from __future__ import annotations import itertools from typing import TYPE_CHECKING from dcs import Mission from dcs.mapping import Point from dcs.point import PointAction from dcs.unit import Vehicle from dcs.unitgroup import VehicleGroup from game.dcs.groundunittype import GroundUnitType from game.missiongenerator.groundforcepainter import GroundForcePainter from game.transfers import Convoy from game.unitmap import UnitMap from game.utils import kph if TYPE_CHECKING: from game import Game class ConvoyGenerator: def __init__(self, mission: Mission, game: Game, unit_map: UnitMap) -> None: self.mission = mission self.game = game self.unit_map = unit_map self.count = itertools.count() def generate(self) -> None: # Reset the count to make generation deterministic. if not self.game.settings.perf_disable_convoys: for coalition in self.game.coalitions: for convoy in coalition.transfers.convoys: self.generate_convoy(convoy) def generate_convoy(self, convoy: Convoy) -> VehicleGroup: group = self._create_mixed_unit_group( convoy.name, convoy.route_start, convoy.units, convoy.player_owned, ) if self.game.settings.convoys_travel_full_distance: end_point = convoy.route_end else: # convoys_travel_full_distance is disabled, so have the convoy only move the # first segment on the route. This option aims to remove long routes for # ground vehicles between control points, since the CPU load for pathfinding # long routes on DCS can be pretty heavy. route = convoy.origin.convoy_route_to(convoy.destination) # Select the first route segment from the origin towards the destination so # the convoy spawns at the origin CP. This allows the convoy to be targeted # by BAI flights and starts it within the protection umbrella of the CP. end_point = route[1] group.add_waypoint( end_point, speed=kph(40).kph, move_formation=PointAction.OnRoad, ) self.make_drivable(group) self.unit_map.add_convoy_units(group, convoy) return group def _create_mixed_unit_group( self, name: str, position: Point, units: dict[GroundUnitType, int], for_player: bool, ) -> VehicleGroup: country = self.mission.country(self.game.coalition_for(for_player).country_name) faction = self.game.faction_for(for_player) unit_types = list(units.items()) main_unit_type, main_unit_count = unit_types[0] group = self.mission.vehicle_group( country, name, main_unit_type.dcs_unit_type, position=position, group_size=main_unit_count, move_formation=PointAction.OnRoad, ) unit_name_counter = itertools.count(main_unit_count + 1) # pydcs spreads units out by 20 in the Y axis by default. Pick up where it left # off. y = itertools.count(position.y + main_unit_count * 20, 20) for unit_type, count in unit_types[1:]: for i in range(count): v = self.mission.vehicle( f"{name} Unit #{next(unit_name_counter)}", unit_type.dcs_unit_type ) v.position.x = position.x v.position.y = next(y) v.heading = 0 GroundForcePainter(faction, v).apply_livery() group.add_unit(v) return group @staticmethod def make_drivable(group: VehicleGroup) -> None: for v in group.units: if isinstance(v, Vehicle): v.player_can_drive = True