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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
persistent time and weather between regular and quick missions; defense AA for frontline CAS
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parent
2323f481c5
commit
f8c1956614
@ -2,6 +2,7 @@ from dcs.unittype import UnitType
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from game import *
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from theater import *
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from gen.environmentgen import EnvironmentSettings
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from userdata.debriefing import Debriefing
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@ -15,6 +16,7 @@ class Event:
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operation = None # type: Operation
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difficulty = 1 # type: int
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game = None # type: Game
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environment_settings = None # type: EnvironmentSettings
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BONUS_BASE = 3
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def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game):
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@ -47,12 +49,16 @@ class Event:
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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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self.environment_settings = self.operation.environment_settings
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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.environment_settings = self.environment_settings
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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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@ -2,6 +2,7 @@ import math
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import random
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from dcs.task import *
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from dcs.vehicles import AirDefence
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from game import *
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from game.event import *
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@ -57,6 +58,9 @@ class GroundInterceptEvent(Event):
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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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defense_aa_unit = random.choice(self.game.commision_unit_types(self.to_cp, AirDefence))
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self.targets[defense_aa_unit] = 1
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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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19
game/game.py
19
game/game.py
@ -141,6 +141,14 @@ class Game:
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enemy_generated_types.append(event_class)
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self.events.append(event_class(self.enemy, self.player, enemy_cp, player_cp, self))
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def commision_unit_types(self, cp: ControlPoint, for_task: Task) -> typing.Collection[UnitType]:
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importance_factor = (cp.importance - IMPORTANCE_LOW) / (IMPORTANCE_HIGH - IMPORTANCE_LOW)
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if for_task == AirDefence and not self.settings.sams:
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return [x for x in db.find_unittype(AirDefence, self.enemy) if x not in db.SAM_BAN]
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else:
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return db.choose_units(for_task, importance_factor, COMMISION_UNIT_VARIETY, self.enemy)
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def _commision_units(self, cp: ControlPoint):
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for for_task in [PinpointStrike, CAS, CAP, AirDefence]:
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limit = COMMISION_LIMITS_FACTORS[for_task] * math.pow(cp.importance, COMMISION_LIMITS_SCALE) * self.settings.multiplier
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@ -149,13 +157,7 @@ class Game:
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awarded_points = COMMISION_AMOUNTS_FACTORS[for_task] * math.pow(cp.importance, COMMISION_AMOUNTS_SCALE) * self.settings.multiplier
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points_to_spend = cp.base.append_commision_points(for_task, awarded_points)
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if points_to_spend > 0:
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importance_factor = (cp.importance - IMPORTANCE_LOW) / (IMPORTANCE_HIGH - IMPORTANCE_LOW)
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if for_task == AirDefence and not self.settings.sams:
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unittypes = [x for x in db.find_unittype(AirDefence, self.enemy) if x not in db.SAM_BAN]
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else:
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unittypes = db.choose_units(for_task, importance_factor, COMMISION_UNIT_VARIETY, self.enemy)
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unittypes = self._commision_unit_types(cp, for_task)
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d = {random.choice(unittypes): points_to_spend}
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print("Commision {}: {}".format(cp, d))
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cp.base.commision_units(d)
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@ -208,7 +210,8 @@ class Game:
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def pass_turn(self, no_action=False, ignored_cps: typing.Collection[ControlPoint]=None):
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for event in self.events:
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event.skip()
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if isinstance(event, UnitsDeliveryEvent):
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event.skip()
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if not no_action:
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self._budget_player()
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@ -5,7 +5,7 @@ from gen.armor import *
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from gen.aircraft import *
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from gen.aaa import *
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from gen.shipgen import *
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from gen.settingsgen import *
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from gen.triggergen import *
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from gen.awacsgen import *
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from gen.visualgen import *
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from gen.conflictgen import Conflict
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@ -5,7 +5,7 @@ from gen.armor import *
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from gen.aircraft import *
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from gen.aaa import *
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from gen.shipgen import *
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from gen.settingsgen import *
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from gen.triggergen import *
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from gen.awacsgen import *
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from gen.visualgen import *
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@ -5,7 +5,7 @@ from gen.armor import *
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from gen.aircraft import *
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from gen.aaa import *
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from gen.shipgen import *
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from gen.settingsgen import *
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from gen.triggergen import *
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from gen.awacsgen import *
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from gen.visualgen import *
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from gen.conflictgen import Conflict
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@ -5,7 +5,7 @@ from gen.armor import *
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from gen.aircraft import *
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from gen.aaa import *
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from gen.shipgen import *
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from gen.settingsgen import *
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from gen.triggergen import *
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from gen.awacsgen import *
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from gen.visualgen import *
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from gen.conflictgen import Conflict
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@ -5,7 +5,7 @@ from gen.armor import *
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from gen.aircraft import *
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from gen.aaa import *
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from gen.shipgen import *
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from gen.settingsgen import *
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from gen.triggergen import *
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from gen.awacsgen import *
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from gen.visualgen import *
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from gen.conflictgen import Conflict
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@ -16,10 +16,13 @@ class Operation:
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aagen = None # type: AAConflictGenerator
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extra_aagen = None # type: ExtraAAConflictGenerator
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shipgen = None # type: ShipGenerator
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envgen = None # type: SettingsGenerator
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triggersgen = None # type: TriggersGenerator
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awacsgen = None # type: AWACSConflictGenerator
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visualgen = None # type: VisualGenerator
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envgen = None # type: EnvironmentGenerator
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environment_settings = None
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is_quick = None
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is_awacs_enabled = False
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def __init__(self,
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@ -48,8 +51,9 @@ class Operation:
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self.aagen = AAConflictGenerator(mission, conflict)
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self.shipgen = ShipGenerator(mission, conflict)
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self.awacsgen = AWACSConflictGenerator(mission, conflict, self.game)
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self.envgen = SettingsGenerator(mission, conflict, self.game)
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self.triggersgen = TriggersGenerator(mission, conflict, self.game)
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self.visualgen = VisualGenerator(mission, conflict, self.game)
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self.envgen = EnviromentGenerator(mission, conflict, self.game)
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player_name = self.from_cp.captured and self.attacker_name or self.defender_name
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enemy_name = self.from_cp.captured and self.defender_name or self.attacker_name
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@ -73,7 +77,12 @@ class Operation:
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self.awacsgen.generate()
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self.extra_aagen.generate()
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self.envgen.generate(self.is_quick)
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self.triggersgen.generate(self.is_quick)
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if self.environment_settings is None:
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self.environment_settings = self.envgen.generate()
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else:
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self.envgen.load(self.environment_settings)
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for global_cp in self.game.theater.controlpoints:
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if not global_cp.is_global:
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@ -5,7 +5,8 @@ from .awacsgen import *
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from .conflictgen import *
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from .shipgen import *
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from .visualgen import *
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from .settingsgen import *
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from .triggergen import *
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from .environmentgen import *
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from . import naming
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106
gen/environmentgen.py
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106
gen/environmentgen.py
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@ -0,0 +1,106 @@
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import typing
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import random
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from datetime import datetime, timedelta, time
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from dcs.mission import Mission
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from dcs.triggers import *
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from dcs.condition import *
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from dcs.action import *
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from dcs.unit import Skill
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from dcs.point import MovingPoint, PointProperties
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from dcs.action import *
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from game import db
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from theater import *
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from gen import *
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WEATHER_CLOUD_BASE = 2000, 3000
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WEATHER_CLOUD_DENSITY = 1, 8
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WEATHER_CLOUD_THICKNESS = 100, 400
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WEATHER_CLOUD_BASE_MIN = 1200
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RANDOM_TIME = {
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"night": 5,
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"dusk": 30,
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"dawn": 30,
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"day": 100,
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}
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RANDOM_WEATHER = {
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1: 5, # heavy rain
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2: 20, # rain
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3: 30, # dynamic
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4: 50, # clear
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5: 100, # random
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}
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class EnvironmentSettings:
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weather_dict = None
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start_time = None
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class EnviromentGenerator:
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def __init__(self, mission: Mission, conflict: Conflict, game):
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self.mission = mission
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self.conflict = conflict
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self.game = game
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def _gen_random_time(self):
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start_time = datetime.combine(datetime.today(), time())
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time_range = None
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for k, v in RANDOM_TIME.items():
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if self.game.settings.night_disabled and k == "night":
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continue
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if random.randint(0, 100) <= v:
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time_range = self.game.theater.daytime_map[k]
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break
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start_time += timedelta(hours=random.randint(*time_range))
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self.mission.start_time = start_time
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def _gen_random_weather(self):
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weather_type = None
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for k, v in RANDOM_WEATHER.items():
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if random.randint(0, 100) <= v:
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weather_type = k
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break
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print("generated weather {}".format(weather_type))
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if weather_type == 0:
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self.mission.weather.random_thunderstorm()
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elif weather_type == 1:
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self.mission.weather.heavy_rain()
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elif weather_type == 2:
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self.mission.weather.heavy_rain()
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self.mission.weather.enable_fog = False
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elif weather_type == 3:
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self.mission.weather.random(self.mission.start_time, self.conflict.theater.terrain)
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elif weather_type == 4:
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pass
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elif weather_type == 5:
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self.mission.weather.clouds_base = random.randint(*WEATHER_CLOUD_BASE)
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self.mission.weather.clouds_density = random.randint(*WEATHER_CLOUD_DENSITY)
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self.mission.weather.clouds_thickness = random.randint(*WEATHER_CLOUD_THICKNESS)
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self.mission.weather.random(self.mission.start_time, self.conflict.theater.terrain)
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if self.mission.weather.clouds_density > 0:
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self.mission.weather.clouds_base = max(self.mission.weather.clouds_base, WEATHER_CLOUD_BASE_MIN)
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self.mission.random_weather = False
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def generate(self) -> EnvironmentSettings:
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self._gen_random_time()
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self._gen_random_weather()
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settings = EnvironmentSettings()
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settings.start_time = self.mission.start_time
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settings.weather_dict = self.mission.weather.dict()
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return settings
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def load(self, settings: EnvironmentSettings):
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self.mission.start_time = settings.start_time
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self.mission.weather.load_from_dict(settings.weather_dict)
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@ -22,67 +22,17 @@ PUSH_TRIGGER_SIZE = 3000
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REGROUP_ZONE_DISTANCE = 12000
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REGROUP_ALT = 5000
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CLOUDS_BASE_MIN = 4000
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RANDOM_TIME = {
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"night": 5,
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"dusk": 30,
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"dawn": 30,
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"day": 100,
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}
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RANDOM_WEATHER = {
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1: 5, # heavy rain
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2: 15, # rain
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3: 100, # random dynamic
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}
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class Silence(Option):
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Key = 7
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class SettingsGenerator:
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class TriggersGenerator:
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def __init__(self, mission: Mission, conflict: Conflict, game):
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self.mission = mission
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self.conflict = conflict
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self.game = game
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def _gen_random_time(self):
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start_time = datetime.combine(datetime.today(), time())
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time_range = None
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for k, v in RANDOM_TIME.items():
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if self.game.settings.night_disabled and k == "night":
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continue
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if random.randint(0, 100) <= v:
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time_range = self.game.theater.daytime_map[k]
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break
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start_time += timedelta(hours=random.randint(*time_range))
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self.mission.start_time = start_time
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def _gen_random_weather(self):
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weather_type = None
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for k, v in RANDOM_WEATHER.items():
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if random.randint(0, 100) <= v:
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weather_type = k
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break
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print("generated weather {}".format(weather_type))
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if weather_type == 0:
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self.mission.weather.random_thunderstorm()
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elif weather_type == 1:
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self.mission.weather.heavy_rain()
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elif weather_type == 2:
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self.mission.weather.heavy_rain()
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self.mission.weather.enable_fog = False
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elif weather_type == 3:
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self.mission.weather.random(self.mission.start_time, self.conflict.theater.terrain)
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if self.mission.weather.clouds_density > 0:
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self.mission.weather.clouds_base = max(self.mission.weather.clouds_base, CLOUDS_BASE_MIN)
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def _gen_activation_trigger(self, player_coalition: str, enemy_coalition: str):
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activate_by_trigger = []
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for coalition_name, coalition in self.mission.coalition.items():
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@ -178,8 +128,6 @@ class SettingsGenerator:
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self.mission.coalition[player_coalition].bullseye = {"x": self.conflict.position.x,
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"y": self.conflict.position.y}
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self._gen_random_time()
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self._gen_random_weather()
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self._set_skill(player_coalition, enemy_coalition)
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self._set_allegiances(player_coalition, enemy_coalition)
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