Add cheat option to capture bases.

Capturing bases is sometimes really annoying because of the DCS unit
AI and our non-optimal ground victory heuristics. Add a cheat option
to allow the player to move on without the tedium.
This commit is contained in:
Dan Albert 2020-10-24 13:06:37 -07:00
parent dd2b61edf3
commit bfc602f22f
6 changed files with 76 additions and 21 deletions

View File

@ -195,29 +195,19 @@ class Event:
if cp.id == id:
if cp.captured and new_owner_coalition != coalition:
cp.captured = False
for_player = False
info = Information(cp.name + " lost !", "The ennemy took control of " + cp.name + "\nShame on us !", self.game.turn)
self.game.informations.append(info)
pname = self.game.enemy_name
captured_cps.append(cp)
elif not(cp.captured) and new_owner_coalition == coalition:
cp.captured = True
for_player = True
info = Information(cp.name + " captured !", "We took control of " + cp.name + "! Great job !", self.game.turn)
self.game.informations.append(info)
pname = self.game.player_name
captured_cps.append(cp)
else:
continue
cp.base.aircraft = {}
cp.base.armor = {}
airbase_def_id = 0
for g in cp.ground_objects:
g.groups = []
if g.airbase_group and pname != "":
generate_airbase_defense_group(airbase_def_id, g, pname, self.game, cp)
airbase_def_id = airbase_def_id + 1
cp.capture(self.game, for_player)
for cp in captured_cps:
logging.info("Will run redeploy for " + cp.name)

View File

@ -237,10 +237,10 @@ class Game:
if not hasattr(self, "conditions"):
self.conditions = self.generate_conditions()
def pass_turn(self, no_action=False):
def pass_turn(self, no_action: bool = False) -> None:
logging.info("Pass turn")
self.informations.append(Information("End of turn #" + str(self.turn), "-" * 40, 0))
self.turn = self.turn + 1
self.turn += 1
for event in self.events:
if self.settings.version == "dev":
@ -261,6 +261,14 @@ class Game:
if not cp.is_carrier and not cp.is_lha:
cp.base.affect_strength(-PLAYER_BASE_STRENGTH_RECOVERY)
self.conditions = self.generate_conditions()
self.initialize_turn()
# Autosave progress
persistency.autosave(self)
def initialize_turn(self) -> None:
self.events = []
self._generate_events()
@ -271,8 +279,6 @@ class Game:
for cp in self.theater.controlpoints:
self.aircraft_inventory.set_from_control_point(cp)
self.conditions = self.generate_conditions()
# Plan flights & combat for next turn
self.__culling_points = self.compute_conflicts_position()
self.ground_planners = {}
@ -286,9 +292,6 @@ class Game:
gplanner.plan_groundwar()
self.ground_planners[cp.id] = gplanner
# Autosave progress
persistency.autosave(self)
def _enemy_reinforcement(self):
"""
Compute and commision reinforcement for enemy bases

View File

@ -1,6 +1,7 @@
from typing import Optional
from PySide2.QtGui import QColor, QPainter
from PySide2.QtWidgets import QAction, QMenu
import qt_ui.uiconstants as const
from qt_ui.models import GameModel
@ -8,6 +9,7 @@ from qt_ui.windows.basemenu.QBaseMenu2 import QBaseMenu2
from theater import ControlPoint
from .QMapObject import QMapObject
from ...displayoptions import DisplayOptions
from ...windows.GameUpdateSignal import GameUpdateSignal
class QMapControlPoint(QMapObject):
@ -20,6 +22,9 @@ class QMapControlPoint(QMapObject):
self.setZValue(1)
self.setToolTip(self.control_point.name)
self.base_details_dialog: Optional[QBaseMenu2] = None
self.capture_action = QAction(
f"CHEAT: Capture {self.control_point.name}")
self.capture_action.triggered.connect(self.cheat_capture)
def paint(self, painter, option, widget=None) -> None:
if DisplayOptions.control_points:
@ -64,3 +69,24 @@ class QMapControlPoint(QMapObject):
self.game_model
)
self.base_details_dialog.show()
def add_context_menu_actions(self, menu: QMenu) -> None:
if self.control_point.is_fleet:
return
if self.control_point.captured:
return
for connected in self.control_point.connected_points:
if connected.captured:
break
else:
return
menu.addAction(self.capture_action)
def cheat_capture(self) -> None:
self.control_point.capture(self.game_model.game, for_player=True)
# Reinitialized ground planners and the like.
self.game_model.game.initialize_turn()
GameUpdateSignal.get_instance().updateGame(self.game_model.game)

View File

@ -37,6 +37,9 @@ class QMapObject(QGraphicsRectItem):
if event.button() == Qt.LeftButton:
self.on_click()
def add_context_menu_actions(self, menu: QMenu) -> None:
pass
def contextMenuEvent(self, event: QGraphicsSceneContextMenuEvent) -> None:
menu = QMenu("Menu", self.parent)
@ -48,6 +51,8 @@ class QMapObject(QGraphicsRectItem):
new_package_action.triggered.connect(self.open_new_package_dialog)
menu.addAction(new_package_action)
self.add_context_menu_actions(menu)
menu.exec_(event.screenPos())
@property

View File

@ -148,6 +148,9 @@ class Base:
elif self.strength <= 0:
self.strength = BASE_MIN_STRENGTH
def set_strength_to_minimum(self) -> None:
self.strength = BASE_MIN_STRENGTH
def scramble_count(self, multiplier: float, task: Task = None) -> int:
if task:
count = sum([v for k, v in self.aircraft.items() if db.unit_task(k) == task])

View File

@ -1,5 +1,7 @@
from __future__ import annotations
import re
from typing import Dict, List
from typing import Dict, List, TYPE_CHECKING
from enum import Enum
from dcs.mapping import Point
@ -17,6 +19,9 @@ from .base import Base
from .missiontarget import MissionTarget
from .theatergroundobject import TheaterGroundObject
if TYPE_CHECKING:
from game import Game
class ControlPointType(Enum):
AIRBASE = 0 # An airbase with slots for everything
@ -207,3 +212,26 @@ class ControlPoint(MissionTarget):
def is_friendly(self, to_player: bool) -> bool:
return self.captured == to_player
def capture(self, game: Game, for_player: bool) -> None:
if for_player:
self.captured = True
faction_name = game.player_name
else:
self.captured = False
faction_name = game.enemy_name
self.base.set_strength_to_minimum()
self.base.aircraft = {}
self.base.armor = {}
# Handle cyclic dependency.
from .start_generator import generate_airbase_defense_group
airbase_def_id = 0
for ground_object in self.ground_objects:
ground_object.groups = []
if ground_object.airbase_group and faction_name != "":
generate_airbase_defense_group(airbase_def_id, ground_object,
faction_name, game, self)
airbase_def_id = airbase_def_id + 1