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https://github.com/dcs-retribution/dcs-retribution.git
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162 lines
4.4 KiB
Python
162 lines
4.4 KiB
Python
import typing
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import random
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from datetime import datetime, timedelta
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from dcs.mission import Mission
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from dcs.statics import *
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from dcs.unit import Static
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from theater import *
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from .conflictgen import *
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#from game.game import Game
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class MarkerSmoke(unittype.StaticType):
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id = "big_smoke"
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category = "Effects"
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name = "big_smoke"
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shape_name = 5
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rate = 0.1
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class Smoke(unittype.StaticType):
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id = "big_smoke"
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category = "Effects"
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name = "big_smoke"
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shape_name = 2
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rate = 1
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class BigSmoke(unittype.StaticType):
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id = "big_smoke"
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category = "Effects"
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name = "big_smoke"
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shape_name = 3
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rate = 1
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class MassiveSmoke(unittype.StaticType):
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id = "big_smoke"
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category = "Effects"
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name = "big_smoke"
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shape_name = 4
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rate = 1
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class Outpost(unittype.StaticType):
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id = "outpost"
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name = "outpost"
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category = "Fortifications"
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def __monkey_static_dict(self: Static):
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global __original_static_dict
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d = __original_static_dict(self)
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if self.type == "big_smoke":
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d["effectPreset"] = self.shape_name
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d["effectTransparency"] = self.rate
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return d
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__original_static_dict = Static.dict
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Static.dict = __monkey_static_dict
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FRONT_SMOKE_SPACING = 800
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FRONT_SMOKE_RANDOM_SPREAD = 4000
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FRONT_SMOKE_TYPE_CHANCES = {
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2: MassiveSmoke,
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15: BigSmoke,
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30: Smoke,
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100: Smoke,
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}
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DESTINATION_SMOKE_AMOUNT_FACTOR = 0.03
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DESTINATION_SMOKE_DISTANCE_FACTOR = 1
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DESTINATION_SMOKE_TYPE_CHANCES = {
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5: BigSmoke,
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100: Smoke,
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}
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def turn_heading(heading, fac):
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heading += fac
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if heading > 359:
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heading = heading - 359
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if heading < 0:
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heading = 359 + heading
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return heading
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class VisualGenerator:
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game = None # type: Game
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def __init__(self, mission: Mission, conflict: Conflict, game):
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self.mission = mission
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self.conflict = conflict
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self.game = game
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def _generate_frontline_smokes(self):
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for from_cp, to_cp in self.game.theater.conflicts():
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if from_cp.is_global or to_cp.is_global:
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continue
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frontline = Conflict.frontline_position(self.game.theater, from_cp, to_cp)
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if not frontline:
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continue
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point, heading = frontline
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plane_start = point.point_from_heading(turn_heading(heading, 90), FRONTLINE_LENGTH / 2)
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for offset in range(0, FRONTLINE_LENGTH, FRONT_SMOKE_SPACING):
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position = plane_start.point_from_heading(turn_heading(heading, - 90), offset)
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for k, v in FRONT_SMOKE_TYPE_CHANCES.items():
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if random.randint(0, 100) <= k:
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pos = position.random_point_within(FRONT_SMOKE_RANDOM_SPREAD, FRONT_SMOKE_RANDOM_SPREAD)
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if not self.game.theater.is_on_land(pos):
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break
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self.mission.static_group(
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self.mission.country(self.game.enemy),
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"",
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_type=v,
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position=pos)
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break
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def generate_target_smokes(self, target):
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spread = target.size * DESTINATION_SMOKE_DISTANCE_FACTOR
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for _ in range(0, int(target.size * DESTINATION_SMOKE_AMOUNT_FACTOR * (1.1 - target.base.strength))):
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for k, v in DESTINATION_SMOKE_TYPE_CHANCES.items():
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if random.randint(0, 100) <= k:
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position = target.position.random_point_within(0, spread)
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if not self.game.theater.is_on_land(position):
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break
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self.mission.static_group(
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self.mission.country(self.game.enemy),
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"",
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_type=v,
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position=position)
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break
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def generate_transportation_marker(self, at: Point):
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self.mission.static_group(
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self.mission.country(self.game.player),
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"",
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_type=MarkerSmoke,
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position=at
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)
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def generate_transportation_destination(self, at: Point):
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self.generate_transportation_marker(at.point_from_heading(0, 20))
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self.mission.static_group(
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self.mission.country(self.game.player),
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"",
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_type=Outpost,
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position=at
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)
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def generate(self):
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self._generate_frontline_smokes()
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