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https://github.com/dcs-liberation/dcs_liberation.git
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143 lines
4.6 KiB
Python
143 lines
4.6 KiB
Python
import math
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import pickle
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import random
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import typing
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import logging
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from gen.sam.sam_group_generator import generate_anti_air_group
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from theater.base import *
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from theater.conflicttheater import *
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UNIT_VARIETY = 3
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UNIT_AMOUNT_FACTOR = 16
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UNIT_COUNT_IMPORTANCE_LOG = 1.3
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COUNT_BY_TASK = {
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PinpointStrike: 12,
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CAP: 8,
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CAS: 4,
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AirDefence: 1,
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}
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def generate_inital_units(theater: ConflictTheater, enemy_country: str, sams: bool, multiplier: float):
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for cp in theater.enemy_points():
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if cp.captured:
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continue
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# Force reset cp on generation
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cp.base.aircraft = {}
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cp.base.armor = {}
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cp.base.aa = {}
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cp.base.commision_points = {}
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cp.base.strength = 1
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for task in [PinpointStrike, CAP, CAS, AirDefence]:
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assert cp.importance <= IMPORTANCE_HIGH, "invalid importance {}".format(cp.importance)
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assert cp.importance >= IMPORTANCE_LOW, "invalid importance {}".format(cp.importance)
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importance_factor = (cp.importance - IMPORTANCE_LOW) / (IMPORTANCE_HIGH - IMPORTANCE_LOW)
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variety = int(UNIT_VARIETY)
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unittypes = db.choose_units(task, importance_factor, variety, enemy_country)
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if not sams and task == AirDefence:
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unittypes = [x for x in db.find_unittype(AirDefence, enemy_country) if x not in db.SAM_BAN]
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count_log = math.log(cp.importance + 0.01, UNIT_COUNT_IMPORTANCE_LOG)
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count = max(COUNT_BY_TASK[task] * multiplier * (1+count_log), 1)
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if len(unittypes) > 0:
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count_per_type = max(int(float(count) / len(unittypes)), 1)
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for unit_type in unittypes:
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logging.info("{} - {} {}".format(cp.name, db.unit_type_name(unit_type), count_per_type))
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cp.base.commision_units({unit_type: count_per_type})
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def generate_groundobjects(theater: ConflictTheater, game):
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with open("resources/groundobject_templates.p", "rb") as f:
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tpls = pickle.load(f)
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def find_location(on_ground, near, theater, min, max, others) -> typing.Optional[Point]:
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point = None
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for _ in range(1000):
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p = near.random_point_within(max, min)
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if on_ground and theater.is_on_land(p):
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point = p
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elif not on_ground and theater.is_in_sea(p):
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point = p
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if point:
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for angle in range(0, 360, 45):
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p = point.point_from_heading(angle, 2500)
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if on_ground and not theater.is_on_land(p):
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point = None
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break
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elif not on_ground and not theater.is_in_sea(p):
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point = None
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break
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if point:
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for other in others:
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if other.position.distance_to_point(point) < 10000:
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point = None
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break
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if point:
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return point
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return None
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group_id = 0
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for cp in theater.controlpoints:
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# Reset cp ground objects
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cp.ground_objects = []
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if cp.is_global:
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continue
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if not cp.has_frontline:
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continue
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amount = random.randrange(1, 5)
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for i in range(0, amount):
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available_categories = list(tpls)
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if i >= amount - 1:
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tpl_category = "aa"
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else:
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tpl_category = random.choice(available_categories)
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tpl = random.choice(list(tpls[tpl_category].values()))
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point = find_location(tpl_category != "oil", cp.position, theater, 10000, 40000, cp.ground_objects)
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if point is None:
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print("Couldn't find point for {}".format(cp))
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continue
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group_id += 1
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object_id = 0
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logging.info("generated {} for {}".format(tpl_category, cp))
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for object in tpl:
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object_id += 1
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g = TheaterGroundObject()
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g.group_id = group_id
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g.object_id = object_id
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g.cp_id = cp.id
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g.dcs_identifier = object["type"]
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g.heading = object["heading"]
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g.position = Point(point.x + object["offset"].x, point.y + object["offset"].y)
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if g.dcs_identifier == "AA":
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if cp.captured:
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faction = game.player_name
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else:
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faction = game.enemy_name
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generate_anti_air_group(game, cp, g, faction)
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cp.ground_objects.append(g)
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