示例#1
0
    def random_wind(minimum: int, maximum: int) -> WindConditions:
        wind_direction = Heading.random()
        wind_direction_2000m = wind_direction + Heading.random(-90, 90)
        wind_direction_8000m = wind_direction + Heading.random(-90, 90)
        at_0m_factor = 1
        at_2000m_factor = 2
        at_8000m_factor = 3
        base_wind = random.randint(minimum, maximum)

        return WindConditions(
            # Always some wind to make the smoke move a bit.
            at_0m=Wind(wind_direction.degrees, max(1,
                                                   base_wind * at_0m_factor)),
            at_2000m=Wind(wind_direction_2000m.degrees,
                          base_wind * at_2000m_factor),
            at_8000m=Wind(wind_direction_8000m.degrees,
                          base_wind * at_8000m_factor),
        )
示例#2
0
    def _plan_artillery_action(
        self,
        stance: CombatStance,
        gen_group: CombatGroup,
        dcs_group: VehicleGroup,
        forward_heading: Heading,
        target: Point,
    ) -> bool:
        """
        Handles adding the DCS tasks for artillery groups for all combat stances.
        Returns True if tasking was added, returns False if the stance was not a combat stance.
        """
        self._set_reform_waypoint(dcs_group, forward_heading)
        if stance != CombatStance.RETREAT:
            hold_task = Hold()
            hold_task.number = 1
            dcs_group.add_trigger_action(hold_task)

        # Artillery strike random start
        artillery_trigger = TriggerOnce(
            Event.NoEvent, "ArtilleryFireTask #" + str(dcs_group.id))
        artillery_trigger.add_condition(
            TimeAfter(seconds=random.randint(1, 45) * 60))
        # TODO: Update to fire at group instead of point
        fire_task = FireAtPoint(target, gen_group.size * 10, 100)
        fire_task.number = 2 if stance != CombatStance.RETREAT else 1
        dcs_group.add_trigger_action(fire_task)
        artillery_trigger.add_action(
            AITaskPush(dcs_group.id, len(dcs_group.tasks)))
        self.mission.triggerrules.triggers.append(artillery_trigger)

        # Artillery will fall back when under attack
        if stance != CombatStance.RETREAT:

            # Hold position
            dcs_group.points[1].tasks.append(Hold())
            retreat = self.find_retreat_point(dcs_group, forward_heading,
                                              (int)(RETREAT_DISTANCE / 3))
            dcs_group.add_waypoint(
                dcs_group.position.point_from_heading(forward_heading.degrees,
                                                      1),
                PointAction.OffRoad,
            )
            dcs_group.points[2].tasks.append(Hold())
            dcs_group.add_waypoint(retreat, PointAction.OffRoad)

            artillery_fallback = TriggerOnce(
                Event.NoEvent, "ArtilleryRetreat #" + str(dcs_group.id))
            for i, u in enumerate(dcs_group.units):
                artillery_fallback.add_condition(UnitDamaged(u.id))
                if i < len(dcs_group.units) - 1:
                    artillery_fallback.add_condition(Or())

            hold_2 = Hold()
            hold_2.number = 3
            dcs_group.add_trigger_action(hold_2)

            retreat_task = GoToWaypoint(to_index=3)
            retreat_task.number = 4
            dcs_group.add_trigger_action(retreat_task)

            artillery_fallback.add_action(
                AITaskPush(dcs_group.id, len(dcs_group.tasks)))
            self.mission.triggerrules.triggers.append(artillery_fallback)

            for u in dcs_group.units:
                u.heading = (forward_heading + Heading.random(-5, 5)).degrees
            return True
        return False