mirror of
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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@@ -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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