mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
More campaign loader cleanup.
This commit is contained in:
1
game/campaignloader/__init__.py
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1
game/campaignloader/__init__.py
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@@ -0,0 +1 @@
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from .campaign import Campaign
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148
game/campaignloader/campaign.py
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148
game/campaignloader/campaign.py
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from __future__ import annotations
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import json
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import logging
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from collections import Iterator
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from dataclasses import dataclass
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from pathlib import Path
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from typing import Tuple, Dict, Any
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from packaging.version import Version
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import yaml
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from game.campaignloader.mizcampaignloader import MizCampaignLoader
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from game.profiling import logged_duration
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from game.theater import (
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ConflictTheater,
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CaucasusTheater,
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NevadaTheater,
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PersianGulfTheater,
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NormandyTheater,
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TheChannelTheater,
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SyriaTheater,
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MarianaIslandsTheater,
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)
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from game.version import CAMPAIGN_FORMAT_VERSION
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PERF_FRIENDLY = 0
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PERF_MEDIUM = 1
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PERF_HARD = 2
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PERF_NASA = 3
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@dataclass(frozen=True)
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class Campaign:
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name: str
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icon_name: str
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authors: str
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description: str
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#: The revision of the campaign format the campaign was built for. We do not attempt
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#: to migrate old campaigns, but this is used to show a warning in the UI when
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#: selecting a campaign that is not up to date.
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version: Tuple[int, int]
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recommended_player_faction: str
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recommended_enemy_faction: str
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performance: int
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data: Dict[str, Any]
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path: Path
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@classmethod
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def from_file(cls, path: Path) -> Campaign:
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with path.open() as campaign_file:
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if path.suffix == ".yaml":
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data = yaml.safe_load(campaign_file)
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else:
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data = json.load(campaign_file)
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sanitized_theater = data["theater"].replace(" ", "")
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version_field = data.get("version", "0")
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try:
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version = Version(version_field)
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except TypeError:
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logging.warning(
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f"Non-string campaign version in {path}. Parse may be incorrect."
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)
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version = Version(str(version_field))
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return cls(
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data["name"],
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f"Terrain_{sanitized_theater}",
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data.get("authors", "???"),
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data.get("description", ""),
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(version.major, version.minor),
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data.get("recommended_player_faction", "USA 2005"),
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data.get("recommended_enemy_faction", "Russia 1990"),
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data.get("performance", 0),
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data,
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path,
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)
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def load_theater(self) -> ConflictTheater:
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theaters = {
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"Caucasus": CaucasusTheater,
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"Nevada": NevadaTheater,
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"Persian Gulf": PersianGulfTheater,
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"Normandy": NormandyTheater,
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"The Channel": TheChannelTheater,
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"Syria": SyriaTheater,
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"MarianaIslands": MarianaIslandsTheater,
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}
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theater = theaters[self.data["theater"]]
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t = theater()
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try:
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miz = self.data["miz"]
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except KeyError as ex:
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raise RuntimeError(
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"Old format (non-miz) campaigns are no longer supported."
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) from ex
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with logged_duration("Importing miz data"):
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MizCampaignLoader(self.path.parent / miz, t).populate_theater()
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return t
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@property
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def is_out_of_date(self) -> bool:
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"""Returns True if this campaign is not up to date with the latest format.
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This is more permissive than is_from_future, which is sensitive to minor version
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bumps (the old game definitely doesn't support the minor features added in the
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new version, and the campaign may require them. However, the minor version only
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indicates *optional* new features, so we do not need to mark out of date
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campaigns as incompatible if they are within the same major version.
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"""
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return self.version[0] < CAMPAIGN_FORMAT_VERSION[0]
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@property
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def is_from_future(self) -> bool:
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"""Returns True if this campaign is newer than the supported format."""
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return self.version > CAMPAIGN_FORMAT_VERSION
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@property
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def is_compatible(self) -> bool:
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"""Returns True is this campaign was built for this version of the game."""
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if self.version == (0, 0):
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return False
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if self.is_out_of_date:
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return False
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if self.is_from_future:
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return False
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return True
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@staticmethod
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def iter_campaign_defs() -> Iterator[Path]:
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campaign_dir = Path("resources/campaigns")
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yield from campaign_dir.glob("*.json")
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yield from campaign_dir.glob("*.yaml")
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@classmethod
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def load_each(cls) -> Iterator[Campaign]:
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for path in cls.iter_campaign_defs():
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try:
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logging.debug(f"Loading campaign from {path}...")
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campaign = Campaign.from_file(path)
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yield campaign
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except RuntimeError:
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logging.exception(f"Unable to load campaign from {path}")
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466
game/campaignloader/mizcampaignloader.py
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466
game/campaignloader/mizcampaignloader.py
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@@ -0,0 +1,466 @@
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from __future__ import annotations
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import itertools
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from functools import cached_property
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from pathlib import Path
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from typing import Iterator, List, Dict, Tuple, TYPE_CHECKING
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from dcs import Mission
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from dcs.countries import CombinedJointTaskForcesBlue, CombinedJointTaskForcesRed
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from dcs.country import Country
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from dcs.planes import F_15C
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from dcs.ships import Stennis, LHA_Tarawa, HandyWind, USS_Arleigh_Burke_IIa
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from dcs.statics import Fortification, Warehouse
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from dcs.terrain import Airport
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from dcs.unitgroup import PlaneGroup, ShipGroup, VehicleGroup, StaticGroup
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from dcs.vehicles import Armor, Unarmed, MissilesSS, AirDefence
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from game.point_with_heading import PointWithHeading
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from game.positioned import Positioned
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from game.profiling import logged_duration
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from game.scenery_group import SceneryGroup
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from game.utils import Distance, meters, Heading
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from game.theater.controlpoint import (
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Airfield,
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Carrier,
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ControlPoint,
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Fob,
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Lha,
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OffMapSpawn,
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)
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if TYPE_CHECKING:
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from game.theater.conflicttheater import ConflictTheater
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class MizCampaignLoader:
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BLUE_COUNTRY = CombinedJointTaskForcesBlue()
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RED_COUNTRY = CombinedJointTaskForcesRed()
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OFF_MAP_UNIT_TYPE = F_15C.id
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CV_UNIT_TYPE = Stennis.id
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LHA_UNIT_TYPE = LHA_Tarawa.id
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FRONT_LINE_UNIT_TYPE = Armor.M_113.id
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SHIPPING_LANE_UNIT_TYPE = HandyWind.id
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FOB_UNIT_TYPE = Unarmed.SKP_11.id
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FARP_HELIPAD = "SINGLE_HELIPAD"
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OFFSHORE_STRIKE_TARGET_UNIT_TYPE = Fortification.Oil_platform.id
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SHIP_UNIT_TYPE = USS_Arleigh_Burke_IIa.id
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MISSILE_SITE_UNIT_TYPE = MissilesSS.Scud_B.id
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COASTAL_DEFENSE_UNIT_TYPE = MissilesSS.Hy_launcher.id
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# Multiple options for air defenses so campaign designers can more accurately see
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# the coverage of their IADS for the expected type.
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LONG_RANGE_SAM_UNIT_TYPES = {
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AirDefence.Patriot_ln.id,
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AirDefence.S_300PS_5P85C_ln.id,
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AirDefence.S_300PS_5P85D_ln.id,
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}
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MEDIUM_RANGE_SAM_UNIT_TYPES = {
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AirDefence.Hawk_ln.id,
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AirDefence.S_75M_Volhov.id,
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AirDefence._5p73_s_125_ln.id,
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}
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SHORT_RANGE_SAM_UNIT_TYPES = {
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AirDefence.M1097_Avenger.id,
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AirDefence.Rapier_fsa_launcher.id,
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AirDefence._2S6_Tunguska.id,
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AirDefence.Strela_1_9P31.id,
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}
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AAA_UNIT_TYPES = {
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AirDefence.Flak18.id,
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AirDefence.Vulcan.id,
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AirDefence.ZSU_23_4_Shilka.id,
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}
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EWR_UNIT_TYPE = AirDefence._1L13_EWR.id
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ARMOR_GROUP_UNIT_TYPE = Armor.M_1_Abrams.id
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FACTORY_UNIT_TYPE = Fortification.Workshop_A.id
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AMMUNITION_DEPOT_UNIT_TYPE = Warehouse._Ammunition_depot.id
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STRIKE_TARGET_UNIT_TYPE = Fortification.Tech_combine.id
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def __init__(self, miz: Path, theater: ConflictTheater) -> None:
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self.theater = theater
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self.mission = Mission()
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with logged_duration("Loading miz"):
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self.mission.load_file(str(miz))
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self.control_point_id = itertools.count(1000)
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# If there are no red carriers there usually aren't red units. Make sure
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# both countries are initialized so we don't have to deal with None.
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if self.mission.country(self.BLUE_COUNTRY.name) is None:
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self.mission.coalition["blue"].add_country(self.BLUE_COUNTRY)
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if self.mission.country(self.RED_COUNTRY.name) is None:
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self.mission.coalition["red"].add_country(self.RED_COUNTRY)
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@staticmethod
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def control_point_from_airport(airport: Airport) -> ControlPoint:
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cp = Airfield(airport)
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cp.captured = airport.is_blue()
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# Use the unlimited aircraft option to determine if an airfield should
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# be owned by the player when the campaign is "inverted".
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cp.captured_invert = airport.unlimited_aircrafts
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return cp
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def country(self, blue: bool) -> Country:
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country = self.mission.country(
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self.BLUE_COUNTRY.name if blue else self.RED_COUNTRY.name
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)
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# Should be guaranteed because we initialized them.
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assert country
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return country
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@property
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def blue(self) -> Country:
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return self.country(blue=True)
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@property
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def red(self) -> Country:
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return self.country(blue=False)
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def off_map_spawns(self, blue: bool) -> Iterator[PlaneGroup]:
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for group in self.country(blue).plane_group:
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if group.units[0].type == self.OFF_MAP_UNIT_TYPE:
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yield group
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def carriers(self, blue: bool) -> Iterator[ShipGroup]:
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for group in self.country(blue).ship_group:
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if group.units[0].type == self.CV_UNIT_TYPE:
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yield group
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def lhas(self, blue: bool) -> Iterator[ShipGroup]:
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for group in self.country(blue).ship_group:
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if group.units[0].type == self.LHA_UNIT_TYPE:
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yield group
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def fobs(self, blue: bool) -> Iterator[VehicleGroup]:
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for group in self.country(blue).vehicle_group:
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if group.units[0].type == self.FOB_UNIT_TYPE:
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yield group
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@property
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def ships(self) -> Iterator[ShipGroup]:
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for group in self.red.ship_group:
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if group.units[0].type == self.SHIP_UNIT_TYPE:
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yield group
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@property
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def offshore_strike_targets(self) -> Iterator[StaticGroup]:
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for group in self.red.static_group:
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if group.units[0].type == self.OFFSHORE_STRIKE_TARGET_UNIT_TYPE:
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yield group
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@property
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def missile_sites(self) -> Iterator[VehicleGroup]:
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for group in self.red.vehicle_group:
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if group.units[0].type == self.MISSILE_SITE_UNIT_TYPE:
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yield group
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@property
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def coastal_defenses(self) -> Iterator[VehicleGroup]:
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for group in self.red.vehicle_group:
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if group.units[0].type == self.COASTAL_DEFENSE_UNIT_TYPE:
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yield group
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@property
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def long_range_sams(self) -> Iterator[VehicleGroup]:
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for group in self.red.vehicle_group:
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if group.units[0].type in self.LONG_RANGE_SAM_UNIT_TYPES:
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yield group
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@property
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def medium_range_sams(self) -> Iterator[VehicleGroup]:
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for group in self.red.vehicle_group:
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if group.units[0].type in self.MEDIUM_RANGE_SAM_UNIT_TYPES:
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yield group
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@property
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def short_range_sams(self) -> Iterator[VehicleGroup]:
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for group in self.red.vehicle_group:
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if group.units[0].type in self.SHORT_RANGE_SAM_UNIT_TYPES:
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yield group
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@property
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def aaa(self) -> Iterator[VehicleGroup]:
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for group in itertools.chain(self.blue.vehicle_group, self.red.vehicle_group):
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if group.units[0].type in self.AAA_UNIT_TYPES:
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yield group
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@property
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def ewrs(self) -> Iterator[VehicleGroup]:
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for group in self.red.vehicle_group:
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if group.units[0].type in self.EWR_UNIT_TYPE:
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yield group
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@property
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def armor_groups(self) -> Iterator[VehicleGroup]:
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for group in itertools.chain(self.blue.vehicle_group, self.red.vehicle_group):
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if group.units[0].type in self.ARMOR_GROUP_UNIT_TYPE:
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yield group
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@property
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def helipads(self) -> Iterator[StaticGroup]:
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for group in self.blue.static_group:
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if group.units[0].type == self.FARP_HELIPAD:
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yield group
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@property
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def factories(self) -> Iterator[StaticGroup]:
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for group in self.blue.static_group:
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if group.units[0].type in self.FACTORY_UNIT_TYPE:
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yield group
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@property
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def ammunition_depots(self) -> Iterator[StaticGroup]:
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for group in itertools.chain(self.blue.static_group, self.red.static_group):
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if group.units[0].type in self.AMMUNITION_DEPOT_UNIT_TYPE:
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yield group
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@property
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def strike_targets(self) -> Iterator[StaticGroup]:
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for group in itertools.chain(self.blue.static_group, self.red.static_group):
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if group.units[0].type in self.STRIKE_TARGET_UNIT_TYPE:
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yield group
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@property
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def scenery(self) -> List[SceneryGroup]:
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return SceneryGroup.from_trigger_zones(self.mission.triggers._zones)
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@cached_property
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def control_points(self) -> Dict[int, ControlPoint]:
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control_points = {}
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for airport in self.mission.terrain.airport_list():
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if airport.is_blue() or airport.is_red():
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control_point = self.control_point_from_airport(airport)
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control_points[control_point.id] = control_point
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for blue in (False, True):
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for group in self.off_map_spawns(blue):
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control_point = OffMapSpawn(
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next(self.control_point_id), str(group.name), group.position
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)
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control_point.captured = blue
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control_point.captured_invert = group.late_activation
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control_points[control_point.id] = control_point
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for ship in self.carriers(blue):
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# TODO: Name the carrier.
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control_point = Carrier(
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"carrier", ship.position, next(self.control_point_id)
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)
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control_point.captured = blue
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control_point.captured_invert = ship.late_activation
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control_points[control_point.id] = control_point
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for ship in self.lhas(blue):
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# TODO: Name the LHA.db
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control_point = Lha("lha", ship.position, next(self.control_point_id))
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control_point.captured = blue
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control_point.captured_invert = ship.late_activation
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control_points[control_point.id] = control_point
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for fob in self.fobs(blue):
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control_point = Fob(
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str(fob.name), fob.position, next(self.control_point_id)
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)
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control_point.captured = blue
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control_point.captured_invert = fob.late_activation
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control_points[control_point.id] = control_point
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return control_points
|
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|
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@property
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def front_line_path_groups(self) -> Iterator[VehicleGroup]:
|
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for group in self.country(blue=True).vehicle_group:
|
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if group.units[0].type == self.FRONT_LINE_UNIT_TYPE:
|
||||
yield group
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||||
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||||
@property
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||||
def shipping_lane_groups(self) -> Iterator[ShipGroup]:
|
||||
for group in self.country(blue=True).ship_group:
|
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if group.units[0].type == self.SHIPPING_LANE_UNIT_TYPE:
|
||||
yield group
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||||
|
||||
def add_supply_routes(self) -> None:
|
||||
for group in self.front_line_path_groups:
|
||||
# The unit will have its first waypoint at the source CP and the final
|
||||
# waypoint at the destination CP. Each waypoint defines the path of the
|
||||
# cargo ship.
|
||||
waypoints = [p.position for p in group.points]
|
||||
origin = self.theater.closest_control_point(waypoints[0])
|
||||
if origin is None:
|
||||
raise RuntimeError(
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||||
f"No control point near the first waypoint of {group.name}"
|
||||
)
|
||||
destination = self.theater.closest_control_point(waypoints[-1])
|
||||
if destination is None:
|
||||
raise RuntimeError(
|
||||
f"No control point near the final waypoint of {group.name}"
|
||||
)
|
||||
|
||||
self.control_points[origin.id].create_convoy_route(destination, waypoints)
|
||||
self.control_points[destination.id].create_convoy_route(
|
||||
origin, list(reversed(waypoints))
|
||||
)
|
||||
|
||||
def add_shipping_lanes(self) -> None:
|
||||
for group in self.shipping_lane_groups:
|
||||
# The unit will have its first waypoint at the source CP and the final
|
||||
# waypoint at the destination CP. Each waypoint defines the path of the
|
||||
# cargo ship.
|
||||
waypoints = [p.position for p in group.points]
|
||||
origin = self.theater.closest_control_point(waypoints[0])
|
||||
if origin is None:
|
||||
raise RuntimeError(
|
||||
f"No control point near the first waypoint of {group.name}"
|
||||
)
|
||||
destination = self.theater.closest_control_point(waypoints[-1])
|
||||
if destination is None:
|
||||
raise RuntimeError(
|
||||
f"No control point near the final waypoint of {group.name}"
|
||||
)
|
||||
|
||||
self.control_points[origin.id].create_shipping_lane(destination, waypoints)
|
||||
self.control_points[destination.id].create_shipping_lane(
|
||||
origin, list(reversed(waypoints))
|
||||
)
|
||||
|
||||
def objective_info(
|
||||
self, near: Positioned, allow_naval: bool = False
|
||||
) -> Tuple[ControlPoint, Distance]:
|
||||
closest = self.theater.closest_control_point(near.position, allow_naval)
|
||||
distance = meters(closest.position.distance_to_point(near.position))
|
||||
return closest, distance
|
||||
|
||||
def add_preset_locations(self) -> None:
|
||||
for static in self.offshore_strike_targets:
|
||||
closest, distance = self.objective_info(static)
|
||||
closest.preset_locations.offshore_strike_locations.append(
|
||||
PointWithHeading.from_point(
|
||||
static.position, Heading.from_degrees(static.units[0].heading)
|
||||
)
|
||||
)
|
||||
|
||||
for ship in self.ships:
|
||||
closest, distance = self.objective_info(ship, allow_naval=True)
|
||||
closest.preset_locations.ships.append(
|
||||
PointWithHeading.from_point(
|
||||
ship.position, Heading.from_degrees(ship.units[0].heading)
|
||||
)
|
||||
)
|
||||
|
||||
for group in self.missile_sites:
|
||||
closest, distance = self.objective_info(group)
|
||||
closest.preset_locations.missile_sites.append(
|
||||
PointWithHeading.from_point(
|
||||
group.position, Heading.from_degrees(group.units[0].heading)
|
||||
)
|
||||
)
|
||||
|
||||
for group in self.coastal_defenses:
|
||||
closest, distance = self.objective_info(group)
|
||||
closest.preset_locations.coastal_defenses.append(
|
||||
PointWithHeading.from_point(
|
||||
group.position, Heading.from_degrees(group.units[0].heading)
|
||||
)
|
||||
)
|
||||
|
||||
for group in self.long_range_sams:
|
||||
closest, distance = self.objective_info(group)
|
||||
closest.preset_locations.long_range_sams.append(
|
||||
PointWithHeading.from_point(
|
||||
group.position, Heading.from_degrees(group.units[0].heading)
|
||||
)
|
||||
)
|
||||
|
||||
for group in self.medium_range_sams:
|
||||
closest, distance = self.objective_info(group)
|
||||
closest.preset_locations.medium_range_sams.append(
|
||||
PointWithHeading.from_point(
|
||||
group.position, Heading.from_degrees(group.units[0].heading)
|
||||
)
|
||||
)
|
||||
|
||||
for group in self.short_range_sams:
|
||||
closest, distance = self.objective_info(group)
|
||||
closest.preset_locations.short_range_sams.append(
|
||||
PointWithHeading.from_point(
|
||||
group.position, Heading.from_degrees(group.units[0].heading)
|
||||
)
|
||||
)
|
||||
|
||||
for group in self.aaa:
|
||||
closest, distance = self.objective_info(group)
|
||||
closest.preset_locations.aaa.append(
|
||||
PointWithHeading.from_point(
|
||||
group.position, Heading.from_degrees(group.units[0].heading)
|
||||
)
|
||||
)
|
||||
|
||||
for group in self.ewrs:
|
||||
closest, distance = self.objective_info(group)
|
||||
closest.preset_locations.ewrs.append(
|
||||
PointWithHeading.from_point(
|
||||
group.position, Heading.from_degrees(group.units[0].heading)
|
||||
)
|
||||
)
|
||||
|
||||
for group in self.armor_groups:
|
||||
closest, distance = self.objective_info(group)
|
||||
closest.preset_locations.armor_groups.append(
|
||||
PointWithHeading.from_point(
|
||||
group.position, Heading.from_degrees(group.units[0].heading)
|
||||
)
|
||||
)
|
||||
|
||||
for static in self.helipads:
|
||||
closest, distance = self.objective_info(static)
|
||||
closest.helipads.append(
|
||||
PointWithHeading.from_point(
|
||||
static.position, Heading.from_degrees(static.units[0].heading)
|
||||
)
|
||||
)
|
||||
|
||||
for static in self.factories:
|
||||
closest, distance = self.objective_info(static)
|
||||
closest.preset_locations.factories.append(
|
||||
PointWithHeading.from_point(
|
||||
static.position, Heading.from_degrees(static.units[0].heading)
|
||||
)
|
||||
)
|
||||
|
||||
for static in self.ammunition_depots:
|
||||
closest, distance = self.objective_info(static)
|
||||
closest.preset_locations.ammunition_depots.append(
|
||||
PointWithHeading.from_point(
|
||||
static.position, Heading.from_degrees(static.units[0].heading)
|
||||
)
|
||||
)
|
||||
|
||||
for static in self.strike_targets:
|
||||
closest, distance = self.objective_info(static)
|
||||
closest.preset_locations.strike_locations.append(
|
||||
PointWithHeading.from_point(
|
||||
static.position, Heading.from_degrees(static.units[0].heading)
|
||||
)
|
||||
)
|
||||
|
||||
for scenery_group in self.scenery:
|
||||
closest, distance = self.objective_info(scenery_group)
|
||||
closest.preset_locations.scenery.append(scenery_group)
|
||||
|
||||
def populate_theater(self) -> None:
|
||||
for control_point in self.control_points.values():
|
||||
self.theater.add_controlpoint(control_point)
|
||||
self.add_preset_locations()
|
||||
self.add_supply_routes()
|
||||
self.add_shipping_lanes()
|
||||
Reference in New Issue
Block a user