittype(Transport, self.defender_name))
|
||||||
|
assert self.transport_unit is not None
|
||||||
|
|
||||||
|
airdefense_unit = db.find_unittype(AirDefence, self.defender_name)[-1]
|
||||||
|
op = InterceptOperation(game=self.game,
|
||||||
|
attacker_name=self.attacker_name,
|
||||||
|
defender_name=self.defender_name,
|
||||||
|
attacker_clients=clients,
|
||||||
|
defender_clients={},
|
||||||
|
from_cp=self.from_cp,
|
||||||
|
to_cp=self.to_cp)
|
||||||
|
|
||||||
|
op.setup(escort=escort,
|
||||||
|
transport={self.transport_unit: 1},
|
||||||
|
airdefense={airdefense_unit: self.AIRDEFENSE_COUNT},
|
||||||
|
interceptors=interceptors)
|
||||||
|
|
||||||
|
self.operation = op
|
||||||
|
|
||||||
|
def player_defending(self, escort: db.PlaneDict, clients: db.PlaneDict):
|
||||||
|
interceptors = self.from_cp.base.scramble_interceptors()
|
||||||
|
|
||||||
|
self.transport_unit = random.choice(db.find_unittype(Transport, self.defender_name))
|
||||||
|
assert self.transport_unit is not None
|
||||||
|
|
||||||
|
op = InterceptOperation(game=self.game,
|
||||||
|
attacker_name=self.attacker_name,
|
||||||
|
defender_name=self.defender_name,
|
||||||
|
attacker_clients={},
|
||||||
|
defender_clients=clients,
|
||||||
|
from_cp=self.from_cp,
|
||||||
|
to_cp=self.to_cp)
|
||||||
|
|
||||||
|
op.setup(escort=escort,
|
||||||
|
transport={self.transport_unit: 1},
|
||||||
|
interceptors=interceptors,
|
||||||
|
airdefense={})
|
||||||
|
|
||||||
|
self.operation = op
|
||||||
|
|
||||||
|
|
||||||
102
game/event/navalintercept.py
Normal file
102
game/event/navalintercept.py
Normal file
@ -0,0 +1,102 @@
|
|||||||
|
import typing
|
||||||
|
import math
|
||||||
|
import random
|
||||||
|
|
||||||
|
from dcs.task import *
|
||||||
|
from dcs.vehicles import *
|
||||||
|
|
||||||
|
from game import db
|
||||||
|
from game.operation.navalintercept import NavalInterceptionOperation
|
||||||
|
from userdata.debriefing import Debriefing
|
||||||
|
|
||||||
|
from .event import Event
|
||||||
|
|
||||||
|
|
||||||
|
class NavalInterceptEvent(Event):
|
||||||
|
STRENGTH_INFLUENCE = 0.3
|
||||||
|
|
||||||
|
targets = None # type: db.ShipDict
|
||||||
|
|
||||||
|
def _targets_count(self) -> int:
|
||||||
|
from gen.conflictgen import IMPORTANCE_LOW, IMPORTANCE_HIGH
|
||||||
|
factor = (self.to_cp.importance - IMPORTANCE_LOW) * 10
|
||||||
|
return min(int(factor), 1)
|
||||||
|
|
||||||
|
def __str__(self) -> str:
|
||||||
|
return "Naval intercept at {}".format(self.to_cp)
|
||||||
|
|
||||||
|
@property
|
||||||
|
def threat_description(self):
|
||||||
|
s = "{} ship(s)".format(self._targets_count())
|
||||||
|
if not self.from_cp.captured:
|
||||||
|
s += ", {} aircraft".format(self.from_cp.base.scramble_count())
|
||||||
|
return s
|
||||||
|
|
||||||
|
def is_successfull(self, debriefing: Debriefing):
|
||||||
|
targets_destroyed = [c for t, c in debriefing.destroyed_units.items() if t in self.targets.values()]
|
||||||
|
if self.from_cp.captured:
|
||||||
|
return targets_destroyed > 0
|
||||||
|
else:
|
||||||
|
return targets_destroyed == 0
|
||||||
|
|
||||||
|
def commit(self, debriefing: Debriefing):
|
||||||
|
super(NavalInterceptEvent, self).commit(debriefing)
|
||||||
|
|
||||||
|
if self.attacker_name == self.game.player:
|
||||||
|
if self.is_successfull(debriefing):
|
||||||
|
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
|
||||||
|
else:
|
||||||
|
self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
|
||||||
|
else:
|
||||||
|
# enemy attacking
|
||||||
|
if self.is_successfull(debriefing):
|
||||||
|
self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
|
||||||
|
else:
|
||||||
|
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
|
||||||
|
|
||||||
|
def skip(self):
|
||||||
|
if self.to_cp.captured:
|
||||||
|
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
|
||||||
|
|
||||||
|
def player_attacking(self, strikegroup: db.PlaneDict, clients: db.PlaneDict):
|
||||||
|
self.targets = {
|
||||||
|
random.choice(db.find_unittype(CargoTransportation, self.defender_name)): self._targets_count(),
|
||||||
|
}
|
||||||
|
|
||||||
|
op = NavalInterceptionOperation(
|
||||||
|
self.game,
|
||||||
|
attacker_name=self.attacker_name,
|
||||||
|
defender_name=self.defender_name,
|
||||||
|
attacker_clients=clients,
|
||||||
|
defender_clients={},
|
||||||
|
from_cp=self.from_cp,
|
||||||
|
to_cp=self.to_cp
|
||||||
|
)
|
||||||
|
|
||||||
|
op.setup(strikegroup=strikegroup,
|
||||||
|
interceptors={},
|
||||||
|
targets=self.targets)
|
||||||
|
|
||||||
|
self.operation = op
|
||||||
|
|
||||||
|
def player_defending(self, interceptors: db.PlaneDict, clients: db.PlaneDict):
|
||||||
|
self.targets = {
|
||||||
|
random.choice(db.find_unittype(CargoTransportation, self.defender_name)): self._targets_count(),
|
||||||
|
}
|
||||||
|
|
||||||
|
op = NavalInterceptionOperation(
|
||||||
|
self.game,
|
||||||
|
attacker_name=self.attacker_name,
|
||||||
|
defender_name=self.defender_name,
|
||||||
|
attacker_clients=clients,
|
||||||
|
defender_clients={},
|
||||||
|
from_cp=self.from_cp,
|
||||||
|
to_cp=self.to_cp
|
||||||
|
)
|
||||||
|
|
||||||
|
strikegroup = self.from_cp.base.scramble_cas()
|
||||||
|
op.setup(strikegroup=strikegroup,
|
||||||
|
interceptors=interceptors,
|
||||||
|
targets=self.targets)
|
||||||
|
|
||||||
|
self.operation = op
|
||||||
@ -1,8 +0,0 @@
|
|||||||
import typing
|
|
||||||
import dcs
|
|
||||||
|
|
||||||
from game.event import *
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
29
game/game.py
29
game/game.py
@ -1,4 +1,15 @@
|
|||||||
from game.event import *
|
import typing
|
||||||
|
import random
|
||||||
|
import math
|
||||||
|
|
||||||
|
from dcs.task import *
|
||||||
|
from dcs.vehicles import *
|
||||||
|
|
||||||
|
from userdata.debriefing import Debriefing
|
||||||
|
from theater import *
|
||||||
|
|
||||||
|
from . import db
|
||||||
|
from .event import *
|
||||||
|
|
||||||
COMMISION_LIMITS_SCALE = 2
|
COMMISION_LIMITS_SCALE = 2
|
||||||
COMMISION_LIMITS_FACTORS = {
|
COMMISION_LIMITS_FACTORS = {
|
||||||
@ -124,6 +135,19 @@ class Game:
|
|||||||
game=self))
|
game=self))
|
||||||
break
|
break
|
||||||
|
|
||||||
|
def _generate_navalinterceptions(self):
|
||||||
|
for from_cp, to_cp in self.theater.conflicts(True):
|
||||||
|
if to_cp.radials == ALL_RADIALS:
|
||||||
|
continue
|
||||||
|
|
||||||
|
if self._roll(100, from_cp.base.strength):
|
||||||
|
self.events.append(NavalInterceptEvent(attacker_name=self.player,
|
||||||
|
defender_name=self.enemy,
|
||||||
|
from_cp=from_cp,
|
||||||
|
to_cp=to_cp,
|
||||||
|
game=self))
|
||||||
|
break
|
||||||
|
|
||||||
def _generate_globalinterceptions(self):
|
def _generate_globalinterceptions(self):
|
||||||
global_count = len([x for x in self.theater.player_points() if x.is_global])
|
global_count = len([x for x in self.theater.player_points() if x.is_global])
|
||||||
for from_cp in [x for x in self.theater.player_points() if x.is_global]:
|
for from_cp in [x for x in self.theater.player_points() if x.is_global]:
|
||||||
@ -205,8 +229,9 @@ class Game:
|
|||||||
|
|
||||||
self.events = [] # type: typing.List[Event]
|
self.events = [] # type: typing.List[Event]
|
||||||
self._fill_cap_events()
|
self._fill_cap_events()
|
||||||
self._generate_enemy_caps(ignored_cps=ignored_cps)
|
#self._generate_enemy_caps(ignored_cps=ignored_cps)
|
||||||
self._generate_interceptions()
|
self._generate_interceptions()
|
||||||
self._generate_globalinterceptions()
|
self._generate_globalinterceptions()
|
||||||
self._generate_groundinterceptions()
|
self._generate_groundinterceptions()
|
||||||
|
self._generate_navalinterceptions()
|
||||||
|
|
||||||
|
|||||||
@ -1,221 +0,0 @@
|
|||||||
from userdata.debriefing import *
|
|
||||||
from theater.conflicttheater import *
|
|
||||||
from theater.base import *
|
|
||||||
|
|
||||||
from gen.armor import *
|
|
||||||
from gen.aircraft import *
|
|
||||||
from gen.aaa import *
|
|
||||||
from gen.shipgen import *
|
|
||||||
from gen.conflictgen import *
|
|
||||||
from gen.settingsgen import *
|
|
||||||
from gen.awacsgen import *
|
|
||||||
from gen.visualgen import *
|
|
||||||
|
|
||||||
|
|
||||||
class Operation:
|
|
||||||
attackers_starting_position = None # type: db.StartingPosition
|
|
||||||
defenders_starting_position = None # type: db.StartingPosition
|
|
||||||
mission = None # type: dcs.Mission
|
|
||||||
conflict = None # type: Conflict
|
|
||||||
armorgen = None # type: ArmorConflictGenerator
|
|
||||||
airgen = None # type: AircraftConflictGenerator
|
|
||||||
aagen = None # type: AAConflictGenerator
|
|
||||||
extra_aagen = None # type: ExtraAAConflictGenerator
|
|
||||||
shipgen = None # type: ShipGenerator
|
|
||||||
envgen = None # type: SettingsGenerator
|
|
||||||
awacsgen = None # type: AWACSConflictGenerator
|
|
||||||
visualgen = None # type: VisualGenerator
|
|
||||||
|
|
||||||
is_awacs_enabled = False
|
|
||||||
|
|
||||||
def __init__(self,
|
|
||||||
game,
|
|
||||||
attacker_name: str,
|
|
||||||
defender_name: str,
|
|
||||||
attacker_clients: db.PlaneDict,
|
|
||||||
defender_clients: db.PlaneDict,
|
|
||||||
from_cp: ControlPoint,
|
|
||||||
to_cp: ControlPoint = None):
|
|
||||||
self.game = game
|
|
||||||
self.attacker_name = attacker_name
|
|
||||||
self.defender_name = defender_name
|
|
||||||
self.attacker_clients = attacker_clients
|
|
||||||
self.defender_clients = defender_clients
|
|
||||||
self.from_cp = from_cp
|
|
||||||
self.to_cp = to_cp
|
|
||||||
self.is_quick = False
|
|
||||||
|
|
||||||
def initialize(self, mission: Mission, conflict: Conflict):
|
|
||||||
self.mission = mission
|
|
||||||
self.conflict = conflict
|
|
||||||
|
|
||||||
self.armorgen = ArmorConflictGenerator(mission, conflict)
|
|
||||||
self.airgen = AircraftConflictGenerator(mission, conflict)
|
|
||||||
self.aagen = AAConflictGenerator(mission, conflict)
|
|
||||||
self.shipgen = ShipGenerator(mission, conflict)
|
|
||||||
self.awacsgen = AWACSConflictGenerator(mission, conflict, self.game)
|
|
||||||
self.envgen = SettingsGenerator(mission, conflict, self.game)
|
|
||||||
self.visualgen = VisualGenerator(mission, conflict, self.game)
|
|
||||||
|
|
||||||
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
|
|
||||||
self.extra_aagen = ExtraAAConflictGenerator(mission, conflict, self.game, player_name, enemy_name)
|
|
||||||
|
|
||||||
def prepare(self, terrain: dcs.terrain.Terrain, is_quick: bool):
|
|
||||||
self.mission = dcs.Mission(terrain)
|
|
||||||
self.is_quick = is_quick
|
|
||||||
|
|
||||||
if is_quick:
|
|
||||||
self.attackers_starting_position = None
|
|
||||||
self.defenders_starting_position = None
|
|
||||||
else:
|
|
||||||
self.attackers_starting_position = self.from_cp.at
|
|
||||||
self.defenders_starting_position = self.to_cp.at
|
|
||||||
|
|
||||||
def generate(self):
|
|
||||||
self.visualgen.generate()
|
|
||||||
|
|
||||||
if self.is_awacs_enabled:
|
|
||||||
self.awacsgen.generate()
|
|
||||||
|
|
||||||
self.extra_aagen.generate()
|
|
||||||
self.envgen.generate(self.is_quick)
|
|
||||||
|
|
||||||
for global_cp in self.game.theater.controlpoints:
|
|
||||||
if not global_cp.is_global:
|
|
||||||
continue
|
|
||||||
|
|
||||||
ship = self.shipgen.generate(type=db.find_unittype(Carriage, self.game.player)[0],
|
|
||||||
country=self.game.player,
|
|
||||||
at=global_cp.at)
|
|
||||||
|
|
||||||
if global_cp == self.from_cp and not self.is_quick:
|
|
||||||
self.attackers_starting_position = ship
|
|
||||||
|
|
||||||
def units_of(self, country_name: str) -> typing.Collection[UnitType]:
|
|
||||||
return []
|
|
||||||
|
|
||||||
def is_successfull(self, debriefing: Debriefing) -> bool:
|
|
||||||
return True
|
|
||||||
|
|
||||||
|
|
||||||
class CaptureOperation(Operation):
|
|
||||||
cas = None # type: db.PlaneDict
|
|
||||||
escort = None # type: db.PlaneDict
|
|
||||||
intercept = None # type: db.PlaneDict
|
|
||||||
attack = None # type: db.ArmorDict
|
|
||||||
defense = None # type: db.ArmorDict
|
|
||||||
aa = None # type: db.AirDefenseDict
|
|
||||||
|
|
||||||
def setup(self,
|
|
||||||
cas: db.PlaneDict,
|
|
||||||
escort: db.PlaneDict,
|
|
||||||
attack: db.ArmorDict,
|
|
||||||
intercept: db.PlaneDict,
|
|
||||||
defense: db.ArmorDict,
|
|
||||||
aa: db.AirDefenseDict):
|
|
||||||
self.cas = cas
|
|
||||||
self.escort = escort
|
|
||||||
self.intercept = intercept
|
|
||||||
self.attack = attack
|
|
||||||
self.defense = defense
|
|
||||||
self.aa = aa
|
|
||||||
|
|
||||||
def prepare(self, terrain: dcs.terrain.Terrain, is_quick: bool):
|
|
||||||
super(CaptureOperation, self).prepare(terrain, is_quick)
|
|
||||||
|
|
||||||
self.defenders_starting_position = None
|
|
||||||
if self.game.player == self.defender_name:
|
|
||||||
self.attackers_starting_position = None
|
|
||||||
|
|
||||||
conflict = Conflict.capture_conflict(
|
|
||||||
attacker=self.mission.country(self.attacker_name),
|
|
||||||
defender=self.mission.country(self.defender_name),
|
|
||||||
from_cp=self.from_cp,
|
|
||||||
to_cp=self.to_cp
|
|
||||||
)
|
|
||||||
self.initialize(mission=self.mission,
|
|
||||||
conflict=conflict)
|
|
||||||
|
|
||||||
def generate(self):
|
|
||||||
self.armorgen.generate(self.attack, self.defense)
|
|
||||||
self.aagen.generate(self.aa)
|
|
||||||
|
|
||||||
self.airgen.generate_defense(self.intercept, clients=self.defender_clients, at=self.defenders_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.visualgen.generate_target_smokes(self.to_cp)
|
|
||||||
super(CaptureOperation, self).generate()
|
|
||||||
|
|
||||||
|
|
||||||
class InterceptOperation(Operation):
|
|
||||||
escort = None # type: db.PlaneDict
|
|
||||||
transport = None # type: db.PlaneDict
|
|
||||||
interceptors = None # type: db.PlaneDict
|
|
||||||
airdefense = None # type: db.AirDefenseDict
|
|
||||||
|
|
||||||
def setup(self,
|
|
||||||
escort: db.PlaneDict,
|
|
||||||
transport: db.PlaneDict,
|
|
||||||
airdefense: db.AirDefenseDict,
|
|
||||||
interceptors: db.PlaneDict):
|
|
||||||
self.escort = escort
|
|
||||||
self.transport = transport
|
|
||||||
self.airdefense = airdefense
|
|
||||||
self.interceptors = interceptors
|
|
||||||
|
|
||||||
def prepare(self, terrain: dcs.terrain.Terrain, is_quick: bool):
|
|
||||||
super(InterceptOperation, self).prepare(terrain, is_quick)
|
|
||||||
self.defenders_starting_position = None
|
|
||||||
if self.defender_name == self.game.player:
|
|
||||||
self.attackers_starting_position = None
|
|
||||||
|
|
||||||
conflict = Conflict.intercept_conflict(
|
|
||||||
attacker=self.mission.country(self.attacker_name),
|
|
||||||
defender=self.mission.country(self.defender_name),
|
|
||||||
from_cp=self.from_cp,
|
|
||||||
to_cp=self.to_cp
|
|
||||||
)
|
|
||||||
|
|
||||||
self.initialize(mission=self.mission,
|
|
||||||
conflict=conflict)
|
|
||||||
|
|
||||||
def generate(self):
|
|
||||||
self.airgen.generate_transport(self.transport, self.to_cp.at)
|
|
||||||
self.airgen.generate_transport_escort(self.escort, clients=self.defender_clients)
|
|
||||||
|
|
||||||
if self.from_cp.is_global:
|
|
||||||
super(InterceptOperation, self).generate()
|
|
||||||
self.airgen.generate_interception(self.interceptors, clients=self.attacker_clients, at=self.attackers_starting_position)
|
|
||||||
else:
|
|
||||||
self.airgen.generate_interception(self.interceptors, clients=self.attacker_clients, at=self.attackers_starting_position)
|
|
||||||
super(InterceptOperation, self).generate()
|
|
||||||
|
|
||||||
|
|
||||||
class GroundInterceptOperation(Operation):
|
|
||||||
def setup(self,
|
|
||||||
target: db.ArmorDict,
|
|
||||||
strikegroup: db.PlaneDict):
|
|
||||||
self.strikegroup = strikegroup
|
|
||||||
self.target = target
|
|
||||||
|
|
||||||
def prepare(self, terrain: dcs.terrain.Terrain, is_quick: bool):
|
|
||||||
super(GroundInterceptOperation, self).prepare(terrain, is_quick)
|
|
||||||
conflict = Conflict.ground_intercept_conflict(
|
|
||||||
attacker=self.mission.country(self.attacker_name),
|
|
||||||
defender=self.mission.country(self.defender_name),
|
|
||||||
heading=self.to_cp.position.heading_between_point(self.from_cp.position),
|
|
||||||
from_cp=self.from_cp,
|
|
||||||
to_cp=self.to_cp
|
|
||||||
)
|
|
||||||
|
|
||||||
self.initialize(mission=self.mission,
|
|
||||||
conflict=conflict)
|
|
||||||
|
|
||||||
def generate(self):
|
|
||||||
self.airgen.generate_cas(self.strikegroup, clients=self.attacker_clients, at=self.attackers_starting_position)
|
|
||||||
self.armorgen.generate({}, self.target)
|
|
||||||
|
|
||||||
super(GroundInterceptOperation, self).generate()
|
|
||||||
0
game/operation/__init__.py
Normal file
0
game/operation/__init__.py
Normal file
63
game/operation/capture.py
Normal file
63
game/operation/capture.py
Normal file
@ -0,0 +1,63 @@
|
|||||||
|
from game import db
|
||||||
|
|
||||||
|
from gen.conflictgen import Conflict
|
||||||
|
from gen.armor import *
|
||||||
|
from gen.aircraft import *
|
||||||
|
from gen.aaa import *
|
||||||
|
from gen.shipgen import *
|
||||||
|
from gen.settingsgen import *
|
||||||
|
from gen.awacsgen import *
|
||||||
|
from gen.visualgen import *
|
||||||
|
|
||||||
|
from .operation import Operation
|
||||||
|
|
||||||
|
class CaptureOperation(Operation):
|
||||||
|
cas = None # type: db.PlaneDict
|
||||||
|
escort = None # type: db.PlaneDict
|
||||||
|
intercept = None # type: db.PlaneDict
|
||||||
|
attack = None # type: db.ArmorDict
|
||||||
|
defense = None # type: db.ArmorDict
|
||||||
|
aa = None # type: db.AirDefenseDict
|
||||||
|
|
||||||
|
def setup(self,
|
||||||
|
cas: db.PlaneDict,
|
||||||
|
escort: db.PlaneDict,
|
||||||
|
attack: db.ArmorDict,
|
||||||
|
intercept: db.PlaneDict,
|
||||||
|
defense: db.ArmorDict,
|
||||||
|
aa: db.AirDefenseDict):
|
||||||
|
self.cas = cas
|
||||||
|
self.escort = escort
|
||||||
|
self.intercept = intercept
|
||||||
|
self.attack = attack
|
||||||
|
self.defense = defense
|
||||||
|
self.aa = aa
|
||||||
|
|
||||||
|
def prepare(self, terrain: dcs.terrain.Terrain, is_quick: bool):
|
||||||
|
super(CaptureOperation, self).prepare(terrain, is_quick)
|
||||||
|
|
||||||
|
self.defenders_starting_position = None
|
||||||
|
if self.game.player == self.defender_name:
|
||||||
|
self.attackers_starting_position = None
|
||||||
|
|
||||||
|
conflict = Conflict.capture_conflict(
|
||||||
|
attacker=self.mission.country(self.attacker_name),
|
||||||
|
defender=self.mission.country(self.defender_name),
|
||||||
|
from_cp=self.from_cp,
|
||||||
|
to_cp=self.to_cp
|
||||||
|
)
|
||||||
|
self.initialize(mission=self.mission,
|
||||||
|
conflict=conflict)
|
||||||
|
|
||||||
|
def generate(self):
|
||||||
|
self.armorgen.generate(self.attack, self.defense)
|
||||||
|
self.aagen.generate(self.aa)
|
||||||
|
|
||||||
|
self.airgen.generate_defense(self.intercept, clients=self.defender_clients, at=self.defenders_starting_position)
|
||||||
|
|
||||||
|
self.airgen.generate_cas_strikegroup(self.cas, clients=self.attacker_clients, at=self.attackers_starting_position)
|
||||||
|
self.airgen.generate_strikegroup_escort(self.escort, clients=self.attacker_clients, at=self.attackers_starting_position)
|
||||||
|
|
||||||
|
self.visualgen.generate_target_smokes(self.to_cp)
|
||||||
|
super(CaptureOperation, self).generate()
|
||||||
|
|
||||||
39
game/operation/groundintercept.py
Normal file
39
game/operation/groundintercept.py
Normal file
@ -0,0 +1,39 @@
|
|||||||
|
from dcs.terrain import Terrain
|
||||||
|
|
||||||
|
from game import db
|
||||||
|
from gen.armor import *
|
||||||
|
from gen.aircraft import *
|
||||||
|
from gen.aaa import *
|
||||||
|
from gen.shipgen import *
|
||||||
|
from gen.settingsgen import *
|
||||||
|
from gen.awacsgen import *
|
||||||
|
from gen.visualgen import *
|
||||||
|
from gen.conflictgen import Conflict
|
||||||
|
|
||||||
|
from .operation import Operation
|
||||||
|
|
||||||
|
class GroundInterceptOperation(Operation):
|
||||||
|
def setup(self,
|
||||||
|
target: db.ArmorDict,
|
||||||
|
strikegroup: db.PlaneDict):
|
||||||
|
self.strikegroup = strikegroup
|
||||||
|
self.target = target
|
||||||
|
|
||||||
|
def prepare(self, terrain: Terrain, is_quick: bool):
|
||||||
|
super(GroundInterceptOperation, self).prepare(terrain, is_quick)
|
||||||
|
conflict = Conflict.ground_intercept_conflict(
|
||||||
|
attacker=self.mission.country(self.attacker_name),
|
||||||
|
defender=self.mission.country(self.defender_name),
|
||||||
|
heading=self.to_cp.position.heading_between_point(self.from_cp.position),
|
||||||
|
from_cp=self.from_cp,
|
||||||
|
to_cp=self.to_cp
|
||||||
|
)
|
||||||
|
|
||||||
|
self.initialize(mission=self.mission,
|
||||||
|
conflict=conflict)
|
||||||
|
|
||||||
|
def generate(self):
|
||||||
|
self.airgen.generate_cas_strikegroup(self.strikegroup, clients=self.attacker_clients, at=self.attackers_starting_position)
|
||||||
|
self.armorgen.generate({}, self.target)
|
||||||
|
|
||||||
|
super(GroundInterceptOperation, self).generate()
|
||||||
49
game/operation/intercept.py
Normal file
49
game/operation/intercept.py
Normal file
@ -0,0 +1,49 @@
|
|||||||
|
from dcs.terrain import Terrain
|
||||||
|
|
||||||
|
from gen import *
|
||||||
|
from .operation import Operation
|
||||||
|
|
||||||
|
|
||||||
|
class InterceptOperation(Operation):
|
||||||
|
escort = None # type: db.PlaneDict
|
||||||
|
transport = None # type: db.PlaneDict
|
||||||
|
interceptors = None # type: db.PlaneDict
|
||||||
|
airdefense = None # type: db.AirDefenseDict
|
||||||
|
|
||||||
|
def setup(self,
|
||||||
|
escort: db.PlaneDict,
|
||||||
|
transport: db.PlaneDict,
|
||||||
|
airdefense: db.AirDefenseDict,
|
||||||
|
interceptors: db.PlaneDict):
|
||||||
|
self.escort = escort
|
||||||
|
self.transport = transport
|
||||||
|
self.airdefense = airdefense
|
||||||
|
self.interceptors = interceptors
|
||||||
|
|
||||||
|
def prepare(self, terrain: Terrain, is_quick: bool):
|
||||||
|
super(InterceptOperation, self).prepare(terrain, is_quick)
|
||||||
|
self.defenders_starting_position = None
|
||||||
|
if self.defender_name == self.game.player:
|
||||||
|
self.attackers_starting_position = None
|
||||||
|
|
||||||
|
conflict = Conflict.intercept_conflict(
|
||||||
|
attacker=self.mission.country(self.attacker_name),
|
||||||
|
defender=self.mission.country(self.defender_name),
|
||||||
|
from_cp=self.from_cp,
|
||||||
|
to_cp=self.to_cp
|
||||||
|
)
|
||||||
|
|
||||||
|
self.initialize(mission=self.mission,
|
||||||
|
conflict=conflict)
|
||||||
|
|
||||||
|
def generate(self):
|
||||||
|
self.airgen.generate_transport(self.transport, self.to_cp.at)
|
||||||
|
self.airgen.generate_transport_escort(self.escort, clients=self.defender_clients)
|
||||||
|
|
||||||
|
if self.from_cp.is_global:
|
||||||
|
super(InterceptOperation, self).generate()
|
||||||
|
self.airgen.generate_interception(self.interceptors, clients=self.attacker_clients, at=self.attackers_starting_position)
|
||||||
|
else:
|
||||||
|
self.airgen.generate_interception(self.interceptors, clients=self.attacker_clients, at=self.attackers_starting_position)
|
||||||
|
super(InterceptOperation, self).generate()
|
||||||
|
|
||||||
49
game/operation/navalintercept.py
Normal file
49
game/operation/navalintercept.py
Normal file
@ -0,0 +1,49 @@
|
|||||||
|
from dcs.terrain import Terrain
|
||||||
|
|
||||||
|
from gen import *
|
||||||
|
from .operation import Operation
|
||||||
|
|
||||||
|
|
||||||
|
class NavalInterceptionOperation(Operation):
|
||||||
|
strikegroup = None # type: db.PlaneDict
|
||||||
|
interceptors = None # type: db.PlaneDict
|
||||||
|
targets = None # type: db.ShipDict
|
||||||
|
|
||||||
|
def setup(self,
|
||||||
|
strikegroup: db.PlaneDict,
|
||||||
|
interceptors: db.PlaneDict,
|
||||||
|
targets: db.ShipDict):
|
||||||
|
self.strikegroup = strikegroup
|
||||||
|
self.interceptors = interceptors
|
||||||
|
self.targets = targets
|
||||||
|
|
||||||
|
def prepare(self, terrain: Terrain, is_quick: bool):
|
||||||
|
super(NavalInterceptionOperation, self).prepare(terrain, is_quick)
|
||||||
|
|
||||||
|
conflict = Conflict.naval_intercept_conflict(
|
||||||
|
attacker=self.mission.country(self.attacker_name),
|
||||||
|
defender=self.mission.country(self.defender_name),
|
||||||
|
theater=self.game.theater,
|
||||||
|
from_cp=self.from_cp,
|
||||||
|
to_cp=self.to_cp
|
||||||
|
)
|
||||||
|
|
||||||
|
self.initialize(self.mission, conflict)
|
||||||
|
|
||||||
|
def generate(self):
|
||||||
|
super(NavalInterceptionOperation, self).generate()
|
||||||
|
|
||||||
|
self.airgen.generate_ship_strikegroup(
|
||||||
|
attackers= self.strikegroup,
|
||||||
|
clients=self.attacker_clients,
|
||||||
|
at=self.attackers_starting_position
|
||||||
|
)
|
||||||
|
|
||||||
|
self.airgen.generate_interception(
|
||||||
|
interceptors=self.interceptors,
|
||||||
|
clients=self.defender_clients,
|
||||||
|
at=self.defenders_starting_position
|
||||||
|
)
|
||||||
|
|
||||||
|
self.shipgen.generate_cargo(units=self.targets)
|
||||||
|
|
||||||
93
game/operation/operation.py
Normal file
93
game/operation/operation.py
Normal file
@ -0,0 +1,93 @@
|
|||||||
|
from dcs.terrain import Terrain
|
||||||
|
|
||||||
|
from userdata.debriefing import *
|
||||||
|
|
||||||
|
from theater import *
|
||||||
|
from gen import *
|
||||||
|
|
||||||
|
|
||||||
|
class Operation:
|
||||||
|
attackers_starting_position = None # type: db.StartingPosition
|
||||||
|
defenders_starting_position = None # type: db.StartingPosition
|
||||||
|
mission = None # type: dcs.Mission
|
||||||
|
conflict = None # type: Conflict
|
||||||
|
armorgen = None # type: ArmorConflictGenerator
|
||||||
|
airgen = None # type: AircraftConflictGenerator
|
||||||
|
aagen = None # type: AAConflictGenerator
|
||||||
|
extra_aagen = None # type: ExtraAAConflictGenerator
|
||||||
|
shipgen = None # type: ShipGenerator
|
||||||
|
envgen = None # type: SettingsGenerator
|
||||||
|
awacsgen = None # type: AWACSConflictGenerator
|
||||||
|
visualgen = None # type: VisualGenerator
|
||||||
|
|
||||||
|
is_awacs_enabled = False
|
||||||
|
|
||||||
|
def __init__(self,
|
||||||
|
game,
|
||||||
|
attacker_name: str,
|
||||||
|
defender_name: str,
|
||||||
|
attacker_clients: db.PlaneDict,
|
||||||
|
defender_clients: db.PlaneDict,
|
||||||
|
from_cp: ControlPoint,
|
||||||
|
to_cp: ControlPoint = None):
|
||||||
|
self.game = game
|
||||||
|
self.attacker_name = attacker_name
|
||||||
|
self.defender_name = defender_name
|
||||||
|
self.attacker_clients = attacker_clients
|
||||||
|
self.defender_clients = defender_clients
|
||||||
|
self.from_cp = from_cp
|
||||||
|
self.to_cp = to_cp
|
||||||
|
self.is_quick = False
|
||||||
|
|
||||||
|
def initialize(self, mission: Mission, conflict: Conflict):
|
||||||
|
self.mission = mission
|
||||||
|
self.conflict = conflict
|
||||||
|
|
||||||
|
self.armorgen = ArmorConflictGenerator(mission, conflict)
|
||||||
|
self.airgen = AircraftConflictGenerator(mission, conflict)
|
||||||
|
self.aagen = AAConflictGenerator(mission, conflict)
|
||||||
|
self.shipgen = ShipGenerator(mission, conflict)
|
||||||
|
self.awacsgen = AWACSConflictGenerator(mission, conflict, self.game)
|
||||||
|
self.envgen = SettingsGenerator(mission, conflict, self.game)
|
||||||
|
self.visualgen = VisualGenerator(mission, conflict, self.game)
|
||||||
|
|
||||||
|
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
|
||||||
|
self.extra_aagen = ExtraAAConflictGenerator(mission, conflict, self.game, player_name, enemy_name)
|
||||||
|
|
||||||
|
def prepare(self, terrain: Terrain, is_quick: bool):
|
||||||
|
self.mission = dcs.Mission(terrain)
|
||||||
|
self.is_quick = is_quick
|
||||||
|
|
||||||
|
if is_quick:
|
||||||
|
self.attackers_starting_position = None
|
||||||
|
self.defenders_starting_position = None
|
||||||
|
else:
|
||||||
|
self.attackers_starting_position = self.from_cp.at
|
||||||
|
self.defenders_starting_position = self.to_cp.at
|
||||||
|
|
||||||
|
def generate(self):
|
||||||
|
self.visualgen.generate()
|
||||||
|
|
||||||
|
if self.is_awacs_enabled:
|
||||||
|
self.awacsgen.generate()
|
||||||
|
|
||||||
|
self.extra_aagen.generate()
|
||||||
|
self.envgen.generate(self.is_quick)
|
||||||
|
|
||||||
|
for global_cp in self.game.theater.controlpoints:
|
||||||
|
if not global_cp.is_global:
|
||||||
|
continue
|
||||||
|
|
||||||
|
ship = self.shipgen.generate_carrier(type=db.find_unittype(Carriage, self.game.player)[0],
|
||||||
|
country=self.game.player,
|
||||||
|
at=global_cp.at)
|
||||||
|
|
||||||
|
if global_cp == self.from_cp and not self.is_quick:
|
||||||
|
self.attackers_starting_position = ship
|
||||||
|
|
||||||
|
def units_of(self, country_name: str) -> typing.Collection[UnitType]:
|
||||||
|
return []
|
||||||
|
|
||||||
|
def is_successfull(self, debriefing: Debriefing) -> bool:
|
||||||
|
return True
|
||||||
@ -1,2 +1,11 @@
|
|||||||
import dcs
|
from .aaa import *
|
||||||
|
from .aircraft import *
|
||||||
|
from .armor import *
|
||||||
|
from .awacsgen import *
|
||||||
|
from .conflictgen import *
|
||||||
|
from .shipgen import *
|
||||||
|
from .visualgen import *
|
||||||
|
from .settingsgen import *
|
||||||
|
|
||||||
|
from . import naming
|
||||||
|
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
from game import db
|
from game import *
|
||||||
|
|
||||||
from theater.conflicttheater import ConflictTheater
|
from theater.conflicttheater import ConflictTheater
|
||||||
from .conflictgen import *
|
from .conflictgen import *
|
||||||
|
|||||||
@ -176,7 +176,7 @@ class AircraftConflictGenerator:
|
|||||||
groups.append(group)
|
groups.append(group)
|
||||||
return groups
|
return groups
|
||||||
|
|
||||||
def generate_cas(self, attackers: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
|
def generate_cas_strikegroup(self, attackers: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
|
||||||
assert len(self.escort_targets) == 0
|
assert len(self.escort_targets) == 0
|
||||||
|
|
||||||
for flying_type, count, client_count in self._split_to_groups(attackers, clients):
|
for flying_type, count, client_count in self._split_to_groups(attackers, clients):
|
||||||
@ -195,7 +195,26 @@ class AircraftConflictGenerator:
|
|||||||
|
|
||||||
group.add_waypoint(self.conflict.from_cp.position, RTB_ALTITUDE)
|
group.add_waypoint(self.conflict.from_cp.position, RTB_ALTITUDE)
|
||||||
|
|
||||||
def generate_cas_escort(self, attackers: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
|
def generate_ship_strikegroup(self, attackers: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
|
||||||
|
assert len(self.escort_targets) == 0
|
||||||
|
|
||||||
|
for flying_type, count, client_count in self._split_to_groups(attackers, clients):
|
||||||
|
group = self._generate_group(
|
||||||
|
name=namegen.next_cas_group_name(),
|
||||||
|
side=self.conflict.attackers_side,
|
||||||
|
unit_type=flying_type,
|
||||||
|
count=count,
|
||||||
|
client_count=client_count,
|
||||||
|
at=at and at or self._group_point(self.conflict.air_attackers_location))
|
||||||
|
self.escort_targets.append(group)
|
||||||
|
|
||||||
|
group.add_waypoint(self.conflict.position, CAS_ALTITUDE, WARM_START_AIRSPEED)
|
||||||
|
group.task = AntishipStrike.name
|
||||||
|
self._setup_group(group, AntishipStrike, clients)
|
||||||
|
|
||||||
|
group.add_waypoint(self.conflict.from_cp.position, RTB_ALTITUDE)
|
||||||
|
|
||||||
|
def generate_strikegroup_escort(self, attackers: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
|
||||||
for g in self._generate_escort(
|
for g in self._generate_escort(
|
||||||
side=self.conflict.attackers_side,
|
side=self.conflict.attackers_side,
|
||||||
units=attackers,
|
units=attackers,
|
||||||
|
|||||||
@ -14,6 +14,9 @@ from dcs.point import *
|
|||||||
from dcs.task import *
|
from dcs.task import *
|
||||||
from dcs.country import *
|
from dcs.country import *
|
||||||
|
|
||||||
|
from theater import *
|
||||||
|
|
||||||
|
|
||||||
GROUND_DISTANCE_FACTOR = 0.8
|
GROUND_DISTANCE_FACTOR = 0.8
|
||||||
GROUNDINTERCEPT_DISTANCE_FACTOR = 3
|
GROUNDINTERCEPT_DISTANCE_FACTOR = 3
|
||||||
AIR_DISTANCE = 32000
|
AIR_DISTANCE = 32000
|
||||||
@ -25,6 +28,9 @@ INTERCEPT_DEFENDERS_DISTANCE = 30000
|
|||||||
INTERCEPT_MAX_DISTANCE = 80000
|
INTERCEPT_MAX_DISTANCE = 80000
|
||||||
INTERCEPT_MIN_DISTANCE = 45000
|
INTERCEPT_MIN_DISTANCE = 45000
|
||||||
|
|
||||||
|
NAVAL_INTERCEPT_DISTANCE_FACTOR = 1.3
|
||||||
|
NAVAL_INTERCEPT_STEP = 3000
|
||||||
|
|
||||||
|
|
||||||
def _opposite_heading(h):
|
def _opposite_heading(h):
|
||||||
return h+180
|
return h+180
|
||||||
@ -119,3 +125,31 @@ class Conflict:
|
|||||||
instance.ground_defenders_location = instance.position.point_from_heading(random.choice(to_cp.radials), instance.size * GROUNDINTERCEPT_DISTANCE_FACTOR)
|
instance.ground_defenders_location = instance.position.point_from_heading(random.choice(to_cp.radials), instance.size * GROUNDINTERCEPT_DISTANCE_FACTOR)
|
||||||
|
|
||||||
return instance
|
return instance
|
||||||
|
|
||||||
|
@classmethod
|
||||||
|
def naval_intercept_conflict(cls, attacker: Country, defender: Country, theater: ConflictTheater, from_cp: ControlPoint, to_cp: ControlPoint):
|
||||||
|
radial = random.choice(to_cp.sea_radials)
|
||||||
|
|
||||||
|
initial_distance = int(from_cp.position.distance_to_point(to_cp.position) * NAVAL_INTERCEPT_DISTANCE_FACTOR)
|
||||||
|
position = to_cp.position.point_from_heading(radial, initial_distance)
|
||||||
|
for offset in range(0, initial_distance, NAVAL_INTERCEPT_STEP):
|
||||||
|
if theater.is_on_land(position):
|
||||||
|
break
|
||||||
|
else:
|
||||||
|
position = to_cp.position.point_from_heading(radial, offset)
|
||||||
|
|
||||||
|
instance = cls()
|
||||||
|
instance.from_cp = from_cp
|
||||||
|
instance.to_cp = to_cp
|
||||||
|
instance.attackers_side = attacker
|
||||||
|
instance.defenders_side = defender
|
||||||
|
|
||||||
|
instance.position = position
|
||||||
|
instance.size = SIZE_REGULAR
|
||||||
|
instance.radials = to_cp.radials
|
||||||
|
|
||||||
|
attacker_heading = from_cp.position.heading_between_point(to_cp.position)
|
||||||
|
instance.air_attackers_location = instance.position.point_from_heading(attacker_heading, AIR_DISTANCE)
|
||||||
|
instance.air_defenders_location = instance.position.point_from_heading(_opposite_heading(attacker_heading), AIR_DISTANCE)
|
||||||
|
|
||||||
|
return instance
|
||||||
|
|||||||
@ -9,8 +9,8 @@ from dcs.action import *
|
|||||||
from dcs.unit import Skill
|
from dcs.unit import Skill
|
||||||
|
|
||||||
from game import db
|
from game import db
|
||||||
from theater.weatherforecast import WeatherForecast
|
from theater import *
|
||||||
from theater.conflicttheater import Conflict
|
from gen import *
|
||||||
|
|
||||||
ACTIVATION_TRIGGER_SIZE = 40000
|
ACTIVATION_TRIGGER_SIZE = 40000
|
||||||
ACTIVATION_TRIGGER_MIN_DISTANCE = 5000
|
ACTIVATION_TRIGGER_MIN_DISTANCE = 5000
|
||||||
|
|||||||
@ -1,3 +1,4 @@
|
|||||||
|
from game import db
|
||||||
from .conflictgen import *
|
from .conflictgen import *
|
||||||
from .naming import *
|
from .naming import *
|
||||||
|
|
||||||
@ -5,15 +6,33 @@ from dcs.mission import *
|
|||||||
from dcs.unitgroup import *
|
from dcs.unitgroup import *
|
||||||
from dcs.task import *
|
from dcs.task import *
|
||||||
|
|
||||||
|
SHIP_RANDOM_SPREAD = 300
|
||||||
|
|
||||||
|
|
||||||
class ShipGenerator:
|
class ShipGenerator:
|
||||||
def __init__(self, mission: Mission, conflict: Conflict):
|
def __init__(self, mission: Mission, conflict: Conflict):
|
||||||
self.m = mission
|
self.m = mission
|
||||||
self.conflict = conflict
|
self.conflict = conflict
|
||||||
|
|
||||||
def generate(self, type: ShipType, country: str, at: Point) -> ShipGroup:
|
def generate_carrier(self, type: ShipType, country: str, at: Point) -> ShipGroup:
|
||||||
return self.m.ship_group(
|
return self.m.ship_group(
|
||||||
country=self.m.country(country),
|
country=self.m.country(country),
|
||||||
name=namegen.next_transport_group_name(),
|
name=namegen.next_transport_group_name(),
|
||||||
_type=type,
|
_type=type,
|
||||||
position=at)
|
position=at)
|
||||||
|
|
||||||
|
def generate_cargo(self, units: db.ShipDict) -> typing.Collection[ShipGroup]:
|
||||||
|
groups = []
|
||||||
|
for unit_type, unit_count in units.items():
|
||||||
|
group = self.m.ship_group(
|
||||||
|
country=self.conflict.defenders_side,
|
||||||
|
name=namegen.next_transport_group_name(),
|
||||||
|
_type=unit_type,
|
||||||
|
position=self.conflict.position.random_point_within(SHIP_RANDOM_SPREAD, SHIP_RANDOM_SPREAD),
|
||||||
|
group_size=unit_count,
|
||||||
|
)
|
||||||
|
|
||||||
|
group.add_waypoint(self.conflict.to_cp.position)
|
||||||
|
groups.append(group)
|
||||||
|
|
||||||
|
return groups
|
||||||
|
|||||||
@ -6,7 +6,8 @@ from dcs.mission import Mission
|
|||||||
from dcs.statics import *
|
from dcs.statics import *
|
||||||
from dcs.unit import Static
|
from dcs.unit import Static
|
||||||
|
|
||||||
from theater.conflicttheater import Conflict
|
from theater import *
|
||||||
|
from .conflictgen import *
|
||||||
#from game.game import Game
|
#from game.game import Game
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@ -0,0 +1,3 @@
|
|||||||
|
from .controlpoint import *
|
||||||
|
from .conflicttheater import *
|
||||||
|
from .base import *
|
||||||
@ -88,13 +88,6 @@ class Base:
|
|||||||
total_scrambled += PLANES_IN_GROUP
|
total_scrambled += PLANES_IN_GROUP
|
||||||
yield total_scrambled < total_planes and PLANES_IN_GROUP or total_planes - total_scrambled
|
yield total_scrambled < total_planes and PLANES_IN_GROUP or total_planes - total_scrambled
|
||||||
|
|
||||||
def _group_sizes_for(self, target: ControlPoint) -> typing.List[int]:
|
|
||||||
total_planes = target.importance * PLANES_IMPORTANCE_FACTOR
|
|
||||||
total_scrambled = 0
|
|
||||||
for _ in range(math.ceil(total_planes / PLANES_IN_GROUP)):
|
|
||||||
total_scrambled += PLANES_IN_GROUP
|
|
||||||
yield PLANES_IN_GROUP and total_scrambled < total_planes or total_planes - total_scrambled
|
|
||||||
|
|
||||||
def append_commision_points(self, for_type, points: float) -> int:
|
def append_commision_points(self, for_type, points: float) -> int:
|
||||||
self.commision_points[for_type] = self.commision_points.get(for_type, 0) + points
|
self.commision_points[for_type] = self.commision_points.get(for_type, 0) + points
|
||||||
points = self.commision_points[for_type]
|
points = self.commision_points[for_type]
|
||||||
|
|||||||
@ -2,9 +2,10 @@ import typing
|
|||||||
import itertools
|
import itertools
|
||||||
|
|
||||||
import dcs
|
import dcs
|
||||||
|
from dcs.mapping import Point
|
||||||
|
|
||||||
from .landmap import ray_tracing
|
from .landmap import ray_tracing
|
||||||
from .controlpoint import *
|
from .controlpoint import ControlPoint
|
||||||
|
|
||||||
SIZE_TINY = 150
|
SIZE_TINY = 150
|
||||||
SIZE_SMALL = 600
|
SIZE_SMALL = 600
|
||||||
|
|||||||
@ -5,8 +5,6 @@ from dcs.mapping import *
|
|||||||
from dcs.country import *
|
from dcs.country import *
|
||||||
from dcs.terrain import Airport
|
from dcs.terrain import Airport
|
||||||
|
|
||||||
from gen.conflictgen import Conflict
|
|
||||||
|
|
||||||
|
|
||||||
class ControlPoint:
|
class ControlPoint:
|
||||||
connected_points = [] # type: typing.List[ControlPoint]
|
connected_points = [] # type: typing.List[ControlPoint]
|
||||||
@ -47,6 +45,16 @@ class ControlPoint:
|
|||||||
def is_global(self):
|
def is_global(self):
|
||||||
return not self.connected_points
|
return not self.connected_points
|
||||||
|
|
||||||
|
@property
|
||||||
|
def sea_radials(self) -> typing.Collection[int]:
|
||||||
|
# TODO: fix imports
|
||||||
|
all_radials = [0, 45, 90, 135, 180, 225, 270, 315, ]
|
||||||
|
result = []
|
||||||
|
for r in all_radials:
|
||||||
|
if r not in self.radials:
|
||||||
|
result.append(r)
|
||||||
|
return result
|
||||||
|
|
||||||
def connect(self, to):
|
def connect(self, to):
|
||||||
self.connected_points.append(to)
|
self.connected_points.append(to)
|
||||||
|
|
||||||
@ -64,15 +72,3 @@ class ControlPoint:
|
|||||||
|
|
||||||
return closest_radial
|
return closest_radial
|
||||||
|
|
||||||
def conflict_attack(self, from_cp, attacker: Country, defender: Country) -> Conflict:
|
|
||||||
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)
|
|
||||||
|
|
||||||
pos = self.position.point_from_heading(0, 1000)
|
|
||||||
return Conflict.capture_conflict(attacker=attacker,
|
|
||||||
attack_heading=attack_radial,
|
|
||||||
defender=defender,
|
|
||||||
defense_heading=defense_radial,
|
|
||||||
position=pos,
|
|
||||||
size=self.size,
|
|
||||||
radials=self.radials)
|
|
||||||
|
|||||||
@ -2,8 +2,11 @@ import pickle
|
|||||||
|
|
||||||
|
|
||||||
def load_poly(filename: str):
|
def load_poly(filename: str):
|
||||||
with open(filename, "rb") as f:
|
try:
|
||||||
return pickle.load(f)
|
with open(filename, "rb") as f:
|
||||||
|
return pickle.load(f)
|
||||||
|
except:
|
||||||
|
return None
|
||||||
|
|
||||||
|
|
||||||
def ray_tracing(x, y, poly):
|
def ray_tracing(x, y, poly):
|
||||||
|
|||||||
@ -1,7 +1,7 @@
|
|||||||
from ui.eventresultsmenu import *
|
from ui.eventresultsmenu import *
|
||||||
|
|
||||||
from game.game import *
|
from game import *
|
||||||
from game import event, db
|
from game.event import *
|
||||||
|
|
||||||
|
|
||||||
class EventMenu(Menu):
|
class EventMenu(Menu):
|
||||||
@ -40,33 +40,37 @@ class EventMenu(Menu):
|
|||||||
def scrable_row(unit_type, unit_count):
|
def scrable_row(unit_type, unit_count):
|
||||||
nonlocal row
|
nonlocal row
|
||||||
Label(self.frame, text="{} ({})".format(db.unit_type_name(unit_type), unit_count)).grid(row=row, sticky=W)
|
Label(self.frame, text="{} ({})".format(db.unit_type_name(unit_type), unit_count)).grid(row=row, sticky=W)
|
||||||
scramble_entry = Entry(self.frame, width=10)
|
|
||||||
scramble_entry.grid(column=1, row=row)
|
scramble_entry = Entry(self.frame, width=2)
|
||||||
|
scramble_entry.grid(column=1, row=row, sticky=W)
|
||||||
scramble_entry.insert(0, "0")
|
scramble_entry.insert(0, "0")
|
||||||
self.aircraft_scramble_entries[unit_type] = scramble_entry
|
self.aircraft_scramble_entries[unit_type] = scramble_entry
|
||||||
|
Button(self.frame, text="+", command=self.scramble_half(True, unit_type)).grid(column=2, row=row)
|
||||||
|
|
||||||
client_entry = Entry(self.frame, width=10)
|
client_entry = Entry(self.frame, width=2)
|
||||||
client_entry.grid(column=2, row=row)
|
client_entry.grid(column=3, row=row, sticky=E)
|
||||||
client_entry.insert(0, "0")
|
client_entry.insert(0, "0")
|
||||||
self.aircraft_client_entries[unit_type] = client_entry
|
self.aircraft_client_entries[unit_type] = client_entry
|
||||||
|
Button(self.frame, text="+", command=self.client_one(unit_type)).grid(column=4, row=row)
|
||||||
|
|
||||||
row += 1
|
row += 1
|
||||||
|
|
||||||
def scramble_armor_row(unit_type, unit_count):
|
def scramble_armor_row(unit_type, unit_count):
|
||||||
nonlocal row
|
nonlocal row
|
||||||
Label(self.frame, text="{} ({})".format(db.unit_type_name(unit_type), unit_count)).grid(row=row, sticky=W)
|
Label(self.frame, text="{} ({})".format(db.unit_type_name(unit_type), unit_count)).grid(row=row, sticky=W)
|
||||||
scramble_entry = Entry(self.frame, width=10)
|
scramble_entry = Entry(self.frame, width=2)
|
||||||
scramble_entry.insert(0, "0")
|
scramble_entry.insert(0, "0")
|
||||||
scramble_entry.grid(column=1, row=row)
|
scramble_entry.grid(column=1, row=row)
|
||||||
self.armor_scramble_entries[unit_type] = scramble_entry
|
self.armor_scramble_entries[unit_type] = scramble_entry
|
||||||
|
Button(self.frame, text="+", command=self.scramble_half(False, unit_type)).grid(column=2, row=row)
|
||||||
|
|
||||||
row += 1
|
row += 1
|
||||||
|
|
||||||
Label(self.frame, text="{}. {}".format(self.event, self.event.threat_description)).grid(row=row, column=0, columnspan=3)
|
Label(self.frame, text="{}. {}".format(self.event, self.event.threat_description)).grid(row=row, column=0, columnspan=5)
|
||||||
row += 1
|
row += 1
|
||||||
|
|
||||||
Button(self.frame, text="Commit", command=self.start).grid(column=1, row=row, sticky=E)
|
Button(self.frame, text="Commit", command=self.start).grid(column=3, row=row, sticky=E)
|
||||||
Button(self.frame, text="Back", command=self.dismiss).grid(column=2, row=row, sticky=E)
|
Button(self.frame, text="Back", command=self.dismiss).grid(column=4, row=row, sticky=E)
|
||||||
|
|
||||||
awacs_enabled = self.game.budget >= AWACS_BUDGET_COST and NORMAL or DISABLED
|
awacs_enabled = self.game.budget >= AWACS_BUDGET_COST and NORMAL or DISABLED
|
||||||
Checkbutton(self.frame, text="AWACS ({}m)".format(AWACS_BUDGET_COST), var=self.awacs, state=awacs_enabled).grid(row=row, column=0, sticky=W)
|
Checkbutton(self.frame, text="AWACS ({}m)".format(AWACS_BUDGET_COST), var=self.awacs, state=awacs_enabled).grid(row=row, column=0, sticky=W)
|
||||||
@ -75,8 +79,8 @@ class EventMenu(Menu):
|
|||||||
label("Aircraft")
|
label("Aircraft")
|
||||||
|
|
||||||
if self.base.aircraft:
|
if self.base.aircraft:
|
||||||
label("Amount", row, 1)
|
Label(self.frame, text="Amount").grid(row=row, column=1, columnspan=2)
|
||||||
label("Client slots", row, 2)
|
Label(self.frame, text="Client slots").grid(row=row, column=3, columnspan=2)
|
||||||
row += 1
|
row += 1
|
||||||
|
|
||||||
for unit_type, count in self.base.aircraft.items():
|
for unit_type, count in self.base.aircraft.items():
|
||||||
@ -92,6 +96,43 @@ class EventMenu(Menu):
|
|||||||
if not self.base.total_armor:
|
if not self.base.total_armor:
|
||||||
label("None", sticky=W)
|
label("None", sticky=W)
|
||||||
|
|
||||||
|
def _scrambled_aircraft_count(self, unit_type: UnitType) -> int:
|
||||||
|
value = self.aircraft_scramble_entries[unit_type].get()
|
||||||
|
if value and int(value) > 0:
|
||||||
|
return min(int(value), self.base.aircraft[unit_type])
|
||||||
|
return 0
|
||||||
|
|
||||||
|
def _scrambled_armor_count(self, unit_type: UnitType) -> int:
|
||||||
|
value = self.armor_scramble_entries[unit_type].get()
|
||||||
|
if value and int(value) > 0:
|
||||||
|
return min(int(value), self.base.armor[unit_type])
|
||||||
|
return 0
|
||||||
|
|
||||||
|
def scramble_half(self, aircraft: bool, unit_type: UnitType) -> typing.Callable:
|
||||||
|
def action():
|
||||||
|
entry = None # type: Entry
|
||||||
|
total_count = 0
|
||||||
|
if aircraft:
|
||||||
|
entry = self.aircraft_scramble_entries[unit_type]
|
||||||
|
total_count = self.base.aircraft[unit_type]
|
||||||
|
else:
|
||||||
|
entry = self.armor_scramble_entries[unit_type]
|
||||||
|
total_count = self.base.armor[unit_type]
|
||||||
|
|
||||||
|
existing_count = int(entry.get())
|
||||||
|
entry.delete(0, END)
|
||||||
|
entry.insert(0, "{}".format(int(existing_count + math.ceil(total_count/2))))
|
||||||
|
|
||||||
|
return action
|
||||||
|
|
||||||
|
def client_one(self, unit_type: UnitType) -> typing.Callable:
|
||||||
|
def action():
|
||||||
|
entry = self.aircraft_client_entries[unit_type] # type: Entry
|
||||||
|
amount = int(entry.get())
|
||||||
|
entry.delete(0, END)
|
||||||
|
entry.insert(0, str(amount+1))
|
||||||
|
return action
|
||||||
|
|
||||||
def start(self):
|
def start(self):
|
||||||
if self.awacs.get() == 1:
|
if self.awacs.get() == 1:
|
||||||
self.event.is_awacs_enabled = True
|
self.event.is_awacs_enabled = True
|
||||||
@ -103,9 +144,8 @@ class EventMenu(Menu):
|
|||||||
scrambled_sweep = {}
|
scrambled_sweep = {}
|
||||||
scrambled_cas = {}
|
scrambled_cas = {}
|
||||||
for unit_type, field in self.aircraft_scramble_entries.items():
|
for unit_type, field in self.aircraft_scramble_entries.items():
|
||||||
value = field.get()
|
amount = self._scrambled_aircraft_count(unit_type)
|
||||||
if value and int(value) > 0:
|
if amount > 0:
|
||||||
amount = min(int(value), self.base.aircraft[unit_type])
|
|
||||||
task = db.unit_task(unit_type)
|
task = db.unit_task(unit_type)
|
||||||
|
|
||||||
scrambled_aircraft[unit_type] = amount
|
scrambled_aircraft[unit_type] = amount
|
||||||
@ -123,9 +163,9 @@ class EventMenu(Menu):
|
|||||||
|
|
||||||
scrambled_armor = {}
|
scrambled_armor = {}
|
||||||
for unit_type, field in self.armor_scramble_entries.items():
|
for unit_type, field in self.armor_scramble_entries.items():
|
||||||
value = field.get()
|
amount = self._scrambled_armor_count(unit_type)
|
||||||
if value and int(value) > 0:
|
if amount > 0:
|
||||||
scrambled_armor[unit_type] = int(value)
|
scrambled_armor[unit_type] = amount
|
||||||
|
|
||||||
if type(self.event) is CaptureEvent:
|
if type(self.event) is CaptureEvent:
|
||||||
e = self.event # type: CaptureEvent
|
e = self.event # type: CaptureEvent
|
||||||
@ -148,6 +188,9 @@ class EventMenu(Menu):
|
|||||||
elif type(self.event) is GroundInterceptEvent:
|
elif type(self.event) is GroundInterceptEvent:
|
||||||
e = self.event # type: GroundInterceptEvent
|
e = self.event # type: GroundInterceptEvent
|
||||||
e.player_attacking(strikegroup=scrambled_aircraft, clients=scrambled_clients)
|
e.player_attacking(strikegroup=scrambled_aircraft, clients=scrambled_clients)
|
||||||
|
elif type(self.event) is NavalInterceptEvent:
|
||||||
|
e = self.event # type: NavalInterceptEvent
|
||||||
|
e.player_attacking(strikegroup=scrambled_aircraft, clients=scrambled_clients)
|
||||||
|
|
||||||
self.game.initiate_event(self.event)
|
self.game.initiate_event(self.event)
|
||||||
EventResultsMenu(self.window, self.parent, self.game, self.event).display()
|
EventResultsMenu(self.window, self.parent, self.game, self.event).display()
|
||||||
|
|||||||
@ -2,6 +2,7 @@ from tkinter.ttk import *
|
|||||||
from ui.window import *
|
from ui.window import *
|
||||||
|
|
||||||
from game.game import *
|
from game.game import *
|
||||||
|
from userdata.debriefing import *
|
||||||
|
|
||||||
|
|
||||||
class EventResultsMenu(Menu):
|
class EventResultsMenu(Menu):
|
||||||
|
|||||||
@ -1,3 +1,5 @@
|
|||||||
|
import os
|
||||||
|
|
||||||
from tkinter import *
|
from tkinter import *
|
||||||
from tkinter.ttk import *
|
from tkinter.ttk import *
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user