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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Blacken.
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@@ -23,14 +23,12 @@ if TYPE_CHECKING:
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# care about in the format we want if we just generate our own group description
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# types rather than pydcs groups.
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class GroupGenerator:
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def __init__(self, game: Game, ground_object: TheaterGroundObject) -> None:
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self.game = game
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self.go = ground_object
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self.position = ground_object.position
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self.heading = random.randint(0, 359)
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self.vg = unitgroup.VehicleGroup(self.game.next_group_id(),
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self.go.group_name)
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self.vg = unitgroup.VehicleGroup(self.game.next_group_id(), self.go.group_name)
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wp = self.vg.add_waypoint(self.position, PointAction.OffRoad, 0)
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wp.ETA_locked = True
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@@ -40,16 +38,27 @@ class GroupGenerator:
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def get_generated_group(self) -> unitgroup.VehicleGroup:
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return self.vg
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def add_unit(self, unit_type: Type[VehicleType], name: str, pos_x: float,
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pos_y: float, heading: int) -> Vehicle:
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return self.add_unit_to_group(self.vg, unit_type, name,
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Point(pos_x, pos_y), heading)
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def add_unit(
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self,
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unit_type: Type[VehicleType],
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name: str,
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pos_x: float,
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pos_y: float,
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heading: int,
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) -> Vehicle:
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return self.add_unit_to_group(
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self.vg, unit_type, name, Point(pos_x, pos_y), heading
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)
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def add_unit_to_group(self, group: unitgroup.VehicleGroup,
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unit_type: Type[VehicleType], name: str,
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position: Point, heading: int) -> Vehicle:
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unit = Vehicle(self.game.next_unit_id(),
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f"{group.name}|{name}", unit_type.id)
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def add_unit_to_group(
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self,
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group: unitgroup.VehicleGroup,
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unit_type: Type[VehicleType],
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name: str,
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position: Point,
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heading: int,
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) -> Vehicle:
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unit = Vehicle(self.game.next_unit_id(), f"{group.name}|{name}", unit_type.id)
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unit.position = position
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unit.heading = heading
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group.add_unit(unit)
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@@ -82,31 +91,36 @@ class GroupGenerator:
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current_offset = self.heading
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current_offset -= outer_offset * (math.ceil(num_units / 2) - 1)
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for x in range(1, num_units + 1):
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positions.append((
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self.position.x + launcher_distance * math.cos(math.radians(current_offset)),
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self.position.y + launcher_distance * math.sin(math.radians(current_offset)),
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current_offset,
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))
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positions.append(
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(
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self.position.x
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+ launcher_distance * math.cos(math.radians(current_offset)),
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self.position.y
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+ launcher_distance * math.sin(math.radians(current_offset)),
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current_offset,
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)
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)
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current_offset += outer_offset
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return positions
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class ShipGroupGenerator(GroupGenerator):
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"""Abstract class for other ship generator classes"""
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def __init__(self, game: Game, ground_object: TheaterGroundObject, faction: Faction):
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def __init__(
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self, game: Game, ground_object: TheaterGroundObject, faction: Faction
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):
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self.game = game
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self.go = ground_object
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self.position = ground_object.position
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self.heading = random.randint(0, 359)
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self.faction = faction
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self.vg = unitgroup.ShipGroup(self.game.next_group_id(),
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self.go.group_name)
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self.vg = unitgroup.ShipGroup(self.game.next_group_id(), self.go.group_name)
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wp = self.vg.add_waypoint(self.position, 0)
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wp.ETA_locked = True
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def add_unit(self, unit_type, name, pos_x, pos_y, heading) -> Ship:
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unit = Ship(self.game.next_unit_id(),
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f"{self.go.group_name}|{name}", unit_type)
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unit = Ship(self.game.next_unit_id(), f"{self.go.group_name}|{name}", unit_type)
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unit.position.x = pos_x
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unit.position.y = pos_y
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unit.heading = heading
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