Compare commits

..

22 Commits

Author SHA1 Message Date
Vasyl Horbachenko
fa5259d1f2 minor fixes before rc 2018-09-10 01:48:38 +03:00
Vasyl Horbachenko
7a5361c057 minor updates and strike mission objects expand 2018-09-10 01:38:50 +03:00
Vasyl Horbachenko
40bfb6fa88 strike operations fixes 2018-09-09 23:56:30 +03:00
Vasyl Horbachenko
61a237d1ae proper settings for barcap 2018-09-09 20:57:32 +03:00
Vasyl Horbachenko
cf7276b528 updated AA units 2018-09-09 20:39:49 +03:00
Vasyl Horbachenko
67f69d0a7f updated AA units 2018-09-09 20:27:53 +03:00
Vasyl Horbachenko
a918914431 dont limit aircraft to predefined role; better scrambling screen 2018-09-09 20:21:07 +03:00
Vasyl Horbachenko
4ba1dd87e8 updates to strike missions; frontline operations invalid units placement fixed; minor UI updates 2018-09-09 04:15:44 +03:00
Vasyl Horbachenko
e0d82da6cb save game version check; mission description in briefings; minor fixes and improvements; predefined ground objects (statics) support; strike mission WIP 2018-09-09 01:21:32 +03:00
Vasyl Horbachenko
2179e4af47 Merge pull request #12 from Khopa/ui_dev
Modified UI Style
2018-09-08 19:15:52 +03:00
Khopa
75d734d6e4 Typo in UI 2018-08-09 13:08:07 +02:00
Khopa
1d73affa08 New style for event result menu 2018-08-08 23:40:10 +02:00
Khopa
834ee30c86 Style for event result menu 2018-08-08 23:18:49 +02:00
Khopa
d236b8a94d UI alignement in base menu 2018-08-08 22:38:09 +02:00
Khopa
a132cba7ef Changed the color of text on map (easier to read this way for now imo) 2018-08-08 22:30:33 +02:00
Khopa
86706231e0 New style for event/mission menu 2018-08-08 22:30:12 +02:00
Khopa
5eb921948a Display the units x/x/x value of the base in the base menu. 2018-08-08 21:52:09 +02:00
Khopa
fd54a5f86c Display the name of the base in base menu 2018-08-08 21:41:16 +02:00
Khopa
1b2ad5b419 Improved style of main menu, configuration menu, and base menu 2018-08-08 21:22:00 +02:00
Khopa
14cd54668e Improved style of new game menu 2018-08-08 18:45:25 +02:00
Khopa
2047089b64 Added icon to ui windows. 2018-08-08 16:27:42 +02:00
Khopa
ee924ef36e Added title name to UI window 2018-08-08 16:24:20 +02:00
65 changed files with 1432 additions and 703 deletions

View File

@@ -17,10 +17,13 @@ from game.game import Game
from theater import start_generator
from userdata import persistency, logging as logging_module
assert len(sys.argv) >= 3, "__init__.py should be started with two mandatory arguments: %UserProfile% location and application version"
persistency.setup(sys.argv[1])
dcs.planes.FlyingType.payload_dirs = [os.path.join(os.path.dirname(os.path.realpath(__file__)), "resources\\payloads")]
logging_module.setup_version_string(sys.argv[2])
VERSION_STRING = sys.argv[2]
logging_module.setup_version_string(VERSION_STRING)
logging.info("Using {} as userdata folder".format(persistency.base_path()))
@@ -29,10 +32,23 @@ def proceed_to_main_menu(game: Game):
m.display()
def is_version_compatible(save_version):
current_version = VERSION_STRING.split(".")
save_version = save_version.split(".")
if "--ignore-save" in sys.argv:
return False
if current_version[:2] == save_version[:2]:
return True
return False
w = ui.window.Window()
try:
game = persistency.restore_game()
if not game:
if not game or not is_version_compatible(game.settings.version):
new_game_menu = None # type: NewGameMenu
def start_new_game(player_name: str, enemy_name: str, terrain: str, sams: bool, midgame: bool, multiplier: float):
@@ -54,6 +70,7 @@ try:
game.budget = int(game.budget * multiplier)
game.settings.multiplier = multiplier
game.settings.sams = sams
game.settings.version = VERSION_STRING
if midgame:
game.budget = game.budget * 4 * len(list(conflicttheater.conflicts()))
@@ -65,6 +82,7 @@ try:
else:
proceed_to_main_menu(game)
except Exception as e:
print(e)
ui.corruptedsavemenu.CorruptedSaveMenu(w).display()
w.run()

View File

@@ -1,4 +1,5 @@
import typing
import enum
from dcs.vehicles import *
from dcs.unitgroup import *
@@ -99,13 +100,11 @@ PRICES = {
Unarmed.Transport_M818: 3,
AirDefence.AAA_Vulcan_M163: 5,
AirDefence.SAM_Avenger_M1097: 10,
AirDefence.SAM_Patriot_ICC: 15,
AirDefence.SAM_Linebacker_M6: 10,
AirDefence.AAA_ZU_23_on_Ural_375: 5,
AirDefence.SAM_SA_18_Igla_S_MANPADS: 8,
AirDefence.SAM_SA_19_Tunguska_2S6: 15,
AirDefence.SAM_SA_8_Osa_9A33: 13,
AirDefence.SPAAA_ZSU_23_4_Shilka: 8,
AirDefence.SAM_SA_9_Strela_1_9P31: 13,
AirDefence.SAM_SA_8_Osa_9A33: 18,
# ship
CV_1143_5_Admiral_Kuznetsov: 100,
@@ -182,17 +181,15 @@ UNIT_BY_TASK = {
# those are listed multiple times here to balance prioritization more into lower tier AAs
AirDefence.AAA_Vulcan_M163,
AirDefence.AAA_Vulcan_M163,
AirDefence.SAM_Avenger_M1097,
AirDefence.SAM_Avenger_M1097,
AirDefence.SAM_Avenger_M1097,
AirDefence.SAM_Patriot_ICC,
AirDefence.AAA_Vulcan_M163,
AirDefence.SAM_Linebacker_M6,
AirDefence.AAA_ZU_23_on_Ural_375,
AirDefence.AAA_ZU_23_on_Ural_375,
AirDefence.AAA_ZU_23_on_Ural_375,
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_19_Tunguska_2S6,
],
Reconnaissance: [Unarmed.Transport_M818, Unarmed.Transport_Ural_375, Unarmed.Transport_UAZ_469],
@@ -207,10 +204,9 @@ UNIT_BY_TASK = {
Units from AirDefense category of UNIT_BY_TASK that will be removed from use if "No SAM" option is checked at the start of the game
"""
SAM_BAN = [
AirDefence.SAM_Avenger_M1097,
AirDefence.SAM_Patriot_ICC,
AirDefence.SAM_Linebacker_M6,
AirDefence.SAM_SA_19_Tunguska_2S6,
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.SAM_SA_8_Osa_9A33,
]
@@ -232,8 +228,8 @@ CARRIER_TAKEOFF_BAN = [
AirDefense units that will be spawned at control points not related to the current operation
"""
EXTRA_AA = {
"Russia": AirDefence.SAM_SA_9_Strela_1_9P31,
"USA": AirDefence.SAM_Patriot_EPP_III,
"Russia": AirDefence.SAM_SA_19_Tunguska_2S6,
"USA": AirDefence.SAM_Linebacker_M6,
}
"""
@@ -270,10 +266,9 @@ UNIT_BY_COUNTRY = {
UH_1H,
Mi_8MT,
AirDefence.AAA_ZU_23_on_Ural_375,
AirDefence.SAM_SA_18_Igla_S_MANPADS,
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_19_Tunguska_2S6,
Armor.APC_BTR_80,
Armor.MBT_T_90,
@@ -317,8 +312,7 @@ UNIT_BY_COUNTRY = {
Infantry.Infantry_M4,
AirDefence.AAA_Vulcan_M163,
AirDefence.SAM_Avenger_M1097,
AirDefence.SAM_Patriot_ICC,
AirDefence.SAM_Linebacker_M6,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
@@ -343,11 +337,11 @@ Payload will be used for operation of following type, "*" category will be used
"""
PLANE_PAYLOAD_OVERRIDES = {
FA_18C_hornet: {
"*": "AIM-120*4,AIM-9*2,AIM-7*2,Fuel",
CAP: "AIM-120*4,AIM-9*2,AIM-7*2,Fuel",
},
Su_33: {
"*": "R-73*4,R-27R*2,R-27ER*6",
CAP: "R-73*4,R-27R*2,R-27ER*6",
},
AJS37: {
@@ -360,6 +354,7 @@ PLANE_PAYLOAD_OVERRIDES = {
A_10C: {
CAS: "AGM-65D*2,AGM-65H*2,GBU-12*2,GBU-38*2,AIM-9*2,TGP,ECM,MK151*7",
GroundAttack: "AGM-65K*2,GBU-12*8,AIM-9M*2.ECM,TGP",
},
Ka_50: {
@@ -367,7 +362,7 @@ PLANE_PAYLOAD_OVERRIDES = {
},
M_2000C: {
"*": "Combat Air Patrol",
CAP: "Combat Air Patrol",
},
MiG_21Bis: {

View File

@@ -4,6 +4,6 @@ from .frontlinepatrol import *
from .intercept import *
from .baseattack import *
from .navalintercept import *
from .antiaastrike import *
from .insurgentattack import *
from .infantrytransport import *
from .strike import *

View File

@@ -1,86 +0,0 @@
import math
import random
from dcs.task import *
from game import *
from game.event import *
from game.operation.antiaastrike import AntiAAStrikeOperation
from userdata.debriefing import Debriefing
class AntiAAStrikeEvent(Event):
TARGET_AMOUNT_MAX = 2
STRENGTH_INFLUENCE = 0.3
SUCCESS_TARGETS_HIT_PERCENTAGE = 0.5
targets = None # type: db.ArmorDict
def __str__(self):
return "Anti-AA strike"
def is_successfull(self, debriefing: Debriefing):
total_targets = sum(self.targets.values())
destroyed_targets = 0
for unit, count in debriefing.destroyed_units[self.defender_name].items():
if unit in self.targets:
destroyed_targets += count
if self.from_cp.captured:
return math.ceil(float(destroyed_targets) / total_targets) >= self.SUCCESS_TARGETS_HIT_PERCENTAGE
else:
return math.ceil(float(destroyed_targets) / total_targets) < self.SUCCESS_TARGETS_HIT_PERCENTAGE
def commit(self, debriefing: Debriefing):
super(AntiAAStrikeEvent, self).commit(debriefing)
if self.from_cp.captured:
if self.is_successfull(debriefing):
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
else:
self.to_cp.base.affect_strength(+self.STRENGTH_INFLUENCE)
else:
if self.is_successfull(debriefing):
self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
else:
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
def skip(self):
if self.to_cp.captured:
self.to_cp.base.affect_strength(-0.1)
def player_attacking(self, strikegroup: db.PlaneDict, clients: db.PlaneDict):
self.targets = self.to_cp.base.assemble_aa(count=self.to_cp.base.total_aa)
op = AntiAAStrikeOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients=clients,
defender_clients={},
from_cp=self.from_cp,
to_cp=self.to_cp)
op.setup(target=self.targets,
strikegroup=strikegroup,
interceptors={})
self.operation = op
def player_defending(self, interceptors: db.PlaneDict, clients: db.PlaneDict):
self.targets = self.to_cp.base.assemble_aa()
op = AntiAAStrikeOperation(
self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients={},
defender_clients=clients,
from_cp=self.from_cp,
to_cp=self.to_cp
)
strikegroup = self.from_cp.base.scramble_cas(self.game.settings.multiplier)
op.setup(target=self.targets,
strikegroup=strikegroup,
interceptors=interceptors)
self.operation = op

View File

@@ -1,13 +1,16 @@
import typing
import math
import random
from dcs.task import *
from dcs.unittype import UnitType
from game import db
from game.operation.baseattack import BaseAttackOperation
from userdata.debriefing import Debriefing
from .event import Event
from .event import *
from ..operation.operation import flight_dict_from
class BaseAttackEvent(Event):
@@ -18,6 +21,18 @@ class BaseAttackEvent(Event):
def __str__(self):
return "Base attack"
@property
def tasks(self):
return [CAP, CAS, PinpointStrike]
def flight_name(self, for_task: typing.Type[Task]) -> str:
if for_task == CAP:
return "Escort flight"
elif for_task == CAS:
return "CAS flight"
elif for_task == PinpointStrike:
return "Ground attack"
def is_successfull(self, debriefing: Debriefing):
alive_attackers = sum([v for k, v in debriefing.alive_units[self.attacker_name].items() if db.unit_task(k) == PinpointStrike])
alive_defenders = sum([v for k, v in debriefing.alive_units[self.defender_name].items() if db.unit_task(k) == PinpointStrike])
@@ -32,6 +47,7 @@ class BaseAttackEvent(Event):
if self.is_successfull(debriefing):
if self.from_cp.captured:
self.to_cp.captured = True
self.to_cp.ground_objects = []
self.to_cp.base.filter_units(db.UNIT_BY_COUNTRY[self.attacker_name])
self.to_cp.base.affect_strength(+self.STRENGTH_RECOVERY)
@@ -44,7 +60,9 @@ class BaseAttackEvent(Event):
if not self.is_player_attacking and self.to_cp.captured:
self.to_cp.captured = False
def player_defending(self, interceptors: db.PlaneDict, clients: db.PlaneDict):
def player_defending(self, flights: ScrambledFlightsDict):
assert CAP in flights and len(flights) == 1, "Invalid scrambled flights"
cas = self.from_cp.base.scramble_cas(self.game.settings.multiplier)
escort = self.from_cp.base.scramble_sweep(self.game.settings.multiplier)
attackers = self.from_cp.base.armor
@@ -52,36 +70,34 @@ class BaseAttackEvent(Event):
op = BaseAttackOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients={},
defender_clients=clients,
from_cp=self.from_cp,
to_cp=self.to_cp)
op.setup(cas=cas,
escort=escort,
op.setup(cas=flight_dict_from(cas),
escort=flight_dict_from(escort),
intercept=flights[CAP],
attack=attackers,
intercept=interceptors,
defense=self.to_cp.base.armor,
aa=self.to_cp.base.aa)
self.operation = op
def player_attacking(self, cas: db.PlaneDict, escort: db.PlaneDict, armor: db.ArmorDict, clients: db.PlaneDict):
def player_attacking(self, flights: ScrambledFlightsDict):
assert CAP in flights and CAS in flights and PinpointStrike in flights and len(flights) == 3, "Invalid flights"
op = BaseAttackOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients=clients,
defender_clients={},
from_cp=self.from_cp,
to_cp=self.to_cp)
defenders = self.to_cp.base.scramble_sweep(self.game.settings.multiplier)
defenders.update(self.to_cp.base.scramble_cas(self.game.settings.multiplier))
op.setup(cas=cas,
escort=escort,
attack=armor,
intercept=defenders,
op.setup(cas=flights[CAS],
escort=flights[CAP],
attack=flights[PinpointStrike],
intercept=flight_dict_from(defenders),
defense=self.to_cp.base.armor,
aa=self.to_cp.base.assemble_aa())

View File

@@ -1,14 +1,22 @@
import typing
import logging
from dcs.unittype import UnitType
from dcs.task import Task
from dcs.unittype import UnitType
from game import *
from theater import *
from gen.environmentgen import EnvironmentSettings
from game.operation.operation import flight_dict_from, dict_from_flight
from userdata.debriefing import Debriefing
from userdata import persistency
DIFFICULTY_LOG_BASE = 1.1
ScrambledFlightsDict = typing.Dict[typing.Type[Task], typing.Dict[typing.Type[UnitType], typing.Tuple[int, int]]]
class Event:
silent = False
@@ -42,12 +50,29 @@ class Event:
def threat_description(self) -> str:
return ""
def flight_name(self, for_task: typing.Type[typing.Type[Task]]) -> str:
return "Flight"
@property
def tasks(self) -> typing.Collection[typing.Type[Task]]:
return []
@property
def ai_banned_tasks(self) -> typing.Collection[typing.Type[Task]]:
return []
def bonus(self) -> int:
return int(math.log(self.to_cp.importance + 1, DIFFICULTY_LOG_BASE) * self.BONUS_BASE)
def is_successfull(self, debriefing: Debriefing) -> bool:
return self.operation.is_successfull(debriefing)
def player_attacking(self, flights: ScrambledFlightsDict):
assert False
def player_defending(self, flights: ScrambledFlightsDict):
assert False
def generate(self):
self.operation.is_awacs_enabled = self.is_awacs_enabled
@@ -71,8 +96,24 @@ class Event:
else:
cp = self.to_cp
logging.info("base {} commit losses {}".format(cp.base, losses))
cp.base.commit_losses(losses)
for object_identifier in debriefing.destroyed_objects:
for cp in self.game.theater.controlpoints:
remove_ids = []
if not cp.ground_objects:
continue
for i, ground_object in enumerate(cp.ground_objects):
if ground_object.matches_string_identifier(object_identifier):
logging.info("cp {} removing ground object {}".format(cp, ground_object.string_identifier))
remove_ids.append(i)
remove_ids.reverse()
for i in remove_ids:
del cp.ground_objects[i]
def skip(self):
pass

View File

@@ -24,6 +24,21 @@ class FrontlineAttackEvent(Event):
def threat_description(self):
return "{} vehicles".format(self.to_cp.base.assemble_count())
@property
def tasks(self) -> typing.Collection[typing.Type[Task]]:
if self.is_player_attacking:
return [CAS, PinpointStrike]
else:
return [CAP, PinpointStrike]
def flight_name(self, for_task: typing.Type[Task]) -> str:
if for_task == CAS:
return "CAS flight"
elif for_task == CAP:
return "CAP flight"
elif for_task == PinpointStrike:
return "Ground attack"
def __str__(self):
return "Frontline attack"
@@ -54,20 +69,21 @@ class FrontlineAttackEvent(Event):
if self.to_cp.captured:
self.to_cp.base.affect_strength(-0.1)
def player_attacking(self, armor: db.ArmorDict, strikegroup: db.PlaneDict, clients: db.PlaneDict):
def player_attacking(self, flights: ScrambledFlightsDict):
assert CAS in flights and PinpointStrike in flights and len(flights) == 2, "Invalid flights"
self.defenders = self.to_cp.base.assemble_attack()
op = FrontlineAttackOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients=clients,
defender_clients={},
from_cp=self.from_cp,
to_cp=self.to_cp)
armor = dict_from_flight(flights[PinpointStrike])
op.setup(target=self.defenders,
attackers=db.unitdict_restrict_count(armor, sum(self.defenders.values())),
strikegroup=strikegroup)
strikegroup=flights[CAS])
self.operation = op

View File

@@ -22,23 +22,19 @@ class FrontlinePatrolEvent(Event):
def threat_description(self):
return "{} aircraft + ? CAS".format(self.to_cp.base.scramble_count(self.game.settings.multiplier * self.ESCORT_FACTOR, CAP))
@property
def tasks(self):
return [CAP, PinpointStrike]
def flight_name(self, for_task: typing.Type[Task]) -> str:
if for_task == CAP:
return "CAP flight"
elif for_task == PinpointStrike:
return "Ground attack"
def __str__(self):
return "Frontline CAP"
"""
def is_successfull(self, debriefing: Debriefing):
total_targets = sum(self.cas.values())
destroyed_targets = 0
for unit, count in debriefing.destroyed_units[self.defender_name].items():
if unit in self.cas:
destroyed_targets += count
if self.from_cp.captured:
return float(destroyed_targets) / total_targets >= self.SUCCESS_TARGETS_HIT_PERCENTAGE
else:
return float(destroyed_targets) / total_targets < self.SUCCESS_TARGETS_HIT_PERCENTAGE
"""
def is_successfull(self, debriefing: Debriefing):
alive_attackers = sum([v for k, v in debriefing.alive_units[self.attacker_name].items() if db.unit_task(k) == PinpointStrike])
alive_defenders = sum([v for k, v in debriefing.alive_units[self.defender_name].items() if db.unit_task(k) == PinpointStrike])
@@ -65,23 +61,23 @@ class FrontlinePatrolEvent(Event):
def skip(self):
pass
def player_attacking(self, interceptors: db.PlaneDict, clients: db.PlaneDict, armor: db.ArmorDict):
def player_attacking(self, flights: ScrambledFlightsDict):
assert CAP in flights and PinpointStrike in flights and len(flights) == 2, "Invalid flights"
self.cas = self.to_cp.base.scramble_cas(self.game.settings.multiplier)
self.escort = self.to_cp.base.scramble_sweep(self.game.settings.multiplier * self.ESCORT_FACTOR)
op = FrontlinePatrolOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients=clients,
defender_clients={},
from_cp=self.from_cp,
to_cp=self.to_cp)
defenders = self.to_cp.base.assemble_attack()
op.setup(cas=self.cas,
escort=self.escort,
interceptors=interceptors,
armor_attackers=db.unitdict_restrict_count(armor, sum(defenders.values())),
op.setup(cas=flight_dict_from(self.cas),
escort=flight_dict_from(self.escort),
interceptors=flights[CAP],
armor_attackers=db.unitdict_restrict_count(dict_from_flight(flights[PinpointStrike]), sum(defenders.values())),
armor_defenders=defenders)
self.operation = op

View File

@@ -9,7 +9,7 @@ from game.operation.infantrytransport import InfantryTransportOperation
from theater.conflicttheater import *
from userdata.debriefing import Debriefing
from .event import Event
from .event import *
class InfantryTransportEvent(Event):
@@ -18,6 +18,14 @@ class InfantryTransportEvent(Event):
def __str__(self):
return "Frontline transport troops"
@property
def tasks(self):
return [Embarking]
def flight_name(self, for_task: typing.Type[Task]) -> str:
if for_task == Embarking:
return "Transport flight"
def is_successfull(self, debriefing: Debriefing):
return True
@@ -29,19 +37,19 @@ class InfantryTransportEvent(Event):
else:
self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
def player_attacking(self, transport: db.HeliDict, clients: db.HeliDict):
def player_attacking(self, flights: ScrambledFlightsDict):
assert Embarking in flights and len(flights) == 1, "Invalid flights"
op = InfantryTransportOperation(
game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients=clients,
defender_clients={},
from_cp=self.from_cp,
to_cp=self.to_cp
)
air_defense = db.find_unittype(AirDefence, self.defender_name)[0]
op.setup(transport=transport,
op.setup(transport=flights[Embarking],
aa={air_defense: 2})
self.operation = op

View File

@@ -8,6 +8,8 @@ from game.event import *
from game.event.frontlineattack import FrontlineAttackEvent
from game.operation.insurgentattack import InsurgentAttackOperation
from .event import *
class InsurgentAttackEvent(Event):
SUCCESS_FACTOR = 0.7
@@ -18,6 +20,14 @@ class InsurgentAttackEvent(Event):
def threat_description(self):
return ""
@property
def tasks(self):
return [CAS]
def flight_name(self, for_task: typing.Type[Task]) -> str:
if for_task == CAS:
return "Ground intercept flight"
def __str__(self):
return "Destroy insurgents"
@@ -30,7 +40,9 @@ class InsurgentAttackEvent(Event):
else:
return not attackers_success
def player_defending(self, strikegroup: db.PlaneDict, clients: db.PlaneDict):
def player_defending(self, flights: ScrambledFlightsDict):
assert CAS in flights and len(flights) == 1, "Invalid flights"
suitable_unittypes = db.find_unittype(Reconnaissance, self.attacker_name)
random.shuffle(suitable_unittypes)
unittypes = suitable_unittypes[:self.TARGET_VARIETY]
@@ -40,14 +52,9 @@ class InsurgentAttackEvent(Event):
op = InsurgentAttackOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients={},
defender_clients=clients,
from_cp=self.from_cp,
to_cp=self.to_cp)
op.setup(target=self.targets,
strikegroup=strikegroup)
strikegroup=flights[CAS])
self.operation = op
def player_attacking(self, interceptors: db.PlaneDict, clients: db.PlaneDict):
assert False

View File

@@ -9,7 +9,7 @@ from game.operation.intercept import InterceptOperation
from theater.conflicttheater import *
from userdata.debriefing import Debriefing
from .event import Event
from .event import *
class InterceptEvent(Event):
@@ -20,7 +20,18 @@ class InterceptEvent(Event):
transport_unit = None # type: FlyingType
def __str__(self):
return "Intercept"
return "Air Intercept"
@property
def tasks(self):
return [CAP]
def flight_name(self, for_task: typing.Type[Task]) -> str:
if for_task == CAP:
if self.is_player_attacking:
return "Intercept flight"
else:
return "Escort flight"
def _enemy_scramble_multiplier(self) -> float:
is_global = self.from_cp.is_global or self.to_cp.is_global
@@ -57,7 +68,9 @@ class InterceptEvent(Event):
if self.to_cp.captured:
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
def player_attacking(self, interceptors: db.PlaneDict, clients: db.PlaneDict):
def player_attacking(self, flights: ScrambledFlightsDict):
assert CAP in flights and len(flights) == 1, "Invalid flights"
escort = self.to_cp.base.scramble_sweep(self._enemy_scramble_multiplier())
self.transport_unit = random.choice(db.find_unittype(Transport, self.defender_name))
@@ -67,20 +80,19 @@ class InterceptEvent(Event):
op = InterceptOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients=clients,
defender_clients={},
from_cp=self.from_cp,
to_cp=self.to_cp)
op.setup(escort=escort,
op.setup(escort=flight_dict_from(escort),
transport={self.transport_unit: 1},
airdefense={airdefense_unit: self.AIRDEFENSE_COUNT},
interceptors=interceptors)
interceptors=flights[CAP])
self.operation = op
def player_defending(self, escort: db.PlaneDict, clients: db.PlaneDict):
# TODO: even not quick mission is too quick
def player_defending(self, flights: ScrambledFlightsDict):
assert CAP in flights and len(flights) == 1, "Invalid flights"
interceptors = self.from_cp.base.scramble_interceptors(self.game.settings.multiplier)
self.transport_unit = random.choice(db.find_unittype(Transport, self.defender_name))
@@ -89,14 +101,12 @@ class InterceptEvent(Event):
op = InterceptOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients={},
defender_clients=clients,
from_cp=self.from_cp,
to_cp=self.to_cp)
op.setup(escort=escort,
op.setup(escort=flights[CAP],
transport={self.transport_unit: 1},
interceptors=interceptors,
interceptors=flight_dict_from(interceptors),
airdefense={})
self.operation = op

View File

@@ -9,7 +9,7 @@ from game import db
from game.operation.navalintercept import NavalInterceptionOperation
from userdata.debriefing import Debriefing
from .event import Event
from .event import *
class NavalInterceptEvent(Event):
@@ -26,6 +26,19 @@ class NavalInterceptEvent(Event):
def __str__(self) -> str:
return "Naval intercept"
@property
def tasks(self):
if self.is_player_attacking:
return [CAS]
else:
return [CAP]
def flight_name(self, for_task: typing.Type[Task]) -> str:
if for_task == CAS:
return "Naval intercept flight"
elif for_task == CAP:
return "CAP flight"
@property
def threat_description(self):
s = "{} ship(s)".format(self._targets_count())
@@ -64,7 +77,9 @@ class NavalInterceptEvent(Event):
if self.to_cp.captured:
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
def player_attacking(self, strikegroup: db.PlaneDict, clients: db.PlaneDict):
def player_attacking(self, flights: ScrambledFlightsDict):
assert CAS in flights and len(flights) == 1, "Invalid flights"
self.targets = {
random.choice(db.find_unittype(CargoTransportation, self.defender_name)): self._targets_count(),
}
@@ -73,19 +88,19 @@ class NavalInterceptEvent(Event):
self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients=clients,
defender_clients={},
from_cp=self.from_cp,
to_cp=self.to_cp
)
op.setup(strikegroup=strikegroup,
op.setup(strikegroup=flights[CAS],
interceptors={},
targets=self.targets)
self.operation = op
def player_defending(self, interceptors: db.PlaneDict, clients: db.PlaneDict):
def player_defending(self, flights: ScrambledFlightsDict):
assert CAP in flights and len(flights) == 1, "Invalid flights"
self.targets = {
random.choice(db.find_unittype(CargoTransportation, self.defender_name)): self._targets_count(),
}
@@ -94,15 +109,13 @@ class NavalInterceptEvent(Event):
self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients={},
defender_clients=clients,
from_cp=self.from_cp,
to_cp=self.to_cp
)
strikegroup = self.from_cp.base.scramble_cas(self.game.settings.multiplier)
op.setup(strikegroup=strikegroup,
interceptors=interceptors,
op.setup(strikegroup=flight_dict_from(strikegroup),
interceptors=flights[CAP],
targets=self.targets)
self.operation = op

69
game/event/strike.py Normal file
View File

@@ -0,0 +1,69 @@
import math
import random
from dcs.task import *
from dcs.vehicles import *
from game import db
from game.operation.strike import StrikeOperation
from theater.conflicttheater import *
from userdata.debriefing import Debriefing
from .event import *
class StrikeEvent(Event):
STRENGTH_INFLUENCE = 0.0
SINGLE_OBJECT_STRENGTH_INFLUENCE = 0.03
def __str__(self):
return "Strike"
def is_successfull(self, debriefing: Debriefing):
return True
@property
def threat_description(self):
return "{} aircraft + AA".format(self.to_cp.base.scramble_count(self.game.settings.multiplier, CAP))
@property
def tasks(self):
if self.is_player_attacking:
return [CAP, CAS]
else:
return [CAP]
@property
def ai_banned_tasks(self):
return [CAS]
def flight_name(self, for_task: typing.Type[Task]) -> str:
if for_task == CAP:
if self.is_player_attacking:
return "Escort flight"
else:
return "CAP flight"
elif for_task == CAS:
return "Strike flight"
def commit(self, debriefing: Debriefing):
super(StrikeEvent, self).commit(debriefing)
self.to_cp.base.affect_strength(-self.SINGLE_OBJECT_STRENGTH_INFLUENCE * len(debriefing.destroyed_objects))
def player_attacking(self, flights: ScrambledFlightsDict):
assert CAP in flights and CAS in flights and len(flights) == 2, "Invalid flights"
op = StrikeOperation(
self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
from_cp=self.from_cp,
to_cp=self.to_cp
)
interceptors = self.to_cp.base.scramble_interceptors(self.game.settings.multiplier)
op.setup(strikegroup=flights[CAS],
escort=flights[CAP],
interceptors=flight_dict_from(interceptors))
self.operation = op

View File

@@ -52,10 +52,10 @@ EVENT_PROBABILITIES = {
BaseAttackEvent: [100, 10],
FrontlineAttackEvent: [100, 0],
FrontlinePatrolEvent: [100, 0],
StrikeEvent: [100, 0],
InterceptEvent: [25, 10],
InsurgentAttackEvent: [0, 10],
NavalInterceptEvent: [25, 10],
AntiAAStrikeEvent: [25, 10],
InfantryTransportEvent: [25, 0],
}
@@ -120,15 +120,18 @@ class Game:
if not Conflict.has_frontline_between(player_cp, enemy_cp):
continue
if self._roll(player_probability, player_cp.base.strength):
if player_probability == 100 or self._roll(player_probability, player_cp.base.strength):
if event_class == NavalInterceptEvent and enemy_cp.radials == LAND:
pass
else:
if event_class == BaseAttackEvent and enemy_cp.base.strength > PLAYER_BASEATTACK_THRESHOLD:
pass
else:
self.events.append(event_class(self.player, self.enemy, player_cp, enemy_cp, self))
elif self._roll(enemy_probability, enemy_cp.base.strength):
if event_class == StrikeEvent and not enemy_cp.ground_objects:
pass
else:
self.events.append(event_class(self.player, self.enemy, player_cp, enemy_cp, self))
elif enemy_probability == 100 or self._roll(enemy_probability, enemy_cp.base.strength):
if event_class in enemy_generated_types:
continue
@@ -141,15 +144,15 @@ class Game:
if event_class == NavalInterceptEvent:
if player_cp.radials == LAND:
continue
elif event_class == StrikeEvent:
if not player_cp.ground_objects:
continue
elif event_class == BaseAttackEvent:
if enemy_cap_generated:
continue
if enemy_cp.base.total_armor == 0:
continue
enemy_cap_generated = True
elif event_class == AntiAAStrikeEvent:
if player_cp.base.total_aa == 0:
continue
enemy_generated_types.append(event_class)
self.events.append(event_class(self.enemy, self.player, enemy_cp, player_cp, self))

View File

@@ -1,53 +0,0 @@
from dcs.terrain import Terrain
from game import db
from gen.armor import *
from gen.aircraft import *
from gen.aaa import *
from gen.shipgen import *
from gen.triggergen import *
from gen.airsupportgen import *
from gen.visualgen import *
from gen.conflictgen import Conflict
from .operation import Operation
class AntiAAStrikeOperation(Operation):
strikegroup = None # type: db.PlaneDict
interceptors = None # type: db.PlaneDict
target = None # type: db.ArmorDict
def setup(self,
target: db.ArmorDict,
strikegroup: db.PlaneDict,
interceptors: db.PlaneDict):
self.strikegroup = strikegroup
self.interceptors = interceptors
self.target = target
def prepare(self, terrain: Terrain, is_quick: bool):
super(AntiAAStrikeOperation, self).prepare(terrain, is_quick)
if self.defender_name == self.game.player:
self.attackers_starting_position = None
self.defenders_starting_position = None
conflict = Conflict.ground_base_attack(
attacker=self.mission.country(self.attacker_name),
defender=self.mission.country(self.defender_name),
from_cp=self.from_cp,
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(mission=self.mission,
conflict=conflict)
def generate(self):
self.airgen.generate_cas_strikegroup(self.strikegroup, clients=self.attacker_clients, at=self.attackers_starting_position)
if self.interceptors:
self.airgen.generate_defense(self.interceptors, clients=self.defender_clients, at=self.defenders_starting_position)
self.armorgen.generate({}, self.target)
super(AntiAAStrikeOperation, self).generate()

View File

@@ -9,13 +9,13 @@ from gen.triggergen import *
from gen.airsupportgen import *
from gen.visualgen import *
from .operation import Operation
from .operation import *
class BaseAttackOperation(Operation):
cas = None # type: db.PlaneDict
escort = None # type: db.PlaneDict
intercept = None # type: db.PlaneDict
cas = None # type: FlightDict
escort = None # type: FlightDict
intercept = None # type: FlightDict
attack = None # type: db.ArmorDict
defense = None # type: db.ArmorDict
aa = None # type: db.AirDefenseDict
@@ -23,10 +23,10 @@ class BaseAttackOperation(Operation):
trigger_radius = TRIGGER_RADIUS_SMALL
def setup(self,
cas: db.PlaneDict,
escort: db.PlaneDict,
attack: db.ArmorDict,
intercept: db.PlaneDict,
cas: FlightDict,
escort: FlightDict,
attack: FlightDict,
intercept: FlightDict,
defense: db.ArmorDict,
aa: db.AirDefenseDict):
self.cas = cas
@@ -57,11 +57,14 @@ class BaseAttackOperation(Operation):
self.armorgen.generate(self.attack, self.defense)
self.aagen.generate(self.aa)
self.airgen.generate_defense(self.intercept, clients=self.defender_clients, at=self.defenders_starting_position)
self.airgen.generate_defense(*flight_arguments(self.intercept), at=self.defenders_starting_position)
self.airgen.generate_cas_strikegroup(self.cas, clients=self.attacker_clients, at=self.attackers_starting_position)
self.airgen.generate_attackers_escort(self.escort, clients=self.attacker_clients, at=self.attackers_starting_position)
self.airgen.generate_cas_strikegroup(*flight_arguments(self.cas), at=self.attackers_starting_position)
self.airgen.generate_attackers_escort(*flight_arguments(self.escort), at=self.attackers_starting_position)
self.visualgen.generate_target_smokes(self.to_cp)
self.briefinggen.title = "Base attack"
self.briefinggen.description = "The goal of an attacker is to lower defender presence by destroying their armor and aircraft. Base will be considered captured if attackers on the ground overrun the defenders. Be advised that your flight will not attack anything until you explicitly tell them so by comms menu."
super(BaseAttackOperation, self).generate()

View File

@@ -12,21 +12,21 @@ from gen.airsupportgen import *
from gen.visualgen import *
from gen.conflictgen import Conflict
from .operation import Operation
from .operation import *
MAX_DISTANCE_BETWEEN_GROUPS = 12000
class FrontlineAttackOperation(Operation):
strikegroup = None # type: FlightDict
attackers = None # type: db.ArmorDict
strikegroup = None # type: db.PlaneDict
target = None # type: db.ArmorDict
def setup(self,
target: db.ArmorDict,
attackers: db.ArmorDict,
strikegroup: db.PlaneDict):
strikegroup: FlightDict):
self.strikegroup = strikegroup
self.target = target
self.attackers = attackers
@@ -50,5 +50,8 @@ class FrontlineAttackOperation(Operation):
def generate(self):
self.armorgen.generate_vec(self.attackers, self.target)
self.airgen.generate_cas_strikegroup(self.strikegroup, clients=self.attacker_clients, at=self.attackers_starting_position)
self.airgen.generate_cas_strikegroup(*flight_arguments(self.strikegroup), at=self.attackers_starting_position)
self.briefinggen.title = "Frontline CAS"
self.briefinggen.description = "Provide CAS for the ground forces attacking enemy lines. Operation will be considered successful if total number of enemy units will be lower than your own by a factor of 1.5 (i.e. with 12 units from both sides, enemy forces need to be reduced to at least 8), meaning that you (and, probably, your wingmans) should concentrate on destroying the enemy units. Target base strength will be lowered as a result. Be advised that your flight will not attack anything until you explicitly tell them so by comms menu."
super(FrontlineAttackOperation, self).generate()

View File

@@ -12,21 +12,26 @@ from gen.airsupportgen import *
from gen.visualgen import *
from gen.conflictgen import Conflict
from .operation import Operation
from .operation import *
MAX_DISTANCE_BETWEEN_GROUPS = 12000
class FrontlinePatrolOperation(Operation):
cas = None # type: db.PlaneDict
escort = None # type: db.PlaneDict
interceptors = None # type: db.PlaneDict
cas = None # type: FlightDict
escort = None # type: FlightDict
interceptors = None # type: FlightDict
armor_attackers = None # type: db.ArmorDict
armor_defenders = None # type: db.ArmorDict
def setup(self, cas: db.PlaneDict, escort: db.PlaneDict, interceptors: db.PlaneDict, armor_attackers: db.ArmorDict, armor_defenders: db.ArmorDict):
def setup(self,
cas: FlightDict,
escort: FlightDict,
interceptors: FlightDict,
armor_attackers: db.ArmorDict,
armor_defenders: db.ArmorDict):
self.cas = cas
self.escort = escort
self.interceptors = interceptors
@@ -50,9 +55,12 @@ class FrontlinePatrolOperation(Operation):
conflict=conflict)
def generate(self):
self.airgen.generate_defenders_cas(self.cas, {}, self.defenders_starting_position)
self.airgen.generate_defenders_escort(self.escort, {}, self.defenders_starting_position)
self.airgen.generate_patrol(self.interceptors, self.attacker_clients, self.attackers_starting_position)
self.airgen.generate_defenders_cas(*flight_arguments(self.cas), at=self.defenders_starting_position)
self.airgen.generate_defenders_escort(*flight_arguments(self.escort), at=self.defenders_starting_position)
self.airgen.generate_migcap(*flight_arguments(self.interceptors), at=self.attackers_starting_position)
self.armorgen.generate_vec(self.armor_attackers, self.armor_defenders)
self.briefinggen.title = "Frontline CAP"
self.briefinggen.description = "Providing CAP support for ground units attacking enemy lines. Enemy will scramble its CAS and your task is to intercept it. Operation will be considered successful if total number of friendly units will be lower than enemy by at least a factor of 0.8 (i.e. with 12 units from both sides, there should be at least 8 friendly units alive), lowering targets strength as a result."
super(FrontlinePatrolOperation, self).generate()

View File

@@ -10,14 +10,14 @@ from gen.airsupportgen import *
from gen.visualgen import *
from gen.conflictgen import Conflict
from .operation import Operation
from .operation import *
class InfantryTransportOperation(Operation):
transport = None # type: db.HeliDict
transport = None # type: FlightDict
aa = None # type: db.AirDefenseDict
def setup(self, transport: db.HeliDict, aa: db.AirDefenseDict):
def setup(self, transport: FlightDict, aa: db.AirDefenseDict):
self.transport = transport
self.aa = aa
@@ -36,11 +36,7 @@ class InfantryTransportOperation(Operation):
conflict=conflict)
def generate(self):
self.airgen.generate_passenger_transport(
helis=self.transport,
clients=self.attacker_clients,
at=self.attackers_starting_position
)
self.airgen.generate_passenger_transport(*flight_arguments(self.transport), at=self.attackers_starting_position)
self.armorgen.generate_passengers(count=6)
self.aagen.generate_at_defenders_location(self.aa)
@@ -48,6 +44,9 @@ class InfantryTransportOperation(Operation):
self.visualgen.generate_transportation_marker(self.conflict.ground_attackers_location)
self.visualgen.generate_transportation_destination(self.conflict.position)
self.briefinggen.title = "Infantry transport"
self.briefinggen.description = "Helicopter operation to transport infantry troops from the base to the front line. Lowers target strength"
# TODO: horrible, horrible hack
# this will disable vehicle activation triggers,
# which aren't needed on this type of missions

View File

@@ -10,16 +10,16 @@ from gen.airsupportgen import *
from gen.visualgen import *
from gen.conflictgen import Conflict
from .operation import Operation
from .operation import *
class InsurgentAttackOperation(Operation):
strikegroup = None # type: db.PlaneDict
strikegroup = None # type: FlightDict
target = None # type: db.ArmorDict
def setup(self,
target: db.ArmorDict,
strikegroup: db.PlaneDict):
strikegroup: FlightDict):
self.strikegroup = strikegroup
self.target = target
@@ -38,7 +38,10 @@ class InsurgentAttackOperation(Operation):
conflict=conflict)
def generate(self):
self.airgen.generate_defense(self.strikegroup, self.defender_clients, self.defenders_starting_position)
self.airgen.generate_defense(*flight_arguments(self.strikegroup), at=self.defenders_starting_position)
self.armorgen.generate(self.target, {})
self.briefinggen.title = "Destroy insurgents"
self.briefinggen.description = "Destroy vehicles of insurgents in close proximity of the friendly base. Be advised that your flight will not attack anything until you explicitly tell them so by comms menu."
super(InsurgentAttackOperation, self).generate()

View File

@@ -1,22 +1,22 @@
from dcs.terrain import Terrain
from gen import *
from .operation import Operation
from .operation import *
class InterceptOperation(Operation):
escort = None # type: db.PlaneDict
escort = None # type: FlightDict
transport = None # type: db.PlaneDict
interceptors = None # type: db.PlaneDict
interceptors = None # type: FlightDict
airdefense = None # type: db.AirDefenseDict
trigger_radius = TRIGGER_RADIUS_LARGE
def setup(self,
escort: db.PlaneDict,
escort: FlightDict,
transport: db.PlaneDict,
airdefense: db.AirDefenseDict,
interceptors: db.PlaneDict):
interceptors: FlightDict):
self.escort = escort
self.transport = transport
self.airdefense = airdefense
@@ -52,8 +52,12 @@ class InterceptOperation(Operation):
self.attackers_starting_position = ship
self.airgen.generate_transport(self.transport, self.to_cp.at)
self.airgen.generate_defenders_escort(self.escort, clients=self.defender_clients)
self.airgen.generate_defenders_escort(*flight_arguments(self.escort), at=self.defenders_starting_position)
self.airgen.generate_interception(*flight_arguments(self.interceptors), at=self.attackers_starting_position)
self.briefinggen.title = "Air Intercept"
self.briefinggen.description = "Intercept enemy supply transport aircraft. Escort will also be present if there are available planes on the base. Operation will be considered successful if most of the targets are destroyed, lowering targets strength as a result"
self.airgen.generate_interception(self.interceptors, clients=self.attacker_clients, at=self.attackers_starting_position)
super(InterceptOperation, self).generate()

View File

@@ -1,18 +1,18 @@
from dcs.terrain import Terrain
from gen import *
from .operation import Operation
from .operation import *
class NavalInterceptionOperation(Operation):
strikegroup = None # type: db.PlaneDict
interceptors = None # type: db.PlaneDict
strikegroup = None # type: FlightDict
interceptors = None # type: FlightDict
targets = None # type: db.ShipDict
trigger_radius = TRIGGER_RADIUS_LARGE
def setup(self,
strikegroup: db.PlaneDict,
interceptors: db.PlaneDict,
strikegroup: FlightDict,
interceptors: FlightDict,
targets: db.ShipDict):
self.strikegroup = strikegroup
self.interceptors = interceptors
@@ -34,20 +34,22 @@ class NavalInterceptionOperation(Operation):
self.initialize(self.mission, conflict)
def generate(self):
super(NavalInterceptionOperation, self).generate()
target_groups = self.shipgen.generate_cargo(units=self.targets)
self.airgen.generate_ship_strikegroup(
attackers=self.strikegroup,
clients=self.attacker_clients,
*flight_arguments(self.strikegroup),
target_groups=target_groups,
at=self.attackers_starting_position
)
if self.interceptors:
self.airgen.generate_defense(
defenders=self.interceptors,
clients=self.defender_clients,
*flight_arguments(self.interceptors),
at=self.defenders_starting_position
)
self.briefinggen.title = "Naval Intercept"
self.briefinggen.description = "Destroy supply transport ships. Lowers target strength. Be advised that your flight will not attack anything until you explicitly tell them so by comms menu."
super(NavalInterceptionOperation, self).generate()

View File

@@ -1,11 +1,27 @@
from dcs.terrain import Terrain
import typing
from dcs.lua.parse import loads
from dcs.unittype import UnitType
from userdata.debriefing import *
from theater import *
from gen import *
FlightDict = typing.Dict[typing.Type[UnitType], typing.Tuple[int, int]]
def flight_arguments(fd: FlightDict) -> typing.Tuple[db.PlaneDict, db.PlaneDict]:
return {k: v1 for k, (v1, v2) in fd.items()}, {k: v2 for k, (v1, v2) in fd.items()},
def flight_dict_from(d: db.PlaneDict) -> FlightDict:
return {k: (v, 0) for k, v in d.items()}
def dict_from_flight(fd: FlightDict) -> db.Dict:
return {k: v1 for k, (v1, v2) in fd.items()}
class Operation:
attackers_starting_position = None # type: db.StartingPosition
@@ -18,9 +34,11 @@ class Operation:
extra_aagen = None # type: ExtraAAConflictGenerator
shipgen = None # type: ShipGenerator
triggersgen = None # type: TriggersGenerator
awacsgen = None # type: AirSupportConflictGenerator
airsupportgen = None # type: AirSupportConflictGenerator
visualgen = None # type: VisualGenerator
envgen = None # type: EnvironmentGenerator
groundobjectgen = None # type: GroundObjectsGenerator
briefinggen = None # type: BriefingGenerator
environment_settings = None
trigger_radius = TRIGGER_RADIUS_MEDIUM
@@ -31,19 +49,21 @@ class Operation:
game,
attacker_name: str,
defender_name: str,
attacker_clients: db.PlaneDict,
defender_clients: db.PlaneDict,
from_cp: ControlPoint,
to_cp: ControlPoint = None):
self.game = game
self.attacker_name = attacker_name
self.defender_name = defender_name
self.attacker_clients = attacker_clients
self.defender_clients = defender_clients
self.from_cp = from_cp
self.to_cp = to_cp
self.is_quick = False
def units_of(self, country_name: str) -> typing.Collection[UnitType]:
return []
def is_successfull(self, debriefing: Debriefing) -> bool:
return True
def initialize(self, mission: Mission, conflict: Conflict):
self.mission = mission
self.conflict = conflict
@@ -52,10 +72,12 @@ class Operation:
self.airgen = AircraftConflictGenerator(mission, conflict, self.game.settings)
self.aagen = AAConflictGenerator(mission, conflict)
self.shipgen = ShipGenerator(mission, conflict)
self.awacsgen = AirSupportConflictGenerator(mission, conflict, self.game)
self.airsupportgen = AirSupportConflictGenerator(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)
self.groundobjectgen = GroundObjectsGenerator(mission, conflict, self.game)
self.briefinggen = BriefingGenerator(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
@@ -78,10 +100,18 @@ class Operation:
def generate(self):
self.visualgen.generate()
self.awacsgen.generate(self.is_awacs_enabled)
# air support
self.airsupportgen.generate(self.is_awacs_enabled)
self.briefinggen.append_frequency("Tanker", "10X/240 MHz FM")
if self.is_awacs_enabled:
self.briefinggen.append_frequency("AWACS", "244 MHz FM")
# ground infrastructure
self.groundobjectgen.generate()
self.extra_aagen.generate()
# triggers
if self.game.is_player_attack(self.conflict.attackers_side):
cp = self.conflict.from_cp
else:
@@ -92,13 +122,16 @@ class Operation:
activation_trigger_radius=self.trigger_radius,
awacs_enabled=self.is_awacs_enabled)
# env settings
if self.environment_settings is None:
self.environment_settings = self.envgen.generate()
else:
self.envgen.load(self.environment_settings)
def units_of(self, country_name: str) -> typing.Collection[UnitType]:
return []
# main frequencies
self.briefinggen.append_frequency("Flight", "251 MHz FM")
if self.conflict.from_cp.is_global or self.conflict.to_cp.is_global:
self.briefinggen.append_frequency("Carrier", "20X/ICLS CHAN1")
def is_successfull(self, debriefing: Debriefing) -> bool:
return True
# briefing
self.briefinggen.generate()

74
game/operation/strike.py Normal file
View File

@@ -0,0 +1,74 @@
from dcs.terrain import Terrain
from game import db
from gen.armor import *
from gen.aircraft import *
from gen.aaa import *
from gen.shipgen import *
from gen.triggergen import *
from gen.airsupportgen import *
from gen.visualgen import *
from gen.conflictgen import Conflict
from .operation import *
class StrikeOperation(Operation):
strikegroup = None # type: FlightDict
escort = None # type: FlightDict
interceptors = None # type: FlightDict
def setup(self,
strikegroup: FlightDict,
escort: FlightDict,
interceptors: FlightDict):
self.strikegroup = strikegroup
self.escort = escort
self.interceptors = interceptors
def prepare(self, terrain: Terrain, is_quick: bool):
super(StrikeOperation, self).prepare(terrain, is_quick)
self.defenders_starting_position = None
if self.game.player == self.defender_name:
self.attackers_starting_position = None
conflict = Conflict.strike_conflict(
attacker=self.mission.country(self.attacker_name),
defender=self.mission.country(self.defender_name),
from_cp=self.from_cp,
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(mission=self.mission,
conflict=conflict)
def generate(self):
targets = [] # type: typing.List[typing.Tuple[str, Point]]
category_counters = {} # type: typing.Dict[str, int]
processed_groups = []
for object in self.to_cp.ground_objects:
if object.group_identifier in processed_groups:
continue
processed_groups.append(object.group_identifier)
category_counters[object.category] = category_counters.get(object.category, 0) + 1
markpoint_name = "{}{}".format(object.name_abbrev, category_counters[object.category])
targets.append((markpoint_name, object.position))
self.briefinggen.append_target(str(object), markpoint_name)
targets.sort(key=lambda x: self.from_cp.position.distance_to_point(x[1]))
self.airgen.generate_ground_attack_strikegroup(*flight_arguments(self.strikegroup),
targets=targets,
at=self.attackers_starting_position)
self.airgen.generate_attackers_escort(*flight_arguments(self.escort), at=self.attackers_starting_position)
self.airgen.generate_barcap(*flight_arguments(self.interceptors), at=self.defenders_starting_position)
self.briefinggen.title = "Strike"
self.briefinggen.description = "Destroy infrastructure assets and military supplies in the region. Each building destroyed will lower targets strength."
super(StrikeOperation, self).generate()

View File

@@ -2,8 +2,9 @@
class Settings:
player_skill = "Good"
enemy_skill = "Average"
only_player_takeoff = False
only_player_takeoff = True
night_disabled = False
multiplier = 1
sams = True
cold_start = False
version = None

View File

@@ -7,6 +7,8 @@ from .shipgen import *
from .visualgen import *
from .triggergen import *
from .environmentgen import *
from .groundobjectsgen import *
from .briefinggen import *
from . import naming

View File

@@ -1,6 +1,3 @@
from game import *
from theater.conflicttheater import ConflictTheater
from .conflictgen import *
from .naming import *
@@ -61,6 +58,7 @@ class ExtraAAConflictGenerator:
if cp.position.distance_to_point(self.conflict.from_cp.position) < EXTRA_AA_MIN_DISTANCE:
continue
print("generated extra aa for {}".format(cp))
country_name = cp.captured and self.player_name or self.enemy_name
position = cp.position.point_from_heading(0, EXTRA_AA_POSITION_FROM_CP)
@@ -69,6 +67,6 @@ class ExtraAAConflictGenerator:
name=namegen.next_basedefense_name(),
_type=db.EXTRA_AA[country_name],
position=position,
group_size=2
group_size=1
)

View File

@@ -24,6 +24,7 @@ WARM_START_AIRSPEED = 550
INTERCEPTION_ALT = 3000
INTERCEPTION_AIRSPEED = 1000
BARCAP_RACETRACK_DISTANCE = 20000
ATTACK_CIRCLE_ALT = 5000
ATTACK_CIRCLE_DURATION = 15
@@ -83,11 +84,15 @@ class AircraftConflictGenerator:
override_loadout = db.PLANE_PAYLOAD_OVERRIDES[unit_type]
if type(override_loadout) == dict:
if for_task in db.PLANE_PAYLOAD_OVERRIDES[unit_type]:
group.load_loadout(db.PLANE_PAYLOAD_OVERRIDES[unit_type][for_task])
payload_name = db.PLANE_PAYLOAD_OVERRIDES[unit_type][for_task]
group.load_loadout(payload_name)
did_load_loadout = True
logging.info("Loaded overridden payload for {} - {} for task {}".format(unit_type, payload_name, for_task))
elif "*" in db.PLANE_PAYLOAD_OVERRIDES[unit_type]:
group.load_loadout(db.PLANE_PAYLOAD_OVERRIDES[unit_type]["*"])
payload_name = db.PLANE_PAYLOAD_OVERRIDES[unit_type]["*"]
group.load_loadout(payload_name)
did_load_loadout = True
logging.info("Loaded overridden payload for {} - {} for task {}".format(unit_type, payload_name, for_task))
elif issubclass(override_loadout, MainTask):
group.load_task_default_loadout(override_loadout)
did_load_loadout = True
@@ -218,12 +223,6 @@ class AircraftConflictGenerator:
at=at)
group.task = Escort.name
"""
heading = group.position.heading_between_point(self.conflict.position)
position = group.position # type: Point
wayp = group.add_waypoint(position.point_from_heading(heading, WORKAROUND_WAYP_DIST), CAS_ALTITUDE, WARM_START_AIRSPEED)
"""
self._setup_group(group, CAP, client_count)
for escorted_group, waypoint_index in self.escort_targets:
@@ -265,6 +264,30 @@ class AircraftConflictGenerator:
self.escort_targets.append((group, group.points.index(waypoint)))
self._rtb_for(group, self.conflict.from_cp, at)
def generate_ground_attack_strikegroup(self, strikegroup: db.PlaneDict, clients: db.PlaneDict, targets: typing.List[typing.Tuple[str, Point]], at: db.StartingPosition = None):
assert len(self.escort_targets) == 0
for flying_type, count, client_count in self._split_to_groups(strikegroup, clients):
group = self._generate_group(
name=namegen.next_unit_name(self.conflict.attackers_side, flying_type),
side=self.conflict.attackers_side,
unit_type=flying_type,
count=count,
client_count=client_count,
at=at and at or self._group_point(self.conflict.air_attackers_location))
escort_until_waypoint = None
for name, pos in targets:
waypoint = group.add_waypoint(pos, 0, WARM_START_AIRSPEED, self.m.translation.create_string(name))
if escort_until_waypoint is None:
escort_until_waypoint = waypoint
group.task = GroundAttack.name
self._setup_group(group, GroundAttack, client_count)
self.escort_targets.append((group, group.points.index(escort_until_waypoint)))
self._rtb_for(group, self.conflict.from_cp, at)
def generate_defenders_cas(self, defenders: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
assert len(self.escort_targets) == 0
@@ -348,7 +371,7 @@ class AircraftConflictGenerator:
self._setup_group(group, CAP, client_count)
self._rtb_for(group, self.conflict.to_cp, at)
def generate_patrol(self, patrol: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
def generate_migcap(self, patrol: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
for flying_type, count, client_count in self._split_to_groups(patrol, clients):
group = self._generate_group(
name=namegen.next_unit_name(self.conflict.attackers_side, flying_type),
@@ -366,6 +389,30 @@ class AircraftConflictGenerator:
self._setup_group(group, CAP, client_count)
self._rtb_for(group, self.conflict.from_cp, at)
def generate_barcap(self, patrol: db.PlaneDict, clients: db.PlaneDict, at: db.StartingPosition = None):
for flying_type, count, client_count in self._split_to_groups(patrol, clients):
group = self._generate_group(
name=namegen.next_unit_name(self.conflict.defenders_side, flying_type),
side=self.conflict.defenders_side,
unit_type=flying_type,
count=count,
client_count=client_count,
at=at and at or self._group_point(self.conflict.air_defenders_location))
waypoint = group.add_waypoint(self.conflict.position, WARM_START_ALTITUDE, WARM_START_AIRSPEED)
if self.conflict.is_vector:
group.add_waypoint(self.conflict.tail, WARM_START_ALTITUDE, WARM_START_AIRSPEED)
else:
heading = group.position.heading_between_point(self.conflict.position)
waypoint = group.add_waypoint(self.conflict.position.point_from_heading(heading, BARCAP_RACETRACK_DISTANCE),
WARM_START_ALTITUDE,
WARM_START_AIRSPEED)
waypoint.tasks.append(OrbitAction(WARM_START_ALTITUDE, WARM_START_AIRSPEED))
group.task = CAP.name
self._setup_group(group, CAP, client_count)
self._rtb_for(group, self.conflict.to_cp, at)
def generate_transport(self, transport: db.PlaneDict, destination: Airport):
assert len(self.escort_targets) == 0

View File

@@ -100,8 +100,10 @@ class ArmorConflictGenerator:
attacker_groups = list(db.unitdict_split(attackers, single_fight_attackers_count))
for attacker_group_dict, target_group_dict in zip_longest(attacker_groups, defender_groups):
padding = FRONTLINE_CAS_PADDING if FRONTLINE_CAS_PADDING < self.conflict.distance else 0
position = self.conflict.position.point_from_heading(self.conflict.heading,
random.randint(FRONTLINE_CAS_PADDING, int(self.conflict.distance - FRONTLINE_CAS_PADDING)))
random.randint(padding, int(self.conflict.distance - padding)))
self._generate_fight_at(attacker_group_dict, target_group_dict, position)
def generate_passengers(self, count: int):

49
gen/briefinggen.py Normal file
View File

@@ -0,0 +1,49 @@
import logging
from game import db
from .conflictgen import *
from .naming import *
from dcs.mission import *
class BriefingGenerator:
freqs = None # type: typing.List[typing.Tuple[str, str]]
title = "" # type: str
description = "" # type: str
targets = None # type: typing.List[typing.Tuple[str, str]]
def __init__(self, mission: Mission, conflict: Conflict, game):
self.m = mission
self.conflict = conflict
self.game = game
self.freqs = []
self.targets = []
def append_frequency(self, name: str, frequency: str):
self.freqs.append((name, frequency))
def append_target(self, description: str, markpoint: str = None):
self.targets.append((description, markpoint))
def generate(self):
description = ""
if self.title:
description += self.title
if self.description:
description += "\n\n" + self.description
if self.freqs:
description += "\n\nCOMMS:"
for name, freq in self.freqs:
description += "\n{}: {}".format(name, freq)
if self.targets:
description += "\n\nTARGETS:"
for name, tp in self.targets:
description += "\n{} {}".format(name, "(TP {})".format(tp) if tp else "")
self.m.set_description_text(description)

View File

@@ -21,6 +21,9 @@ AIR_DISTANCE = 40000
CAPTURE_AIR_ATTACKERS_DISTANCE = 25000
CAPTURE_AIR_DEFENDERS_DISTANCE = 60000
STRIKE_AIR_ATTACKERS_DISTANCE = 45000
STRIKE_AIR_DEFENDERS_DISTANCE = 25000
CAP_CAS_DISTANCE = 10000, 120000
GROUND_INTERCEPT_SPREAD = 5000
@@ -152,36 +155,48 @@ class Conflict:
@classmethod
def frontline_vector(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater) -> typing.Tuple[Point, int, int]:
center_position, heading = cls.frontline_position(from_cp, to_cp)
left_position, right_position = None, None
left_position = center_position
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
else:
left_position = pos
right_position = center_position
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
else:
if not theater.is_on_land(center_position):
pos = cls._find_ground_position(center_position, FRONTLINE_LENGTH, _heading_sum(heading, -90), theater)
if pos:
right_position = pos
center_position = pos
else:
pos = cls._find_ground_position(center_position, FRONTLINE_LENGTH, _heading_sum(heading, +90), theater)
if pos:
left_position = pos
center_position = pos
print("{} - {} {}".format(from_cp, to_cp, center_position))
return left_position, _heading_sum(heading, 90), right_position.distance_to_point(left_position)
if left_position is None:
left_position = cls._extend_ground_position(center_position, int(FRONTLINE_LENGTH/2), _heading_sum(heading, -90), theater)
if right_position is None:
right_position = cls._extend_ground_position(center_position, int(FRONTLINE_LENGTH/2), _heading_sum(heading, 90), theater)
return left_position, _heading_sum(heading, 90), int(right_position.distance_to_point(left_position))
@classmethod
def _find_ground_location(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point:
for _ in range(0, int(max_distance), 800):
for _ in range(3):
if theater.is_on_land(initial):
return initial
def _extend_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point:
pos = initial
for offset in range(0, int(max_distance), 500):
new_pos = initial.point_from_heading(heading, offset)
if theater.is_on_land(new_pos):
pos = new_pos
else:
return pos
initial = initial.random_point_within(1000, 1000)
return pos
initial = initial.point_from_heading(heading, 800)
@classmethod
def _find_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point:
pos = initial
for _ in range(0, int(max_distance), 500):
if theater.is_on_land(pos):
return pos
pos = pos.point_from_heading(heading, 500)
logging.info("Didn't find ground position!")
return None
@@ -195,10 +210,10 @@ class Conflict:
distance = to_cp.size * GROUND_DISTANCE_FACTOR
attackers_location = position.point_from_heading(attack_heading, distance)
attackers_location = Conflict._find_ground_location(attackers_location, distance * 2, _heading_sum(attack_heading, 180), theater)
attackers_location = Conflict._find_ground_position(attackers_location, distance * 2, _heading_sum(attack_heading, 180), theater)
defenders_location = position.point_from_heading(defense_heading, distance)
defenders_location = Conflict._find_ground_location(defenders_location, distance * 2, _heading_sum(defense_heading, 180), theater)
defenders_location = Conflict._find_ground_position(defenders_location, distance * 2, _heading_sum(defense_heading, 180), theater)
return cls(
position=position,
@@ -213,6 +228,33 @@ class Conflict:
air_defenders_location=position.point_from_heading(_opposite_heading(attack_raw_heading), CAPTURE_AIR_DEFENDERS_DISTANCE)
)
@classmethod
def strike_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
position = to_cp.position
attack_raw_heading = to_cp.position.heading_between_point(from_cp.position)
attack_heading = to_cp.find_radial(attack_raw_heading)
defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
distance = to_cp.size * GROUND_DISTANCE_FACTOR
attackers_location = position.point_from_heading(attack_heading, distance)
attackers_location = Conflict._find_ground_position(attackers_location, distance * 2, _heading_sum(attack_heading, 180), theater)
defenders_location = position.point_from_heading(defense_heading, distance)
defenders_location = Conflict._find_ground_position(defenders_location, distance * 2, _heading_sum(defense_heading, 180), theater)
return cls(
position=position,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker,
defenders_side=defender,
ground_attackers_location=attackers_location,
ground_defenders_location=defenders_location,
air_attackers_location=position.point_from_heading(attack_raw_heading, STRIKE_AIR_ATTACKERS_DISTANCE),
air_defenders_location=position.point_from_heading(_opposite_heading(attack_raw_heading), STRIKE_AIR_DEFENDERS_DISTANCE)
)
@classmethod
def intercept_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
raw_distance = from_cp.position.distance_to_point(to_cp.position) * 1.5
@@ -238,7 +280,7 @@ class Conflict:
def ground_attack_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
heading = random.choice(to_cp.radials)
initial_location = to_cp.position.random_point_within(*GROUND_ATTACK_DISTANCE)
position = Conflict._find_ground_location(initial_location, GROUND_INTERCEPT_SPREAD, _heading_sum(heading, 180), theater)
position = Conflict._find_ground_position(initial_location, GROUND_INTERCEPT_SPREAD, _heading_sum(heading, 180), theater)
if not position:
heading = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
position = to_cp.position.point_from_heading(heading, to_cp.size * GROUND_DISTANCE_FACTOR)
@@ -306,7 +348,7 @@ class Conflict:
distance = to_cp.size * GROUND_DISTANCE_FACTOR
defenders_location = position.point_from_heading(defense_heading, distance)
defenders_location = Conflict._find_ground_location(defenders_location, distance * 2, _heading_sum(defense_heading, 180), theater)
defenders_location = Conflict._find_ground_position(defenders_location, distance * 2, _heading_sum(defense_heading, 180), theater)
return cls(
position=position,
@@ -351,7 +393,7 @@ class Conflict:
def transport_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
frontline_position, heading = cls.frontline_position(from_cp, to_cp)
initial_dest = frontline_position.point_from_heading(heading, TRANSPORT_FRONTLINE_DIST)
dest = cls._find_ground_location(initial_dest, from_cp.position.distance_to_point(to_cp.position) / 3, heading, theater)
dest = cls._find_ground_position(initial_dest, from_cp.position.distance_to_point(to_cp.position) / 3, heading, theater)
if not dest:
radial = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
dest = to_cp.position.point_from_heading(radial, to_cp.size * GROUND_DISTANCE_FACTOR)

View File

@@ -49,7 +49,7 @@ class EnviromentGenerator:
self.game = game
def _gen_random_time(self):
start_time = datetime.combine(datetime.today(), time())
start_time = datetime.fromtimestamp(1527206400)
time_range = None
for k, v in RANDOM_TIME.items():
if self.game.settings.night_disabled and k == "night":

60
gen/groundobjectsgen.py Normal file
View File

@@ -0,0 +1,60 @@
import logging
from game import db
from .conflictgen import *
from .naming import *
from dcs.mission import *
from dcs.statics import *
CATEGORY_MAPPING = {
"power": [Fortification.Workshop_A],
"warehouse": [Warehouse.Warehouse],
"fuel": [Warehouse.Tank],
"ammo": [Warehouse.Ammunition_depot],
"farp": [Fortification.FARP_Tent],
"comms": [Fortification.TV_tower],
"oil": [Fortification.Oil_platform],
}
class GroundObjectsGenerator:
def __init__(self, mission: Mission, conflict: Conflict, game):
self.m = mission
self.conflict = conflict
self.game = game
def generate(self):
side = self.m.country(self.game.enemy)
cp = None # type: ControlPoint
if self.conflict.attackers_side.name == self.game.player:
cp = self.conflict.to_cp
else:
cp = self.conflict.from_cp
for ground_object in cp.ground_objects:
if ground_object.category == "defense":
unit_type = random.choice(self.game.commision_unit_types(cp, AirDefence))
assert unit_type is not None, "Cannot find unit type for GroundObject defense ({})!".format(cp)
group = self.m.vehicle_group(
country=side,
name=ground_object.string_identifier,
_type=unit_type,
position=ground_object.position,
heading=ground_object.heading
)
logging.info("generated defense object identifier {} with mission id {}".format(group.name, group.id))
else:
group = self.m.static_group(
country=side,
name=ground_object.string_identifier,
_type=random.choice(CATEGORY_MAPPING[ground_object.category]),
position=ground_object.position,
heading=ground_object.heading
)
logging.info("generated object identifier {} with mission id {}".format(group.name, group.id))

5
gen/heli.py Normal file
View File

@@ -0,0 +1,5 @@
from .aircraft import *
class HelicopterConflictGenerator(AircraftConflictGenerator):
pass

View File

@@ -146,19 +146,6 @@ class TriggersGenerator:
self._set_skill(player_coalition, enemy_coalition)
self._set_allegiances(player_coalition, enemy_coalition)
description = ""
description += "FREQUENCIES:"
description += "\nFlight: 251 MHz AM"
description += "\nTanker: 10X/240 MHz"
if awacs_enabled:
description += "\nAWACS: 244 MHz"
if self.conflict.from_cp.is_global or self.conflict.to_cp.is_global:
description += "\nCarrier: 20X/ICLS CHAN1"
self.mission.set_description_text(description)
if not is_quick:
# TODO: waypoint parts of this should not be post-hacked but added in airgen
self._gen_activation_trigger(activation_trigger_radius, player_cp, player_coalition, enemy_coalition)

BIN
icon.ico Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 81 KiB

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@@ -0,0 +1,86 @@
import pickle
import typing
from game import db
from gen.groundobjectsgen import TheaterGroundObject
from dcs.mission import Mission
from dcs.mapping import Point
m = Mission()
m.load_file("./cau_groundobjects.miz")
result = {}
result_by_groups = {} # type: typing.Dict[int, TheaterGroundObject]
cp_counters = {}
ids_counters = {}
group_id_counter = 0
previous_group_id = None
def append_group(cp_id, category, group_id, object_id, position, heading):
global result
global result_by_groups
ground_object = TheaterGroundObject(category, cp_id, group_id, object_id, position, heading)
if cp_id not in result:
result[cp_id] = []
result[cp_id].append(ground_object)
result_by_groups_key = "{}_{}_{}".format(cp_id, category, group_id)
if result_by_groups_key not in result_by_groups:
result_by_groups[result_by_groups_key] = []
result_by_groups[result_by_groups_key].append(ground_object)
def parse_name(name: str) -> typing.Tuple:
args = str(name.split()[0]).split("|")
if len(args) == 2:
global group_id_counter
group_id_counter += 1
args.append(str(group_id_counter))
else:
global previous_group_id
if previous_group_id != args[2]:
group_id_counter += 1
previous_group_id = args[2]
return args[0], int(args[1]), int(args[2])
for group in m.country("Russia").static_group + m.country("Russia").vehicle_group:
try:
category, cp_id, group_id = parse_name(str(group.name))
except:
print("Failed to parse {}".format(group.name))
continue
ids_counters_key = "{}_{}".format(cp_id, group_id)
ids_counters[ids_counters_key] = ids_counters.get(ids_counters_key, 0) + 1
object_id = ids_counters[ids_counters_key]
cp_counters[cp_id] = cp_counters.get(cp_id, 0) + 1
append_group(cp_id, category, group_id, object_id, group.position, group.units[0].heading)
GROUP_TRESHOLD = 2000
did_check_pairs = []
for group_id, objects_in_group in result_by_groups.items():
for a in objects_in_group:
for b in objects_in_group:
if (a, b) in did_check_pairs:
continue
did_check_pairs.append((a, b))
distance = a.position.distance_to_point(b.position)
if distance > GROUP_TRESHOLD:
print("Objects {} and {} in group {} are too far apart ({})!".format(a.string_identifier, b.string_identifier, group_id, distance))
print("Total {} objects".format(sum([len(x) for x in result.values()])))
for cp_id, count in cp_counters.items():
print("{} - {} objects".format(cp_id, count))
with open("../cau_groundobjects.p", "wb") as f:
pickle.dump(result, f)

View File

@@ -1,14 +1,14 @@
import pickle
from dcs.mission import Mission
from dcs.terrain import PersianGulf
m = Mission()
m.load_file("./gulf_terrain.miz")
for terrain in ["cau", "gulf"]:
m = Mission()
m.load_file("./{}_terrain.miz".format(terrain))
landmap = []
for plane_group in m.country("USA").plane_group:
landmap.append([(x.position.x, x.position.y) for x in plane_group.points])
landmap = []
for plane_group in m.country("USA").plane_group:
landmap.append([(x.position.x, x.position.y) for x in plane_group.points])
with open("../gulflandmap.p", "wb") as f:
pickle.dump(landmap, f)
with open("../{}landmap.p".format(terrain), "wb") as f:
pickle.dump(landmap, f)

View File

@@ -1,10 +1,14 @@
import os
import dcs
from gen.aircraft import AircraftConflictGenerator
from game import db
from gen.aircraft import AircraftConflictGenerator
dcs.planes.FlyingType.payload_dirs = [os.path.join(os.path.dirname(os.path.realpath(__file__)), "..\\payloads")]
mis = dcs.Mission(dcs.terrain.PersianGulf())
pos = dcs.terrain.PersianGulf().khasab().position
airgen = AircraftConflictGenerator(mis, None)
airgen = AircraftConflictGenerator(mis, None, None)
for t, uts in db.UNIT_BY_TASK.items():
if t != dcs.task.CAP and t != dcs.task.CAS:
@@ -25,6 +29,6 @@ for t, uts in db.UNIT_BY_TASK.items():
altitude=10000
)
g.task = t.name
airgen._setup_group(g, t)
airgen._setup_group(g, t, 0)
mis.save("loadout_test.miz")

View File

@@ -16,7 +16,7 @@ IGNORED_PATHS = [
"venv",
]
VERSION = "1.3.3"
VERSION = input("version str:")
def _zip_dir(archieve, path):

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.8 KiB

BIN
resources/ui/terrain_pg.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.7 KiB

View File

@@ -13,7 +13,7 @@ class CaucasusTheater(ConflictTheater):
overview_image = "caumap.gif"
reference_points = {(-317948.32727306, 635639.37385346): (282.5, 319),
(-355692.3067714, 617269.96285781): (269, 352), }
landmap_poly = load_poly("resources\\caulandmap.p")
landmap = load_landmap("resources\\caulandmap.p")
daytime_map = {
"dawn": (6, 9),
"day": (9, 18),
@@ -73,7 +73,10 @@ class CaucasusTheater(ConflictTheater):
self.carrier_1.captured = True
self.soganlug.captured = True
with open("resources/cau_groundobjects.p", "rb") as f:
self.set_groundobject(pickle.load(f))
def add_controlpoint(self, point: ControlPoint, connected_to: typing.Collection[ControlPoint] = []):
point.name = " ".join(re.split(r" |-", point.name)[:1])
point.name = " ".join(re.split(r"[ -]", point.name)[:1])
super(CaucasusTheater, self).add_controlpoint(point, connected_to=connected_to)

View File

@@ -4,8 +4,9 @@ import itertools
import dcs
from dcs.mapping import Point
from .landmap import ray_tracing
from .landmap import Landmap, poly_contains
from .controlpoint import ControlPoint
from .theatergroundobject import TheaterGroundObject
SIZE_TINY = 150
SIZE_SMALL = 600
@@ -48,14 +49,22 @@ COAST_DR_W = [135, 180, 225, 315]
class ConflictTheater:
terrain = None # type: dcs.terrain.Terrain
controlpoints = None # type: typing.Collection[ControlPoint]
reference_points = None # type: typing.Dict
overview_image = None # type: str
landmap_poly = None
landmap = None # type: landmap.Landmap
daytime_map = None # type: typing.Dict[str, typing.Tuple[int, int]]
def __init__(self):
self.controlpoints = []
def set_groundobject(self, dictionary: typing.Dict[int, typing.Collection[TheaterGroundObject]]):
for id, value in dictionary.items():
for cp in self.controlpoints:
if cp.id == id:
cp.ground_objects = value
break
def add_controlpoint(self, point: ControlPoint, connected_to: typing.Collection[ControlPoint] = []):
for connected_point in connected_to:
point.connect(to=connected_point)
@@ -63,14 +72,20 @@ class ConflictTheater:
self.controlpoints.append(point)
def is_on_land(self, point: Point) -> bool:
if not self.landmap_poly:
if not self.landmap:
return True
for poly in self.landmap_poly:
if ray_tracing(point.x, point.y, poly):
return True
# check first poly (main land poly)
if not poly_contains(point.x, point.y, self.landmap[0]):
return False
return False
# check others polys (exclusion zones from main)
for poly in self.landmap[1:]:
if poly_contains(point.x, point.y, poly):
# point is in one of the exclusion zones, meaning that it's in the lake or something
return False
return True
def player_points(self) -> typing.Collection[ControlPoint]:
return [point for point in self.controlpoints if point.captured]

View File

@@ -5,22 +5,28 @@ from dcs.mapping import *
from dcs.country import *
from dcs.terrain import Airport
from .theatergroundobject import TheaterGroundObject
class ControlPoint:
connected_points = [] # type: typing.List[ControlPoint]
connected_points = None # type: typing.List[ControlPoint]
ground_objects = None # type: typing.Collection[TheaterGroundObject]
position = None # type: Point
captured = False
has_frontline = True
id = 0
base = None # type: theater.base.Base
at = None # type: db.StartPosition
def __init__(self, name: str, position: Point, at, radials: typing.Collection[int], size: int, importance: int, has_frontline=True):
def __init__(self, id: int, name: str, position: Point, at, radials: typing.Collection[int], size: int, importance: int, has_frontline=True):
import theater.base
self.id = id
self.name = " ".join(re.split(r" |-", name)[:2])
self.full_name = name
self.position = position
self.at = at
self.ground_objects = []
self.size = size
self.importance = importance
@@ -33,12 +39,12 @@ class ControlPoint:
@classmethod
def from_airport(cls, airport: Airport, radials: typing.Collection[int], size: int, importance: int, has_frontline=True):
assert airport
return cls(airport.name, airport.position, airport, radials, size, importance, has_frontline)
return cls(airport.id, airport.name, airport.position, airport, radials, size, importance, has_frontline)
@classmethod
def carrier(cls, name: str, at: Point):
import theater.conflicttheater
return cls(name, at, at, theater.conflicttheater.LAND, theater.conflicttheater.SIZE_SMALL, 1)
return cls(0, name, at, at, theater.conflicttheater.LAND, theater.conflicttheater.SIZE_SMALL, 1)
def __str__(self):
return self.name

View File

@@ -1,7 +1,10 @@
import pickle
import typing
Landmap = typing.Collection[typing.Collection[typing.Tuple[float, float]]]
def load_poly(filename: str):
def load_landmap(filename: str) -> Landmap:
try:
with open(filename, "rb") as f:
return pickle.load(f)
@@ -9,7 +12,7 @@ def load_poly(filename: str):
return None
def ray_tracing(x, y, poly):
def poly_contains(x, y, poly):
n = len(poly)
inside = False
xints = 0.0
@@ -25,3 +28,11 @@ def ray_tracing(x, y, poly):
inside = not inside
p1x, p1y = p2x, p2y
return inside
def poly_centroid(poly) -> typing.Tuple[float, float]:
x_list = [vertex[0] for vertex in poly]
y_list = [vertex[1] for vertex in poly]
x = sum(x_list) / len(poly)
y = sum(y_list) / len(poly)
return (x, y)

View File

@@ -3,7 +3,7 @@ from dcs import mapping
from .conflicttheater import *
from .base import *
from .landmap import load_poly
from .landmap import load_landmap
class PersianGulfTheater(ConflictTheater):
@@ -11,7 +11,7 @@ class PersianGulfTheater(ConflictTheater):
overview_image = "persiangulf.gif"
reference_points = {(persiangulf.Sir_Abu_Nuayr.position.x, persiangulf.Sir_Abu_Nuayr.position.y): (321, 145),
(persiangulf.Sirri_Island.position.x, persiangulf.Sirri_Island.position.y): (347, 82), }
landmap_poly = load_poly("resources\\gulflandmap.p")
landmap = load_landmap("resources\\gulflandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (8, 16),

View File

@@ -0,0 +1,60 @@
import typing
from dcs.mapping import Point
NAME_BY_CATEGORY = {
"power": "Power plant",
"ammo": "Ammo depot",
"fuel": "Fuel depot",
"defense": "AA Defense Site",
"warehouse": "Warehouse",
"farp": "FARP",
"comms": "Comms. tower",
"oil": "Oil platform"
}
ABBREV_NAME = {
"power": "PLANT",
"ammo": "AMMO",
"fuel": "FUEL",
"defense": "AA",
"warehouse": "WARE",
"farp": "FARP",
"comms": "COMMST",
"oil": "OILP"
}
class TheaterGroundObject:
object_id = 0
cp_id = 0
group_id = 0
heading = 0
position = None # type: Point
category = None # type: str
def __init__(self, category, cp_id, group_id, object_id, position, heading):
self.category = category
self.cp_id = cp_id
self.group_id = group_id
self.object_id = object_id
self.position = position
self.heading = heading
@property
def string_identifier(self):
return "{}|{}|{}|{}".format(self.category, self.cp_id, self.group_id, self.object_id)
@property
def group_identifier(self) -> str:
return "{}|{}".format(self.category, self.group_id)
@property
def name_abbrev(self) -> str:
return ABBREV_NAME[self.category]
def __str__(self):
return NAME_BY_CATEGORY[self.category]
def matches_string_identifier(self, id):
return self.string_identifier == id

View File

@@ -1,6 +1,7 @@
from ui.eventmenu import *
from game.game import *
from .styles import STYLES
class BaseMenu(Menu):
@@ -9,7 +10,6 @@ class BaseMenu(Menu):
def __init__(self, window: Window, parent, game: Game, cp: ControlPoint):
super(BaseMenu, self).__init__(window, parent, game)
self.cp = cp
self.base = cp.base
self.frame = window.right_pane
@@ -26,15 +26,15 @@ class BaseMenu(Menu):
existing_units = self.base.total_units_of_type(unit_type)
scheduled_units = self.event.units.get(unit_type, 0)
Label(self.frame, text="{}".format(db.unit_type_name(unit_type))).grid(row=row, sticky=W)
Label(self.frame, text="{}".format(db.unit_type_name(unit_type)), **STYLES["widget"]).grid(row=row, sticky=W)
label = Label(self.frame, text="({})".format(existing_units))
label = Label(self.frame, text="({})".format(existing_units), **STYLES["widget"])
label.grid(column=1, row=row)
self.bought_amount_labels[unit_type] = label
Label(self.frame, text="{}m".format(unit_price)).grid(column=2, row=row)
Button(self.frame, text="+", command=self.buy(unit_type)).grid(column=3, row=row)
Button(self.frame, text="-", command=self.sell(unit_type)).grid(column=4, row=row)
Label(self.frame, text="{}m".format(unit_price), **STYLES["widget"]).grid(column=2, row=row, sticky=E)
Button(self.frame, text="+", command=self.buy(unit_type), **STYLES["btn-primary"]).grid(column=3, row=row, padx=(10,0))
Button(self.frame, text="-", command=self.sell(unit_type), **STYLES["btn-warning"]).grid(column=4, row=row, padx=(10,5))
row += 1
units = {
@@ -45,13 +45,21 @@ class BaseMenu(Menu):
AirDefence: db.find_unittype(AirDefence, self.game.player),
}
self.budget_label = Label(self.frame, text="Budget: {}m".format(self.game.budget))
# Header
head = Frame(self.frame, **STYLES["header"])
head.grid(row=row, column=0, columnspan=5, sticky=NSEW, pady=5)
Label(head, text=self.cp.name, **STYLES["title"]).grid(row=0, column=0, sticky=NW+S)
units_title = "{}/{}/{}".format(self.cp.base.total_planes, self.cp.base.total_armor, self.cp.base.total_aa)
Label(head, text=units_title, **STYLES["strong-grey"]).grid(row=0, column=1, sticky=NE+S)
row += 1
self.budget_label = Label(self.frame, text="Budget: {}m".format(self.game.budget), **STYLES["widget"])
self.budget_label.grid(row=row, sticky=W)
Button(self.frame, text="Back", command=self.dismiss).grid(column=4, row=row)
Button(self.frame, text="Back", command=self.dismiss, **STYLES["btn-primary"]).grid(column=4, row=row, padx=(0,15), pady=(0,5))
row += 1
for task_type, units in units.items():
Label(self.frame, text="{}".format(db.task_name(task_type))).grid(row=row, columnspan=5); row += 1
Label(self.frame, text="{}".format(db.task_name(task_type)), **STYLES["strong"]).grid(row=row, columnspan=5, sticky=NSEW); row += 1
units = list(set(units))
units.sort(key=lambda x: db.PRICES[x])

View File

@@ -1,5 +1,8 @@
import webbrowser
from tkinter import *
from tkinter.ttk import *
from .styles import STYLES
from ui.window import *
@@ -34,22 +37,45 @@ class ConfigurationMenu(Menu):
def display(self):
self.window.clear_right_pane()
Label(self.frame, text="Player coalition skill").grid(row=0, column=0)
Label(self.frame, text="Enemy coalition skill").grid(row=1, column=0)
# Header
head = Frame(self.frame, **STYLES["header"])
head.grid(row=0, column=0, columnspan=2, sticky=NSEW)
Label(head, text="Configuration", **STYLES["title"]).grid()
OptionMenu(self.frame, self.player_skill_var, "Average", "Good", "High", "Excellent").grid(row=0, column=1)
OptionMenu(self.frame, self.enemy_skill_var, "Average", "Good", "High", "Excellent").grid(row=1, column=1)
# Body
body = Frame(self.frame, **STYLES["body"])
body.grid(row=1, column=0, sticky=NSEW)
Label(self.frame, text="Aircraft cold start").grid(row=2, column=0)
Label(self.frame, text="Takeoff only for player group").grid(row=3, column=0)
Label(self.frame, text="Disable night missions").grid(row=4, column=0)
Label(body, text="Player coalition skill", **STYLES["widget"]).grid(row=0, column=0, sticky=W)
Label(body, text="Enemy coalition skill", **STYLES["widget"]).grid(row=1, column=0, sticky=W)
Checkbutton(self.frame, variable=self.cold_start_var).grid(row=2, column=1)
Checkbutton(self.frame, variable=self.takeoff_var).grid(row=3, column=1)
Checkbutton(self.frame, variable=self.night_var).grid(row=4, column=1)
p_skill = OptionMenu(body, self.player_skill_var, "Average", "Good", "High", "Excellent")
p_skill.grid(row=0, column=1, sticky=E, pady=5)
p_skill.configure(**STYLES["btn-primary"])
Button(self.frame, text="Back", command=self.dismiss).grid(row=5, column=0, columnspan=1)
Button(self.frame, text="Cheat +200m", command=self.cheat_money).grid(row=6, column=1)
e_skill = OptionMenu(body, self.enemy_skill_var, "Average", "Good", "High", "Excellent")
e_skill.grid(row=1, column=1, sticky=E)
e_skill.configure(**STYLES["btn-primary"])
Label(body, text="Aircraft cold start", **STYLES["widget"]).grid(row=2, column=0, sticky=W)
Label(body, text="Takeoff only for player group", **STYLES["widget"]).grid(row=3, column=0, sticky=W)
Label(body, text="Disable night missions", **STYLES["widget"]).grid(row=4, column=0, sticky=W)
Checkbutton(body, variable=self.cold_start_var, **STYLES["radiobutton"]).grid(row=2, column=1, sticky=E)
Checkbutton(body, variable=self.takeoff_var, **STYLES["radiobutton"]).grid(row=3, column=1, sticky=E)
Checkbutton(body, variable=self.night_var, **STYLES["radiobutton"]).grid(row=4, column=1, sticky=E)
Button(body, text="Back", command=self.dismiss, **STYLES["btn-primary"]).grid(row=5, column=1, sticky=E, pady=30)
Label(body, text="Contributors: ", **STYLES["widget"]).grid(row=6, column=0, sticky=W)
Label(body, text="shdwp - author, maintainer", **STYLES["widget"]).grid(row=7, column=0, sticky=W)
Button(body, text="[github]", command=lambda: webbrowser.open_new_tab("http://github.com/shdwp"), **STYLES["widget"]).grid(row=7, column=1, sticky=E)
Label(body, text="Khopa - contributions", **STYLES["widget"]).grid(row=8, column=0, sticky=W)
Button(body, text="[github]", command=lambda: webbrowser.open_new_tab("http://github.com/Khopa"), **STYLES["widget"]).grid(row=8, column=1, sticky=E)
Button(body, text="Cheat +200m", command=self.cheat_money, **STYLES["btn-danger"]).grid(row=10, column=1, pady=30)
def cheat_money(self):
self.game.budget += 200

View File

@@ -1,5 +1,6 @@
from tkinter import *
from tkinter.ttk import *
from .styles import STYLES
from ui.window import *
@@ -12,6 +13,6 @@ class CorruptedSaveMenu(Menu):
def display(self):
self.window.clear_right_pane()
Label(text="Your save game was corrupted!").grid(row=0, column=0)
Label(text="Please restore it by replacing \"liberation_save\" file with \"liberation_save_tmp\" to restore last saved copy.").grid(row=1, column=0)
Label(text="You can find those files under user DCS directory.").grid(row=2, column=0)
Label(text="Your save game is either incompatible or was corrupted!", **STYLES["widget"]).grid(row=0, column=0)
Label(text="Please restore it by replacing \"liberation_save\" file with \"liberation_save_tmp\" to restore last saved copy.", **STYLES["widget"]).grid(row=1, column=0)
Label(text="You can find those files under user Saved Games\\DCS directory.", **STYLES["widget"]).grid(row=2, column=0)

View File

@@ -4,33 +4,20 @@ from ui.eventresultsmenu import *
from game import *
from game.event import *
UNITTYPES_FOR_EVENTS = {
FrontlineAttackEvent: [CAS, PinpointStrike],
FrontlinePatrolEvent: [CAP, PinpointStrike],
BaseAttackEvent: [CAP, CAS, PinpointStrike],
InterceptEvent: [CAP],
InsurgentAttackEvent: [CAS],
NavalInterceptEvent: [CAS],
AntiAAStrikeEvent: [CAS],
InfantryTransportEvent: [Embarking],
}
from .styles import STYLES, RED
class EventMenu(Menu):
aircraft_scramble_entries = None # type: typing.Dict[PlaneType , Entry]
aircraft_client_entries = None # type: typing.Dict[PlaneType, Entry]
armor_scramble_entries = None # type: typing.Dict[VehicleType, Entry]
scramble_entries = None # type: typing.Dict[typing.Type[Task], typing.Dict[typing.Type[UnitType], typing.Tuple[Entry, Entry]]]
error_label = None # type: Label
awacs = None # type: IntVar
def __init__(self, window: Window, parent, game: Game, event: event.Event):
super(EventMenu, self).__init__(window, parent, game)
self.event = event
self.aircraft_scramble_entries = {}
self.armor_scramble_entries = {}
self.aircraft_client_entries = {}
self.scramble_entries = {k: {} for k in self.event.tasks}
if self.event.attacker_name == self.game.player:
self.base = self.event.from_cp.base
@@ -44,39 +31,41 @@ class EventMenu(Menu):
self.window.clear_right_pane()
row = 0
def label(text, _row=None, _column=None, sticky=None):
def header(text, style="strong"):
nonlocal row
Label(self.frame, text=text).grid(row=_row and _row or row, column=_column and _column or 0, sticky=sticky)
head = Frame(self.frame, **STYLES["header"])
head.grid(row=row, column=0, sticky=N+EW, columnspan=5)
Label(head, text=text, **STYLES[style]).grid()
row += 1
def label(text, _row=None, _column=None, columnspan=None, sticky=None):
nonlocal row
new_label = Label(self.frame, text=text, **STYLES["widget"])
new_label.grid(row=_row and _row or row, column=_column and _column or 0, columnspan=columnspan, sticky=sticky)
if _row is None:
row += 1
def scrable_row(unit_type, unit_count):
return new_label
def scrable_row(task_type, unit_type, unit_count, client_slots: bool):
nonlocal row
Label(self.frame, text="{} ({})".format(db.unit_type_name(unit_type), unit_count)).grid(row=row, sticky=W)
Label(self.frame, text="{} ({})".format(db.unit_type_name(unit_type), unit_count), **STYLES["widget"]).grid(row=row, sticky=W)
scramble_entry = Entry(self.frame, width=2)
scramble_entry.grid(column=1, row=row, sticky=W)
scramble_entry.grid(column=1, row=row, sticky=E, padx=5)
scramble_entry.insert(0, "0")
self.aircraft_scramble_entries[unit_type] = scramble_entry
Button(self.frame, text="+", command=self.scramble_half(True, unit_type)).grid(column=2, row=row)
Button(self.frame, text="+", command=self.scramble_half(task_type, unit_type), **STYLES["btn-primary"]).grid(column=2, row=row)
client_entry = Entry(self.frame, width=2)
client_entry.grid(column=3, row=row, sticky=E)
client_entry.insert(0, "0")
self.aircraft_client_entries[unit_type] = client_entry
Button(self.frame, text="+", command=self.client_one(unit_type)).grid(column=4, row=row)
if client_slots:
client_entry = Entry(self.frame, width=2)
client_entry.grid(column=3, row=row, sticky=E, padx=5)
client_entry.insert(0, "0")
Button(self.frame, text="+", command=self.client_one(task_type, unit_type), **STYLES["btn-primary"]).grid(column=4, row=row)
else:
client_entry = None
row += 1
def scramble_armor_row(unit_type, unit_count):
nonlocal row
Label(self.frame, text="{} ({})".format(db.unit_type_name(unit_type), unit_count)).grid(row=row, sticky=W)
scramble_entry = Entry(self.frame, width=2)
scramble_entry.insert(0, "0")
scramble_entry.grid(column=1, row=row)
self.armor_scramble_entries[unit_type] = scramble_entry
Button(self.frame, text="+", command=self.scramble_half(False, unit_type)).grid(column=2, row=row)
self.scramble_entries[task_type][unit_type] = scramble_entry, client_entry
row += 1
@@ -84,78 +73,60 @@ class EventMenu(Menu):
if threat_descr:
threat_descr = "Approx. {}".format(threat_descr)
Label(self.frame, text="{}. {}".format(self.event, threat_descr)).grid(row=row, column=0, columnspan=5)
# Header
header("Mission Menu", "title")
# Mission Description
Label(self.frame, text="{}. {}".format(self.event, threat_descr), **STYLES["mission-preview"]).grid(row=row, column=0, columnspan=5, sticky=S+EW, padx=5, pady=5)
row += 1
Button(self.frame, text="Commit", command=self.start).grid(column=3, row=row, sticky=E)
Button(self.frame, text="Back", command=self.dismiss).grid(column=4, row=row, sticky=E)
awacs_enabled = self.game.budget >= AWACS_BUDGET_COST and NORMAL or DISABLED
Checkbutton(self.frame, text="AWACS ({}m)".format(AWACS_BUDGET_COST), var=self.awacs, state=awacs_enabled).grid(row=row, column=0, sticky=W)
Label(self.frame, text="Amount", **STYLES["widget"]).grid(row=row, column=1, columnspan=2)
Label(self.frame, text="Client slots", **STYLES["widget"]).grid(row=row, column=3, columnspan=2)
row += 1
label("Aircraft")
if self.base.aircraft:
Label(self.frame, text="Amount").grid(row=row, column=1, columnspan=2)
Label(self.frame, text="Client slots").grid(row=row, column=3, columnspan=2)
row += 1
filter_to = UNITTYPES_FOR_EVENTS[self.event.__class__]
for unit_type, count in self.base.aircraft.items():
if filter_to and db.unit_task(unit_type) not in filter_to:
continue
if unit_type in helicopter_map and self.event.__class__ != InsurgentAttackEvent:
continue
scrable_row(unit_type, count)
if not self.base.total_planes:
label("None", sticky=W)
label("Armor")
for unit_type, count in self.base.armor.items():
if filter_to and db.unit_task(unit_type) not in filter_to:
continue
scramble_armor_row(unit_type, count)
if not self.base.total_armor:
label("None", sticky=W)
def _scrambled_aircraft_count(self, unit_type: UnitType) -> int:
value = self.aircraft_scramble_entries[unit_type].get()
if value and int(value) > 0:
return min(int(value), self.base.aircraft[unit_type])
return 0
def _scrambled_armor_count(self, unit_type: UnitType) -> int:
value = self.armor_scramble_entries[unit_type].get()
if value and int(value) > 0:
return min(int(value), self.base.armor[unit_type])
return 0
def scramble_half(self, aircraft: bool, unit_type: UnitType) -> typing.Callable:
def action():
entry = None # type: Entry
total_count = 0
if aircraft:
entry = self.aircraft_scramble_entries[unit_type]
total_count = self.base.aircraft[unit_type]
for flight_task in self.event.tasks:
header("{}:".format(self.event.flight_name(flight_task)))
if flight_task == PinpointStrike:
if not self.base.armor:
label("No units")
for t, c in self.base.armor.items():
scrable_row(flight_task, t, c, client_slots=False)
else:
entry = self.armor_scramble_entries[unit_type]
total_count = self.base.armor[unit_type]
if not self.base.aircraft:
label("No units")
for t, c in self.base.aircraft.items():
scrable_row(flight_task, t, c, client_slots=True)
existing_count = int(entry.get())
header("Support:")
# Options
awacs_enabled = self.game.budget >= AWACS_BUDGET_COST and NORMAL or DISABLED
Checkbutton(self.frame, var=self.awacs, state=awacs_enabled, **STYLES["radiobutton"]).grid(row=row, column=0, sticky=E)
Label(self.frame, text="AWACS ({}m)".format(AWACS_BUDGET_COST), **STYLES["widget"]).grid(row=row, column=3, sticky=W, padx=5, pady=5)
row += 1
header("Ready?")
self.error_label = label("", columnspan=4)
self.error_label["fg"] = RED
Button(self.frame, text="Commit", command=self.start, **STYLES["btn-primary"]).grid(column=0, row=row, sticky=E, padx=5, pady=(10,10))
Button(self.frame, text="Back", command=self.dismiss, **STYLES["btn-warning"]).grid(column=3, row=row, sticky=E, padx=5, pady=(10,10))
row += 1
def scramble_half(self, task: typing.Type[UnitType], unit_type: UnitType) -> typing.Callable:
def action():
entry = self.scramble_entries[task][unit_type][0] # type: Entry
value = entry.get()
total_units = self.base.total_units_of_type(unit_type)
amount = int(value and value or "0")
entry.delete(0, END)
entry.insert(0, "{}".format(int(existing_count + math.ceil(total_count/2))))
entry.insert(0, str(amount + int(math.ceil(total_units/2))))
return action
def client_one(self, unit_type: UnitType) -> typing.Callable:
def client_one(self, task: typing.Type[Task], unit_type: UnitType) -> typing.Callable:
def action():
entry = self.aircraft_client_entries[unit_type] # type: Entry
entry = self.scramble_entries[task][unit_type][1] # type: Entry
value = entry.get()
amount = int(value and value or "0")
entry.delete(0, END)
@@ -169,82 +140,48 @@ class EventMenu(Menu):
else:
self.event.is_awacs_enabled = False
scrambled_aircraft = {}
scrambled_sweep = {}
scrambled_cas = {}
for unit_type, field in self.aircraft_scramble_entries.items():
amount = self._scrambled_aircraft_count(unit_type)
if amount > 0:
task = db.unit_task(unit_type)
flights = {k: {} for k in self.event.tasks} # type: ScrambledFlightsDict
units_scramble_counts = {} # type: typing.Dict[typing.Type[UnitType], int]
tasks_scramble_counts = {} # type: typing.Dict[typing.Type[Task], int]
tasks_clients_counts = {} # type: typing.Dict[typing.Type[Task], int]
scrambled_aircraft[unit_type] = amount
if task == CAS:
scrambled_cas[unit_type] = amount
elif task == CAP:
scrambled_sweep[unit_type] = amount
def dampen_count(for_task: typing.Type[Task], unit_type: typing.Type[UnitType], count: int) -> int:
nonlocal units_scramble_counts
total_count = self.base.total_units_of_type(unit_type)
scrambled_clients = {}
for unit_type, field in self.aircraft_client_entries.items():
value = field.get()
if value and int(value) > 0:
amount = int(value)
scrambled_clients[unit_type] = amount
total_scrambled = units_scramble_counts.get(unit_type, 0)
dampened_value = count if count + total_scrambled < total_count else total_count - total_scrambled
units_scramble_counts[unit_type] = units_scramble_counts.get(unit_type, 0) + dampened_value
scrambled_armor = {}
for unit_type, field in self.armor_scramble_entries.items():
amount = self._scrambled_armor_count(unit_type)
if amount > 0:
scrambled_armor[unit_type] = amount
return dampened_value
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,
armor=scrambled_armor,
clients=scrambled_clients)
else:
e.player_defending(interceptors=scrambled_aircraft,
clients=scrambled_clients)
elif type(self.event) is InterceptEvent:
e = self.event # type: InterceptEvent
if self.game.is_player_attack(self.event):
e.player_attacking(interceptors=scrambled_aircraft,
clients=scrambled_clients)
else:
e.player_defending(escort=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 FrontlinePatrolEvent:
e = self.event # type: FrontlinePatrolEvent
e.player_attacking(interceptors=scrambled_aircraft, clients=scrambled_clients, armor=scrambled_armor)
elif type(self.event) is NavalInterceptEvent:
e = self.event # type: NavalInterceptEvent
for task_type, dict in self.scramble_entries.items():
for unit_type, (count_entry, clients_entry) in dict.items():
try:
count = int(count_entry.get())
except:
count = 0
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 AntiAAStrikeEvent:
e = self.event # type: AntiAAStrikeEvent
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 InsurgentAttackEvent:
e = self.event # type: InsurgentAttackEvent
if self.game.is_player_attack(self.event):
assert False
else:
e.player_defending(strikegroup=scrambled_aircraft, clients=scrambled_clients)
elif type(self.event) is InfantryTransportEvent:
e = self.event # type: InfantryTransportEvent
if self.game.is_player_attack(self.event):
e.player_attacking(transport=scrambled_aircraft, clients=scrambled_clients)
else:
assert False
try:
clients_count = int(clients_entry and clients_entry.get() or 0)
except:
clients_count = 0
dampened_count = dampen_count(task_type, unit_type, count)
tasks_clients_counts[task_type] = tasks_clients_counts.get(task_type, 0) + clients_count
tasks_scramble_counts[task_type] = tasks_scramble_counts.get(task_type, 0) + dampened_count
flights[task_type][unit_type] = dampened_count, clients_count
for task in self.event.ai_banned_tasks:
if tasks_clients_counts.get(task, 0) == 0 and tasks_scramble_counts.get(task, 0) > 0:
self.error_label["text"] = "Need at least one player in flight {}".format(self.event.flight_name(task))
return
if self.game.is_player_attack(self.event):
self.event.player_attacking(flights)
else:
self.event.player_defending(flights)
self.game.initiate_event(self.event)
EventResultsMenu(self.window, self.parent, self.game, self.event).display()

View File

@@ -3,6 +3,7 @@ from ui.window import *
from game.game import *
from userdata.debriefing import *
from .styles import STYLES
class EventResultsMenu(Menu):
@@ -13,6 +14,7 @@ class EventResultsMenu(Menu):
def __init__(self, window: Window, parent, game: Game, event: Event):
super(EventResultsMenu, self).__init__(window, parent, game)
self.frame = window.right_pane
self.frame.grid_rowconfigure(0, weight=0)
self.event = event
self.finished = False
@@ -21,46 +23,84 @@ class EventResultsMenu(Menu):
def display(self):
self.window.clear_right_pane()
row = 0
def header(text, style="strong"):
nonlocal row
head = Frame(self.frame, **STYLES["header"])
head.grid(row=row, column=0, sticky=N + EW, columnspan=2, pady=(0, 10))
Label(head, text=text, **STYLES[style]).grid()
row += 1
def label(text, style="widget"):
nonlocal row
Label(self.frame, text=text, **STYLES[style]).grid(row=row, column=0, sticky=NW, columnspan=2)
row += 1
if not self.finished:
Label(self.frame, text="Play the mission and save debriefing to").grid(row=0, column=0)
Label(self.frame, text=debriefing_directory_location()).grid(row=1, column=0)
"""
For debugging purposes
"""
header("You are clear for takeoff!")
label("In DCS, open and play the mission:")
label("liberation_nextturn", "italic")
label("or")
label("liberation_nextturn_quick", "italic")
header("Then save the debriefing to the folder:")
label(debriefing_directory_location(), "italic")
header("Waiting for results...")
pg = Progressbar(self.frame, orient="horizontal", length=200, mode="determinate")
pg.grid(row=row, column=0, columnspan=2, sticky=EW, pady=5, padx=5)
pg.start(10)
row += 1
Label(self.frame, text="Cheat operation results: ", **STYLES["strong"]).grid(column=0, row=row,
columnspan=2, sticky=NSEW,
pady=5)
row += 1
Button(self.frame, text="full enemy losses", command=self.simulate_result(0, 1),
**STYLES["btn-warning"]).grid(column=0, row=row, padx=5, pady=5)
Button(self.frame, text="full player losses", command=self.simulate_result(1, 0),
**STYLES["btn-warning"]).grid(column=1, row=row, padx=5, pady=5)
row += 1
Button(self.frame, text="some enemy losses", command=self.simulate_result(0, 0.8),
**STYLES["btn-warning"]).grid(column=0, row=row, padx=5, pady=5)
Button(self.frame, text="some player losses", command=self.simulate_result(0.8, 0),
**STYLES["btn-warning"]).grid(column=1, row=row, padx=5, pady=5)
row += 1
row = 3
Separator(self.frame, orient=HORIZONTAL).grid(row=row, sticky=EW); row += 1
Label(self.frame, text="Cheat operation results: ").grid(row=row); row += 1
Button(self.frame, text="full enemy losses", command=self.simulate_result(0, 1)).grid(row=row); row += 1
Button(self.frame, text="full player losses", command=self.simulate_result(1, 0)).grid(row=row); row += 1
Button(self.frame, text="some enemy losses", command=self.simulate_result(0, 0.8)).grid(row=row); row += 1
Button(self.frame, text="some player losses", command=self.simulate_result(0.8, 0)).grid(row=row); row += 1
else:
row = 0
if self.event.is_successfull(self.debriefing):
Label(self.frame, text="Operation success").grid(row=row, columnspan=1); row += 1
header("Operation success", "title-green")
else:
Label(self.frame, text="Operation failed").grid(row=row, columnspan=1); row += 1
header("Operation failed", "title-red")
header("Player losses")
Separator(self.frame, orient='horizontal').grid(row=row, columnspan=1, sticky=NE); row += 1
Label(self.frame, text="Player losses").grid(row=row, columnspan=1); row += 1
for unit_type, count in self.player_losses.items():
Label(self.frame, text=db.unit_type_name(unit_type)).grid(row=row)
Label(self.frame, text="{}".format(count)).grid(column=1, row=row)
Label(self.frame, text=db.unit_type_name(unit_type), **STYLES["widget"]).grid(row=row)
Label(self.frame, text="{}".format(count), **STYLES["widget"]).grid(column=1, row=row)
row += 1
header("Enemy losses")
if self.debriefing.destroyed_objects:
Label(self.frame, text="Ground assets", **STYLES["widget"]).grid(row=row)
Label(self.frame, text="{}".format(len(self.debriefing.destroyed_objects)), **STYLES["widget"]).grid(column=1, row=row)
row += 1
Separator(self.frame, orient='horizontal').grid(row=row, columnspan=1, sticky=NE); row += 1
Label(self.frame, text="Enemy losses").grid(columnspan=1, row=row); row += 1
for unit_type, count in self.enemy_losses.items():
if count == 0:
continue
Label(self.frame, text=db.unit_type_name(unit_type)).grid(row=row)
Label(self.frame, text="{}".format(count)).grid(column=1, row=row)
Label(self.frame, text=db.unit_type_name(unit_type), **STYLES["widget"]).grid(row=row)
Label(self.frame, text="{}".format(count), **STYLES["widget"]).grid(column=1, row=row)
row += 1
Button(self.frame, text="Okay", command=self.dismiss).grid(columnspan=1, row=row); row += 1
Button(self.frame, text="Okay", command=self.dismiss, **STYLES["btn-primary"]).grid(columnspan=1, row=row);
row += 1
def process_debriefing(self, debriefing: Debriefing):
self.debriefing = debriefing
@@ -78,7 +118,7 @@ class EventResultsMenu(Menu):
def simulate_result(self, player_factor: float, enemy_factor: float):
def action():
debriefing = Debriefing({})
debriefing = Debriefing({}, [])
def count(country: Country) -> typing.Dict[UnitType, int]:
result = {}
@@ -106,8 +146,10 @@ class EventResultsMenu(Menu):
alive_player_units = count(player)
alive_enemy_units = count(enemy)
destroyed_player_units = db.unitdict_restrict_count(alive_player_units, math.ceil(sum(alive_player_units.values()) * player_factor))
destroyed_enemy_units = db.unitdict_restrict_count(alive_enemy_units, math.ceil(sum(alive_enemy_units.values()) * enemy_factor))
destroyed_player_units = db.unitdict_restrict_count(alive_player_units, math.ceil(
sum(alive_player_units.values()) * player_factor))
destroyed_enemy_units = db.unitdict_restrict_count(alive_enemy_units, math.ceil(
sum(alive_enemy_units.values()) * enemy_factor))
alive_player_units = {k: v - destroyed_player_units.get(k, 0) for k, v in alive_player_units.items()}
alive_enemy_units = {k: v - destroyed_enemy_units.get(k, 0) for k, v in alive_enemy_units.items()}

View File

@@ -1,11 +1,13 @@
import pickle
from ui.basemenu import *
from ui.overviewcanvas import *
from ui.configurationmenu import *
from game.game import *
from ui.basemenu import *
from ui.configurationmenu import *
from ui.overviewcanvas import *
from userdata import persistency
from .styles import STYLES
import tkinter as tk
from tkinter import ttk
class MainMenu(Menu):
@@ -18,56 +20,69 @@ class MainMenu(Menu):
self.upd.update()
self.frame = self.window.right_pane
self.frame.grid_columnconfigure(0, weight=1)
self.frame.columnconfigure(0, weight=1)
self.frame.rowconfigure(0, weight=1)
def display(self):
persistency.save_game(self.game)
self.window.clear_right_pane()
self.upd.update()
row = 1
row = 0
# Header :
header = Frame(self.frame, **STYLES["header"])
Button(header, text="Configuration", command=self.configuration_menu, **STYLES["btn-primary"]).grid(column=0, row=0, sticky=NE)
Label(header, text="Budget: {}m (+{}m)".format(self.game.budget, self.game.budget_reward_amount), **STYLES["strong"]).grid(column=1, row=0, sticky=NSEW, padx=50)
Button(header, text="Pass turn", command=self.pass_turn, **STYLES["btn-primary"]).grid(column=2, row=0, sticky=NW)
header.grid(column=0, row=0, sticky=N+EW)
body = LabelFrame(self.frame, **STYLES["body"])
body.grid(column=0, row=1, sticky=NSEW)
def label(text):
nonlocal row
Label(self.frame, text=text).grid(row=row, sticky=NW)
nonlocal row, body
frame = LabelFrame(body, **STYLES["label-frame"])
frame.grid(row=row, sticky=NSEW, columnspan=2)
Label(frame, text=text, **STYLES["widget"]).grid(row=row, sticky=NS)
row += 1
def event_button(event):
nonlocal row
Message(self.frame, text="{}{} at {}".format(
nonlocal row, body
frame = LabelFrame(body, **STYLES["label-frame"])
frame.grid(row=row, sticky=NSEW)
Message(frame, text="{}{}".format(
event.defender_name == self.game.player and "Enemy attacking: " or "",
event,
event.to_cp,
), aspect=1600).grid(column=0, row=row, sticky=NW)
Button(self.frame, text=">", command=self.start_event(event)).grid(column=0, row=row, sticky=NE+S); row += 1
event
), aspect=1600, **STYLES["widget"]).grid(column=0, row=0, sticky=NSEW)
Button(body, text=">", command=self.start_event(event), **STYLES["btn-primary"]).grid(column=1, row=row, sticky=E)
row += 1
def destination_header(text, separator=True):
nonlocal row
if separator:
Separator(self.frame, orient=HORIZONTAL).grid(row=row, sticky=EW); row += 1
Label(self.frame, text=text).grid(column=0, row=row, sticky=N); row += 1
Button(self.frame, text="Configuration", command=self.configuration_menu).grid(column=0, row=0, sticky=NE)
Button(self.frame, text="Pass turn", command=self.pass_turn).grid(column=0, row=0, sticky=NW)
Label(self.frame, text="Budget: {}m (+{}m)".format(self.game.budget, self.game.budget_reward_amount)).grid(column=0, row=0, sticky=N)
Separator(self.frame, orient='horizontal').grid(row=row, sticky=EW); row += 1
def destination_header(text, pady=0):
nonlocal row, body
Label(body, text=text, **STYLES["strong"]).grid(column=0, columnspan=2, row=row, sticky=N+EW, pady=(pady,0)); row += 1
events = self.game.events
events.sort(key=lambda x: x.to_cp.name)
events.sort(key=lambda x: x.from_cp.name)
events.sort(key=lambda x: x.informational and 2 or (self.game.is_player_attack(x) and 1 or 0))
destination = None
deliveries = False
for event in events:
if not event.informational:
if self.game.is_player_attack(event):
new_destination = event.from_cp.name
new_destination = "From {} to {}".format(event.from_cp.name, event.to_cp.name)
else:
new_destination = "Enemy attack"
if destination != new_destination:
destination_header(new_destination, destination is not None)
destination_header(new_destination)
destination = new_destination
if event.informational:
if not deliveries:
deliveries = True
destination_header("Deliveries", 15)
label(str(event))
else:
event_button(event)
@@ -92,3 +107,7 @@ class MainMenu(Menu):
self.basemenu = BaseMenu(self.window, self, self.game, cp)
self.basemenu.display()

View File

@@ -1,7 +1,9 @@
import os
from tkinter import *
from tkinter.ttk import *
from ui.window import *
from .styles import STYLES
class NewGameMenu(Menu):
@@ -14,6 +16,7 @@ class NewGameMenu(Menu):
def __init__(self, window: Window, callback: typing.Callable):
super(NewGameMenu, self).__init__(window, None, None)
self.frame = window.right_pane
window.left_pane.configure(background="black")
self.callback = callback
self.selected_country = IntVar()
@@ -57,23 +60,72 @@ class NewGameMenu(Menu):
def display(self):
self.window.clear_right_pane()
Label(self.frame, text="Player country").grid(row=0, column=0)
Radiobutton(self.frame, text="USA", variable=self.selected_country, value=0).grid(row=1, column=0)
Radiobutton(self.frame, text="Russia", variable=self.selected_country, value=1).grid(row=2, column=0)
# Header
head = Frame(self.frame, **STYLES["header"])
head.grid(row=0, column=0, sticky=NSEW)
Label(head, text="Start a new game", **STYLES["title"]).grid()
Label(self.frame, text="Terrain").grid(row=0, column=1)
Radiobutton(self.frame, text="Caucasus", variable=self.selected_terrain, value=0).grid(row=1, column=1)
Radiobutton(self.frame, text="Nevada", variable=self.selected_terrain, value=1).grid(row=2, column=1)
Radiobutton(self.frame, text="Persian Gulf", variable=self.selected_terrain, value=2).grid(row=3, column=1)
# Body
body = Frame(self.frame, **STYLES["body"])
body.grid(row=1, column=0, sticky=NSEW)
Label(self.frame, text="Options").grid(row=1, column=2)
Checkbutton(self.frame, text="SAMs", variable=self.sams).grid(row=1, column=2)
Checkbutton(self.frame, text="Mid game", variable=self.midgame).grid(row=2, column=2)
# Country Selection
country = LabelFrame(body, text="Player Side", **STYLES["label-frame"])
country.grid(row=0, column=0, sticky=NW, padx=5)
Radiobutton(country, variable=self.selected_country, value=0, **STYLES["radiobutton"]).grid(row=0, column=0,
sticky=W)
Label(country, text="USA", **STYLES["widget"]).grid(row=0, column=1, sticky=W)
Radiobutton(country, variable=self.selected_country, value=1, **STYLES["radiobutton"]).grid(row=1, column=0,
sticky=W)
Label(country, text="Russia", **STYLES["widget"]).grid(row=1, column=1, sticky=W)
Label(self.frame, text="Multiplier").grid(row=0, column=3)
Entry(self.frame, textvariable=self.multiplier).grid(row=1, column=3)
# Terrain Selection
terrain = LabelFrame(body, text="Terrain", **STYLES["label-frame"])
terrain.grid(row=0, column=1, sticky=N, padx=5)
Button(self.frame, text="Proceed", command=self.proceed).grid(row=5, column=0, columnspan=4)
Radiobutton(terrain, variable=self.selected_terrain, value=0, **STYLES["radiobutton"]) \
.grid(row=0, column=0, sticky=W)
Label(terrain, text="Caucasus", **STYLES["widget"]).grid(row=0, column=1, sticky=W)
self.create_label_image(terrain, "terrain_caucasus.png").grid(row=0, column=2, padx=5)
Radiobutton(terrain, variable=self.selected_terrain, value=1, **STYLES["radiobutton"]) \
.grid(row=1, column=0, sticky=W)
Label(terrain, text="Nevada", **STYLES["widget"]).grid(row=1, column=1, sticky=W)
self.create_label_image(terrain, "terrain_nevada.png").grid(row=1, column=2, padx=5)
Radiobutton(terrain, variable=self.selected_terrain, value=2, **STYLES["radiobutton"]) \
.grid(row=2, column=0, sticky=W)
Label(terrain, text="Persian Gulf", **STYLES["widget"]).grid(row=2, column=1, sticky=W)
self.create_label_image(terrain, "terrain_pg.png").grid(row=2, column=2, padx=5)
Label(terrain, text="Currently strike missions are only\navailable for a number of airports only in Caucasus", **STYLES["widget"]) \
.grid(row=3, column=0, columnspan=3, sticky=W)
# Misc Options
options = LabelFrame(body, text="Misc Options", **STYLES["label-frame"])
options.grid(row=0, column=2, sticky=NE, padx=5)
Checkbutton(options, variable=self.sams, **STYLES["radiobutton"]).grid(row=0, column=0, sticky=W)
Label(options, text="SAMs", **STYLES["widget"]).grid(row=0, column=1, sticky=W)
Checkbutton(options, variable=self.midgame, **STYLES["radiobutton"]).grid(row=1, column=0, sticky=W)
Label(options, text="Mid Game", **STYLES["widget"]).grid(row=1, column=1, sticky=W)
Label(options, text="Multiplier", **STYLES["widget"]).grid(row=2, column=0, sticky=W)
Entry(options, textvariable=self.multiplier).grid(row=2, column=1, sticky=W)
# Footer with Proceed Button
footer = Frame(self.frame, **STYLES["header"])
footer.grid(row=2, sticky=N + E + W)
Button(footer, text="Proceed", command=self.proceed, **STYLES["btn-primary"]).grid(row=0, column=0, sticky=SE,
padx=5, pady=5)
@staticmethod
def create_label_image(parent, image):
im = PhotoImage(file=os.path.join("resources", "ui", image))
label = Label(parent, image=im)
label.image = im
return label
def proceed(self):
self.callback(self.player_country_name,

View File

@@ -50,11 +50,12 @@ class OverviewCanvas:
title = cp.name
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))
id = self.canvas.create_text(coords[0], coords[1], text=title, font=font)
self.canvas.tag_bind(id, "<Button-1>", self.display(cp))
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))
def _player_color(self):
return self.game.player == "USA" and "blue" or "red"
@@ -80,6 +81,7 @@ class OverviewCanvas:
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)
distance = max(distance, 1000)
start_coords = self.transform_point(frontline_pos, treshold=10)
end_coords = self.transform_point(frontline_pos.point_from_heading(heading, distance), treshold=60)
@@ -97,7 +99,7 @@ class OverviewCanvas:
color = self._enemy_color()
cp_id = self.canvas.create_arc((coords[0] - arc_size/2, coords[1] - arc_size/2),
(coords[0]+arc_size/2, coords[1]+arc_size/2),
(coords[0] + arc_size/2, coords[1] + arc_size/2),
fill=color,
style=PIESLICE,
start=start,
@@ -116,7 +118,8 @@ class OverviewCanvas:
self.create_cp_title((coords[0] + arc_size/4, coords[1] + arc_size/4), cp)
units_title = "{}/{}/{}".format(cp.base.total_planes, cp.base.total_armor, cp.base.total_aa)
self.canvas.create_text(coords[0], coords[1] - arc_size / 1.5, text=units_title, font=("Helvetica", 10))
self.canvas.create_text(coords[0]+1, coords[1] - arc_size / 1.5 +1, text=units_title, font=("Helvetica", 8), fill=color)
self.canvas.create_text(coords[0], coords[1] - arc_size / 1.5, text=units_title, font=("Helvetica", 8), fill="white")
def display(self, cp: ControlPoint):
def action(_):

45
ui/styles.py Normal file
View File

@@ -0,0 +1,45 @@
# Style for UI
# Padding
PADDING_X = 5
PADDING_Y = 5
# Colors
FG_COLOR = "white"
FG_COLOR_LIGHT = "#dddddd"
BG_COLOR = "#4E5760"
GREEN = "#699245"
YELLOW = "#BF9A46"
RED = "#D0232E"
BG_TITLE_COLOR = "#2D3E50"
# Fonts
FONT_FAMILY = "Trebuchet MS"
DEFAULT_FONT = (FONT_FAMILY, 8)
ITALIC = (FONT_FAMILY, 8, "italic")
BOLD_FONT = (FONT_FAMILY, 10, "bold italic")
TITLE_FONT = (FONT_FAMILY, 16, "bold italic")
# List of styles
STYLES = {}
STYLES["label-frame"] = {"font": BOLD_FONT, "bg": BG_COLOR, "fg": FG_COLOR}
STYLES["frame-wrapper"] = {"bg": BG_COLOR, "relief":"sunken"}
STYLES["body"] = {"bg": BG_COLOR, "padx": 25, "pady": 35}
STYLES["strong"] = {"font": BOLD_FONT, "bg": BG_TITLE_COLOR, "fg": FG_COLOR}
STYLES["strong-grey"] = {"font": BOLD_FONT, "bg": BG_TITLE_COLOR, "fg": FG_COLOR_LIGHT}
STYLES["mission-preview"] = {"font": BOLD_FONT, "bg": YELLOW, "fg": FG_COLOR}
STYLES["widget"] = {"bg": BG_COLOR, "fg": FG_COLOR, "padx": PADDING_X, "pady": PADDING_Y, "font": DEFAULT_FONT}
STYLES["italic"] = {"bg": BG_COLOR, "fg": FG_COLOR, "padx": PADDING_X, "pady": PADDING_Y, "font": ITALIC}
STYLES["radiobutton"] = {"bg": BG_COLOR, "fg": "black", "padx": PADDING_X, "pady": PADDING_Y, "font": DEFAULT_FONT,
"activebackground": BG_COLOR, "highlightbackground": BG_COLOR, "selectcolor": "white"}
STYLES["title"] = {"bg": BG_TITLE_COLOR, "fg": FG_COLOR, "padx": PADDING_X, "pady": PADDING_Y, "font": TITLE_FONT}
STYLES["title-green"] = {"bg": GREEN, "fg": FG_COLOR, "padx": PADDING_X, "pady": PADDING_Y, "font": TITLE_FONT}
STYLES["title-red"] = {"bg": RED, "fg": FG_COLOR, "padx": PADDING_X, "pady": PADDING_Y, "font": TITLE_FONT}
STYLES["header"] = {"bg": BG_TITLE_COLOR}
STYLES["btn-primary"] = {"bg": GREEN, "fg": FG_COLOR, "padx": PADDING_X, "pady": 2, "font": DEFAULT_FONT}
STYLES["btn-danger"] = {"bg": RED, "fg": FG_COLOR, "padx": PADDING_X, "pady": 2, "font": DEFAULT_FONT}
STYLES["btn-warning"] = {"bg": YELLOW, "fg": FG_COLOR, "padx": PADDING_X, "pady": 2, "font": DEFAULT_FONT}

View File

@@ -1,6 +1,6 @@
from tkinter import *
from game.game import *
from .styles import BG_COLOR,BG_TITLE_COLOR
class Window:
image = None
@@ -9,21 +9,24 @@ class Window:
def __init__(self):
self.tk = Tk()
self.tk.title("DCS Liberation")
self.tk.iconbitmap("icon.ico")
self.tk.resizable(True, True)
self.tk.grid_columnconfigure(0, weight=1)
self.tk.grid_rowconfigure(0, weight=1)
self.frame = Frame(self.tk)
self.frame = Frame(self.tk, bg=BG_COLOR)
self.frame.grid(column=0, row=0, sticky=NSEW)
self.frame.grid_columnconfigure(0, minsize=300)
self.frame.grid_columnconfigure(1, minsize=400)
self.frame.grid_columnconfigure(0)
self.frame.grid_columnconfigure(1)
self.frame.grid_columnconfigure(0, weight=0)
self.frame.grid_columnconfigure(1, weight=1)
self.frame.grid_rowconfigure(0, weight=1)
self.left_pane = Frame(self.frame)
self.left_pane = Frame(self.frame, bg=BG_TITLE_COLOR)
self.left_pane.grid(row=0, column=0, sticky=NSEW)
self.right_pane = Frame(self.frame)
self.right_pane = Frame(self.frame, bg=BG_COLOR)
self.right_pane.grid(row=0, column=1, sticky=NSEW)
self.tk.focus()

View File

@@ -59,14 +59,59 @@ def parse_mutliplayer_debriefing(contents: str):
class Debriefing:
def __init__(self, dead_units):
def __init__(self, dead_units, dead_objects):
self.destroyed_units = {} # type: typing.Dict[str, typing.Dict[UnitType, int]]
self.alive_units = {} # type: typing.Dict[str, typing.Dict[UnitType, int]]
self.destroyed_objects = [] # type: typing.List[str]
self._dead_units = dead_units
self._dead_objects = dead_objects
@classmethod
def parse(cls, path: str):
dead_units = {}
dead_objects = []
def append_dead_unit(country_id, unit_type):
nonlocal dead_units
if country_id not in dead_units:
dead_units[country_id] = {}
if unit_type not in dead_units[country_id]:
dead_units[country_id][unit_type] = 0
dead_units[country_id][unit_type] += 1
def append_dead_object(object_mission_id_str):
nonlocal dead_objects
object_mission_id = int(object_mission_id_str)
if object_mission_id in dead_objects:
logging.info("debriefing: failed to append_dead_object {}: already exists!".format(object_mission_id))
return
dead_objects.append(object_mission_id)
def parse_dead_unit(event):
try:
components = event["initiator"].split("|")
category, country_id, group_id, unit_type = components[0], int(components[1]), int(components[2]), db.unit_type_from_name(components[3])
if unit_type is None:
logging.info("Skipped {} due to no unit type".format(event))
return
if category == "unit":
append_dead_unit(country_id, unit_type)
else:
logging.info("Skipped {} due to category".format(event))
except Exception as e:
logging.error(e)
def parse_dead_object(event):
try:
append_dead_object(event["initiatorMissionID"])
except Exception as e:
logging.error(e)
with open(path, "r") as f:
table_string = f.read()
try:
@@ -75,36 +120,18 @@ class Debriefing:
table = parse_mutliplayer_debriefing(table_string)
events = table.get("debriefing", {}).get("events", {})
dead_units = {}
for event in events.values():
event_type = event.get("type", None)
if event_type != "crash" and event_type != "dead":
continue
if event_type in ["crash", "dead"]:
object_initiator = event["initiator"] in ["SKLAD_CRUSH", "SKLADCDESTR", "TEC_A_CRUSH", "BAK_CRUSH"]
defense_initiator = event["initiator"].startswith("defense|")
try:
components = event["initiator"].split("|")
category, country_id, group_id, unit_type = components[0], int(components[1]), int(components[2]), db.unit_type_from_name(components[3])
if unit_type is None:
logging.info("Skipped due to no unit type")
continue
if object_initiator or defense_initiator:
parse_dead_object(event)
else:
parse_dead_unit(event)
if category != "unit":
logging.info("Skipped due to category")
continue
except Exception as e:
logging.error(e)
continue
if country_id not in dead_units:
dead_units[country_id] = {}
if unit_type not in dead_units[country_id]:
dead_units[country_id][unit_type] = 0
dead_units[country_id][unit_type] += 1
return Debriefing(dead_units)
return Debriefing(dead_units, dead_objects)
def calculate_units(self, mission: Mission, player_name: str, enemy_name: str):
def count_groups(groups: typing.List[UnitType]) -> typing.Dict[UnitType, int]:
@@ -142,6 +169,12 @@ class Debriefing:
enemy.name: {k: v - self.destroyed_units[enemy.name].get(k, 0) for k, v in enemy_units.items()},
}
for mission_id in self._dead_objects:
for group in mission.country(enemy.name).static_group + mission.country(enemy.name).vehicle_group:
if mission_id in [x.id for x in group.units]:
logging.info("debriefing: connected id {} to group {}".format(mission_id, str(group.name)))
self.destroyed_objects.append(str(group.name))
def debriefing_directory_location() -> str:
return os.path.join(base_path(), "liberation_debriefings")