mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
added missing assets; convoy strike event
This commit is contained in:
16
gen/armor.py
16
gen/armor.py
@@ -36,7 +36,7 @@ class ArmorConflictGenerator:
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return point.random_point_within(distance, self.conflict.size * SPREAD_DISTANCE_SIZE_FACTOR)
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def _generate_group(self, side: Country, unit: VehicleType, count: int, at: Point, to: Point = None):
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def _generate_group(self, side: Country, unit: VehicleType, count: int, at: Point, to: Point = None, move_formation: PointAction = PointAction.OffRoad):
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for c in range(count):
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logging.info("armorgen: {} for {}".format(unit, side.id))
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group = self.m.vehicle_group(
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@@ -45,7 +45,7 @@ class ArmorConflictGenerator:
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unit,
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position=self._group_point(at),
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group_size=1,
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move_formation=PointAction.OffRoad)
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move_formation=move_formation)
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vehicle: Vehicle = group.units[0]
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vehicle.player_can_drive = True
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@@ -53,7 +53,7 @@ class ArmorConflictGenerator:
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if not to:
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to = self.conflict.position.point_from_heading(0, 500)
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wayp = group.add_waypoint(self._group_point(to))
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wayp = group.add_waypoint(self._group_point(to), move_formation=move_formation)
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wayp.tasks = []
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def _generate_fight_at(self, attackers: db.ArmorDict, defenders: db.ArmorDict, position: Point):
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@@ -109,6 +109,16 @@ class ArmorConflictGenerator:
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random.randint(0, self.conflict.distance))
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self._generate_fight_at(attacker_group_dict, target_group_dict, position)
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def generate_convoy(self, units: db.ArmorDict):
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for type, count in units.items():
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self._generate_group(
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side=self.conflict.defenders_side,
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unit=type,
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count=count,
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at=self.conflict.ground_defenders_location,
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to=self.conflict.position,
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move_formation=PointAction.OnRoad)
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def generate_passengers(self, count: int):
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unit_type = random.choice(db.find_unittype(Nothing, self.conflict.attackers_side.name))
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@@ -321,6 +321,31 @@ class Conflict:
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air_defenders_location=position.point_from_heading(heading, AIR_DISTANCE),
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)
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@classmethod
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def convoy_strike_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
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frontline_position, frontline_heading, frontline_length = Conflict.frontline_vector(from_cp, to_cp, theater)
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if not frontline_position:
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assert False
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heading = _heading_sum(frontline_heading, +45)
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starting_position = Conflict._find_ground_position(frontline_position.point_from_heading(heading, 15000),
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GROUND_INTERCEPT_SPREAD,
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_opposite_heading(heading), theater)
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destination_position = frontline_position
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return cls(
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position=destination_position,
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theater=theater,
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from_cp=from_cp,
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to_cp=to_cp,
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attackers_side=attacker,
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defenders_side=defender,
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ground_attackers_location=None,
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ground_defenders_location=starting_position,
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air_attackers_location=starting_position.point_from_heading(_opposite_heading(heading), AIR_DISTANCE),
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air_defenders_location=starting_position.point_from_heading(heading, AIR_DISTANCE),
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)
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@classmethod
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def frontline_cas_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
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assert cls.has_frontline_between(from_cp, to_cp)
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