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https://github.com/dcs-liberation/dcs_liberation.git
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6 Commits
| Author | SHA1 | Date | |
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7458181e90 | ||
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ec28cdc936 | ||
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9dbc9a8a56 | ||
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73d4a2d414 | ||
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e93ad8b800 | ||
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d48985ca6d |
@@ -14,7 +14,7 @@ import ui.corruptedsavemenu
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from game.game import Game
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from theater import start_generator
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from userdata import persistency
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from userdata import persistency, logging
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persistency.setup(sys.argv[1])
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@@ -136,7 +136,6 @@ Following tasks are present:
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UNIT_BY_TASK = {
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CAP: [
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C_101CC,
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AJS37,
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F_5E_3,
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Su_27,
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Su_33,
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@@ -151,6 +150,7 @@ UNIT_BY_TASK = {
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MiG_15bis,
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L_39ZA,
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AV8BNA,
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AJS37,
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A_10A,
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A_10C,
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Su_25,
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@@ -347,6 +347,10 @@ PLANE_PAYLOAD_OVERRIDES = {
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"*": "R-73*4,R-27R*2,R-27ER*6",
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},
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AJS37: {
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CAS: "CAS (75 GUN): RB-75*2, AKAN",
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},
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AV8BNA: {
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CAS: "AS 2",
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},
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@@ -459,6 +463,9 @@ def unitdict_split(unit_dict: UnitsDict, count: int):
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def unitdict_restrict_count(unit_dict: UnitsDict, total_count: int) -> UnitsDict:
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if total_count == 0:
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return {}
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groups = list(unitdict_split(unit_dict, total_count))
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if len(groups) > 0:
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return groups[0]
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@@ -17,7 +17,7 @@ class AntiAAStrikeEvent(Event):
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targets = None # type: db.ArmorDict
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def __str__(self):
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return "Anti-AA strike from {} at {}".format(self.from_cp, self.to_cp)
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return "Anti-AA strike"
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def is_successfull(self, debriefing: Debriefing):
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total_targets = sum(self.targets.values())
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@@ -16,7 +16,7 @@ class BaseAttackEvent(Event):
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STRENGTH_RECOVERY = 0.55
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def __str__(self):
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return "Base attack from {} to {}".format(self.from_cp, self.to_cp)
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return "Base attack"
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def is_successfull(self, debriefing: Debriefing):
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alive_attackers = sum([v for k, v in debriefing.alive_units[self.attacker_name].items() if db.unit_task(k) == PinpointStrike])
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@@ -25,12 +25,12 @@ class FrontlineAttackEvent(Event):
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return "{} vehicles".format(self.to_cp.base.assemble_count())
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def __str__(self):
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return "Frontline attack from {} at {}".format(self.from_cp, self.to_cp)
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return "Frontline attack"
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def is_successfull(self, debriefing: Debriefing):
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alive_attackers = sum([v for k, v in debriefing.alive_units[self.attacker_name].items() if db.unit_task(k) == PinpointStrike])
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alive_defenders = sum([v for k, v in debriefing.alive_units[self.defender_name].items() if db.unit_task(k) == PinpointStrike])
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attackers_success = (float(alive_attackers) / alive_defenders + 0.01) > self.SUCCESS_FACTOR
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attackers_success = (float(alive_attackers) / (alive_defenders + 0.01)) > self.SUCCESS_FACTOR
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if self.from_cp.captured:
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return attackers_success
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else:
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@@ -23,7 +23,7 @@ class FrontlinePatrolEvent(Event):
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return "{} aircraft + ? CAS".format(self.to_cp.base.scramble_count(self.game.settings.multiplier * self.ESCORT_FACTOR, CAP))
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def __str__(self):
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return "Frontline CAP from {} at {}".format(self.from_cp, self.to_cp)
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return "Frontline CAP"
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"""
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def is_successfull(self, debriefing: Debriefing):
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@@ -42,7 +42,7 @@ class FrontlinePatrolEvent(Event):
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def is_successfull(self, debriefing: Debriefing):
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alive_attackers = sum([v for k, v in debriefing.alive_units[self.attacker_name].items() if db.unit_task(k) == PinpointStrike])
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alive_defenders = sum([v for k, v in debriefing.alive_units[self.defender_name].items() if db.unit_task(k) == PinpointStrike])
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attackers_success = (float(alive_attackers) / alive_defenders + 0.01) >= self.SUCCESS_FACTOR
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attackers_success = (float(alive_attackers) / (alive_defenders + 0.01)) >= self.SUCCESS_FACTOR
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if self.from_cp.captured:
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return attackers_success
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else:
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@@ -16,7 +16,7 @@ class InfantryTransportEvent(Event):
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STRENGTH_INFLUENCE = 0.3
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def __str__(self):
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return "Frontline transport troops to {}".format(self.to_cp)
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return "Frontline transport troops"
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def is_successfull(self, debriefing: Debriefing):
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return True
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@@ -19,12 +19,12 @@ class InsurgentAttackEvent(Event):
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return ""
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def __str__(self):
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return "Destroy insurgents at {}".format(self.to_cp)
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return "Destroy insurgents"
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def is_successfull(self, debriefing: Debriefing):
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killed_units = sum([v for k, v in debriefing.destroyed_units[self.attacker_name].items() if db.unit_task(k) == PinpointStrike])
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all_units = sum(self.targets.values())
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attackers_success = (float(killed_units) / all_units + 0.01) > self.SUCCESS_FACTOR
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attackers_success = (float(killed_units) / (all_units + 0.01)) > self.SUCCESS_FACTOR
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if self.from_cp.captured:
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return attackers_success
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else:
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@@ -20,11 +20,15 @@ class InterceptEvent(Event):
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transport_unit = None # type: FlyingType
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def __str__(self):
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return "Intercept from {} at {}".format(self.from_cp, self.to_cp)
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return "Intercept"
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def _enemy_scramble_multiplier(self) -> float:
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is_global = self.from_cp.is_global or self.to_cp.is_global
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return self.game.settings.multiplier * is_global and 0.5 or 1
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@property
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def threat_description(self):
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return "{} aircraft".format(self.enemy_cp.base.scramble_count(self.game.settings.multiplier, CAP))
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return "{} aircraft".format(self.enemy_cp.base.scramble_count(self._enemy_scramble_multiplier(), CAP))
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def is_successfull(self, debriefing: Debriefing):
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units_destroyed = debriefing.destroyed_units[self.defender_name].get(self.transport_unit, 0)
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@@ -54,7 +58,7 @@ class InterceptEvent(Event):
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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def player_attacking(self, interceptors: db.PlaneDict, clients: db.PlaneDict):
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escort = self.to_cp.base.scramble_sweep(self.game.settings.multiplier)
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escort = self.to_cp.base.scramble_sweep(self._enemy_scramble_multiplier())
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self.transport_unit = random.choice(db.find_unittype(Transport, self.defender_name))
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assert self.transport_unit is not None
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@@ -24,7 +24,7 @@ class NavalInterceptEvent(Event):
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return max(int(factor), 1)
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def __str__(self) -> str:
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return "Naval intercept at {}".format(self.to_cp)
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return "Naval intercept"
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@property
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def threat_description(self):
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13
game/game.py
13
game/game.py
@@ -1,3 +1,4 @@
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import logging
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import typing
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import random
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import math
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@@ -30,7 +31,7 @@ COMMISION_AMOUNTS_FACTORS = {
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AirDefence: 0.3,
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}
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PLAYER_INTERCEPT_GLOBAL_PROBABILITY_BASE = 25
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PLAYER_INTERCEPT_GLOBAL_PROBABILITY_BASE = 30
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PLAYER_INTERCEPT_GLOBAL_PROBABILITY_LOG = 2
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PLAYER_BASEATTACK_THRESHOLD = 0.2
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@@ -70,7 +71,7 @@ AWACS_BUDGET_COST = 4
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# Initial budget value
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PLAYER_BUDGET_INITIAL = 170
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# Base post-turn bonus value
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PLAYER_BUDGET_BASE = 10
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PLAYER_BUDGET_BASE = 17
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# Bonus multiplier logarithm base
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PLAYER_BUDGET_IMPORTANCE_LOG = 2
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@@ -171,7 +172,7 @@ class Game:
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if points_to_spend > 0:
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unittypes = self.commision_unit_types(cp, for_task)
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d = {random.choice(unittypes): points_to_spend}
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print("Commision {}: {}".format(cp, d))
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logging.info("Commision {}: {}".format(cp, d))
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cp.base.commision_units(d)
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@property
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@@ -204,10 +205,13 @@ class Game:
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def initiate_event(self, event: Event):
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assert event in self.events
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logging.info("Generating {} (regular)".format(event))
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event.generate()
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logging.info("Generating {} (quick)".format(event))
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event.generate_quick()
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def finish_event(self, event: Event, debriefing: Debriefing):
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logging.info("Finishing event {}".format(event))
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event.commit(debriefing)
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if event.is_successfull(debriefing):
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self.budget += event.bonus()
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@@ -215,7 +219,7 @@ class Game:
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if event in self.events:
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self.events.remove(event)
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else:
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print("finish_event: event not in the events!")
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logging.info("finish_event: event not in the events!")
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def is_player_attack(self, event):
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if isinstance(event, Event):
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@@ -224,6 +228,7 @@ class Game:
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return event.name == self.player
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def pass_turn(self, no_action=False, ignored_cps: typing.Collection[ControlPoint]=None):
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logging.info("Pass turn")
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for event in self.events:
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event.skip()
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@@ -87,7 +87,10 @@ class Operation:
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else:
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cp = self.conflict.to_cp
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self.triggersgen.generate(cp, self.is_quick, self.trigger_radius)
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self.triggersgen.generate(player_cp=cp,
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is_quick=self.is_quick,
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activation_trigger_radius=self.trigger_radius,
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awacs_enabled=self.is_awacs_enabled)
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if self.environment_settings is None:
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self.environment_settings = self.envgen.generate()
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@@ -6,3 +6,4 @@ class Settings:
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night_disabled = False
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multiplier = 1
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sams = True
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cold_start = False
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@@ -1,3 +1,5 @@
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import logging
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from game import db
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from game.settings import Settings
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from .conflictgen import *
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@@ -14,7 +16,7 @@ SPREAD_DISTANCE_FACTOR = 1, 2
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ESCORT_ENGAGEMENT_MAX_DIST = 100000
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WORKAROUND_WAYP_DIST = 1000
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WARM_START_HELI_AIRSPEED = 200
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WARM_START_HELI_AIRSPEED = 120
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WARM_START_HELI_ALT = 1000
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WARM_START_ALTITUDE = 3000
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@@ -45,6 +47,9 @@ class AircraftConflictGenerator:
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self.conflict = conflict
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self.escort_targets = []
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def _start_type(self) -> StartType:
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return self.settings.cold_start and StartType.Cold or StartType.Warm
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def _group_point(self, point) -> Point:
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distance = randint(
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int(self.conflict.size * SPREAD_DISTANCE_FACTOR[0]),
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@@ -103,13 +108,14 @@ class AircraftConflictGenerator:
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assert count > 0
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assert unit is not None
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logging.info("airgen: {} for {} at {}".format(unit_type, side.id, airport))
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return self.m.flight_group_from_airport(
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country=side,
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name=name,
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aircraft_type=unit_type,
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airport=self.m.terrain.airport_by_id(airport.id),
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maintask=None,
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start_type=StartType.Warm,
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start_type=self._start_type(),
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group_size=count,
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parking_slots=None)
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@@ -117,7 +123,7 @@ class AircraftConflictGenerator:
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assert count > 0
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assert unit is not None
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if unit_type in helicopters.helicopter_map:
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if unit_type in helicopters.helicopter_map.values():
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alt = WARM_START_HELI_ALT + random.randint(50, 200)
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speed = WARM_START_HELI_AIRSPEED
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else:
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@@ -126,6 +132,7 @@ class AircraftConflictGenerator:
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pos = Point(at.x + random.randint(100, 200), at.y + random.randint(100, 200))
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logging.info("airgen: {} for {} at {} at {}".format(unit_type, side.id, alt, speed))
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return self.m.flight_group(
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country=side,
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name=name,
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@@ -135,20 +142,21 @@ class AircraftConflictGenerator:
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altitude=alt,
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speed=speed,
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maintask=None,
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start_type=StartType.Warm,
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start_type=self._start_type(),
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group_size=count)
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def _generate_at_carrier(self, name: str, side: Country, unit_type: FlyingType, count: int, client_count: int, at: ShipGroup) -> FlyingGroup:
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assert count > 0
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assert unit is not None
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logging.info("airgen: {} for {} at carrier {}".format(unit_type, side.id, at))
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return self.m.flight_group_from_unit(
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country=side,
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name=name,
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aircraft_type=unit_type,
|
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pad_group=at,
|
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maintask=None,
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start_type=StartType.Warm,
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start_type=self._start_type(),
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group_size=count)
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def _generate_group(self, name: str, side: Country, unit_type: FlyingType, count: int, client_count: int, at: db.StartingPosition):
|
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@@ -206,9 +214,11 @@ class AircraftConflictGenerator:
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|
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group.task = Escort.name
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|
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"""
|
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heading = group.position.heading_between_point(self.conflict.position)
|
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position = group.position # type: Point
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wayp = group.add_waypoint(position.point_from_heading(heading, WORKAROUND_WAYP_DIST), CAS_ALTITUDE, WARM_START_AIRSPEED)
|
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"""
|
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self._setup_group(group, CAP, client_count)
|
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|
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for escorted_group, waypoint_index in self.escort_targets:
|
||||
@@ -216,7 +226,7 @@ class AircraftConflictGenerator:
|
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if not is_quick:
|
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waypoint_index += TRIGGER_WAYPOINT_OFFSET
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|
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wayp.tasks.append(EscortTaskAction(escorted_group.id, engagement_max_dist=ESCORT_ENGAGEMENT_MAX_DIST, lastwpt=waypoint_index))
|
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group.points[0].tasks.append(EscortTaskAction(escorted_group.id, engagement_max_dist=ESCORT_ENGAGEMENT_MAX_DIST, lastwpt=waypoint_index))
|
||||
|
||||
if should_orbit:
|
||||
orbit_task = ControlledTask(OrbitAction(ATTACK_CIRCLE_ALT, pattern=OrbitAction.OrbitPattern.Circle))
|
||||
|
||||
@@ -22,10 +22,11 @@ class AirSupportConflictGenerator:
|
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self.game = game
|
||||
|
||||
def generate(self, is_awacs_enabled):
|
||||
player_cp = self.conflict.from_cp if self.conflict.from_cp.captured else self.conflict.to_cp
|
||||
tanker_unit = db.find_unittype(Refueling, self.conflict.attackers_side.name)[0]
|
||||
tanker_heading = self.conflict.to_cp.position.heading_between_point(self.conflict.from_cp.position)
|
||||
tanker_position = self.conflict.from_cp.position.point_from_heading(tanker_heading, TANKER_DISTANCE)
|
||||
self.mission.refuel_flight(
|
||||
tanker_position = player_cp.position.point_from_heading(tanker_heading, TANKER_DISTANCE)
|
||||
tanker_group = self.mission.refuel_flight(
|
||||
country=self.mission.country(self.game.player),
|
||||
name=namegen.next_tanker_name(self.mission.country(self.game.player)),
|
||||
airport=None,
|
||||
@@ -34,8 +35,11 @@ class AirSupportConflictGenerator:
|
||||
altitude=TANKER_ALT,
|
||||
frequency=140,
|
||||
start_type=StartType.Warm,
|
||||
tacanchannel="99X",
|
||||
)
|
||||
|
||||
tanker_group.points[0].tasks.append(ActivateBeaconCommand(channel=10, unit_id=tanker_group.id, aa=False))
|
||||
|
||||
if is_awacs_enabled:
|
||||
awacs_unit = db.find_unittype(AWACS, self.conflict.attackers_side.name)[0]
|
||||
self.mission.awacs_flight(
|
||||
@@ -45,6 +49,6 @@ class AirSupportConflictGenerator:
|
||||
altitude=AWACS_ALT,
|
||||
airport=None,
|
||||
position=self.conflict.position.random_point_within(AWACS_DISTANCE, AWACS_DISTANCE),
|
||||
frequency=251,
|
||||
frequency=180,
|
||||
start_type=StartType.Warm,
|
||||
)
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
import logging
|
||||
|
||||
from random import randint
|
||||
from itertools import zip_longest
|
||||
|
||||
@@ -34,6 +36,7 @@ class ArmorConflictGenerator:
|
||||
|
||||
def _generate_group(self, side: Country, unit: VehicleType, count: int, at: Point, to: Point = None):
|
||||
for c in range(count):
|
||||
logging.info("armorgen: {} for {}".format(unit, side.id))
|
||||
group = self.m.vehicle_group(
|
||||
side,
|
||||
namegen.next_unit_name(side, unit),
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
import logging
|
||||
import typing
|
||||
import pdb
|
||||
import dcs
|
||||
@@ -182,7 +183,7 @@ class Conflict:
|
||||
|
||||
initial = initial.point_from_heading(heading, 800)
|
||||
|
||||
print("Didn't find ground position!")
|
||||
logging.info("Didn't find ground position!")
|
||||
return None
|
||||
|
||||
@classmethod
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
import logging
|
||||
import typing
|
||||
import random
|
||||
from datetime import datetime, timedelta, time
|
||||
@@ -68,7 +69,7 @@ class EnviromentGenerator:
|
||||
weather_type = k
|
||||
break
|
||||
|
||||
print("generated weather {}".format(weather_type))
|
||||
logging.info("generated weather {}".format(weather_type))
|
||||
if weather_type == 1:
|
||||
self.mission.weather.heavy_rain()
|
||||
elif weather_type == 2:
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
import logging
|
||||
|
||||
from game import db
|
||||
from .conflictgen import *
|
||||
from .naming import *
|
||||
@@ -15,15 +17,20 @@ class ShipGenerator:
|
||||
self.conflict = conflict
|
||||
|
||||
def generate_carrier(self, type: ShipType, country: str, at: Point) -> ShipGroup:
|
||||
return self.m.ship_group(
|
||||
group = self.m.ship_group(
|
||||
country=self.m.country(country),
|
||||
name=namegen.next_carrier_name(self.m.country(country)),
|
||||
_type=type,
|
||||
position=at)
|
||||
|
||||
group.points[0].tasks.append(ActivateBeaconCommand(unit_id=group.id, channel=20, callsign="SHDW", aa=False))
|
||||
group.points[0].tasks.append(ActivateICLSCommand(unit_id=group.id, channel=1))
|
||||
return group
|
||||
|
||||
def generate_cargo(self, units: db.ShipDict) -> typing.Collection[ShipGroup]:
|
||||
groups = []
|
||||
for unit_type, unit_count in units.items():
|
||||
logging.info("shipgen: {} ({}) for {}".format(unit_type, unit_count, self.conflict.defenders_side))
|
||||
group = self.m.ship_group(
|
||||
country=self.conflict.defenders_side,
|
||||
name=namegen.next_unit_name(self.conflict.defenders_side, unit_type),
|
||||
|
||||
@@ -136,7 +136,7 @@ class TriggersGenerator:
|
||||
for vehicle_group in country.vehicle_group:
|
||||
vehicle_group.set_skill(Skill(skill_level))
|
||||
|
||||
def generate(self, player_cp: ControlPoint, is_quick: bool, activation_trigger_radius: int):
|
||||
def generate(self, player_cp: ControlPoint, is_quick: bool, activation_trigger_radius: int, awacs_enabled: bool):
|
||||
player_coalition = self.game.player == "USA" and "blue" or "red"
|
||||
enemy_coalition = player_coalition == "blue" and "red" or "blue"
|
||||
|
||||
@@ -146,6 +146,19 @@ 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/140 MHz"
|
||||
|
||||
if awacs_enabled:
|
||||
description += "\nAWACS: 180 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)
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 80 KiB After Width: | Height: | Size: 62 KiB |
@@ -1 +1 @@
|
||||
py.exe __init__.py "%UserProfile%" > logs.txt 2>&1
|
||||
py.exe __init__.py "%UserProfile%"
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
import logging
|
||||
import typing
|
||||
import math
|
||||
import itertools
|
||||
@@ -53,7 +54,7 @@ class Base:
|
||||
|
||||
def _find_best_unit(self, dict, for_type: Task, count: int) -> typing.Dict:
|
||||
if count <= 0:
|
||||
print("{}: no units for {}".format(self, for_type))
|
||||
logging.info("{}: no units for {}".format(self, for_type))
|
||||
return {}
|
||||
|
||||
sorted_units = [key for key in dict.keys() if key in db.UNIT_BY_TASK[for_type]]
|
||||
@@ -74,7 +75,7 @@ class Base:
|
||||
assert result_unit_count > 0
|
||||
result[unit_type] = result.get(unit_type, 0) + result_unit_count
|
||||
|
||||
print("{} for {} ({}): {}".format(self, for_type, count, result))
|
||||
logging.info("{} for {} ({}): {}".format(self, for_type, count, result))
|
||||
return result
|
||||
|
||||
def _find_best_planes(self, for_type: Task, count: int) -> typing.Dict[PlaneType, int]:
|
||||
|
||||
@@ -9,8 +9,8 @@ from .landmap import load_poly
|
||||
class PersianGulfTheater(ConflictTheater):
|
||||
terrain = dcs.terrain.PersianGulf()
|
||||
overview_image = "persiangulf.gif"
|
||||
reference_points = {(persiangulf.Sir_Abu_Nuayr.position.x, persiangulf.Sir_Abu_Nuayr.position.y): (351, 115),
|
||||
(persiangulf.Sirri_Island.position.x, persiangulf.Sirri_Island.position.y): (389, 22), }
|
||||
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")
|
||||
daytime_map = {
|
||||
"dawn": (6, 8),
|
||||
@@ -35,11 +35,13 @@ class PersianGulfTheater(ConflictTheater):
|
||||
tunb_kochak = ControlPoint.from_airport(persiangulf.Tunb_Kochak, [135, 180], SIZE_SMALL, 1.2, has_frontline=False)
|
||||
|
||||
bandar_lengeh = ControlPoint.from_airport(persiangulf.Bandar_Lengeh, [270, 315, 0, 45], SIZE_SMALL, 1.1)
|
||||
qeshm = ControlPoint.from_airport(persiangulf.Qeshm_Island, [270, 315, 0, 45, 90, 135, 180], SIZE_SMALL, 1.1, has_frontline=False)
|
||||
qeshm = ControlPoint.from_airport(persiangulf.Qeshm_Island, [270, 315, 0, 45, 90, 135, 180], SIZE_SMALL, 1.3, has_frontline=False)
|
||||
|
||||
havadarya = ControlPoint.from_airport(persiangulf.Havadarya, COAST_DL_W, SIZE_REGULAR, IMPORTANCE_LOW)
|
||||
havadarya = ControlPoint.from_airport(persiangulf.Havadarya, COAST_DL_W, SIZE_REGULAR, 1.2)
|
||||
bandar_abbas = ControlPoint.from_airport(persiangulf.Bandar_Abbas_Intl, LAND, SIZE_BIG, 1.3)
|
||||
lar = ControlPoint.from_airport(persiangulf.Lar_Airbase, LAND, SIZE_REGULAR, IMPORTANCE_LOW)
|
||||
lar = ControlPoint.from_airport(persiangulf.Lar_Airbase, LAND, SIZE_REGULAR, 1.1)
|
||||
shiraz = ControlPoint.from_airport(persiangulf.Shiraz_International_Airport, LAND, SIZE_BIG, IMPORTANCE_LOW)
|
||||
kerman = ControlPoint.from_airport(persiangulf.Kerman_Airport, LAND, SIZE_BIG, IMPORTANCE_LOW)
|
||||
|
||||
west_carrier = ControlPoint.carrier("East carrier", Point(-100531.972946, 60939.275818))
|
||||
|
||||
@@ -64,12 +66,14 @@ class PersianGulfTheater(ConflictTheater):
|
||||
self.add_controlpoint(self.qeshm, connected_to=[self.bandar_lengeh, self.havadarya, self.tunb_island, self.lar])
|
||||
self.add_controlpoint(self.havadarya, connected_to=[self.lar, self.qeshm, self.bandar_abbas])
|
||||
self.add_controlpoint(self.bandar_abbas, connected_to=[self.havadarya])
|
||||
self.add_controlpoint(self.lar, connected_to=[self.bandar_lengeh, self.qeshm, self.havadarya])
|
||||
self.add_controlpoint(self.lar, connected_to=[self.bandar_lengeh, self.qeshm, self.havadarya, self.shiraz, self.kerman])
|
||||
self.add_controlpoint(self.shiraz, connected_to=[self.lar, self.kerman])
|
||||
self.add_controlpoint(self.kerman, connected_to=[self.lar, self.shiraz])
|
||||
|
||||
self.add_controlpoint(self.west_carrier)
|
||||
|
||||
self.west_carrier.captured = True
|
||||
self.lar.captured = True
|
||||
self.kerman.captured = True
|
||||
|
||||
"""
|
||||
Mid game:
|
||||
|
||||
@@ -35,5 +35,5 @@ def generate_initial(theater: ConflictTheater, enemy: str, sams: bool, multiplie
|
||||
count = max(COUNT_BY_TASK[task] * multiplier * (1+count_log), 1)
|
||||
count_per_type = max(int(float(count) / len(unittypes)), 1)
|
||||
for unit_type in unittypes:
|
||||
print("{} - {} {}".format(cp.name, db.unit_type_name(unit_type), count_per_type))
|
||||
logging.info("{} - {} {}".format(cp.name, db.unit_type_name(unit_type), count_per_type))
|
||||
cp.base.commision_units({unit_type: count_per_type})
|
||||
|
||||
@@ -20,11 +20,15 @@ class ConfigurationMenu(Menu):
|
||||
self.night_var = BooleanVar()
|
||||
self.night_var.set(self.game.settings.night_disabled)
|
||||
|
||||
self.cold_start_var = BooleanVar()
|
||||
self.cold_start_var.set(self.game.settings.cold_start)
|
||||
|
||||
def dismiss(self):
|
||||
self.game.settings.player_skill = self.player_skill_var.get()
|
||||
self.game.settings.enemy_skill = self.enemy_skill_var.get()
|
||||
self.game.settings.only_player_takeoff = self.takeoff_var.get()
|
||||
self.game.settings.night_disabled = self.night_var.get()
|
||||
self.game.settings.cold_start = self.cold_start_var.get()
|
||||
super(ConfigurationMenu, self).dismiss()
|
||||
|
||||
def display(self):
|
||||
@@ -36,11 +40,16 @@ class ConfigurationMenu(Menu):
|
||||
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)
|
||||
|
||||
Checkbutton(self.frame, text="Takeoff only for player group", variable=self.takeoff_var).grid(row=2, column=0, columnspan=2)
|
||||
Checkbutton(self.frame, text="Disable night missions", variable=self.night_var).grid(row=3, column=0, columnspan=2)
|
||||
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)
|
||||
|
||||
Button(self.frame, text="Back", command=self.dismiss).grid(row=4, column=0, columnspan=1)
|
||||
Button(self.frame, text="Cheat +200m", command=self.cheat_money).grid(row=5, column=0)
|
||||
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)
|
||||
|
||||
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)
|
||||
|
||||
def cheat_money(self):
|
||||
self.game.budget += 200
|
||||
|
||||
@@ -9,6 +9,7 @@ from game.event import *
|
||||
UNITTYPES_FOR_EVENTS = {
|
||||
FrontlineAttackEvent: [CAS, PinpointStrike],
|
||||
FrontlinePatrolEvent: [CAP, PinpointStrike],
|
||||
BaseAttackEvent: [CAP, CAS, PinpointStrike],
|
||||
InterceptEvent: [CAP],
|
||||
InsurgentAttackEvent: [CAS],
|
||||
NavalInterceptEvent: [CAS],
|
||||
|
||||
@@ -22,21 +22,20 @@ class EventResultsMenu(Menu):
|
||||
self.window.clear_right_pane()
|
||||
|
||||
if not self.finished:
|
||||
"""
|
||||
For debugging purposes
|
||||
|
||||
Button(self.frame, text="no losses, succ", command=self.simulate_result(0, 1)).grid()
|
||||
Button(self.frame, text="no losses, fail", command=self.simulate_result(0, 1)).grid(row=1, column=1)
|
||||
|
||||
Button(self.frame, text="half losses, succ", command=self.simulate_result(0.5, 0.5)).grid(row=2, )
|
||||
Button(self.frame, text="half losses, fail", command=self.simulate_result(0.5, 0.5)).grid(row=2, column=1)
|
||||
|
||||
Button(self.frame, text="full losses, succ", command=self.simulate_result(1, 0)).grid(row=3, )
|
||||
Button(self.frame, text="full losses, fail", command=self.simulate_result(1, 0)).grid(row=3, column=1)
|
||||
"""
|
||||
|
||||
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
|
||||
"""
|
||||
|
||||
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):
|
||||
@@ -81,27 +80,53 @@ class EventResultsMenu(Menu):
|
||||
def action():
|
||||
debriefing = Debriefing({})
|
||||
|
||||
def count_planes(groups: typing.List[FlyingGroup], mult: float) -> typing.Dict[UnitType, int]:
|
||||
def count(country: Country) -> typing.Dict[UnitType, int]:
|
||||
result = {}
|
||||
for group in groups:
|
||||
for g in country.plane_group + country.vehicle_group + country.helicopter_group + country.ship_group:
|
||||
group = g # type: Group
|
||||
for unit in group.units:
|
||||
result[unit.unit_type] = result.get(unit.unit_type, 0) + 1 * mult
|
||||
unit_type = None
|
||||
if isinstance(unit, Vehicle):
|
||||
unit_type = vehicle_map[unit.type]
|
||||
elif isinstance(unit, Ship):
|
||||
unit_type = ship_map[unit.type]
|
||||
else:
|
||||
unit_type = unit.unit_type
|
||||
|
||||
return {x: math.ceil(y) for x, y in result.items() if y >= 1}
|
||||
if unit_type in db.EXTRA_AA.values():
|
||||
continue
|
||||
|
||||
player_planes = self.event.operation.mission.country(self.game.player).plane_group
|
||||
enemy_planes = self.event.operation.mission.country(self.game.enemy).plane_group
|
||||
result[unit_type] = result.get(unit_type, 0) + 1
|
||||
|
||||
self.player_losses = count_planes(player_planes, player_factor)
|
||||
self.enemy_losses = count_planes(enemy_planes, enemy_factor)
|
||||
return result
|
||||
|
||||
player = self.event.operation.mission.country(self.game.player)
|
||||
enemy = self.event.operation.mission.country(self.game.enemy)
|
||||
|
||||
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))
|
||||
|
||||
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()}
|
||||
|
||||
debriefing.alive_units = {
|
||||
enemy.name: alive_enemy_units,
|
||||
player.name: alive_player_units,
|
||||
}
|
||||
|
||||
debriefing.destroyed_units = {
|
||||
self.game.player: self.player_losses,
|
||||
self.game.enemy: self.enemy_losses,
|
||||
player.name: destroyed_player_units,
|
||||
enemy.name: destroyed_enemy_units,
|
||||
}
|
||||
|
||||
self.finished = True
|
||||
self.debriefing = debriefing
|
||||
self.player_losses = debriefing.destroyed_units.get(self.game.player, {})
|
||||
self.enemy_losses = debriefing.destroyed_units.get(self.game.enemy, {})
|
||||
|
||||
self.game.finish_event(self.event, debriefing)
|
||||
self.display()
|
||||
self.game.pass_turn()
|
||||
|
||||
@@ -34,13 +34,18 @@ class MainMenu(Menu):
|
||||
|
||||
def event_button(event):
|
||||
nonlocal row
|
||||
Message(self.frame, text="{}{}".format(
|
||||
Message(self.frame, text="{}{} at {}".format(
|
||||
event.defender_name == self.game.player and "Enemy attacking: " or "",
|
||||
event
|
||||
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
|
||||
Separator(self.frame, orient='horizontal').grid(row=row, sticky=EW); row += 1
|
||||
Button(self.frame, text=">", command=self.start_event(event)).grid(column=0, row=row, sticky=NE+S); 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)
|
||||
@@ -48,9 +53,20 @@ class MainMenu(Menu):
|
||||
Separator(self.frame, orient='horizontal').grid(row=row, sticky=EW); row += 1
|
||||
|
||||
events = self.game.events
|
||||
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
|
||||
for event in events:
|
||||
if not event.informational:
|
||||
if self.game.is_player_attack(event):
|
||||
new_destination = event.from_cp.name
|
||||
else:
|
||||
new_destination = "Enemy attack"
|
||||
if destination != new_destination:
|
||||
destination_header(new_destination, destination is not None)
|
||||
destination = new_destination
|
||||
|
||||
if event.informational:
|
||||
label(str(event))
|
||||
else:
|
||||
|
||||
@@ -28,20 +28,24 @@ class OverviewCanvas:
|
||||
point_b = list(self.game.theater.reference_points.keys())[1]
|
||||
point_b_img = self.game.theater.reference_points[point_b]
|
||||
|
||||
x_dist = point_a_img[0] - point_b_img[0]
|
||||
Y_dist = point_a_img[0] - point_b_img[0]
|
||||
lon_dist = point_a[1] - point_b[1]
|
||||
|
||||
y_dist = point_a_img[1] - point_b_img[1]
|
||||
X_dist = point_a_img[1] - point_b_img[1]
|
||||
lat_dist = point_b[0] - point_a[0]
|
||||
|
||||
x_scale = float(x_dist) / float(lon_dist)
|
||||
y_scale = float(y_dist) / float(lat_dist)
|
||||
Y_scale = float(Y_dist) / float(lon_dist)
|
||||
X_scale = float(X_dist) / float(lat_dist)
|
||||
|
||||
# ---
|
||||
x_offset = p.x - point_a[0]
|
||||
y_offset = p.y - point_a[1]
|
||||
Y_offset = p.x - point_a[0]
|
||||
X_offset = p.y - point_a[1]
|
||||
|
||||
return point_b_img[1] + y_offset * y_scale, point_a_img[0] - x_offset * x_scale
|
||||
X = point_b_img[1] + X_offset * X_scale
|
||||
Y = point_a_img[0] - Y_offset * Y_scale
|
||||
|
||||
treshold = 30
|
||||
return X > treshold and X or treshold, Y > treshold and Y or treshold
|
||||
|
||||
def create_cp_title(self, coords, cp: ControlPoint):
|
||||
title = cp.name
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
import logging
|
||||
import typing
|
||||
import re
|
||||
import threading
|
||||
@@ -83,17 +84,16 @@ class Debriefing:
|
||||
|
||||
try:
|
||||
components = event["initiator"].split("|")
|
||||
print(components)
|
||||
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:
|
||||
print("Skipped due to no unit type")
|
||||
logging.info("Skipped due to no unit type")
|
||||
continue
|
||||
|
||||
if category != "unit":
|
||||
print("Skipped due to category")
|
||||
logging.info("Skipped due to category")
|
||||
continue
|
||||
except Exception as e:
|
||||
print(e)
|
||||
logging.error(e)
|
||||
continue
|
||||
|
||||
if country_id not in dead_units:
|
||||
|
||||
29
userdata/logging.py
Normal file
29
userdata/logging.py
Normal file
@@ -0,0 +1,29 @@
|
||||
import logging
|
||||
import traceback
|
||||
|
||||
from io import StringIO
|
||||
from tkinter import *
|
||||
from tkinter.scrolledtext import *
|
||||
|
||||
log_stream = StringIO()
|
||||
logging.basicConfig(stream=log_stream, level=logging.INFO)
|
||||
|
||||
|
||||
def _error_prompt():
|
||||
tk = Tk()
|
||||
Label(tk, text="Oops, something went wrong.").grid(row=0)
|
||||
Label(tk, text="Please send following text to the developer:").grid(row=1)
|
||||
|
||||
text = ScrolledText(tk)
|
||||
text.insert("0.0", log_stream.getvalue())
|
||||
text.grid(row=2, sticky=NSEW)
|
||||
tk.focus()
|
||||
|
||||
|
||||
def _handle_exception(self, exception: BaseException, *args):
|
||||
logging.exception(exception)
|
||||
_error_prompt()
|
||||
|
||||
|
||||
Tk.report_callback_exception = _handle_exception
|
||||
logging.info("DCS Libration 1.3 RC2")
|
||||
@@ -1,3 +1,4 @@
|
||||
import logging
|
||||
import typing
|
||||
import pickle
|
||||
import os
|
||||
@@ -56,5 +57,5 @@ def save_game(game) -> bool:
|
||||
shutil.copy(_temporary_save_file(), _save_file())
|
||||
return True
|
||||
except Exception as e:
|
||||
print(e)
|
||||
logging.error(e)
|
||||
return False
|
||||
|
||||
Reference in New Issue
Block a user