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Fix odd frontline unit spawns
* Modfied frontline vector to ensure start point stays outside of exclusion zone. (Previously it could be up to 100m inside) * Change randomization in offset distance from frontline to be based on a percentage of the unit type's fixed offset instead of the width of frontline. (Prevents units from being far from their expected distance from frontline) * Change visualgen to use the same frontline vector calculation as the unit spawns
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@ -54,4 +54,4 @@ def heading_sum(h, a) -> int:
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return h
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def opposite_heading(h):
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return h+180
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return heading_sum(h, 180)
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17
gen/armor.py
17
gen/armor.py
@ -112,12 +112,13 @@ class GroundConflictGenerator:
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]
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)
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def _group_point(self, point: Point) -> Point:
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@staticmethod
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def _group_point(point: Point, base_distance) -> Point:
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distance = random.randint(
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int(self.conflict.size * SPREAD_DISTANCE_FACTOR[0]),
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int(self.conflict.size * SPREAD_DISTANCE_FACTOR[1]),
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int(base_distance * SPREAD_DISTANCE_FACTOR[0]),
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int(base_distance * SPREAD_DISTANCE_FACTOR[1]),
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)
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return point.random_point_within(distance, self.conflict.size * SPREAD_DISTANCE_SIZE_FACTOR)
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return point.random_point_within(distance, base_distance * SPREAD_DISTANCE_SIZE_FACTOR)
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def generate(self):
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position = Conflict.frontline_position(self.conflict.from_cp, self.conflict.to_cp, self.game.theater)
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@ -495,7 +496,8 @@ class GroundConflictGenerator:
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group.units[0],
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len(group.units),
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final_position,
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heading=opposite_heading(spawn_heading)
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distance_from_frontline,
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heading=opposite_heading(spawn_heading),
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)
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if is_player:
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g.set_skill(self.game.settings.player_skill)
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@ -514,8 +516,9 @@ class GroundConflictGenerator:
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unit: VehicleType,
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count: int,
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at: Point,
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distance_from_frontline,
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move_formation: PointAction = PointAction.OffRoad,
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heading=0
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heading=0,
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) -> VehicleGroup:
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if side == self.conflict.attackers_country:
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@ -527,7 +530,7 @@ class GroundConflictGenerator:
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group = self.mission.vehicle_group(
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side,
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namegen.next_unit_name(side, cp.id, unit), unit,
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position=self._group_point(at),
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position=self._group_point(at, distance_from_frontline),
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group_size=count,
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heading=heading,
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move_formation=move_formation)
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@ -82,24 +82,21 @@ class Conflict:
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@classmethod
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def extend_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point:
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"""Finds a valid ground position in one heading from an initial point"""
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"""Finds the first intersection with an exclusion zone in one heading from an initial point up to max_distance"""
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pos = initial
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for distance in range(0, int(max_distance), 100):
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if not theater.is_on_land(pos):
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return pos
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pos = initial.point_from_heading(heading, distance)
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if theater.is_on_land(pos):
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return pos
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logging.error("Didn't find ground position ({})!".format(initial))
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return initial
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if not theater.is_on_land(pos):
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return initial.point_from_heading(heading, distance - 100)
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return pos
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@classmethod
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def find_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point:
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"""Finds the nearest ground position along a provided heading and it's inverse"""
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"""Finds the nearest valid ground position along a provided heading and it's inverse"""
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pos = initial
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if theater.is_on_land(pos):
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return pos
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for distance in range(0, int(max_distance), 100):
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if theater.is_on_land(pos):
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return pos
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pos = initial.point_from_heading(heading, distance)
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if theater.is_on_land(pos):
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return pos
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@ -103,15 +103,12 @@ class VisualGenerator:
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if from_cp.is_global or to_cp.is_global:
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continue
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frontline = Conflict.frontline_position(from_cp, to_cp, self.game.theater)
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if not frontline:
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plane_start, heading, distance = Conflict.frontline_vector(from_cp, to_cp, self.game.theater)
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if not plane_start:
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continue
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point, heading = frontline
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plane_start = point.point_from_heading(turn_heading(heading, 90), FRONTLINE_LENGTH / 2)
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for offset in range(0, FRONTLINE_LENGTH, FRONT_SMOKE_SPACING):
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position = plane_start.point_from_heading(turn_heading(heading, - 90), offset)
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for offset in range(0, distance, FRONT_SMOKE_SPACING):
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position = plane_start.point_from_heading(heading, offset)
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for k, v in FRONT_SMOKE_TYPE_CHANCES.items():
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if random.randint(0, 100) <= k:
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