mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
frontline attack ops
This commit is contained in:
parent
1fbf4e292a
commit
e4c3f8bce2
39
__init__.py
39
__init__.py
@ -17,45 +17,6 @@ from theater import start_generator
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from userdata import persistency
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"""
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from dcs.lua.parse import *
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a = loads(open("build/mission", "r").read())
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b = loads(open("build/mission_workin.lua", "r").read())
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def get(a, k):
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b = a
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for x in k.strip().split(" "):
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if isinstance(a, dict):
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y = a
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a = a.get(x, None)
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if a is None:
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try:
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a = y.get(int(x), None)
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except:
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pass
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else:
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break
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if a is None:
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pass
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return a
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def cycle(kk, ref, v):
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if isinstance(v, dict):
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for k, v in v.items():
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cycle(kk + " " + str(k), ref, v)
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elif isinstance(v, list):
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for i, v in enumerate(v):
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cycle(kk + " " + str(i), ref, v)
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else:
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if get(ref, kk) != v:
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print(kk, v)
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print(get(ref, kk))
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cycle("", a, b)
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sys.exit(0)
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"""
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persistency.setup(sys.argv[1])
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dcs.planes.FlyingType.payload_dirs.append(os.path.join(os.path.dirname(os.path.realpath(__file__)), "resources\\payloads"))
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@ -448,6 +448,11 @@ def unitdict_split(unit_dict: UnitsDict, count: int):
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if len(buffer_dict):
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yield buffer_dict
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def unitdict_restrict_count(unit_dict: UnitsDict, total_count: int) -> UnitsDict:
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return list(unitdict_split(unit_dict, total_count))[0]
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def _validate_db():
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# check unit by task uniquity
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total_set = set()
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@ -1,8 +1,8 @@
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from .event import *
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from .frontlinecas import *
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from .frontlineattack import *
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from .intercept import *
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from .capture import *
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from .baseattack import *
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from .navalintercept import *
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from .antiaastrike import *
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from .groundattack import *
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from .insurgentattack import *
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from .infantrytransport import *
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@ -4,13 +4,13 @@ import random
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from dcs.task import *
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from game import db
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from game.operation.capture import CaptureOperation
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from game.operation.baseattack import BaseAttackOperation
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from userdata.debriefing import Debriefing
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from .event import Event
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class CaptureEvent(Event):
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class BaseAttackEvent(Event):
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silent = True
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BONUS_BASE = 15
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STRENGTH_RECOVERY = 0.55
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@ -28,7 +28,7 @@ class CaptureEvent(Event):
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return not attackers_success
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def commit(self, debriefing: Debriefing):
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super(CaptureEvent, self).commit(debriefing)
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super(BaseAttackEvent, self).commit(debriefing)
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if self.is_successfull(debriefing):
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if self.from_cp.captured:
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self.to_cp.captured = True
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@ -49,13 +49,13 @@ class CaptureEvent(Event):
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escort = self.from_cp.base.scramble_sweep(self.game.settings.multiplier)
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attackers = self.from_cp.base.armor
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op = CaptureOperation(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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attacker_clients={},
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defender_clients=clients,
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from_cp=self.from_cp,
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to_cp=self.to_cp)
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op = BaseAttackOperation(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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attacker_clients={},
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defender_clients=clients,
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from_cp=self.from_cp,
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to_cp=self.to_cp)
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op.setup(cas=cas,
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escort=escort,
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@ -67,13 +67,13 @@ class CaptureEvent(Event):
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self.operation = op
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def player_attacking(self, cas: db.PlaneDict, escort: db.PlaneDict, armor: db.ArmorDict, clients: db.PlaneDict):
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op = CaptureOperation(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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attacker_clients=clients,
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defender_clients={},
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from_cp=self.from_cp,
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to_cp=self.to_cp)
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op = BaseAttackOperation(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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attacker_clients=clients,
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defender_clients={},
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from_cp=self.from_cp,
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to_cp=self.to_cp)
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defenders = self.to_cp.base.scramble_sweep(self.game.settings.multiplier)
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defenders.update(self.to_cp.base.scramble_cas(self.game.settings.multiplier))
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76
game/event/frontlineattack.py
Normal file
76
game/event/frontlineattack.py
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@ -0,0 +1,76 @@
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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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from game.operation.frontlineattack import FrontlineAttackOperation
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from userdata.debriefing import Debriefing
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class FrontlineAttackEvent(Event):
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TARGET_VARIETY = 2
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TARGET_AMOUNT_FACTOR = 0.5
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ATTACKER_AMOUNT_FACTOR = 0.4
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ATTACKER_DEFENDER_FACTOR = 0.7
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STRENGTH_INFLUENCE = 0.3
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SUCCESS_MIN_TARGETS = 3
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defenders = None # type: db.ArmorDict
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@property
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def threat_description(self):
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return "{} vehicles".format(self.to_cp.base.assemble_count())
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def __str__(self):
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return "Frontline attack from {} at {}".format(self.from_cp, self.to_cp)
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def is_successfull(self, debriefing: Debriefing):
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total_targets = sum(self.defenders.values())
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destroyed_targets = 0
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for unit, count in debriefing.destroyed_units[self.defender_name].items():
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if unit in self.defenders:
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destroyed_targets += count
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if self.from_cp.captured:
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return float(destroyed_targets) >= min(self.SUCCESS_MIN_TARGETS, total_targets)
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else:
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return float(destroyed_targets) < min(self.SUCCESS_MIN_TARGETS, total_targets)
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def commit(self, debriefing: Debriefing):
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super(FrontlineAttackEvent, self).commit(debriefing)
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if self.from_cp.captured:
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if self.is_successfull(debriefing):
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.to_cp.base.affect_strength(+self.STRENGTH_INFLUENCE)
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else:
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if self.is_successfull(debriefing):
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self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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def skip(self):
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if self.to_cp.captured:
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self.to_cp.base.affect_strength(-0.1)
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def player_attacking(self, armor: db.ArmorDict, strikegroup: db.PlaneDict, clients: db.PlaneDict):
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self.defenders = self.to_cp.base.assemble_cap()
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op = FrontlineAttackOperation(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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attacker_clients=clients,
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defender_clients={},
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from_cp=self.from_cp,
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to_cp=self.to_cp)
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op.setup(target=self.defenders,
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attackers=db.unitdict_restrict_count(armor, sum(self.defenders.values())),
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strikegroup=strikegroup)
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self.operation = op
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@ -1,91 +0,0 @@
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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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from game.operation.frontlinecas import FrontlineCASOperation
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from userdata.debriefing import Debriefing
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class FrontlineCASEvent(Event):
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TARGET_VARIETY = 2
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TARGET_AMOUNT_FACTOR = 0.5
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ATTACKER_AMOUNT_FACTOR = 0.4
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STRENGTH_INFLUENCE = 0.3
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SUCCESS_MIN_TARGETS = 3
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targets = None # type: db.ArmorDict
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@property
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def threat_description(self):
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if not self.game.is_player_attack(self):
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return "{} aicraft".format(self.from_cp.base.scramble_count(self.game.settings.multiplier, CAS))
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else:
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return super(FrontlineCASEvent, self).threat_description
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def __str__(self):
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return "Frontline CAS from {} at {}".format(self.from_cp, self.to_cp)
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def is_successfull(self, debriefing: Debriefing):
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total_targets = sum(self.targets.values())
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destroyed_targets = 0
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for unit, count in debriefing.destroyed_units[self.defender_name].items():
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if unit in self.targets:
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destroyed_targets += count
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if self.from_cp.captured:
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return float(destroyed_targets) >= min(self.SUCCESS_MIN_TARGETS, total_targets)
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else:
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return float(destroyed_targets) < min(self.SUCCESS_MIN_TARGETS, total_targets)
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def commit(self, debriefing: Debriefing):
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super(FrontlineCASEvent, self).commit(debriefing)
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if self.from_cp.captured:
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if self.is_successfull(debriefing):
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.to_cp.base.affect_strength(+self.STRENGTH_INFLUENCE)
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else:
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if self.is_successfull(debriefing):
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self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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def skip(self):
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if self.to_cp.captured:
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self.to_cp.base.affect_strength(-0.1)
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def player_attacking(self, strikegroup: db.PlaneDict, clients: db.PlaneDict):
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suitable_armor_targets = db.find_unittype(PinpointStrike, self.defender_name)
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random.shuffle(suitable_armor_targets)
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target_types = suitable_armor_targets[:self.TARGET_VARIETY]
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typecount = max(math.floor(self.to_cp.base.assemble_count() * self.TARGET_AMOUNT_FACTOR), 1)
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self.targets = {unittype: typecount for unittype in target_types}
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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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suitable_armor_attackers = db.find_unittype(PinpointStrike, self.attacker_name)
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random.shuffle(suitable_armor_attackers)
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attacker_types = suitable_armor_attackers[:self.TARGET_VARIETY]
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typecount = max(math.floor(self.from_cp.base.assemble_count() * self.ATTACKER_AMOUNT_FACTOR), 1)
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attackers = {unittype: typecount for unittype in attacker_types}
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op = FrontlineCASOperation(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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attacker_clients=clients,
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defender_clients={},
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from_cp=self.from_cp,
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to_cp=self.to_cp)
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op.setup(target=self.targets,
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attackers=attackers,
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strikegroup=strikegroup)
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self.operation = op
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@ -5,11 +5,11 @@ from dcs.task import *
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from game import *
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from game.event import *
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from game.event.frontlinecas import FrontlineCASEvent
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from game.operation.groundattack import GroundAttackOperation
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from game.event.frontlineattack import FrontlineAttackEvent
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from game.operation.insurgentattack import InsurgentAttackOperation
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class GroundAttackEvent(FrontlineCASEvent):
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class InsurgentAttackEvent(FrontlineAttackEvent):
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def __str__(self):
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return "Destroy insurgents at {}".format(self.to_cp)
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@ -24,13 +24,13 @@ class GroundAttackEvent(FrontlineCASEvent):
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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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op = GroundAttackOperation(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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attacker_clients={},
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defender_clients=clients,
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from_cp=self.from_cp,
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to_cp=self.to_cp)
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op = InsurgentAttackOperation(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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attacker_clients={},
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defender_clients=clients,
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from_cp=self.from_cp,
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to_cp=self.to_cp)
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op.setup(target=self.targets,
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strikegroup=strikegroup)
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10
game/game.py
10
game/game.py
@ -39,17 +39,17 @@ For the enemy events, only 1 event of each type could be generated for a turn.
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Events:
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* CaptureEvent - capture base
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* InterceptEvent - air intercept
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* FrontlineCASEvent - frontline CAS
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* FrontlineAttack - frontline attack
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* GroundAttackEvent - destroy insurgents
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* NavalInterceptEvent - naval intercept
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* AntiAAStrikeEvent - anti-AA strike
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* InfantryTransportEvent - helicopter infantry transport
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"""
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EVENT_PROBABILITIES = {
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CaptureEvent: [100, 10],
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BaseAttackEvent: [100, 10],
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InterceptEvent: [25, 10],
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FrontlineCASEvent: [250, 0],
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GroundAttackEvent: [0, 10],
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FrontlineAttackEvent: [100, 0],
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InsurgentAttackEvent: [0, 10],
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NavalInterceptEvent: [25, 10],
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AntiAAStrikeEvent: [25, 10],
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InfantryTransportEvent: [25, 0],
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@ -130,7 +130,7 @@ class Game:
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if event_class == NavalInterceptEvent:
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if player_cp.radials == LAND:
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continue
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elif event_class == CaptureEvent:
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elif event_class == BaseAttackEvent:
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if enemy_cap_generated:
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continue
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if enemy_cp.base.total_armor == 0:
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@ -12,7 +12,7 @@ from gen.visualgen import *
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from .operation import Operation
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class CaptureOperation(Operation):
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class BaseAttackOperation(Operation):
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cas = None # type: db.PlaneDict
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escort = None # type: db.PlaneDict
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intercept = None # type: db.PlaneDict
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@ -37,7 +37,7 @@ class CaptureOperation(Operation):
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self.aa = aa
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def prepare(self, terrain: dcs.terrain.Terrain, is_quick: bool):
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super(CaptureOperation, self).prepare(terrain, is_quick)
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super(BaseAttackOperation, self).prepare(terrain, is_quick)
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self.defenders_starting_position = None
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if self.game.player == self.defender_name:
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@ -63,5 +63,5 @@ class CaptureOperation(Operation):
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self.airgen.generate_strikegroup_escort(self.escort, clients=self.attacker_clients, at=self.attackers_starting_position)
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self.visualgen.generate_target_smokes(self.to_cp)
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super(CaptureOperation, self).generate()
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super(BaseAttackOperation, self).generate()
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@ -18,7 +18,7 @@ from .operation import Operation
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MAX_DISTANCE_BETWEEN_GROUPS = 12000
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class FrontlineCASOperation(Operation):
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class FrontlineAttackOperation(Operation):
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attackers = None # type: db.ArmorDict
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strikegroup = None # type: db.PlaneDict
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target = None # type: db.ArmorDict
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@ -32,7 +32,7 @@ class FrontlineCASOperation(Operation):
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self.attackers = attackers
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def prepare(self, terrain: Terrain, is_quick: bool):
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super(FrontlineCASOperation, self).prepare(terrain, is_quick)
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super(FrontlineAttackOperation, self).prepare(terrain, is_quick)
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if self.defender_name == self.game.player:
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self.attackers_starting_position = None
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self.defenders_starting_position = None
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@ -51,4 +51,4 @@ class FrontlineCASOperation(Operation):
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def generate(self):
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self.armorgen.generate_vec(self.attackers, self.target)
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self.airgen.generate_cas_strikegroup(self.strikegroup, clients=self.attacker_clients, at=self.attackers_starting_position)
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super(FrontlineCASOperation, self).generate()
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super(FrontlineAttackOperation, self).generate()
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@ -13,7 +13,7 @@ from gen.conflictgen import Conflict
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from .operation import Operation
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class GroundAttackOperation(Operation):
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class InsurgentAttackOperation(Operation):
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strikegroup = None # type: db.PlaneDict
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target = None # type: db.ArmorDict
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@ -24,7 +24,7 @@ class GroundAttackOperation(Operation):
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self.target = target
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def prepare(self, terrain: Terrain, is_quick: bool):
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super(GroundAttackOperation, self).prepare(terrain, is_quick)
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super(InsurgentAttackOperation, self).prepare(terrain, is_quick)
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|
||||
conflict = Conflict.ground_attack_conflict(
|
||||
attacker=self.mission.country(self.attacker_name),
|
||||
@ -41,4 +41,4 @@ class GroundAttackOperation(Operation):
|
||||
self.airgen.generate_defense(self.strikegroup, self.defender_clients, self.defenders_starting_position)
|
||||
self.armorgen.generate(self.target, {})
|
||||
|
||||
super(GroundAttackOperation, self).generate()
|
||||
super(InsurgentAttackOperation, self).generate()
|
||||
23
gen/armor.py
23
gen/armor.py
@ -1,3 +1,4 @@
|
||||
from random import randint
|
||||
from itertools import zip_longest
|
||||
|
||||
from game import db
|
||||
@ -13,6 +14,10 @@ from dcs.country import *
|
||||
SPREAD_DISTANCE_FACTOR = 0.1, 0.3
|
||||
SPREAD_DISTANCE_SIZE_FACTOR = 0.1
|
||||
|
||||
FRONTLINE_CAS_FIGHTS_COUNT = 4, 8
|
||||
FRONTLINE_CAS_GROUP_MIN = 1, 2
|
||||
FRONTLINE_CAS_PADDING = 12000
|
||||
|
||||
|
||||
class ArmorConflictGenerator:
|
||||
def __init__(self, mission: Mission, conflict: Conflict):
|
||||
@ -50,7 +55,7 @@ class ArmorConflictGenerator:
|
||||
side=self.conflict.attackers_side,
|
||||
unit=type,
|
||||
count=count,
|
||||
at=position.point_from_heading(self.conflict.heading - 90, 600),
|
||||
at=position.point_from_heading(self.conflict.heading - 90, 5000),
|
||||
to=position)
|
||||
|
||||
if defenders:
|
||||
@ -59,7 +64,7 @@ class ArmorConflictGenerator:
|
||||
side=self.conflict.defenders_side,
|
||||
unit=type,
|
||||
count=count,
|
||||
at=position.point_from_heading(self.conflict.heading + 90, 600),
|
||||
at=position.point_from_heading(self.conflict.heading + 90, 1000),
|
||||
to=position)
|
||||
|
||||
def generate(self, attackers: db.ArmorDict, defenders: db.ArmorDict):
|
||||
@ -78,16 +83,16 @@ class ArmorConflictGenerator:
|
||||
at=self.conflict.ground_defenders_location)
|
||||
|
||||
def generate_vec(self, attackers: db.ArmorDict, defenders: db.ArmorDict):
|
||||
defender_groups = list(db.unitdict_split(defenders, 6))
|
||||
distance_between_groups = min(self.conflict.distance / len(defender_groups), 12000)
|
||||
total_distance = distance_between_groups * len(defender_groups)
|
||||
fights_count = randint(*FRONTLINE_CAS_FIGHTS_COUNT)
|
||||
single_fight_defenders_count = min(int(sum(defenders.values()) / fights_count), randint(*FRONTLINE_CAS_GROUP_MIN))
|
||||
defender_groups = list(db.unitdict_split(defenders, single_fight_defenders_count))
|
||||
|
||||
attacker_groups = list(db.unitdict_split(attackers,
|
||||
int(sum(attackers.values()) / len(defender_groups))))
|
||||
single_fight_attackers_count = min(int(sum(attackers.values()) / len(defender_groups)), randint(*FRONTLINE_CAS_GROUP_MIN))
|
||||
attacker_groups = list(db.unitdict_split(attackers, single_fight_attackers_count))
|
||||
|
||||
position = self.conflict.center.point_from_heading(self.conflict.opposite_heading, total_distance / 2)
|
||||
for attacker_group_dict, target_group_dict in zip_longest(attacker_groups, defender_groups):
|
||||
position = position.point_from_heading(self.conflict.heading, distance_between_groups)
|
||||
position = self.conflict.position.point_from_heading(self.conflict.heading,
|
||||
random.randint(FRONTLINE_CAS_PADDING, int(self.conflict.distance - FRONTLINE_CAS_PADDING)))
|
||||
self._generate_fight_at(attacker_group_dict, target_group_dict, position)
|
||||
|
||||
def generate_passengers(self, count: int):
|
||||
|
||||
@ -38,8 +38,9 @@ NAVAL_INTERCEPT_DISTANCE_FACTOR = 1
|
||||
NAVAL_INTERCEPT_DISTANCE_MAX = 40000
|
||||
NAVAL_INTERCEPT_STEP = 5000
|
||||
|
||||
FRONT_SMOKE_MIN_DISTANCE = 5000
|
||||
FRONT_SMOKE_DISTANCE_FACTOR = 0.5
|
||||
FRONTLINE_LENGTH = 80000
|
||||
FRONTLINE_MIN_CP_DISTANCE = 5000
|
||||
FRONTLINE_DISTANCE_STRENGTH_FACTOR = 0.7
|
||||
|
||||
|
||||
def _opposite_heading(h):
|
||||
@ -127,7 +128,7 @@ class Conflict:
|
||||
|
||||
@classmethod
|
||||
def frontline_position(cls, from_cp: ControlPoint, to_cp: ControlPoint) -> typing.Tuple[Point, int]:
|
||||
distance = max(from_cp.position.distance_to_point(to_cp.position) * FRONT_SMOKE_DISTANCE_FACTOR * to_cp.base.strength, FRONT_SMOKE_MIN_DISTANCE)
|
||||
distance = max(from_cp.position.distance_to_point(to_cp.position) * FRONTLINE_DISTANCE_STRENGTH_FACTOR * to_cp.base.strength, FRONTLINE_MIN_CP_DISTANCE)
|
||||
heading = to_cp.position.heading_between_point(from_cp.position)
|
||||
return to_cp.position.point_from_heading(heading, distance), heading
|
||||
|
||||
@ -136,7 +137,7 @@ class Conflict:
|
||||
center_position, heading = cls.frontline_position(from_cp, to_cp)
|
||||
|
||||
left_position = center_position
|
||||
for offset in range(0, 80000, 1000):
|
||||
for offset in range(0, int(FRONTLINE_LENGTH / 2), 1000):
|
||||
pos = center_position.point_from_heading(_heading_sum(heading, -90), offset)
|
||||
if not theater.is_on_land(pos):
|
||||
break
|
||||
@ -144,7 +145,7 @@ class Conflict:
|
||||
left_position = pos
|
||||
|
||||
right_position = center_position
|
||||
for offset in range(0, 80000, 1000):
|
||||
for offset in range(0, int(FRONTLINE_LENGTH / 2), 1000):
|
||||
pos = center_position.point_from_heading(_heading_sum(heading, 90), offset)
|
||||
if not theater.is_on_land(pos):
|
||||
break
|
||||
|
||||
@ -62,7 +62,6 @@ def __monkey_static_dict(self: Static):
|
||||
__original_static_dict = Static.dict
|
||||
Static.dict = __monkey_static_dict
|
||||
|
||||
FRONT_SMOKE_LENGTH = 80000
|
||||
FRONT_SMOKE_SPACING = 800
|
||||
FRONT_SMOKE_RANDOM_SPREAD = 4000
|
||||
FRONT_SMOKE_TYPE_CHANCES = {
|
||||
@ -100,9 +99,9 @@ class VisualGenerator:
|
||||
def _generate_frontline_smokes(self):
|
||||
for from_cp, to_cp in self.game.theater.conflicts():
|
||||
point, heading = Conflict.frontline_position(from_cp, to_cp)
|
||||
plane_start = point.point_from_heading(turn_heading(heading, 90), FRONT_SMOKE_LENGTH / 2)
|
||||
plane_start = point.point_from_heading(turn_heading(heading, 90), FRONTLINE_LENGTH / 2)
|
||||
|
||||
for offset in range(0, FRONT_SMOKE_LENGTH, FRONT_SMOKE_SPACING):
|
||||
for offset in range(0, FRONTLINE_LENGTH, FRONT_SMOKE_SPACING):
|
||||
position = plane_start.point_from_heading(turn_heading(heading, - 90), offset)
|
||||
|
||||
for k, v in FRONT_SMOKE_TYPE_CHANCES.items():
|
||||
|
||||
39
resources/tools/miz_diff.py
Normal file
39
resources/tools/miz_diff.py
Normal file
@ -0,0 +1,39 @@
|
||||
from dcs.lua.parse import *
|
||||
|
||||
|
||||
a = loads(open("build/mission", "r").read())
|
||||
b = loads(open("build/mission_workin.lua", "r").read())
|
||||
|
||||
|
||||
def get(a, k):
|
||||
b = a
|
||||
for x in k.strip().split(" "):
|
||||
if isinstance(a, dict):
|
||||
y = a
|
||||
a = a.get(x, None)
|
||||
if a is None:
|
||||
try:
|
||||
a = y.get(int(x), None)
|
||||
except:
|
||||
pass
|
||||
else:
|
||||
break
|
||||
if a is None:
|
||||
pass
|
||||
return a
|
||||
|
||||
|
||||
def cycle(kk, ref, v):
|
||||
if isinstance(v, dict):
|
||||
for k, v in v.items():
|
||||
cycle(kk + " " + str(k), ref, v)
|
||||
elif isinstance(v, list):
|
||||
for i, v in enumerate(v):
|
||||
cycle(kk + " " + str(i), ref, v)
|
||||
else:
|
||||
if get(ref, kk) != v:
|
||||
print(kk, v)
|
||||
print(get(ref, kk))
|
||||
|
||||
|
||||
cycle("", a, b)
|
||||
@ -150,7 +150,7 @@ class Base:
|
||||
return min(min(max(count, PLANES_SCRAMBLE_MIN_BASE), int(PLANES_SCRAMBLE_MAX_BASE * multiplier)), count)
|
||||
|
||||
def assemble_count(self):
|
||||
return int(self.total_armor * min(self.strength + 0.5, 1))
|
||||
return int(self.total_armor * 0.5)
|
||||
|
||||
def assemble_aa_count(self) -> int:
|
||||
if self.strength > STRENGTH_AA_ASSEMBLE_MIN:
|
||||
@ -171,7 +171,8 @@ class Base:
|
||||
return self._find_best_armor(PinpointStrike, self.assemble_count())
|
||||
|
||||
def assemble_defense(self) -> typing.Dict[Armor, int]:
|
||||
return self._find_best_armor(PinpointStrike, self.assemble_count())
|
||||
count = int(self.total_armor * min(self.strength + 0.5, 1))
|
||||
return self._find_best_armor(PinpointStrike, count)
|
||||
|
||||
def assemble_aa(self, count=None) -> typing.Dict[AirDefence, int]:
|
||||
return self._find_best_unit(self.aa, AirDefence, count and min(count, self.total_aa) or self.assemble_aa_count())
|
||||
|
||||
@ -172,8 +172,8 @@ class EventMenu(Menu):
|
||||
if amount > 0:
|
||||
scrambled_armor[unit_type] = amount
|
||||
|
||||
if type(self.event) is CaptureEvent:
|
||||
e = self.event # type: CaptureEvent
|
||||
if type(self.event) is BaseAttackEvent:
|
||||
e = self.event # type: BaseAttackEvent
|
||||
if self.game.is_player_attack(self.event):
|
||||
e.player_attacking(cas=scrambled_cas,
|
||||
escort=scrambled_sweep,
|
||||
@ -190,12 +190,9 @@ class EventMenu(Menu):
|
||||
else:
|
||||
e.player_defending(escort=scrambled_aircraft,
|
||||
clients=scrambled_clients)
|
||||
elif type(self.event) is FrontlineCASEvent:
|
||||
e = self.event # type: FrontlineCASEvent
|
||||
if self.game.is_player_attack(self.event):
|
||||
e.player_attacking(strikegroup=scrambled_aircraft, clients=scrambled_clients)
|
||||
else:
|
||||
e.player_defending(interceptors=scrambled_aircraft, clients=scrambled_clients)
|
||||
elif type(self.event) is FrontlineAttackEvent:
|
||||
e = self.event # type: FrontlineAttackEvent
|
||||
e.player_attacking(armor=scrambled_armor, strikegroup=scrambled_aircraft, clients=scrambled_clients)
|
||||
elif type(self.event) is NavalInterceptEvent:
|
||||
e = self.event # type: NavalInterceptEvent
|
||||
|
||||
@ -209,8 +206,8 @@ class EventMenu(Menu):
|
||||
e.player_attacking(strikegroup=scrambled_aircraft, clients=scrambled_clients)
|
||||
else:
|
||||
e.player_defending(interceptors=scrambled_aircraft, clients=scrambled_clients)
|
||||
elif type(self.event) is GroundAttackEvent:
|
||||
e = self.event # type: GroundAttackEvent
|
||||
elif type(self.event) is InsurgentAttackEvent:
|
||||
e = self.event # type: InsurgentAttackEvent
|
||||
if self.game.is_player_attack(self.event):
|
||||
assert False
|
||||
else:
|
||||
|
||||
@ -6,6 +6,7 @@ from tkinter.ttk import *
|
||||
from ui.window import *
|
||||
|
||||
from game.game import *
|
||||
from gen.conflictgen import Conflict
|
||||
from theater.conflicttheater import *
|
||||
|
||||
|
||||
@ -44,7 +45,7 @@ class OverviewCanvas:
|
||||
|
||||
def create_cp_title(self, coords, cp: ControlPoint):
|
||||
title = cp.name
|
||||
font = ("Helvetica", 13)
|
||||
font = ("Helvetica", 10)
|
||||
|
||||
id = self.canvas.create_text(coords[0]+1, coords[1]+1, text=title, fill='white', font=font)
|
||||
self.canvas.tag_bind(id, "<Button-1>", self.display(cp))
|
||||
@ -74,9 +75,14 @@ class OverviewCanvas:
|
||||
|
||||
self.canvas.create_line((coords[0], coords[1], connected_coords[0], connected_coords[1]), width=2, fill=color)
|
||||
|
||||
if cp.captured and not connected_cp.captured and Conflict.has_frontline_between(cp, connected_cp):
|
||||
frontline_pos, heading, distance = Conflict.frontline_vector(cp, connected_cp, self.game.theater)
|
||||
start_coords, end_coords = self.transform_point(frontline_pos), self.transform_point(frontline_pos.point_from_heading(heading, distance))
|
||||
self.canvas.create_line((*start_coords, *end_coords), width=2, fill=color)
|
||||
|
||||
for cp in self.game.theater.controlpoints:
|
||||
coords = self.transform_point(cp.position)
|
||||
arc_size = 22 * math.pow(cp.importance, 1)
|
||||
arc_size = 16 * math.pow(cp.importance, 1)
|
||||
extent = max(cp.base.strength * 180, 10)
|
||||
start = (180 - extent) / 2
|
||||
|
||||
|
||||
@ -19,7 +19,7 @@ def base_path() -> str:
|
||||
if os.path.exists(openbeta_path):
|
||||
return openbeta_path
|
||||
else:
|
||||
return os.path.join(_user_folder, "Saved Games" , "DCS")
|
||||
return os.path.join(_user_folder, "Saved Games", "DCS")
|
||||
|
||||
|
||||
def _save_file() -> str:
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user