WIP for possibility to select player and ennemy faction

This commit is contained in:
Khopa
2019-06-30 05:31:22 +02:00
parent 09135adadc
commit fbd01fbfdb
31 changed files with 448 additions and 357 deletions

View File

@@ -52,7 +52,7 @@ def determine_positions(position, heading, num_units, launcher_distance, coverag
def aaa_vehicle_group(self, country, name, _type: unittype.VehicleType, position: mapping.Point,
heading=0, group_size=1,
heading=0,
formation=unitgroup.VehicleGroup.Formation.Line,
move_formation: PointAction=PointAction.OffRoad):
"""
@@ -62,208 +62,208 @@ def aaa_vehicle_group(self, country, name, _type: unittype.VehicleType, position
"""
vg = unitgroup.VehicleGroup(self.next_group_id(), self.string(name))
for i in range(1, group_size + 1):
heading = randint(0, 359)
if _type == AirDefence.SAM_SA_3_S_125_LN_5P73:
# 4 launchers (180 degrees all facing the same direction), 1 SR, 1 TR
num_launchers = 4
# search radar
heading = randint(0, 359)
if _type == AirDefence.SAM_SA_3_S_125_LN_5P73:
# 4 launchers (180 degrees all facing the same direction), 1 SR, 1 TR
num_launchers = 4
# search radar
v = self.vehicle(
name + " Unit #{nr}".format(nr=1),
AirDefence.SAM_SR_P_19,
)
v.position.x = position.x
v.position.y = position.y
v.heading = heading
vg.add_unit(v)
# track radar
v = self.vehicle(
name + " Unit #{nr}".format(nr=2),
AirDefence.SAM_SA_3_S_125_TR_SNR,
)
center_x = position.x + randint(20, 40)
center_y = position.y
v.position.x = center_x
v.position.y = center_y
v.heading = heading
vg.add_unit(v)
plop_positions = determine_positions(
position,
heading,
num_launchers,
launcher_distance=100,
coverage=180,
)
for x in range(0, num_launchers):
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SR_P_19,
name + " Unit #{nr}".format(nr=3+x),
AirDefence.SAM_SA_3_S_125_LN_5P73,
)
v.position.x = position.x
v.position.y = position.y + (i - 1) * 20
v.heading = heading
v.position.x = plop_positions[x][0]
v.position.y = plop_positions[x][1]
v.heading = plop_positions[x][2]
vg.add_unit(v)
# track radar
elif _type == AirDefence.SAM_SA_6_Kub_LN_2P25:
# 6 launchers (360 degree coverage)
# 1 S/TR
# search/track radar
num_launchers = 6
v = self.vehicle(
name + " Unit #{nr}".format(nr=1),
AirDefence.SAM_SA_6_Kub_STR_9S91,
)
v.position.x = position.x
v.position.y = position.y
v.heading = heading
vg.add_unit(v)
plop_positions = determine_positions(
position,
heading,
num_launchers,
launcher_distance=100,
coverage=360,
)
for x in range(0, num_launchers):
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_3_S_125_TR_SNR,
name + " Unit #{nr}".format(nr=1+x),
AirDefence.SAM_SA_6_Kub_LN_2P25,
)
center_x = position.x + randint(20, 40)
center_y = position.y + (i - 1) * 20
v.position.x = center_x
v.position.y = center_y
v.heading = heading
v.position.x = plop_positions[x][0]
v.position.y = plop_positions[x][1]
v.heading = plop_positions[x][2]
vg.add_unit(v)
plop_positions = determine_positions(
position,
heading,
num_launchers,
launcher_distance=100,
coverage=180,
)
for x in range(0, num_launchers):
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_3_S_125_LN_5P73,
)
elif _type == AirDefence.SAM_SA_10_S_300PS_LN_5P85C:
# 8 launchers - 4 directions, two in each direction
# 1 SR (offset)
# 1 TR (center)
# search radar
num_launchers = 8
v = self.vehicle(
name + " Unit #{nr}".format(nr=1),
AirDefence.SAM_SA_10_S_300PS_SR_5N66M,
)
v.position.x = position.x
v.position.y = position.y
v.heading = heading
vg.add_unit(v)
# track radar
v = self.vehicle(
name + " Unit #{nr}".format(nr=2),
AirDefence.SAM_SA_10_S_300PS_TR_30N6,
)
v.position.x = plop_positions[x][0]
v.position.y = plop_positions[x][1]
v.heading = plop_positions[x][2]
vg.add_unit(v)
center_x = position.x + randint(20, 40)
center_y = position.y
elif _type == AirDefence.SAM_SA_6_Kub_LN_2P25:
# 6 launchers (360 degree coverage)
# 1 S/TR
# search/track radar
num_launchers = 6
v.position.x = center_x
v.position.y = center_y
v.heading = heading
vg.add_unit(v)
# command center
v = self.vehicle(
name + " Unit #{nr}".format(nr=3),
AirDefence.SAM_SA_10_S_300PS_CP_54K6,
)
center_x = position.x + randint(40, 60)
center_y = position.y
v.position.x = center_x
v.position.y = center_y
v.heading = heading
vg.add_unit(v)
plop_positions = determine_positions(
position,
heading,
num_launchers,
launcher_distance=150,
coverage=360,
)
for x in range(0, num_launchers):
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_6_Kub_STR_9S91,
name + " Unit #{nr}".format(nr=3+x),
AirDefence.SAM_SA_10_S_300PS_LN_5P85C,
)
v.position.x = position.x
v.position.y = position.y + (i - 1) * 20
v.heading = heading
v.position.x = plop_positions[x][0]
v.position.y = plop_positions[x][1]
v.heading = plop_positions[x][2]
vg.add_unit(v)
plop_positions = determine_positions(
position,
heading,
num_launchers,
launcher_distance=100,
coverage=360,
)
for x in range(0, num_launchers):
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_6_Kub_LN_2P25,
)
elif _type == AirDefence.SAM_SA_10_S_300PS_CP_54K6:
# 8 launchers - 4 directions, two in each direction
# 1 SR (offset)
# 1 TR (center)
# search radar
num_launchers = 8
v = self.vehicle(
name + " Unit #{nr}".format(nr=1),
AirDefence.SAM_SA_10_S_300PS_SR_64H6E,
)
v.position.x = position.x
v.position.y = position.y
v.heading = heading
vg.add_unit(v)
# track radar
v = self.vehicle(
name + " Unit #{nr}".format(nr=2),
AirDefence.SAM_SA_10_S_300PS_TR_30N6,
)
v.position.x = plop_positions[x][0]
v.position.y = plop_positions[x][1]
v.heading = plop_positions[x][2]
vg.add_unit(v)
elif _type == AirDefence.SAM_SA_10_S_300PS_LN_5P85C:
# 8 launchers - 4 directions, two in each direction
# 1 SR (offset)
# 1 TR (center)
# search radar
num_launchers = 8
center_x = position.x + randint(20, 40)
center_y = position.y
v.position.x = center_x
v.position.y = center_y
v.heading = heading
vg.add_unit(v)
# command center
v = self.vehicle(
name + " Unit #{nr}".format(nr=3),
AirDefence.SAM_SA_10_S_300PS_CP_54K6,
)
center_x = position.x + randint(40, 60)
center_y = position.y
v.position.x = center_x
v.position.y = center_y
v.heading = heading
vg.add_unit(v)
plop_positions = determine_positions(
position,
heading,
num_units=num_launchers,
launcher_distance=150,
coverage=360,
)
for x in range(0, num_launchers):
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_10_S_300PS_SR_5N66M,
name + " Unit #{nr}".format(nr=3+x),
AirDefence.SAM_SA_10_S_300PS_LN_5P85D,
)
v.position.x = position.x
v.position.y = position.y + (i - 1) * 20
v.heading = heading
vg.add_unit(v)
# track radar
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_10_S_300PS_TR_30N6,
)
center_x = position.x + randint(20, 40)
center_y = position.y + (i - 1) * 20
v.position.x = center_x
v.position.y = center_y
v.heading = heading
vg.add_unit(v)
# command center
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_10_S_300PS_CP_54K6,
)
center_x = position.x + randint(40, 60)
center_y = position.y + (i - 1) * 20
v.position.x = center_x
v.position.y = center_y
v.heading = heading
vg.add_unit(v)
plop_positions = determine_positions(
position,
heading,
num_launchers,
launcher_distance=150,
coverage=360,
)
for x in range(0, num_launchers):
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_10_S_300PS_LN_5P85C,
)
v.position.x = plop_positions[x][0]
v.position.y = plop_positions[x][1]
v.heading = plop_positions[x][2]
vg.add_unit(v)
elif _type == AirDefence.SAM_SA_10_S_300PS_CP_54K6:
# 8 launchers - 4 directions, two in each direction
# 1 SR (offset)
# 1 TR (center)
# search radar
num_launchers = 8
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_10_S_300PS_SR_64H6E,
)
v.position.x = position.x
v.position.y = position.y + (i - 1) * 20
v.heading = heading
vg.add_unit(v)
# track radar
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_10_S_300PS_TR_30N6,
)
center_x = position.x + randint(20, 40)
center_y = position.y + (i - 1) * 20
v.position.x = center_x
v.position.y = center_y
v.heading = heading
vg.add_unit(v)
# command center
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_10_S_300PS_CP_54K6,
)
center_x = position.x + randint(40, 60)
center_y = position.y + (i - 1) * 20
v.position.x = center_x
v.position.y = center_y
v.heading = heading
vg.add_unit(v)
plop_positions = determine_positions(
position,
heading,
num_units=num_launchers,
launcher_distance=150,
coverage=360,
)
for x in range(0, num_launchers):
v = self.vehicle(
name + " Unit #{nr}".format(nr=i),
AirDefence.SAM_SA_10_S_300PS_LN_5P85D,
)
v.position.x = plop_positions[x][0]
v.position.y = plop_positions[x][1]
v.heading = plop_positions[x][2]
vg.add_unit(v)
else:
v = self.vehicle(name + " Unit #{nr}".format(nr=i), _type)
v.position.x = position.x
v.position.y = position.y + (i - 1) * 20
v.heading = heading
v.position.x = plop_positions[x][0]
v.position.y = plop_positions[x][1]
v.heading = plop_positions[x][2]
vg.add_unit(v)
else:
v = self.vehicle(name + " Unit #{nr}".format(nr=1), _type)
v.position.x = position.x
v.position.y = position.y # + (i - 1) * 20
v.heading = heading
vg.add_unit(v)
wp = vg.add_waypoint(vg.units[0].position, move_formation, 0)
wp.ETA_locked = True
if _type.eplrs:
wp.tasks.append(task.EPLRS(self.next_eplrs("vehicle")))
@@ -301,12 +301,12 @@ class AAConflictGenerator:
class ExtraAAConflictGenerator:
def __init__(self, mission: Mission, conflict: Conflict, game, player_name: Country, enemy_name: Country):
def __init__(self, mission: Mission, conflict: Conflict, game, player_country: Country, enemy_country: Country):
self.mission = mission
self.game = game
self.conflict = conflict
self.player_name = player_name
self.enemy_name = enemy_name
self.player_country = player_country
self.enemy_country = enemy_country
def generate(self):
from theater.conflicttheater import ControlPoint
@@ -327,7 +327,7 @@ class ExtraAAConflictGenerator:
if cp.position.distance_to_point(self.conflict.position) > EXTRA_AA_MAX_DISTANCE:
continue
country_name = cp.captured and self.player_name or self.enemy_name
country_name = cp.captured and self.player_country or self.enemy_country
position = cp.position.point_from_heading(0, EXTRA_AA_POSITION_FROM_CP)
self.mission.vehicle_group(

View File

@@ -37,8 +37,8 @@ class AirSupportConflictGenerator:
tanker_heading = self.conflict.to_cp.position.heading_between_point(self.conflict.from_cp.position) + TANKER_HEADING_OFFSET * i
tanker_position = player_cp.position.point_from_heading(tanker_heading, TANKER_DISTANCE)
tanker_group = self.mission.refuel_flight(
country=self.mission.country(self.game.player),
name=namegen.next_tanker_name(self.mission.country(self.game.player)),
country=self.mission.country(self.game.player_country),
name=namegen.next_tanker_name(self.mission.country(self.game.player_country)),
airport=None,
plane_type=tanker_unit_type,
position=tanker_position,
@@ -55,8 +55,8 @@ class AirSupportConflictGenerator:
if is_awacs_enabled:
awacs_unit = db.find_unittype(AWACS, self.conflict.attackers_side.name)[0]
awacs_flight = self.mission.awacs_flight(
country=self.mission.country(self.game.player),
name=namegen.next_awacs_name(self.mission.country(self.game.player)),
country=self.mission.country(self.game.player_country),
name=namegen.next_awacs_name(self.mission.country(self.game.player_country)),
plane_type=awacs_unit,
altitude=AWACS_ALT,
airport=None,

View File

@@ -36,16 +36,16 @@ class GroundObjectsGenerator:
position = position.point_from_heading(0, i * 275)
yield self.m.farp(
country=self.m.country(self.game.player),
country=self.m.country(self.game.player_country),
name="FARP",
position=position,
)
def generate(self):
side = self.m.country(self.game.enemy)
side = self.m.country(self.game.enemy_country)
cp = None # type: ControlPoint
if self.conflict.attackers_side.name == self.game.player:
if self.conflict.attackers_side.name == self.game.player_country:
cp = self.conflict.to_cp
else:
cp = self.conflict.from_cp

View File

@@ -165,7 +165,7 @@ class TriggersGenerator:
self.mission.triggerrules.triggers.append(trigger_three)
def generate(self, player_cp: ControlPoint, is_quick: bool, activation_trigger_radius: int, awacs_enabled: bool):
player_coalition = self.game.player == "USA" and "blue" or "red"
player_coalition = self.game.player_country == "USA" and "blue" or "red"
enemy_coalition = player_coalition == "blue" and "red" or "blue"
self.mission.coalition[player_coalition].bullseye = {"x": self.conflict.position.x,

View File

@@ -119,7 +119,7 @@ class VisualGenerator:
break
self.mission.static_group(
self.mission.country(self.game.enemy),
self.mission.country(self.game.enemy_country),
"",
_type=v,
position=pos)
@@ -146,7 +146,7 @@ class VisualGenerator:
break
self.mission.static_group(
self.mission.country(self.game.enemy),
self.mission.country(self.game.enemy_country),
"",
_type=v,
position=position)
@@ -154,7 +154,7 @@ class VisualGenerator:
def generate_transportation_marker(self, at: Point):
self.mission.static_group(
self.mission.country(self.game.player),
self.mission.country(self.game.player_country),
"",
_type=MarkerSmoke,
position=at
@@ -163,7 +163,7 @@ class VisualGenerator:
def generate_transportation_destination(self, at: Point):
self.generate_transportation_marker(at.point_from_heading(0, 20))
self.mission.static_group(
self.mission.country(self.game.player),
self.mission.country(self.game.player_country),
"",
_type=Outpost,
position=at