Faction rework, working :)

This commit is contained in:
Khopa
2020-10-22 13:33:18 +02:00
parent b744238fb8
commit aa1ac56ec3
18 changed files with 163 additions and 143 deletions

View File

@@ -12,19 +12,15 @@ class CarrierGroupGenerator(GroupGenerator):
def generate(self):
# Add carrier
if "aircraft_carrier" in self.faction.keys():
if "supercarrier" in self.faction.keys() and self.game.settings.supercarrier:
carrier_type = random.choice(self.faction["supercarrier"])
else:
carrier_type = random.choice(self.faction["aircraft_carrier"])
if len(self.faction.aircraft_carrier) > 0:
carrier_type = random.choice(self.faction.aircraft_carrier)
self.add_unit(carrier_type, "Carrier", self.position.x, self.position.y, self.heading)
else:
return
# Add destroyers escort
if "destroyer" in self.faction.keys():
dd_type = random.choice(self.faction["destroyer"])
if len(self.faction.destroyers) > 0:
dd_type = random.choice(self.faction.destroyers)
self.add_unit(dd_type, "DD1", self.position.x + 2500, self.position.y + 4500, self.heading)
self.add_unit(dd_type, "DD2", self.position.x + 2500, self.position.y - 4500, self.heading)

View File

@@ -12,13 +12,15 @@ class LHAGroupGenerator(GroupGenerator):
def generate(self):
# Add carrier
if "helicopter_carrier" in self.faction.keys():
carrier_type = random.choice(self.faction["helicopter_carrier"])
if len(self.faction.helicopter_carrier) > 0:
carrier_type = random.choice(self.faction.helicopter_carrier)
self.add_unit(carrier_type, "LHA", self.position.x, self.position.y, self.heading)
else:
return
# Add destroyers escort
if "destroyer" in self.faction.keys():
dd_type = random.choice(self.faction["destroyer"])
if len(self.faction.destroyers) > 0:
dd_type = random.choice(self.faction.destroyers)
self.add_unit(dd_type, "DD1", self.position.x + 1250, self.position.y + 1450, self.heading)
self.add_unit(dd_type, "DD2", self.position.x + 1250, self.position.y - 1450, self.heading)

View File

@@ -34,16 +34,14 @@ def generate_ship_group(game, ground_object, faction_name: str):
:return: Nothing, but put the group reference inside the ground object
"""
faction = db.FACTIONS[faction_name]
if "boat" in faction:
generators = faction["boat"]
if len(generators) > 0:
gen = random.choice(generators)
if gen in SHIP_MAP.keys():
generator = SHIP_MAP[gen](game, ground_object, faction)
generator.generate()
return generator.get_generated_group()
else:
logging.info("Unable to generate ship group, generator : " + str(gen) + "does not exists")
if len(faction.navy_generators) > 0:
gen = random.choice(faction.navy_generators)
if gen in SHIP_MAP.keys():
generator = SHIP_MAP[gen](game, ground_object, faction)
generator.generate()
return generator.get_generated_group()
else:
logging.info("Unable to generate ship group, generator : " + str(gen) + "does not exists")
return None