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2 Commits
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397f9a58cb | ||
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4fc766a524 |
@@ -371,6 +371,7 @@ PLANE_PAYLOAD_OVERRIDES = {
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M_2000C: {
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CAP: "Combat Air Patrol",
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GroundAttack: "MK-82S Heavy Strike",
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},
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MiG_21Bis: {
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@@ -50,7 +50,7 @@ class NavalInterceptionOperation(Operation):
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self.briefinggen.title = "Naval Intercept"
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if self.game.player == self.attacker_name:
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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."
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for unit_type, count in self.targets:
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for unit_type, count in self.targets.items():
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self.briefinggen.append_target("{} ({})".format(db.unit_type_name(unit_type), count))
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else:
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self.briefinggen.description = "Protect supply transport ships."
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@@ -46,7 +46,7 @@ class StrikeOperation(Operation):
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if global_cp == self.from_cp and not self.is_quick:
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self.attackers_starting_position = ship
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targets = [] # type: typing.List[typing.Tuple[str, Point]]
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targets = [] # type: typing.List[typing.Tuple[str, str, Point]]
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category_counters = {} # type: typing.Dict[str, int]
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processed_groups = []
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for object in self.to_cp.ground_objects:
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@@ -54,18 +54,18 @@ class StrikeOperation(Operation):
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continue
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processed_groups.append(object.group_identifier)
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category_counters[object.category] = category_counters.get(object.category, 0) + 1
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markpoint_name = "{}{}".format(object.name_abbrev, category_counters[object.category])
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targets.append((markpoint_name, object.position))
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self.briefinggen.append_target(str(object))
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self.briefinggen.append_waypoint("TARGET {} (TP {})".format(str(object), markpoint_name))
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targets.append((str(object), markpoint_name, object.position))
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targets.sort(key=lambda x: self.from_cp.position.distance_to_point(x[1]))
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targets.sort(key=lambda x: self.from_cp.position.distance_to_point(x[2]))
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for (name, markpoint_name, _) in targets:
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self.briefinggen.append_waypoint("TARGET {} (TP {})".format(str(name), markpoint_name))
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planes_flights = {k: v for k, v in self.strikegroup.items() if k in plane_map.values()}
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self.airgen.generate_ground_attack_strikegroup(*assigned_units_split(planes_flights),
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targets=targets,
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targets=[(mp, pos) for (n, mp, pos) in targets],
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at=self.attackers_starting_position)
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heli_flights = {k: v for k, v in self.strikegroup.items() if k in helicopters.helicopter_map.values()}
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@@ -74,7 +74,7 @@ class StrikeOperation(Operation):
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for farp, dict in zip(self.groundobjectgen.generate_farps(sum([x[0] for x in heli_flights.values()])),
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db.assignedunits_split_to_count(heli_flights, self.groundobjectgen.FARP_CAPACITY)):
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self.airgen.generate_ground_attack_strikegroup(*assigned_units_split(dict),
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targets=targets,
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targets=[(mp, pos) for (n, mp, pos) in targets],
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at=farp,
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escort=len(planes_flights) == 0)
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@@ -9,11 +9,11 @@ from dcs.task import *
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from dcs.terrain.terrain import NoParkingSlotError
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TANKER_DISTANCE = 15000
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TANKER_ALT = 10000
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TANKER_ALT = 6000
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TANKER_HEADING_OFFSET = 45
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AWACS_DISTANCE = 150000
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AWACS_ALT = 10000
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AWACS_ALT = 15000
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class AirSupportConflictGenerator:
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@@ -58,6 +58,6 @@ class BriefingGenerator:
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if self.waypoints:
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description += "\n\nWAYPOINTS:"
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for i, descr in enumerate(self.waypoints):
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description += "\n#{}: {}".format(i+1, descr)
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description += "\n#{}: {}".format(i, descr)
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self.m.set_description_text(description)
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@@ -166,7 +166,7 @@ class Conflict:
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if ground_position:
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return ground_position, _opposite_heading(attack_heading)
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else:
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print("Coudn't find frontline position between {} and {}!".format(from_cp, to_cp))
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logging.warning("Coudn't find frontline position between {} and {}!".format(from_cp, to_cp))
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return position, _opposite_heading(attack_heading)
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@@ -30,9 +30,9 @@ RANDOM_TIME = {
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RANDOM_WEATHER = {
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1: 0, # heavy rain
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2: 10, # rain
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3: 20, # dynamic
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4: 30, # clear
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2: 5, # rain
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3: 15, # dynamic
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4: 40, # clear
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5: 100, # random
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}
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@@ -49,7 +49,8 @@ class EnviromentGenerator:
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self.game = game
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def _gen_random_time(self):
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start_time = datetime.fromtimestamp(1527206400)
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start_time = datetime.strptime('May 25 2018 12:00AM', '%b %d %Y %I:%M%p')
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time_range = None
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for k, v in RANDOM_TIME.items():
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if self.game.settings.night_disabled and k == "night":
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@@ -60,6 +61,11 @@ class EnviromentGenerator:
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break
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start_time += timedelta(hours=random.randint(*time_range))
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logging.info("time - {}, slot - {}, night skipped - {}".format(
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str(start_time),
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str(time_range),
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self.game.settings.night_disabled))
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self.mission.start_time = start_time
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def _gen_random_weather(self):
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@@ -85,7 +91,7 @@ class EnviromentGenerator:
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self.mission.weather.clouds_thickness = random.randint(*WEATHER_CLOUD_THICKNESS)
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wind_direction = random.randint(0, 360)
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wind_speed = random.randint(0, 13)
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wind_speed = random.randint(0, 4)
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self.mission.weather.wind_at_ground = Wind(wind_direction, wind_speed)
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self.mission.weather.wind_at_2000 = Wind(wind_direction, wind_speed * 2)
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self.mission.weather.wind_at_8000 = Wind(wind_direction, wind_speed * 3)
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@@ -24,7 +24,7 @@ class GroundObjectsGenerator:
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center = self.conflict.center
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heading = self.conflict.heading - 90
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else:
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center, heading = self.conflict.frontline_position(self.conflict.from_cp, self.conflict.to_cp)
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center, heading = self.conflict.frontline_position(self.conflict.theater, self.conflict.from_cp, self.conflict.to_cp)
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heading -= 90
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position = self.conflict.find_ground_position(center.point_from_heading(heading, FARP_FRONTLINE_DISTANCE), heading)
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@@ -112,10 +112,10 @@ class TriggersGenerator:
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for unit in group.units:
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push_trigger.add_condition(UnitAltitudeHigherAGL(unit.id, PUSH_TRIGGER_ACTIVATION_AGL))
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if group.units[0].is_human():
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if not group.units[0].is_human():
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push_trigger.add_action(AITaskPush(group.id, 1))
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message_string = self.mission.string("Task force is in the air, proceed with the objective (activate waypoint 3).")
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message_string = self.mission.string("Task force is in the air, proceed with the objective.")
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push_trigger.add_action(MessageToAll(message_string, clearview=True))
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push_trigger.add_action(SetFlagValue())
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BIN
resources/tools/nev_terrain.miz
Normal file
BIN
resources/tools/nev_terrain.miz
Normal file
Binary file not shown.
@@ -90,7 +90,6 @@ class OverviewCanvas:
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if cp.captured and not connected_cp.captured and Conflict.has_frontline_between(cp, connected_cp):
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frontline = Conflict.frontline_vector(cp, connected_cp, self.game.theater)
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if not frontline:
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print(cp, connected_cp)
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continue
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frontline_pos, heading, distance = frontline
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@@ -163,7 +163,7 @@ class Debriefing:
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self.destroyed_objects.append(str(group.name))
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self._dead_units.remove(identifier)
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print("debriefing: unsatistied ids: {}".format(self._dead_units))
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logging.info("debriefing: unsatistied ids: {}".format(self._dead_units))
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self.alive_units = {
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player.name: {k: v - self.destroyed_units[player.name].get(k, 0) for k, v in player_units.items()},
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