dcs-retribution/theater/start_generator.py

94 lines
3.2 KiB
Python

import math
import pickle
import random
import typing
from theater.base import *
from theater.conflicttheater import *
UNIT_VARIETY = 3
UNIT_AMOUNT_FACTOR = 16
UNIT_COUNT_IMPORTANCE_LOG = 1.3
COUNT_BY_TASK = {
PinpointStrike: 12,
CAP: 8,
CAS: 4,
AirDefence: 1,
}
def generate_inital_units(theater: ConflictTheater, enemy: str, sams: bool, multiplier: float):
for cp in theater.enemy_points():
if cp.captured:
continue
for task in [PinpointStrike, CAP, CAS, AirDefence]:
assert cp.importance <= IMPORTANCE_HIGH, "invalid importance {}".format(cp.importance)
assert cp.importance >= IMPORTANCE_LOW, "invalid importance {}".format(cp.importance)
importance_factor = (cp.importance - IMPORTANCE_LOW) / (IMPORTANCE_HIGH - IMPORTANCE_LOW)
variety = int(UNIT_VARIETY)
unittypes = db.choose_units(task, importance_factor, variety, enemy)
if not sams and task == AirDefence:
unittypes = [x for x in db.find_unittype(AirDefence, enemy) if x not in db.SAM_BAN]
count_log = math.log(cp.importance + 0.01, UNIT_COUNT_IMPORTANCE_LOG)
count = max(COUNT_BY_TASK[task] * multiplier * (1+count_log), 1)
count_per_type = max(int(float(count) / len(unittypes)), 1)
for unit_type in unittypes:
logging.info("{} - {} {}".format(cp.name, db.unit_type_name(unit_type), count_per_type))
cp.base.commision_units({unit_type: count_per_type})
def generate_groundobjects(theater: ConflictTheater):
with open("resources/groundobject_templates.p", "rb") as f:
tpls = pickle.load(f)
def find_location(on_ground, near, theater, min, max) -> typing.Optional[Point]:
for _ in range(500):
p = near.random_point_within(max, min)
if on_ground and theater.is_on_land(p):
return p
elif not on_ground and theater.is_in_sea(p):
return p
return None
group_id = 0
for cp in theater.enemy_points():
for _ in range(0, random.randrange(3, 6)):
available_categories = list(tpls) + ["aa", "aa", "aa"]
tpl_category = random.choice(available_categories)
tpl = random.choice(list(tpls[tpl_category].values()))
point = find_location(tpl_category != "oil", cp.position, theater, 15000, 80000)
if point is None:
print("Couldn't find point for {}".format(cp))
continue
dist = point.distance_to_point(cp.position)
for another_cp in theater.enemy_points():
if another_cp.position.distance_to_point(point) < dist:
cp = another_cp
group_id += 1
object_id = 0
for object in tpl:
object_id += 1
g = TheaterGroundObject()
g.group_id = group_id
g.object_id = object_id
g.cp_id = cp.id
g.dcs_identifier = object["type"]
g.heading = object["heading"]
g.position = Point(point.x + object["offset"].x, point.y + object["offset"].y)
cp.ground_objects.append(g)