import math import pickle import random import typing import logging from gen.sam.sam_group_generator import generate_anti_air_group from theater.base import * from theater.conflicttheater import * UNIT_VARIETY = 3 UNIT_AMOUNT_FACTOR = 16 UNIT_COUNT_IMPORTANCE_LOG = 1.3 COUNT_BY_TASK = { PinpointStrike: 12, CAP: 8, CAS: 4, AirDefence: 1, } def generate_inital_units(theater: ConflictTheater, enemy_country: str, sams: bool, multiplier: float): for cp in theater.enemy_points(): if cp.captured: continue # Force reset cp on generation cp.base.aircraft = {} cp.base.armor = {} cp.base.aa = {} cp.base.commision_points = {} cp.base.strength = 1 for task in [PinpointStrike, CAP, CAS, AirDefence]: assert cp.importance <= IMPORTANCE_HIGH, "invalid importance {}".format(cp.importance) assert cp.importance >= IMPORTANCE_LOW, "invalid importance {}".format(cp.importance) importance_factor = (cp.importance - IMPORTANCE_LOW) / (IMPORTANCE_HIGH - IMPORTANCE_LOW) variety = int(UNIT_VARIETY) unittypes = db.choose_units(task, importance_factor, variety, enemy_country) if not sams and task == AirDefence: unittypes = [x for x in db.find_unittype(AirDefence, enemy_country) if x not in db.SAM_BAN] count_log = math.log(cp.importance + 0.01, UNIT_COUNT_IMPORTANCE_LOG) count = max(COUNT_BY_TASK[task] * multiplier * (1+count_log), 1) if len(unittypes) > 0: count_per_type = max(int(float(count) / len(unittypes)), 1) for unit_type in unittypes: logging.info("{} - {} {}".format(cp.name, db.unit_type_name(unit_type), count_per_type)) cp.base.commision_units({unit_type: count_per_type}) def generate_groundobjects(theater: ConflictTheater, game): with open("resources/groundobject_templates.p", "rb") as f: tpls = pickle.load(f) def find_location(on_ground, near, theater, min, max, others) -> typing.Optional[Point]: point = None for _ in range(1000): p = near.random_point_within(max, min) if on_ground and theater.is_on_land(p): point = p elif not on_ground and theater.is_in_sea(p): point = p if point: for angle in range(0, 360, 45): p = point.point_from_heading(angle, 2500) if on_ground and not theater.is_on_land(p): point = None break elif not on_ground and not theater.is_in_sea(p): point = None break if point: for other in others: if other.position.distance_to_point(point) < 10000: point = None break if point: return point return None group_id = 0 for cp in theater.controlpoints: # Reset cp ground objects cp.ground_objects = [] if cp.is_global: continue if not cp.has_frontline: continue amount = random.randrange(1, 11) for i in range(0, amount): available_categories = list(tpls) if i >= amount - 1: tpl_category = "aa" else: if random.randint(0,1) == 1: tpl_category = random.choice(available_categories) else: tpl_category = "aa" tpl = random.choice(list(tpls[tpl_category].values())) point = find_location(tpl_category != "oil", cp.position, theater, 10000, 40000, cp.ground_objects) if point is None: print("Couldn't find point for {}".format(cp)) continue group_id += 1 object_id = 0 logging.info("generated {} for {}".format(tpl_category, cp)) for object in tpl: object_id += 1 g = TheaterGroundObject() g.group_id = group_id g.object_id = object_id g.cp_id = cp.id g.dcs_identifier = object["type"] g.heading = object["heading"] g.position = Point(point.x + object["offset"].x, point.y + object["offset"].y) if g.dcs_identifier == "AA": if cp.captured: faction = game.player_name else: faction = game.enemy_name generate_anti_air_group(game, cp, g, faction) cp.ground_objects.append(g)