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13 Commits

Author SHA1 Message Date
Vasyl Horbachenko
f9c1dd980b spamram for fa18; non-randomized groups vertical separation on spawn; argument to affect DCS folder selection 2018-08-04 04:35:27 +03:00
Vasyl Horbachenko
74c1861240 build archieve tool 2018-07-31 23:40:35 +03:00
Vasyl Horbachenko
e8226782c1 Merge pull request #8 from shdwp/develop
minor balance improvements
2018-07-31 04:17:48 +03:00
Vasyl Horbachenko
a592cf3a05 minor balance improvements 2018-07-31 04:16:17 +03:00
Vasyl Horbachenko
0b1cb0d770 Merge pull request #7 from shdwp/develop
Develop
2018-07-31 04:00:18 +03:00
Vasyl Horbachenko
a4aa1cff3a widened spawn windows for aircraft 2018-07-31 03:59:55 +03:00
Vasyl Horbachenko
6a02d2ffb6 few minor fixes; added F5 2018-07-31 03:47:50 +03:00
Vasyl Horbachenko
7458181e90 success rate calculation division by zero fix 2018-07-29 04:41:32 +03:00
Vasyl Horbachenko
ec28cdc936 version bump 2018-07-29 04:20:30 +03:00
Vasyl Horbachenko
9dbc9a8a56 prompt window with logs on raised exception; minor UI updates; minor fixes 2018-07-29 04:16:39 +03:00
Vasyl Horbachenko
73d4a2d414 moved viggen to CAS; tanker position fix on enemy attacks; more logs 2018-07-28 04:58:28 +03:00
Vasyl Horbachenko
e93ad8b800 adjusted budget amounts 2018-07-20 04:08:04 +03:00
Vasyl Horbachenko
d48985ca6d new airports for PG; TACANs and ICLS; list frequencies in mission briefing; carrier ops improvements; cold start option 2018-07-20 04:06:13 +03:00
38 changed files with 328 additions and 103 deletions

View File

@@ -2,6 +2,7 @@
import os
import sys
import dcs
import logging
import theater.caucasus
import theater.persiangulf
@@ -14,11 +15,13 @@ import ui.corruptedsavemenu
from game.game import Game
from theater import start_generator
from userdata import persistency
from userdata import persistency, logging as logging_module
persistency.setup(sys.argv[1])
dcs.planes.FlyingType.payload_dirs.append(os.path.join(os.path.dirname(os.path.realpath(__file__)), "resources\\payloads"))
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])
logging.info("Using {} as userdata folder".format(persistency.base_path()))
def proceed_to_main_menu(game: Game):

View File

@@ -37,10 +37,10 @@ and prioritization for the enemy (i.e. less important bases will receive units w
PRICES = {
# fighter
C_101CC: 8,
MiG_23MLD: 20,
MiG_23MLD: 18,
Su_27: 24,
Su_33: 25,
MiG_29A: 22,
MiG_29A: 24,
MiG_29S: 26,
F_5E_3: 6,
@@ -136,8 +136,8 @@ Following tasks are present:
UNIT_BY_TASK = {
CAP: [
C_101CC,
AJS37,
F_5E_3,
MiG_23MLD,
Su_27,
Su_33,
MiG_21Bis,
@@ -151,6 +151,7 @@ UNIT_BY_TASK = {
MiG_15bis,
L_39ZA,
AV8BNA,
AJS37,
A_10A,
A_10C,
Su_25,
@@ -243,6 +244,7 @@ UNIT_BY_COUNTRY = {
"Russia": [
C_101CC,
AJS37,
MiG_23MLD,
F_5E_3,
Su_25,
Su_27,
@@ -287,6 +289,7 @@ UNIT_BY_COUNTRY = {
],
"USA": [
F_5E_3,
F_15C,
FA_18C_hornet,
AJS37,
@@ -340,13 +343,17 @@ Payload will be used for operation of following type, "*" category will be used
"""
PLANE_PAYLOAD_OVERRIDES = {
FA_18C_hornet: {
"*": "AIM-9M*6, AIM-7M*2, FUEL*3",
"*": "AIM-120*4,AIM-9*2,AIM-7*2,Fuel",
},
Su_33: {
"*": "R-73*4,R-27R*2,R-27ER*6",
},
AJS37: {
CAS: "CAS (75 GUN): RB-75*2, AKAN",
},
AV8BNA: {
CAS: "AS 2",
},
@@ -459,6 +466,9 @@ def unitdict_split(unit_dict: UnitsDict, count: int):
def unitdict_restrict_count(unit_dict: UnitsDict, total_count: int) -> UnitsDict:
if total_count == 0:
return {}
groups = list(unitdict_split(unit_dict, total_count))
if len(groups) > 0:
return groups[0]

View File

@@ -17,7 +17,7 @@ class AntiAAStrikeEvent(Event):
targets = None # type: db.ArmorDict
def __str__(self):
return "Anti-AA strike from {} at {}".format(self.from_cp, self.to_cp)
return "Anti-AA strike"
def is_successfull(self, debriefing: Debriefing):
total_targets = sum(self.targets.values())

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@@ -16,7 +16,7 @@ class BaseAttackEvent(Event):
STRENGTH_RECOVERY = 0.55
def __str__(self):
return "Base attack from {} to {}".format(self.from_cp, self.to_cp)
return "Base 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])

View File

@@ -25,12 +25,12 @@ class FrontlineAttackEvent(Event):
return "{} vehicles".format(self.to_cp.base.assemble_count())
def __str__(self):
return "Frontline attack from {} at {}".format(self.from_cp, self.to_cp)
return "Frontline 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])
attackers_success = (float(alive_attackers) / alive_defenders + 0.01) > self.SUCCESS_FACTOR
attackers_success = (float(alive_attackers) / (alive_defenders + 0.01)) > self.SUCCESS_FACTOR
if self.from_cp.captured:
return attackers_success
else:

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@@ -23,7 +23,7 @@ class FrontlinePatrolEvent(Event):
return "{} aircraft + ? CAS".format(self.to_cp.base.scramble_count(self.game.settings.multiplier * self.ESCORT_FACTOR, CAP))
def __str__(self):
return "Frontline CAP from {} at {}".format(self.from_cp, self.to_cp)
return "Frontline CAP"
"""
def is_successfull(self, debriefing: Debriefing):
@@ -42,7 +42,7 @@ class FrontlinePatrolEvent(Event):
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])
attackers_success = (float(alive_attackers) / alive_defenders + 0.01) >= self.SUCCESS_FACTOR
attackers_success = (float(alive_attackers) / (alive_defenders + 0.01)) >= self.SUCCESS_FACTOR
if self.from_cp.captured:
return attackers_success
else:

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@@ -16,7 +16,7 @@ class InfantryTransportEvent(Event):
STRENGTH_INFLUENCE = 0.3
def __str__(self):
return "Frontline transport troops to {}".format(self.to_cp)
return "Frontline transport troops"
def is_successfull(self, debriefing: Debriefing):
return True

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@@ -19,12 +19,12 @@ class InsurgentAttackEvent(Event):
return ""
def __str__(self):
return "Destroy insurgents at {}".format(self.to_cp)
return "Destroy insurgents"
def is_successfull(self, debriefing: Debriefing):
killed_units = sum([v for k, v in debriefing.destroyed_units[self.attacker_name].items() if db.unit_task(k) == PinpointStrike])
all_units = sum(self.targets.values())
attackers_success = (float(killed_units) / all_units + 0.01) > self.SUCCESS_FACTOR
attackers_success = (float(killed_units) / (all_units + 0.01)) > self.SUCCESS_FACTOR
if self.from_cp.captured:
return attackers_success
else:

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@@ -20,11 +20,15 @@ class InterceptEvent(Event):
transport_unit = None # type: FlyingType
def __str__(self):
return "Intercept from {} at {}".format(self.from_cp, self.to_cp)
return "Intercept"
def _enemy_scramble_multiplier(self) -> float:
is_global = self.from_cp.is_global or self.to_cp.is_global
return self.game.settings.multiplier * is_global and 0.5 or 1
@property
def threat_description(self):
return "{} aircraft".format(self.enemy_cp.base.scramble_count(self.game.settings.multiplier, CAP))
return "{} aircraft".format(self.enemy_cp.base.scramble_count(self._enemy_scramble_multiplier(), CAP))
def is_successfull(self, debriefing: Debriefing):
units_destroyed = debriefing.destroyed_units[self.defender_name].get(self.transport_unit, 0)
@@ -54,7 +58,7 @@ class InterceptEvent(Event):
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
def player_attacking(self, interceptors: db.PlaneDict, clients: db.PlaneDict):
escort = self.to_cp.base.scramble_sweep(self.game.settings.multiplier)
escort = self.to_cp.base.scramble_sweep(self._enemy_scramble_multiplier())
self.transport_unit = random.choice(db.find_unittype(Transport, self.defender_name))
assert self.transport_unit is not None

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@@ -24,7 +24,7 @@ class NavalInterceptEvent(Event):
return max(int(factor), 1)
def __str__(self) -> str:
return "Naval intercept at {}".format(self.to_cp)
return "Naval intercept"
@property
def threat_description(self):

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@@ -1,3 +1,4 @@
import logging
import typing
import random
import math
@@ -30,7 +31,7 @@ COMMISION_AMOUNTS_FACTORS = {
AirDefence: 0.3,
}
PLAYER_INTERCEPT_GLOBAL_PROBABILITY_BASE = 25
PLAYER_INTERCEPT_GLOBAL_PROBABILITY_BASE = 30
PLAYER_INTERCEPT_GLOBAL_PROBABILITY_LOG = 2
PLAYER_BASEATTACK_THRESHOLD = 0.2
@@ -70,7 +71,7 @@ AWACS_BUDGET_COST = 4
# Initial budget value
PLAYER_BUDGET_INITIAL = 170
# Base post-turn bonus value
PLAYER_BUDGET_BASE = 10
PLAYER_BUDGET_BASE = 17
# Bonus multiplier logarithm base
PLAYER_BUDGET_IMPORTANCE_LOG = 2
@@ -171,7 +172,7 @@ class Game:
if points_to_spend > 0:
unittypes = self.commision_unit_types(cp, for_task)
d = {random.choice(unittypes): points_to_spend}
print("Commision {}: {}".format(cp, d))
logging.info("Commision {}: {}".format(cp, d))
cp.base.commision_units(d)
@property
@@ -204,10 +205,13 @@ class Game:
def initiate_event(self, event: Event):
assert event in self.events
logging.info("Generating {} (regular)".format(event))
event.generate()
logging.info("Generating {} (quick)".format(event))
event.generate_quick()
def finish_event(self, event: Event, debriefing: Debriefing):
logging.info("Finishing event {}".format(event))
event.commit(debriefing)
if event.is_successfull(debriefing):
self.budget += event.bonus()
@@ -215,7 +219,7 @@ class Game:
if event in self.events:
self.events.remove(event)
else:
print("finish_event: event not in the events!")
logging.info("finish_event: event not in the events!")
def is_player_attack(self, event):
if isinstance(event, Event):
@@ -224,6 +228,7 @@ class Game:
return event.name == self.player
def pass_turn(self, no_action=False, ignored_cps: typing.Collection[ControlPoint]=None):
logging.info("Pass turn")
for event in self.events:
event.skip()

View File

@@ -87,7 +87,10 @@ class Operation:
else:
cp = self.conflict.to_cp
self.triggersgen.generate(cp, self.is_quick, self.trigger_radius)
self.triggersgen.generate(player_cp=cp,
is_quick=self.is_quick,
activation_trigger_radius=self.trigger_radius,
awacs_enabled=self.is_awacs_enabled)
if self.environment_settings is None:
self.environment_settings = self.envgen.generate()

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@@ -6,3 +6,4 @@ class Settings:
night_disabled = False
multiplier = 1
sams = True
cold_start = False

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@@ -1,3 +1,5 @@
import logging
from game import db
from game.settings import Settings
from .conflictgen import *
@@ -14,7 +16,7 @@ SPREAD_DISTANCE_FACTOR = 1, 2
ESCORT_ENGAGEMENT_MAX_DIST = 100000
WORKAROUND_WAYP_DIST = 1000
WARM_START_HELI_AIRSPEED = 200
WARM_START_HELI_AIRSPEED = 120
WARM_START_HELI_ALT = 1000
WARM_START_ALTITUDE = 3000
@@ -35,16 +37,23 @@ TRANSPORT_LANDING_ALT = 1000
DEFENCE_ENGAGEMENT_MAX_DISTANCE = 60000
INTERCEPT_MAX_DISTANCE = 200000
GROUP_VERTICAL_OFFSET = 300
class AircraftConflictGenerator:
escort_targets = [] # type: typing.List[typing.Tuple[PlaneGroup, int]]
vertical_offset = None # type: int
def __init__(self, mission: Mission, conflict: Conflict, settings: Settings):
self.m = mission
self.settings = settings
self.conflict = conflict
self.vertical_offset = 0
self.escort_targets = []
def _start_type(self) -> StartType:
return self.settings.cold_start and StartType.Cold or StartType.Warm
def _group_point(self, point) -> Point:
distance = randint(
int(self.conflict.size * SPREAD_DISTANCE_FACTOR[0]),
@@ -103,13 +112,14 @@ class AircraftConflictGenerator:
assert count > 0
assert unit is not None
logging.info("airgen: {} for {} at {}".format(unit_type, side.id, airport))
return self.m.flight_group_from_airport(
country=side,
name=name,
aircraft_type=unit_type,
airport=self.m.terrain.airport_by_id(airport.id),
maintask=None,
start_type=StartType.Warm,
start_type=self._start_type(),
group_size=count,
parking_slots=None)
@@ -117,15 +127,17 @@ class AircraftConflictGenerator:
assert count > 0
assert unit is not None
if unit_type in helicopters.helicopter_map:
alt = WARM_START_HELI_ALT + random.randint(50, 200)
self.vertical_offset += GROUP_VERTICAL_OFFSET
if unit_type in helicopters.helicopter_map.values():
alt = WARM_START_HELI_ALT + self.vertical_offset
speed = WARM_START_HELI_AIRSPEED
else:
alt = WARM_START_ALTITUDE + random.randint(50, 200)
alt = WARM_START_ALTITUDE + self.vertical_offset
speed = WARM_START_AIRSPEED
pos = Point(at.x + random.randint(100, 200), at.y + random.randint(100, 200))
pos = Point(at.x + random.randint(100, 1000), at.y + random.randint(100, 1000))
logging.info("airgen: {} for {} at {} at {}".format(unit_type, side.id, alt, speed))
return self.m.flight_group(
country=side,
name=name,
@@ -135,20 +147,21 @@ class AircraftConflictGenerator:
altitude=alt,
speed=speed,
maintask=None,
start_type=StartType.Warm,
start_type=self._start_type(),
group_size=count)
def _generate_at_carrier(self, name: str, side: Country, unit_type: FlyingType, count: int, client_count: int, at: ShipGroup) -> FlyingGroup:
assert count > 0
assert unit is not None
logging.info("airgen: {} for {} at carrier {}".format(unit_type, side.id, at))
return self.m.flight_group_from_unit(
country=side,
name=name,
aircraft_type=unit_type,
pad_group=at,
maintask=None,
start_type=StartType.Warm,
start_type=self._start_type(),
group_size=count)
def _generate_group(self, name: str, side: Country, unit_type: FlyingType, count: int, client_count: int, at: db.StartingPosition):
@@ -206,9 +219,11 @@ class AircraftConflictGenerator:
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:
@@ -216,7 +231,7 @@ class AircraftConflictGenerator:
if not is_quick:
waypoint_index += TRIGGER_WAYPOINT_OFFSET
wayp.tasks.append(EscortTaskAction(escorted_group.id, engagement_max_dist=ESCORT_ENGAGEMENT_MAX_DIST, lastwpt=waypoint_index))
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))

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@@ -22,20 +22,24 @@ class AirSupportConflictGenerator:
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,
plane_type=tanker_unit,
position=tanker_position,
altitude=TANKER_ALT,
frequency=140,
frequency=240,
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=244,
start_type=StartType.Warm,
)

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@@ -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),

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@@ -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

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@@ -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:

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@@ -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),

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@@ -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/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)

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@@ -4,11 +4,11 @@ from dcs.mission import Mission
from dcs.terrain import PersianGulf
m = Mission()
m.load_file("tools/cau_terrain.miz")
m.load_file("./gulf_terrain.miz")
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("./caulandmap.p", "wb") as f:
with open("../gulflandmap.p", "wb") as f:
pickle.dump(landmap, f)

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@@ -0,0 +1,52 @@
import os
from zipfile import *
IGNORED_PATHS = [
"__pycache__",
".gitignore",
".gitmodules",
".git",
".idea",
".DS_Store",
"submodules",
"build",
"venv",
]
VERSION = "1.3.3"
def _zip_dir(archieve, path):
for path, directories, files in os.walk(path):
is_ignored = False
for ignored_path in IGNORED_PATHS:
if ignored_path in path:
is_ignored = True
break
if is_ignored:
continue
for file in files:
if file in IGNORED_PATHS:
continue
archieve.write(os.path.join(path, file))
def _mk_archieve():
path = os.path.join("build", "dcs_liberation_{}.zip".format(VERSION))
if os.path.exists(path):
print("version already exists")
return
archieve = ZipFile(path, "w")
archieve.writestr("start.bat", "py.exe __init__.py \"%UserProfile%\" \"{}\"".format(VERSION))
_zip_dir(archieve, ".")
os.chdir("submodules\\dcs")
_zip_dir(archieve, "dcs")
_mk_archieve()

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@@ -1 +0,0 @@
py.exe __init__.py "%UserProfile%" > logs.txt 2>&1

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@@ -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]:

View File

@@ -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),
@@ -35,17 +35,23 @@ 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, 1.2, has_frontline=False)
havadarya = ControlPoint.from_airport(persiangulf.Havadarya, COAST_DL_W, SIZE_REGULAR, IMPORTANCE_LOW)
bandar_abbas = ControlPoint.from_airport(persiangulf.Bandar_Abbas_Intl, LAND, SIZE_BIG, 1.3)
havadarya = ControlPoint.from_airport(persiangulf.Havadarya, COAST_DL_W, SIZE_REGULAR, 1.1)
bandar_abbas = ControlPoint.from_airport(persiangulf.Bandar_Abbas_Intl, LAND, SIZE_BIG, 1.2)
lar = ControlPoint.from_airport(persiangulf.Lar_Airbase, LAND, SIZE_REGULAR, IMPORTANCE_LOW)
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))
def __init__(self):
super(PersianGulfTheater, self).__init__()
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.lar, connected_to=[self.bandar_lengeh, self.qeshm, self.havadarya, self.shiraz, self.kerman])
self.add_controlpoint(self.al_dhafra, connected_to=[self.sir_abu_nuayr, self.al_maktoum])
self.add_controlpoint(self.al_maktoum, connected_to=[self.al_dhafra, self.al_minhad, self.sir_abu_nuayr])
self.add_controlpoint(self.al_minhad, connected_to=[self.al_maktoum, self.dubai])
@@ -64,12 +70,11 @@ 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.west_carrier)
self.west_carrier.captured = True
self.lar.captured = True
self.kerman.captured = True
"""
Mid game:

View File

@@ -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})

View File

@@ -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

View File

@@ -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],

View File

@@ -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()

View File

@@ -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:

View File

@@ -21,27 +21,30 @@ class OverviewCanvas:
self.canvas = Canvas(frame, width=self.image.width(), height=self.image.height())
self.canvas.grid(column=0, row=0, sticky=NSEW)
def transform_point(self, p: Point) -> (int, int):
def transform_point(self, p: Point, treshold=30) -> (int, int):
point_a = list(self.game.theater.reference_points.keys())[0]
point_a_img = self.game.theater.reference_points[point_a]
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
return X > treshold and X or treshold, Y > treshold and Y or treshold
def create_cp_title(self, coords, cp: ControlPoint):
title = cp.name
@@ -77,7 +80,9 @@ 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)
start_coords, end_coords = self.transform_point(frontline_pos), self.transform_point(frontline_pos.point_from_heading(heading, distance))
start_coords = self.transform_point(frontline_pos, treshold=10)
end_coords = self.transform_point(frontline_pos.point_from_heading(heading, distance), treshold=60)
self.canvas.create_line((*start_coords, *end_coords), width=2, fill=color)
for cp in self.game.theater.controlpoints:

View File

@@ -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:

40
userdata/logging.py Normal file
View File

@@ -0,0 +1,40 @@
import logging
import traceback
import sys
from io import StringIO
from tkinter import *
from tkinter.scrolledtext import *
_version_string = None
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()
def setup_version_string(str):
global _version_string
_version_string = str
if "--stdout" in sys.argv:
logging.basicConfig(stream=sys.stdout, level=logging.INFO)
else:
log_stream = StringIO()
logging.basicConfig(stream=log_stream, level=logging.INFO)
Tk.report_callback_exception = _handle_exception
logging.info("DCS Libration {}".format(_version_string))

View File

@@ -1,6 +1,8 @@
import logging
import typing
import pickle
import os
import sys
import shutil
_user_folder = None # type: str
@@ -16,7 +18,7 @@ def base_path() -> str:
assert _user_folder
openbeta_path = os.path.join(_user_folder, "Saved Games", "DCS.openbeta")
if os.path.exists(openbeta_path):
if "--force-stable-DCS" not in sys.argv and os.path.exists(openbeta_path):
return openbeta_path
else:
return os.path.join(_user_folder, "Saved Games", "DCS")
@@ -56,5 +58,5 @@ 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