persistent time and weather between regular and quick missions; defense AA for frontline CAS

This commit is contained in:
Vasyl Horbachenko 2018-06-28 21:27:04 +03:00
parent 2323f481c5
commit f8c1956614
12 changed files with 147 additions and 70 deletions

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@ -2,6 +2,7 @@ from dcs.unittype import UnitType
from game import *
from theater import *
from gen.environmentgen import EnvironmentSettings
from userdata.debriefing import Debriefing
@ -15,6 +16,7 @@ class Event:
operation = None # type: Operation
difficulty = 1 # type: int
game = None # type: Game
environment_settings = None # type: EnvironmentSettings
BONUS_BASE = 3
def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game):
@ -47,12 +49,16 @@ class Event:
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")
self.environment_settings = self.operation.environment_settings
def generate_quick(self):
self.operation.is_awacs_enabled = self.is_awacs_enabled
self.operation.environment_settings = self.environment_settings
self.operation.prepare(self.game.theater.terrain, is_quick=True)
self.operation.generate()
self.operation.mission.save('build/nextturn_quick.miz')

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@ -2,6 +2,7 @@ import math
import random
from dcs.task import *
from dcs.vehicles import AirDefence
from game import *
from game.event import *
@ -57,6 +58,9 @@ class GroundInterceptEvent(Event):
typecount = max(math.floor(self.difficulty * self.TARGET_AMOUNT_FACTOR), 1)
self.targets = {unittype: typecount for unittype in unittypes}
defense_aa_unit = random.choice(self.game.commision_unit_types(self.to_cp, AirDefence))
self.targets[defense_aa_unit] = 1
op = GroundInterceptOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,

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@ -141,6 +141,14 @@ class Game:
enemy_generated_types.append(event_class)
self.events.append(event_class(self.enemy, self.player, enemy_cp, player_cp, self))
def commision_unit_types(self, cp: ControlPoint, for_task: Task) -> typing.Collection[UnitType]:
importance_factor = (cp.importance - IMPORTANCE_LOW) / (IMPORTANCE_HIGH - IMPORTANCE_LOW)
if for_task == AirDefence and not self.settings.sams:
return [x for x in db.find_unittype(AirDefence, self.enemy) if x not in db.SAM_BAN]
else:
return db.choose_units(for_task, importance_factor, COMMISION_UNIT_VARIETY, self.enemy)
def _commision_units(self, cp: ControlPoint):
for for_task in [PinpointStrike, CAS, CAP, AirDefence]:
limit = COMMISION_LIMITS_FACTORS[for_task] * math.pow(cp.importance, COMMISION_LIMITS_SCALE) * self.settings.multiplier
@ -149,13 +157,7 @@ class Game:
awarded_points = COMMISION_AMOUNTS_FACTORS[for_task] * math.pow(cp.importance, COMMISION_AMOUNTS_SCALE) * self.settings.multiplier
points_to_spend = cp.base.append_commision_points(for_task, awarded_points)
if points_to_spend > 0:
importance_factor = (cp.importance - IMPORTANCE_LOW) / (IMPORTANCE_HIGH - IMPORTANCE_LOW)
if for_task == AirDefence and not self.settings.sams:
unittypes = [x for x in db.find_unittype(AirDefence, self.enemy) if x not in db.SAM_BAN]
else:
unittypes = db.choose_units(for_task, importance_factor, COMMISION_UNIT_VARIETY, self.enemy)
unittypes = self._commision_unit_types(cp, for_task)
d = {random.choice(unittypes): points_to_spend}
print("Commision {}: {}".format(cp, d))
cp.base.commision_units(d)
@ -208,6 +210,7 @@ class Game:
def pass_turn(self, no_action=False, ignored_cps: typing.Collection[ControlPoint]=None):
for event in self.events:
if isinstance(event, UnitsDeliveryEvent):
event.skip()
if not no_action:

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@ -5,7 +5,7 @@ from gen.armor import *
from gen.aircraft import *
from gen.aaa import *
from gen.shipgen import *
from gen.settingsgen import *
from gen.triggergen import *
from gen.awacsgen import *
from gen.visualgen import *
from gen.conflictgen import Conflict

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@ -5,7 +5,7 @@ from gen.armor import *
from gen.aircraft import *
from gen.aaa import *
from gen.shipgen import *
from gen.settingsgen import *
from gen.triggergen import *
from gen.awacsgen import *
from gen.visualgen import *

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@ -5,7 +5,7 @@ from gen.armor import *
from gen.aircraft import *
from gen.aaa import *
from gen.shipgen import *
from gen.settingsgen import *
from gen.triggergen import *
from gen.awacsgen import *
from gen.visualgen import *
from gen.conflictgen import Conflict

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@ -5,7 +5,7 @@ from gen.armor import *
from gen.aircraft import *
from gen.aaa import *
from gen.shipgen import *
from gen.settingsgen import *
from gen.triggergen import *
from gen.awacsgen import *
from gen.visualgen import *
from gen.conflictgen import Conflict

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@ -5,7 +5,7 @@ from gen.armor import *
from gen.aircraft import *
from gen.aaa import *
from gen.shipgen import *
from gen.settingsgen import *
from gen.triggergen import *
from gen.awacsgen import *
from gen.visualgen import *
from gen.conflictgen import Conflict

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@ -16,10 +16,13 @@ class Operation:
aagen = None # type: AAConflictGenerator
extra_aagen = None # type: ExtraAAConflictGenerator
shipgen = None # type: ShipGenerator
envgen = None # type: SettingsGenerator
triggersgen = None # type: TriggersGenerator
awacsgen = None # type: AWACSConflictGenerator
visualgen = None # type: VisualGenerator
envgen = None # type: EnvironmentGenerator
environment_settings = None
is_quick = None
is_awacs_enabled = False
def __init__(self,
@ -48,8 +51,9 @@ class Operation:
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.triggersgen = TriggersGenerator(mission, conflict, self.game)
self.visualgen = VisualGenerator(mission, conflict, self.game)
self.envgen = EnviromentGenerator(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
@ -73,7 +77,12 @@ class Operation:
self.awacsgen.generate()
self.extra_aagen.generate()
self.envgen.generate(self.is_quick)
self.triggersgen.generate(self.is_quick)
if self.environment_settings is None:
self.environment_settings = self.envgen.generate()
else:
self.envgen.load(self.environment_settings)
for global_cp in self.game.theater.controlpoints:
if not global_cp.is_global:

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@ -5,7 +5,8 @@ from .awacsgen import *
from .conflictgen import *
from .shipgen import *
from .visualgen import *
from .settingsgen import *
from .triggergen import *
from .environmentgen import *
from . import naming

106
gen/environmentgen.py Normal file
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@ -0,0 +1,106 @@
import typing
import random
from datetime import datetime, timedelta, time
from dcs.mission import Mission
from dcs.triggers import *
from dcs.condition import *
from dcs.action import *
from dcs.unit import Skill
from dcs.point import MovingPoint, PointProperties
from dcs.action import *
from game import db
from theater import *
from gen import *
WEATHER_CLOUD_BASE = 2000, 3000
WEATHER_CLOUD_DENSITY = 1, 8
WEATHER_CLOUD_THICKNESS = 100, 400
WEATHER_CLOUD_BASE_MIN = 1200
RANDOM_TIME = {
"night": 5,
"dusk": 30,
"dawn": 30,
"day": 100,
}
RANDOM_WEATHER = {
1: 5, # heavy rain
2: 20, # rain
3: 30, # dynamic
4: 50, # clear
5: 100, # random
}
class EnvironmentSettings:
weather_dict = None
start_time = None
class EnviromentGenerator:
def __init__(self, mission: Mission, conflict: Conflict, game):
self.mission = mission
self.conflict = conflict
self.game = game
def _gen_random_time(self):
start_time = datetime.combine(datetime.today(), time())
time_range = None
for k, v in RANDOM_TIME.items():
if self.game.settings.night_disabled and k == "night":
continue
if random.randint(0, 100) <= v:
time_range = self.game.theater.daytime_map[k]
break
start_time += timedelta(hours=random.randint(*time_range))
self.mission.start_time = start_time
def _gen_random_weather(self):
weather_type = None
for k, v in RANDOM_WEATHER.items():
if random.randint(0, 100) <= v:
weather_type = k
break
print("generated weather {}".format(weather_type))
if weather_type == 0:
self.mission.weather.random_thunderstorm()
elif weather_type == 1:
self.mission.weather.heavy_rain()
elif weather_type == 2:
self.mission.weather.heavy_rain()
self.mission.weather.enable_fog = False
elif weather_type == 3:
self.mission.weather.random(self.mission.start_time, self.conflict.theater.terrain)
elif weather_type == 4:
pass
elif weather_type == 5:
self.mission.weather.clouds_base = random.randint(*WEATHER_CLOUD_BASE)
self.mission.weather.clouds_density = random.randint(*WEATHER_CLOUD_DENSITY)
self.mission.weather.clouds_thickness = random.randint(*WEATHER_CLOUD_THICKNESS)
self.mission.weather.random(self.mission.start_time, self.conflict.theater.terrain)
if self.mission.weather.clouds_density > 0:
self.mission.weather.clouds_base = max(self.mission.weather.clouds_base, WEATHER_CLOUD_BASE_MIN)
self.mission.random_weather = False
def generate(self) -> EnvironmentSettings:
self._gen_random_time()
self._gen_random_weather()
settings = EnvironmentSettings()
settings.start_time = self.mission.start_time
settings.weather_dict = self.mission.weather.dict()
return settings
def load(self, settings: EnvironmentSettings):
self.mission.start_time = settings.start_time
self.mission.weather.load_from_dict(settings.weather_dict)

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@ -22,67 +22,17 @@ PUSH_TRIGGER_SIZE = 3000
REGROUP_ZONE_DISTANCE = 12000
REGROUP_ALT = 5000
CLOUDS_BASE_MIN = 4000
RANDOM_TIME = {
"night": 5,
"dusk": 30,
"dawn": 30,
"day": 100,
}
RANDOM_WEATHER = {
1: 5, # heavy rain
2: 15, # rain
3: 100, # random dynamic
}
class Silence(Option):
Key = 7
class SettingsGenerator:
class TriggersGenerator:
def __init__(self, mission: Mission, conflict: Conflict, game):
self.mission = mission
self.conflict = conflict
self.game = game
def _gen_random_time(self):
start_time = datetime.combine(datetime.today(), time())
time_range = None
for k, v in RANDOM_TIME.items():
if self.game.settings.night_disabled and k == "night":
continue
if random.randint(0, 100) <= v:
time_range = self.game.theater.daytime_map[k]
break
start_time += timedelta(hours=random.randint(*time_range))
self.mission.start_time = start_time
def _gen_random_weather(self):
weather_type = None
for k, v in RANDOM_WEATHER.items():
if random.randint(0, 100) <= v:
weather_type = k
break
print("generated weather {}".format(weather_type))
if weather_type == 0:
self.mission.weather.random_thunderstorm()
elif weather_type == 1:
self.mission.weather.heavy_rain()
elif weather_type == 2:
self.mission.weather.heavy_rain()
self.mission.weather.enable_fog = False
elif weather_type == 3:
self.mission.weather.random(self.mission.start_time, self.conflict.theater.terrain)
if self.mission.weather.clouds_density > 0:
self.mission.weather.clouds_base = max(self.mission.weather.clouds_base, CLOUDS_BASE_MIN)
def _gen_activation_trigger(self, player_coalition: str, enemy_coalition: str):
activate_by_trigger = []
for coalition_name, coalition in self.mission.coalition.items():
@ -178,8 +128,6 @@ class SettingsGenerator:
self.mission.coalition[player_coalition].bullseye = {"x": self.conflict.position.x,
"y": self.conflict.position.y}
self._gen_random_time()
self._gen_random_weather()
self._set_skill(player_coalition, enemy_coalition)
self._set_allegiances(player_coalition, enemy_coalition)