import logging from game import db from game.data.building_data import FORTIFICATION_UNITS_ID, FORTIFICATION_UNITS from game.db import unit_type_from_name from .conflictgen import * from .naming import * from dcs.mission import * from dcs.statics import * FARP_FRONTLINE_DISTANCE = 10000 AA_CP_MIN_DISTANCE = 40000 class GroundObjectsGenerator: FARP_CAPACITY = 4 def __init__(self, mission: Mission, conflict: Conflict, game): self.m = mission self.conflict = conflict self.game = game def generate_farps(self, number_of_units=1) -> typing.Collection[StaticGroup]: if self.conflict.is_vector: center = self.conflict.center heading = self.conflict.heading - 90 else: center, heading = self.conflict.frontline_position(self.conflict.theater, self.conflict.from_cp, self.conflict.to_cp) heading -= 90 initial_position = center.point_from_heading(heading, FARP_FRONTLINE_DISTANCE) position = self.conflict.find_ground_position(initial_position, heading) if not position: position = initial_position for i, _ in enumerate(range(0, number_of_units, self.FARP_CAPACITY)): position = position.point_from_heading(0, i * 275) yield self.m.farp( country=self.m.country(self.game.player_country), name="FARP", position=position, ) def generate(self): for cp in self.game.theater.controlpoints: if cp.captured: country = self.game.player_country else: country = self.game.enemy_country side = self.m.country(country) for ground_object in cp.ground_objects: if ground_object.dcs_identifier == "AA": if self.game.position_culled(ground_object.position): continue for g in ground_object.groups: if len(g.units) > 0: utype = unit_type_from_name(g.units[0].type) if not ground_object.sea_object: vg = self.m.vehicle_group(side, g.name, utype, position=g.position, heading=g.units[0].heading) vg.units[0].name = self.m.string(g.units[0].name) vg.units[0].player_can_drive = True for i, u in enumerate(g.units): if i > 0: vehicle = Vehicle(self.m.next_unit_id(), self.m.string(u.name), u.type) vehicle.position.x = u.position.x vehicle.position.y = u.position.y vehicle.heading = u.heading vehicle.player_can_drive = True vg.add_unit(vehicle) else: vg = self.m.ship_group(side, g.name, utype, position=g.position, heading=g.units[0].heading) vg.units[0].name = self.m.string(g.units[0].name) for i, u in enumerate(g.units): utype = unit_type_from_name(u.type) if i > 0: ship = Ship(self.m.next_unit_id(), self.m.string(u.name), utype) ship.position.x = u.position.x ship.position.y = u.position.y ship.heading = u.heading vg.add_unit(ship) if self.game.settings.perf_red_alert_state: vg.points[0].tasks.append(OptAlarmState(2)) else: vg.points[0].tasks.append(OptAlarmState(1)) elif ground_object.dcs_identifier in ["CARRIER", "LHA"]: for g in ground_object.groups: if len(g.units) > 0: utype = unit_type_from_name(g.units[0].type) if ground_object.dcs_identifier == "CARRIER" and self.game.settings.supercarrier == True: utype = db.upgrade_to_supercarrier(utype, cp.name) sg = self.m.ship_group(side, g.name, utype, position=g.position, heading=g.units[0].heading) sg.units[0].name = self.m.string(g.units[0].name) for i, u in enumerate(g.units): if i > 0: ship = Ship(self.m.next_unit_id(), self.m.string(u.name), unit_type_from_name(u.type)) ship.position.x = u.position.x ship.position.y = u.position.y ship.heading = u.heading sg.add_unit(ship) # Find carrier direction (In the wind) found_carrier_destination = False attempt = 0 while not found_carrier_destination and attempt < 5: point = sg.points[0].position.point_from_heading(self.m.weather.wind_at_ground.direction + 180, 100000-attempt*20000) if self.game.theater.is_in_sea(point): found_carrier_destination = True sg.add_waypoint(point) else: attempt = attempt + 1 # Set UP TACAN and ICLS modeChannel = "X" if not cp.tacanY else "Y" sg.points[0].tasks.append(ActivateBeaconCommand(channel=cp.tacanN, modechannel=modeChannel, callsign=cp.tacanI, unit_id=sg.units[0].id, aa=False)) if ground_object.dcs_identifier == "CARRIER" and hasattr(cp, "icls"): sg.points[0].tasks.append(ActivateICLSCommand(cp.icls, unit_id=sg.units[0].id)) else: if self.game.position_culled(ground_object.position): continue static_type = None if ground_object.dcs_identifier in warehouse_map: static_type = warehouse_map[ground_object.dcs_identifier] elif ground_object.dcs_identifier in fortification_map: static_type = fortification_map[ground_object.dcs_identifier] elif ground_object.dcs_identifier in FORTIFICATION_UNITS_ID: for f in FORTIFICATION_UNITS: if f.id == ground_object.dcs_identifier: unit_type = f break else: print("Didn't find {} in static _map(s)!".format(ground_object.dcs_identifier)) continue if static_type is None: if not ground_object.is_dead: group = self.m.vehicle_group( country=side, name=ground_object.string_identifier, _type=unit_type, position=ground_object.position, heading=ground_object.heading, ) logging.info("generated {}object identifier {} with mission id {}".format( "dead " if ground_object.is_dead else "", group.name, group.id)) else: group = self.m.static_group( country=side, name=ground_object.string_identifier, _type=static_type, position=ground_object.position, heading=ground_object.heading, dead=ground_object.is_dead, ) logging.info("generated {}object identifier {} with mission id {}".format("dead " if ground_object.is_dead else "", group.name, group.id))