integration tests for operation generation; adjusted waypoint altitude for AI to not fly too low; removed C101 from list of generated AI aircrafts

This commit is contained in:
Vasyl Horbachenko
2019-01-16 01:07:24 +02:00
parent fbbe56f954
commit f7e2c8921c
26 changed files with 653 additions and 160 deletions

View File

@@ -10,30 +10,29 @@ from ui.styles import STYLES
from ui.window import *
EVENT_DEPARTURE_MAX_DISTANCE = 340000
EVENT_COLOR_ATTACK = (100, 100, 255)
EVENT_COLOR_DEFENSE = (255, 100, 100)
RED = (255, 125, 125)
BRIGHT_RED = (200, 64, 64)
BLUE = (164, 164, 255)
DARK_BLUE = (45, 62, 80)
WHITE = (255, 255, 255)
GREEN = (128, 186, 128)
BRIGHT_GREEN = (64, 200, 64)
BLACK = (0, 0, 0)
BACKGROUND = pygame.Color(0, 64, 64)
ANTIALIASING = True
WIDTH = 1066
HEIGHT = 600
MAP_PADDING = 100
class OverviewCanvas:
mainmenu = None # type: ui.mainmenu.MainMenu
BRIGHT_RED = (200, 64, 64)
BRIGHT_GREEN = (64, 200, 64)
RED = (255, 125, 125)
BLUE = (164, 164, 255)
DARK_BLUE = (45, 62, 80)
WHITE = (255, 255, 255)
GREEN = (128, 186, 128)
BLACK = (0, 0, 0)
BACKGROUND = pygame.Color(0, 64, 64)
ANTIALIASING = True
WIDTH = 1066
HEIGHT = 600
MAP_PADDING = 100
budget_label = None # type: Label
started = None
ground_assets_icons = None # type: typing.Dict[str, pygame.Surface]
@@ -84,29 +83,27 @@ class OverviewCanvas:
self.wrapper.grid(column=0, row=0, sticky=NSEW) # Adds grid
self.wrapper.pack(side=LEFT) # packs window to the left
self.embed = Frame(self.wrapper, width=self.WIDTH, height=self.HEIGHT, borderwidth=2, **STYLES["frame-wrapper"])
self.embed.grid(column=0, row=0, sticky=NSEW) # Adds grid
self.embed = Frame(self.wrapper, width=WIDTH, height=HEIGHT, borderwidth=2, **STYLES["frame-wrapper"])
self.embed.grid(column=0, row=1, sticky=NSEW) # Adds grid
self.options = Frame(self.wrapper, borderwidth=2, **STYLES["frame-wrapper"])
self.options.grid(column=0, row=1, sticky=NSEW)
self.options.grid(column=0, row=0, sticky=NSEW)
self.options.grid_columnconfigure(1, weight=1)
self.build_map_options_panel()
self.init_sdl_layer()
self.init_sdl_thread()
def build_map_options_panel(self):
def force_redraw():
if self.screen:
self.redraw_required = True
self.draw()
col = 0
Button(self.options, text="Configuration", command=None, **STYLES["btn-primary"]).grid(column=col, row=0, sticky=NE)
Button(self.options, text="Configuration", command=self.parent.configuration_menu, **STYLES["btn-primary"]).grid(column=col, row=0, sticky=NE)
col += 1
Label(self.options, text="Budget: {}m (+{}m)".format(self.game.budget, self.game.budget_reward_amount), **STYLES["widget"]).grid(column=col, row=0, sticky=N+EW)
self.budget_label = Label(self.options, text="Budget: {}m (+{}m)".format(self.game.budget, self.game.budget_reward_amount), **STYLES["widget"])
self.budget_label.grid(column=col, row=0, sticky=N+EW)
col += 1
Button(self.options, text="Pass turn", command=None, **STYLES["btn-primary"]).grid(column=col, row=0, sticky=NE)
Button(self.options, text="Pass turn", command=self.parent.pass_turn, **STYLES["btn-primary"]).grid(column=col, row=0, sticky=NW)
col += 1
def map_size_toggle(self):
@@ -115,8 +112,8 @@ class OverviewCanvas:
self.options.configure(width=0)
self.expanded = False
else:
self.embed.configure(width=self.WIDTH)
self.options.configure(width=self.WIDTH)
self.embed.configure(width=WIDTH)
self.options.configure(width=WIDTH)
self.expanded = True
def on_close(self):
@@ -131,8 +128,8 @@ class OverviewCanvas:
os.environ['SDL_VIDEODRIVER'] = 'windib'
# Create pygame 'screen'
self.screen = pygame.display.set_mode((self.WIDTH, self.HEIGHT), pygame.DOUBLEBUF | pygame.HWSURFACE)
self.screen.fill(pygame.Color(*self.BLACK))
self.screen = pygame.display.set_mode((WIDTH, HEIGHT), pygame.DOUBLEBUF | pygame.HWSURFACE)
self.screen.fill(pygame.Color(*BLACK))
# Load icons resources
self.ground_assets_icons = {}
@@ -157,14 +154,14 @@ class OverviewCanvas:
# Load the map image
self.map = pygame.image.load(os.path.join("resources", self.game.theater.overview_image)).convert()
pygame.draw.rect(self.map, self.BLACK, (0, 0, self.map.get_width(), self.map.get_height()), 10)
pygame.draw.rect(self.map, self.WHITE, (0, 0, self.map.get_width(), self.map.get_height()), 5)
pygame.draw.rect(self.map, BLACK, (0, 0, self.map.get_width(), self.map.get_height()), 10)
pygame.draw.rect(self.map, WHITE, (0, 0, self.map.get_width(), self.map.get_height()), 5)
# Create surfaces for drawing
self.surface = pygame.Surface((self.map.get_width() + self.MAP_PADDING * 2,
self.map.get_height() + self.MAP_PADDING * 2))
self.surface = pygame.Surface((self.map.get_width() + MAP_PADDING * 2,
self.map.get_height() + MAP_PADDING * 2))
self.surface.set_alpha(None)
self.overlay = pygame.Surface((self.WIDTH, self.HEIGHT), pygame.SRCALPHA)
self.overlay = pygame.Surface((WIDTH, HEIGHT), pygame.SRCALPHA)
# Init pygame display
pygame.display.init()
@@ -210,6 +207,10 @@ class OverviewCanvas:
if event.type == pygame.MOUSEMOTION:
self.redraw_required = True
elif event.type == pygame.MOUSEBUTTONDOWN:
"""
Due to rendering not really supporting the zoom this is currently disabled.
@TODO: improve rendering so zoom would actually make sense
# Scroll wheel
if event.button == 4:
self.zoom += 0.25
@@ -217,6 +218,7 @@ class OverviewCanvas:
elif event.button == 5:
self.zoom -= 0.25
self.redraw_required = True
"""
if event.button == 3:
right_down = True
@@ -239,8 +241,8 @@ class OverviewCanvas:
if self.redraw_required:
# Fill
self.screen.fill(self.BACKGROUND)
self.surface.fill(self.BACKGROUND)
self.screen.fill(BACKGROUND)
self.surface.fill(BACKGROUND)
self.overlay.fill(pygame.Color(0, 0, 0, 0))
# Surface
@@ -260,10 +262,10 @@ class OverviewCanvas:
self.redraw_required = False
def draw_map(self, surface: pygame.Surface, overlay: pygame.Surface, mouse_pos: (int, int), mouse_down: [bool, bool]):
self.surface.blit(self.map, (self.MAP_PADDING, self.MAP_PADDING))
self.surface.blit(self.map, (MAP_PADDING, MAP_PADDING))
# Display zoom level on overlay
zoom_lvl = self.font.render(" x " + str(self.zoom) + " ", self.ANTIALIASING, self.WHITE, self.DARK_BLUE)
zoom_lvl = self.font.render(" x " + str(self.zoom) + " ", ANTIALIASING, WHITE, DARK_BLUE)
self.overlay.blit(zoom_lvl, (self.overlay.get_width()-zoom_lvl.get_width()-5,
self.overlay.get_height()-zoom_lvl.get_height()-5))
@@ -281,7 +283,7 @@ class OverviewCanvas:
elif connected_cp.captured and cp.captured:
color = self._player_color()
else:
color = self.BLACK
color = BLACK
pygame.draw.line(surface, color, coords, connected_coords, 2)
@@ -325,12 +327,12 @@ class OverviewCanvas:
else:
color = self._enemy_color()
pygame.draw.circle(self.surface, self.BLACK, (int(coords[0]), int(coords[1])), int(radius))
pygame.draw.circle(self.surface, BLACK, (int(coords[0]), int(coords[1])), int(radius))
pygame.draw.circle(self.surface, color, (int(coords[0]), int(coords[1])), int(radius_m))
label = self.font.render(cp.name, self.ANTIALIASING, (225, 225, 225), self.BLACK)
labelHover = self.font.render(cp.name, self.ANTIALIASING, (255, 255, 255), (128, 186, 128))
labelClick = self.font.render(cp.name, self.ANTIALIASING, (255, 255, 255), (122, 122, 255))
label = self.font.render(cp.name, ANTIALIASING, (225, 225, 225), BLACK)
labelHover = self.font.render(cp.name, ANTIALIASING, (255, 255, 255), (128, 186, 128))
labelClick = self.font.render(cp.name, ANTIALIASING, (255, 255, 255), (122, 122, 255))
point = coords[0] - label.get_width() / 2 + 1, coords[1] + 1
rect = pygame.Rect(*point, label.get_width(), label.get_height())
@@ -346,56 +348,56 @@ class OverviewCanvas:
self.draw_base_info(self.overlay, cp, (0, 0))
if self.selected_event_info:
if self._cp_available_for_selected_event(cp):
pygame.draw.line(self.surface, self.WHITE, rect.center, self.selected_event_info[1])
pygame.draw.line(self.surface, WHITE, rect.center, self.selected_event_info[1])
else:
self.surface.blit(label, (coords[0] - label.get_width() / 2 + 1, coords[1] + 1))
if self.display_forces.get():
units_title = " {} / {} / {} ".format(cp.base.total_planes, cp.base.total_armor, cp.base.total_aa)
label2 = self.fontsmall.render(units_title, self.ANTIALIASING, color, (30, 30, 30))
label2 = self.fontsmall.render(units_title, ANTIALIASING, color, (30, 30, 30))
self.surface.blit(label2, (coords[0] - label2.get_width() / 2, coords[1] + label.get_height() + 1))
return mouse_down
def draw_base_info(self, surface: pygame.Surface, control_point: ControlPoint, pos):
title = self.font.render(control_point.name, self.ANTIALIASING, self.BLACK, self.GREEN)
hp = self.font.render("Strength : ", self.ANTIALIASING, (225, 225, 225), self.BLACK)
title = self.font.render(control_point.name, ANTIALIASING, BLACK, GREEN)
hp = self.font.render("Strength : ", ANTIALIASING, (225, 225, 225), BLACK)
armor_txt = "ARMOR > "
for key, value in control_point.base.armor.items():
armor_txt += key.id + " x " + str(value) + " | "
armor = self.font.render(armor_txt, self.ANTIALIASING, (225, 225, 225), self.BLACK)
armor = self.font.render(armor_txt, ANTIALIASING, (225, 225, 225), BLACK)
aircraft_txt = "AIRCRAFT > "
for key, value in control_point.base.aircraft.items():
aircraft_txt += key.id + " x " + str(value) + " | "
aircraft = self.font.render(aircraft_txt, self.ANTIALIASING, (225, 225, 225), self.BLACK)
aircraft = self.font.render(aircraft_txt, ANTIALIASING, (225, 225, 225), BLACK)
aa_txt = "AA/SAM > "
for key, value in control_point.base.aa.items():
aa_txt += key.id + " x " + str(value) + " | "
aa = self.font.render(aa_txt, self.ANTIALIASING, (225, 225, 225), self.BLACK)
aa = self.font.render(aa_txt, ANTIALIASING, (225, 225, 225), BLACK)
lineheight = title.get_height()
w = max([max([a.get_width() for a in [title, armor, aircraft, aa]]), 150])
h = 5 * lineheight + 4 * 5
# Draw frame
pygame.draw.rect(surface, self.GREEN, (pos[0], pos[1], w + 8, h + 8))
pygame.draw.rect(surface, self.BLACK, (pos[0] + 2, pos[1] + 2, w + 4, h + 4))
pygame.draw.rect(surface, self.GREEN, (pos[0] + 2, pos[1], w + 4, lineheight + 4))
pygame.draw.rect(surface, GREEN, (pos[0], pos[1], w + 8, h + 8))
pygame.draw.rect(surface, BLACK, (pos[0] + 2, pos[1] + 2, w + 4, h + 4))
pygame.draw.rect(surface, GREEN, (pos[0] + 2, pos[1], w + 4, lineheight + 4))
# Title
surface.blit(title, (pos[0] + 4, 4 + pos[1]))
surface.blit(hp, (pos[0] + 4, 4 + pos[1] + lineheight + 5))
# Draw gauge
pygame.draw.rect(surface, self.WHITE,
pygame.draw.rect(surface, WHITE,
(pos[0] + hp.get_width() + 3, 4 + pos[1] + lineheight + 5, 54, lineheight))
pygame.draw.rect(surface, self.BRIGHT_RED,
pygame.draw.rect(surface, BRIGHT_RED,
(pos[0] + hp.get_width() + 5, 4 + pos[1] + lineheight + 5 + 2, 50, lineheight - 4))
pygame.draw.rect(surface, self.BRIGHT_GREEN, (
pygame.draw.rect(surface, BRIGHT_GREEN, (
pos[0] + hp.get_width() + 5, 4 + pos[1] + lineheight + 5 + 2, 50 * control_point.base.strength, lineheight - 4))
# Text
@@ -405,8 +407,8 @@ class OverviewCanvas:
def draw_selected_event_info(self):
event = self.selected_event_info[0]
title = self.font.render(str(event), self.ANTIALIASING, self.BLACK, self.GREEN)
hint = self.font.render("Select CP to depart from.", self.ANTIALIASING, (225, 225, 225), self.BLACK)
title = self.font.render(str(event), ANTIALIASING, BLACK, GREEN)
hint = self.font.render("Select CP to depart from.", ANTIALIASING, (225, 225, 225), BLACK)
w = hint.get_width()
h = title.get_height() + hint.get_height() + 20
@@ -414,9 +416,9 @@ class OverviewCanvas:
pos = self.overlay.get_width() / 2 - w / 2, self.overlay.get_height() - h
# Draw frame
pygame.draw.rect(self.overlay, self.GREEN, (pos[0], pos[1], w + 8, h + 8))
pygame.draw.rect(self.overlay, self.BLACK, (pos[0] + 2, pos[1] + 2, w + 4, h + 4))
pygame.draw.rect(self.overlay, self.GREEN, (pos[0] + 2, pos[1], w + 4, title.get_height() + 4))
pygame.draw.rect(self.overlay, GREEN, (pos[0], pos[1], w + 8, h + 8))
pygame.draw.rect(self.overlay, BLACK, (pos[0] + 2, pos[1] + 2, w + 4, h + 4))
pygame.draw.rect(self.overlay, GREEN, (pos[0] + 2, pos[1], w + 4, title.get_height() + 4))
# Title
self.overlay.blit(title, (pos[0] + 4, 4 + pos[1]))
@@ -444,7 +446,7 @@ class OverviewCanvas:
self.draw_ground_object_info(ground_object, (x, y), color, surface)
def draw_ground_object_info(self, ground_object: TheaterGroundObject, pos, color, surface: pygame.Surface):
lb = self.font.render(str(ground_object), self.ANTIALIASING, color, self.BLACK)
lb = self.font.render(str(ground_object), ANTIALIASING, color, BLACK)
surface.blit(lb, (pos[0] + 18, pos[1]))
def draw_events(self, surface: pygame.Surface, mouse_pos, mouse_down):
@@ -500,7 +502,7 @@ class OverviewCanvas:
if rect.collidepoint(*mouse_pos) or self.selected_event_info == (event, rect.center):
if not label_to_draw:
label_to_draw = self.font.render(str(event), self.ANTIALIASING, self.WHITE, self.BLACK), rect.center
label_to_draw = self.font.render(str(event), ANTIALIASING, WHITE, BLACK), rect.center
if rect.collidepoint(*mouse_pos):
if mouse_down[0]:
@@ -517,7 +519,7 @@ class OverviewCanvas:
def _selected_cp(self, cp):
if self.selected_event_info:
if self._cp_available_for_selected_event(cp):
if self. _cp_available_for_selected_event(cp):
event = self.selected_event_info[0]
event.departure_cp = cp
@@ -551,8 +553,8 @@ class OverviewCanvas:
X = point_b_img[1] + X_offset * X_scale
Y = point_a_img[0] - Y_offset * Y_scale
X += self.MAP_PADDING
Y += self.MAP_PADDING
X += MAP_PADDING
Y += MAP_PADDING
return X > treshold and X or treshold, Y > treshold and Y or treshold
@@ -575,27 +577,18 @@ class OverviewCanvas:
def _cp_available_for_selected_event(self, cp: ControlPoint) -> bool:
event = self.selected_event_info[0]
if not cp.captured:
return False
if event.location.distance_to_point(cp.position) > EVENT_DEPARTURE_MAX_DISTANCE:
return False
if cp.is_global and not event.global_cp_available:
return False
return True
return event.is_departure_available_from(cp)
def _player_color(self):
return self.game.player == "USA" and self.BLUE or self.RED
return self.game.player == "USA" and BLUE or RED
def _enemy_color(self):
return self.game.player == "USA" and self.RED or self.BLUE
return self.game.player == "USA" and RED or BLUE
def update(self):
self.redraw_required = True
self.draw()
self.budget_label.text = "Budget: {}m (+{}m)".format(self.game.budget, self.game.budget_reward_amount)
def compute_display_rules(self):
return sum([1 if a.get() else 0 for a in [self.display_forces, self.display_road, self.display_bases, self.display_ground_targets]])