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In case 2 carriers are present and have the same name, the kneeboard information gets screwed up...
744 lines
28 KiB
Python
744 lines
28 KiB
Python
"""Generators for creating the groups for ground objectives.
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The classes in this file are responsible for creating the vehicle groups, ship
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groups, statics, missile sites, and AA sites for the mission. Each of these
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objectives is defined in the Theater by a TheaterGroundObject. These classes
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create the pydcs groups and statics for those areas and add them to the mission.
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"""
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from __future__ import annotations
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import logging
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import random
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from typing import Any, Dict, Iterator, List, Optional, TYPE_CHECKING, Type
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import dcs.vehicles
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from dcs import Mission, Point
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from dcs.action import DoScript, SceneryDestructionZone
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from dcs.condition import MapObjectIsDead
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from dcs.country import Country
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from dcs.ships import (
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CVN_71,
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CVN_72,
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CVN_73,
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CVN_75,
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Stennis,
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Forrestal,
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LHA_Tarawa,
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)
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from dcs.statics import Fortification
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from dcs.task import (
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ActivateBeaconCommand,
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ActivateICLSCommand,
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ActivateLink4Command,
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ActivateACLSCommand,
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EPLRS,
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FireAtPoint,
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OptAlarmState,
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)
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from dcs.translation import String
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from dcs.triggers import Event, TriggerOnce, TriggerStart, TriggerZone
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from dcs.unit import Unit, InvisibleFARP, BaseFARP
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from dcs.unitgroup import MovingGroup, ShipGroup, StaticGroup, VehicleGroup
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from dcs.unittype import ShipType, VehicleType
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from dcs.vehicles import vehicle_map
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from game.missiongenerator.groundforcepainter import (
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NavalForcePainter,
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GroundForcePainter,
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)
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from game.missiongenerator.missiondata import CarrierInfo, MissionData
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from game.radio.RadioFrequencyContainer import RadioFrequencyContainer
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from game.radio.radios import RadioFrequency, RadioRegistry
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from game.radio.tacan import TacanBand, TacanChannel, TacanRegistry, TacanUsage
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from game.runways import RunwayData
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from game.theater import (
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ControlPoint,
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TheaterGroundObject,
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TheaterUnit,
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NavalControlPoint,
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)
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from game.theater.theatergroundobject import (
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CarrierGroundObject,
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GenericCarrierGroundObject,
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LhaGroundObject,
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MissileSiteGroundObject,
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)
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from game.theater.theatergroup import SceneryUnit, IadsGroundGroup
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from game.unitmap import UnitMap
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from game.utils import Heading, feet, knots, mps
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if TYPE_CHECKING:
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from game import Game
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FARP_FRONTLINE_DISTANCE = 10000
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AA_CP_MIN_DISTANCE = 40000
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class GroundObjectGenerator:
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"""generates the DCS groups and units from the TheaterGroundObject"""
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def __init__(
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self,
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ground_object: TheaterGroundObject,
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country: Country,
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game: Game,
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mission: Mission,
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unit_map: UnitMap,
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) -> None:
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self.ground_object = ground_object
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self.country = country
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self.game = game
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self.m = mission
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self.unit_map = unit_map
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@property
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def culled(self) -> bool:
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return self.game.iads_considerate_culling(self.ground_object)
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def generate(self) -> None:
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if self.culled:
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return
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for group in self.ground_object.groups:
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vehicle_units = []
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ship_units = []
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# Split the different unit types to be compliant to dcs limitation
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for unit in group.units:
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if unit.is_static:
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if isinstance(unit, SceneryUnit):
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# Special handling for scenery objects
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self.add_trigger_zone_for_scenery(unit)
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if (
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self.game.settings.plugin_option("skynetiads")
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and isinstance(group, IadsGroundGroup)
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and group.iads_role.participate
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):
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# Generate a unit which can be controlled by skynet
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self.generate_iads_command_unit(unit)
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else:
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# Create a static group for each static unit
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self.create_static_group(unit)
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elif unit.is_vehicle and unit.alive:
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# All alive Vehicles
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vehicle_units.append(unit)
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elif unit.is_ship and unit.alive:
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# All alive Ships
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ship_units.append(unit)
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if vehicle_units:
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self.create_vehicle_group(group.group_name, vehicle_units)
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if ship_units:
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self.create_ship_group(group.group_name, ship_units)
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def create_vehicle_group(
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self, group_name: str, units: list[TheaterUnit]
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) -> VehicleGroup:
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vehicle_group: Optional[VehicleGroup] = None
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for unit in units:
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assert issubclass(unit.type, VehicleType)
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faction = unit.ground_object.control_point.coalition.faction
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if vehicle_group is None:
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vehicle_group = self.m.vehicle_group(
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self.country,
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group_name,
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unit.type,
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position=unit.position,
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heading=unit.position.heading.degrees,
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)
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vehicle_group.units[0].player_can_drive = True
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self.enable_eplrs(vehicle_group, unit.type)
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vehicle_group.units[0].name = unit.unit_name
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self.set_alarm_state(vehicle_group)
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GroundForcePainter(faction, vehicle_group.units[0]).apply_livery()
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else:
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vehicle_unit = self.m.vehicle(unit.unit_name, unit.type)
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vehicle_unit.player_can_drive = True
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vehicle_unit.position = unit.position
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vehicle_unit.heading = unit.position.heading.degrees
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GroundForcePainter(faction, vehicle_unit).apply_livery()
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vehicle_group.add_unit(vehicle_unit)
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self._register_theater_unit(unit, vehicle_group.units[-1])
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if vehicle_group is None:
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raise RuntimeError(f"Error creating VehicleGroup for {group_name}")
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return vehicle_group
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def create_ship_group(
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self,
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group_name: str,
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units: list[TheaterUnit],
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frequency: Optional[RadioFrequency] = None,
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) -> ShipGroup:
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ship_group: Optional[ShipGroup] = None
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for unit in units:
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assert issubclass(unit.type, ShipType)
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faction = unit.ground_object.control_point.coalition.faction
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if ship_group is None:
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ship_group = self.m.ship_group(
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self.country,
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group_name,
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unit.type,
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position=unit.position,
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heading=unit.position.heading.degrees,
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)
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if frequency:
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ship_group.set_frequency(frequency.hertz)
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ship_group.units[0].name = unit.unit_name
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self.set_alarm_state(ship_group)
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NavalForcePainter(faction, ship_group.units[0]).apply_livery()
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else:
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ship_unit = self.m.ship(unit.unit_name, unit.type)
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if frequency:
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ship_unit.set_frequency(frequency.hertz)
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ship_unit.position = unit.position
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ship_unit.heading = unit.position.heading.degrees
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NavalForcePainter(faction, ship_unit).apply_livery()
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ship_group.add_unit(ship_unit)
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self._register_theater_unit(unit, ship_group.units[-1])
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if ship_group is None:
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raise RuntimeError(f"Error creating ShipGroup for {group_name}")
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return ship_group
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def create_static_group(self, unit: TheaterUnit) -> None:
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static_group = self.m.static_group(
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country=self.country,
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name=unit.unit_name,
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_type=unit.type,
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position=unit.position,
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heading=unit.position.heading.degrees,
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dead=not unit.alive,
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)
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self._register_theater_unit(unit, static_group.units[0])
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@staticmethod
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def enable_eplrs(group: VehicleGroup, unit_type: Type[VehicleType]) -> None:
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if unit_type.eplrs:
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group.points[0].tasks.append(EPLRS(group.id))
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def set_alarm_state(self, group: MovingGroup[Any]) -> None:
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if self.game.settings.perf_red_alert_state:
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group.points[0].tasks.append(OptAlarmState(2))
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else:
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group.points[0].tasks.append(OptAlarmState(1))
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def _register_theater_unit(
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self,
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theater_unit: TheaterUnit,
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dcs_unit: Unit,
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) -> None:
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self.unit_map.add_theater_unit_mapping(theater_unit, dcs_unit)
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def add_trigger_zone_for_scenery(self, scenery: SceneryUnit) -> None:
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# Align the trigger zones to the faction color on the DCS briefing/F10 map.
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color = (
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{1: 0.2, 2: 0.7, 3: 1, 4: 0.15}
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if scenery.ground_object.is_friendly(to_player=True)
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else {1: 1, 2: 0.2, 3: 0.2, 4: 0.15}
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)
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# Create the smallest valid size trigger zone (16 feet) so that risk of overlap
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# is minimized. As long as the triggerzone is over the scenery object, we're ok.
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smallest_valid_radius = feet(16).meters
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trigger_zone = self.m.triggers.add_triggerzone(
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scenery.zone.position,
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smallest_valid_radius,
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scenery.zone.hidden,
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scenery.zone.name,
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color,
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scenery.zone.properties,
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)
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# DCS only visually shows a scenery object is dead when
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# this trigger rule is applied. Otherwise you can kill a
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# structure twice.
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if not scenery.alive:
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self.generate_destruction_trigger_rule(trigger_zone)
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else:
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self.generate_on_dead_trigger_rule(trigger_zone)
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self.unit_map.add_scenery(scenery, trigger_zone)
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def generate_destruction_trigger_rule(self, trigger_zone: TriggerZone) -> None:
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# Add destruction zone trigger
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t = TriggerStart(comment="Destruction")
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t.actions.append(
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SceneryDestructionZone(destruction_level=100, zone=trigger_zone.id)
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)
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self.m.triggerrules.triggers.append(t)
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def generate_on_dead_trigger_rule(self, trigger_zone: TriggerZone) -> None:
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# Add a TriggerRule with the MapObjectIsDead condition to recognize killed
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# map objects and add them to the state.json with a DoScript
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t = TriggerOnce(Event.NoEvent, f"MapObjectIsDead Trigger {trigger_zone.id}")
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t.add_condition(MapObjectIsDead(trigger_zone.id))
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script_string = String(
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f'killed_ground_units[#killed_ground_units + 1] = "{trigger_zone.name}"'
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)
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t.actions.append(DoScript(script_string))
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self.m.triggerrules.triggers.append(t)
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def generate_iads_command_unit(self, unit: SceneryUnit) -> None:
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# Creates a static Infantry Unit next to a scenery object. This is needed
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# because skynet can not use map objects as Comms, Power or Command and needs a
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# "real" unit to function correctly
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self.m.static_group(
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country=self.country,
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name=unit.unit_name,
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_type=dcs.vehicles.Infantry.Soldier_M4,
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position=unit.position,
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heading=unit.position.heading.degrees,
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dead=not unit.alive, # Also spawn as dead!
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)
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class MissileSiteGenerator(GroundObjectGenerator):
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@property
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def culled(self) -> bool:
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# Don't cull missile sites - their range is long enough to make them easily
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# culled despite being a threat.
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return False
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def generate(self) -> None:
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super(MissileSiteGenerator, self).generate()
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# Note : Only the SCUD missiles group can fire (V1 site cannot fire in game right now)
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# TODO : Should be pre-planned ?
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# TODO : Add delay to task to spread fire task over mission duration ?
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for group in self.ground_object.groups:
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vg = self.m.find_group(group.group_name)
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if vg is not None:
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targets = self.possible_missile_targets()
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if targets:
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target = random.choice(targets)
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real_target = target.point_from_heading(
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Heading.random().degrees, random.randint(0, 2500)
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)
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vg.points[0].add_task(FireAtPoint(real_target))
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logging.info("Set up fire task for missile group.")
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else:
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logging.info(
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"Couldn't setup missile site to fire, no valid target in range."
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)
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else:
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logging.info(
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"Couldn't setup missile site to fire, group was not generated."
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)
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def possible_missile_targets(self) -> List[Point]:
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"""
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Find enemy control points in range
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:return: List of possible missile targets
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"""
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targets: List[Point] = []
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for cp in self.game.theater.controlpoints:
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if cp.captured != self.ground_object.control_point.captured:
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distance = cp.position.distance_to_point(self.ground_object.position)
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if distance < self.missile_site_range:
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targets.append(cp.position)
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return targets
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@property
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def missile_site_range(self) -> int:
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"""
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Get the missile site range
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:return: Missile site range
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"""
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site_range = 0
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for group in self.ground_object.groups:
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vg = self.m.find_group(group.group_name)
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if vg is not None:
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for u in vg.units:
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if u.type in vehicle_map:
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if vehicle_map[u.type].threat_range > site_range:
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site_range = vehicle_map[u.type].threat_range
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return site_range
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class GenericCarrierGenerator(GroundObjectGenerator):
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"""Base type for carrier group generation.
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Used by both CV(N) groups and LHA groups.
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"""
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def __init__(
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self,
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ground_object: GenericCarrierGroundObject,
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control_point: NavalControlPoint,
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country: Country,
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game: Game,
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mission: Mission,
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radio_registry: RadioRegistry,
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tacan_registry: TacanRegistry,
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icls_alloc: Iterator[int],
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runways: Dict[str, RunwayData],
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unit_map: UnitMap,
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mission_data: MissionData,
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) -> None:
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super().__init__(ground_object, country, game, mission, unit_map)
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self.ground_object = ground_object
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self.control_point = control_point
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self.radio_registry = radio_registry
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self.tacan_registry = tacan_registry
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self.icls_alloc = icls_alloc
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self.runways = runways
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self.mission_data = mission_data
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def generate(self) -> None:
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if self.control_point.frequency is not None:
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atc = self.control_point.frequency
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if atc not in self.radio_registry.allocated_channels:
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self.radio_registry.reserve(atc)
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else:
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atc = self.radio_registry.alloc_uhf()
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for g_id, group in enumerate(self.ground_object.groups):
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if not group.units:
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logging.warning(f"Found empty carrier group in {self.control_point}")
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continue
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ship_units = []
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for unit in group.units:
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if unit.alive:
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# All alive Ships
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ship_units.append(unit)
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if not ship_units:
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# Empty array (no alive units), skip this group
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continue
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ship_group = self.create_ship_group(group.group_name, ship_units, atc)
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# Always steam into the wind, even if the carrier is being moved.
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# There are multiple unsimulated hours between turns, so we can
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# count those as the time the carrier uses to move and the mission
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# time as the recovery window.
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brc = self.steam_into_wind(ship_group)
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# Set Carrier Specific Options
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if g_id == 0 and self.control_point.runway_is_operational():
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# Get Correct unit type for the carrier.
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# This will upgrade to super carrier if option is enabled
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carrier_type = self.carrier_type
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if carrier_type is None:
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raise RuntimeError(
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f"Error generating carrier group for {self.control_point.name}"
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)
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ship_group.units[0].type = carrier_type.id
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if self.control_point.tacan is None:
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tacan = self.tacan_registry.alloc_for_band(
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TacanBand.X, TacanUsage.TransmitReceive
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)
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else:
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tacan = self.control_point.tacan
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if self.control_point.tcn_name is None:
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tacan_callsign = self.tacan_callsign()
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else:
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tacan_callsign = self.control_point.tcn_name
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link4 = None
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link4carriers = [Stennis, CVN_71, CVN_72, CVN_73, CVN_75, Forrestal]
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if carrier_type in link4carriers:
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if self.control_point.link4 is None:
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link4 = self.radio_registry.alloc_uhf()
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else:
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link4 = self.control_point.link4
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icls = None
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icls_name = self.control_point.icls_name
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if carrier_type in link4carriers or carrier_type == LHA_Tarawa:
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if self.control_point.icls_channel is None:
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icls = next(self.icls_alloc)
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else:
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icls = self.control_point.icls_channel
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self.activate_beacons(
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ship_group, tacan, tacan_callsign, icls, icls_name, link4
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)
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self.add_runway_data(
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brc or Heading.from_degrees(0), atc, tacan, tacan_callsign, icls
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)
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self.mission_data.carriers.append(
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CarrierInfo(
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group_name=ship_group.name,
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unit_name=ship_group.units[0].name,
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callsign=tacan_callsign,
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freq=atc,
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tacan=tacan,
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blue=self.control_point.captured,
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)
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)
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@property
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def carrier_type(self) -> Optional[Type[ShipType]]:
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return self.control_point.get_carrier_group_type()
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def steam_into_wind(self, group: ShipGroup) -> Optional[Heading]:
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wind = self.game.conditions.weather.wind.at_0m
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brc = Heading.from_degrees(wind.direction).opposite
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# Aim for 25kts over the deck.
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carrier_speed = knots(25) - mps(wind.speed)
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for attempt in range(5):
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point = group.points[0].position.point_from_heading(
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brc.degrees, 100000 - attempt * 20000
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)
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if self.game.theater.is_in_sea(point):
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group.points[0].speed = carrier_speed.meters_per_second
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group.add_waypoint(point, carrier_speed.kph)
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# Rotate the whole ground object to the new course
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self.ground_object.rotate(brc)
|
|
return brc
|
|
return None
|
|
|
|
def tacan_callsign(self) -> str:
|
|
raise NotImplementedError
|
|
|
|
@staticmethod
|
|
def activate_beacons(
|
|
group: ShipGroup,
|
|
tacan: TacanChannel,
|
|
callsign: str,
|
|
icls: Optional[int] = None,
|
|
icls_name: Optional[str] = None,
|
|
link4: Optional[RadioFrequency] = None,
|
|
) -> None:
|
|
group.points[0].tasks.append(
|
|
ActivateBeaconCommand(
|
|
channel=tacan.number,
|
|
modechannel=tacan.band.value,
|
|
callsign=callsign,
|
|
unit_id=group.units[0].id,
|
|
aa=False,
|
|
)
|
|
)
|
|
if icls is not None:
|
|
icls_name = "" if icls_name is None else icls_name
|
|
group.points[0].tasks.append(
|
|
ActivateICLSCommand(icls, group.units[0].id, icls_name)
|
|
)
|
|
if link4 is not None:
|
|
group.points[0].tasks.append(
|
|
ActivateLink4Command(link4.hertz, group.units[0].id)
|
|
)
|
|
group.points[0].tasks.append(ActivateACLSCommand(unit_id=group.units[0].id))
|
|
|
|
def add_runway_data(
|
|
self,
|
|
brc: Heading,
|
|
atc: RadioFrequency,
|
|
tacan: TacanChannel,
|
|
callsign: str,
|
|
icls: Optional[int],
|
|
) -> None:
|
|
# This relies on one control point mapping exactly
|
|
# to one LHA, carrier, or other usable "runway".
|
|
# This isn't wholly true, since the DD escorts of
|
|
# the carrier group are valid for helicopters, but
|
|
# they aren't exposed as such to the game. Should
|
|
# clean this up so that's possible. We can't use the
|
|
# unit name since it's an arbitrary ID.
|
|
self.runways[self.control_point.full_name] = RunwayData(
|
|
self.control_point.name,
|
|
brc,
|
|
f"{brc.degrees:03}",
|
|
atc=atc,
|
|
tacan=tacan,
|
|
tacan_callsign=callsign,
|
|
icls=icls,
|
|
)
|
|
|
|
|
|
class CarrierGenerator(GenericCarrierGenerator):
|
|
"""Generator for CV(N) groups."""
|
|
|
|
def tacan_callsign(self) -> str:
|
|
# TODO: Assign these properly.
|
|
return random.choice(
|
|
[
|
|
"STE",
|
|
"CVN",
|
|
"CVH",
|
|
"CCV",
|
|
"ACC",
|
|
"ARC",
|
|
"GER",
|
|
"ABR",
|
|
"LIN",
|
|
"TRU",
|
|
]
|
|
)
|
|
|
|
|
|
class LhaGenerator(GenericCarrierGenerator):
|
|
"""Generator for LHA groups."""
|
|
|
|
def tacan_callsign(self) -> str:
|
|
# TODO: Assign these properly.
|
|
return random.choice(
|
|
[
|
|
"LHD",
|
|
"LHA",
|
|
"LHB",
|
|
"LHC",
|
|
"LHD",
|
|
"LDS",
|
|
]
|
|
)
|
|
|
|
|
|
class HelipadGenerator:
|
|
"""
|
|
Generates helipads for given control point
|
|
"""
|
|
|
|
def __init__(
|
|
self,
|
|
mission: Mission,
|
|
cp: ControlPoint,
|
|
game: Game,
|
|
radio_registry: RadioRegistry,
|
|
tacan_registry: TacanRegistry,
|
|
):
|
|
self.m = mission
|
|
self.cp = cp
|
|
self.game = game
|
|
self.radio_registry = radio_registry
|
|
self.tacan_registry = tacan_registry
|
|
self.helipads: Optional[StaticGroup] = None
|
|
|
|
def generate(self) -> None:
|
|
# This gets called for every control point, so we don't want to add an empty group (causes DCS mission editor to crash)
|
|
if len(self.cp.helipads) == 0:
|
|
return
|
|
# Note: Helipad are generated as neutral object in order not to interfer with
|
|
# capture triggers
|
|
country = self.m.country(self.game.coalition_for(self.cp.captured).country_name)
|
|
|
|
for i, helipad in enumerate(self.cp.helipads):
|
|
heading = helipad.heading.degrees
|
|
name_i = self.cp.name + "_helipad" + "_" + str(i)
|
|
if self.helipads is None:
|
|
self.helipads = self.m.farp(
|
|
self.m.country(self.game.neutral_country.name),
|
|
name_i,
|
|
helipad,
|
|
farp_type="InvisibleFARP",
|
|
)
|
|
else:
|
|
# Create a new Helipad Unit
|
|
self.helipads.add_unit(
|
|
InvisibleFARP(self.m.terrain, self.m.next_unit_id(), name_i)
|
|
)
|
|
|
|
# Set FREQ
|
|
if isinstance(self.cp, RadioFrequencyContainer) and self.cp.frequency:
|
|
for hp in self.helipads.units:
|
|
if isinstance(hp, BaseFARP):
|
|
hp.heliport_frequency = self.cp.frequency.mhz
|
|
|
|
pad = self.helipads.units[-1]
|
|
pad.position = helipad
|
|
pad.heading = heading
|
|
# Generate a FARP Ammo and Fuel stack for each pad
|
|
self.m.static_group(
|
|
country=country,
|
|
name=(name_i + "_fuel"),
|
|
_type=Fortification.FARP_Fuel_Depot,
|
|
position=helipad.point_from_heading(heading, 35),
|
|
heading=heading,
|
|
)
|
|
self.m.static_group(
|
|
country=country,
|
|
name=(name_i + "_ammo"),
|
|
_type=Fortification.FARP_Ammo_Dump_Coating,
|
|
position=helipad.point_from_heading(heading, 35).point_from_heading(
|
|
heading + 90, 10
|
|
),
|
|
heading=heading,
|
|
)
|
|
self.m.static_group(
|
|
country=country,
|
|
name=(name_i + "_ws"),
|
|
_type=Fortification.Windsock,
|
|
position=helipad.point_from_heading(heading + 45, 35),
|
|
heading=heading,
|
|
)
|
|
|
|
|
|
class TgoGenerator:
|
|
"""Creates DCS groups and statics for the theater during mission generation.
|
|
|
|
Most of the work of group/static generation is delegated to the other
|
|
generator classes. This class is responsible for finding each of the
|
|
locations for spawning ground objects, determining their types, and creating
|
|
the appropriate generators.
|
|
"""
|
|
|
|
def __init__(
|
|
self,
|
|
mission: Mission,
|
|
game: Game,
|
|
radio_registry: RadioRegistry,
|
|
tacan_registry: TacanRegistry,
|
|
unit_map: UnitMap,
|
|
mission_data: MissionData,
|
|
) -> None:
|
|
self.m = mission
|
|
self.game = game
|
|
self.radio_registry = radio_registry
|
|
self.tacan_registry = tacan_registry
|
|
self.unit_map = unit_map
|
|
self.icls_alloc = iter(range(1, 21))
|
|
self.runways: Dict[str, RunwayData] = {}
|
|
self.helipads: dict[ControlPoint, StaticGroup] = {}
|
|
self.mission_data = mission_data
|
|
|
|
def generate(self) -> None:
|
|
for cp in self.game.theater.controlpoints:
|
|
country = self.m.country(self.game.coalition_for(cp.captured).country_name)
|
|
|
|
# Generate helipads
|
|
helipad_gen = HelipadGenerator(
|
|
self.m, cp, self.game, self.radio_registry, self.tacan_registry
|
|
)
|
|
helipad_gen.generate()
|
|
if helipad_gen.helipads is not None:
|
|
self.helipads[cp] = helipad_gen.helipads
|
|
|
|
for ground_object in cp.ground_objects:
|
|
generator: GroundObjectGenerator
|
|
if isinstance(ground_object, CarrierGroundObject) and isinstance(
|
|
cp, NavalControlPoint
|
|
):
|
|
generator = CarrierGenerator(
|
|
ground_object,
|
|
cp,
|
|
country,
|
|
self.game,
|
|
self.m,
|
|
self.radio_registry,
|
|
self.tacan_registry,
|
|
self.icls_alloc,
|
|
self.runways,
|
|
self.unit_map,
|
|
self.mission_data,
|
|
)
|
|
elif isinstance(ground_object, LhaGroundObject) and isinstance(
|
|
cp, NavalControlPoint
|
|
):
|
|
generator = LhaGenerator(
|
|
ground_object,
|
|
cp,
|
|
country,
|
|
self.game,
|
|
self.m,
|
|
self.radio_registry,
|
|
self.tacan_registry,
|
|
self.icls_alloc,
|
|
self.runways,
|
|
self.unit_map,
|
|
self.mission_data,
|
|
)
|
|
elif isinstance(ground_object, MissileSiteGroundObject):
|
|
generator = MissileSiteGenerator(
|
|
ground_object, country, self.game, self.m, self.unit_map
|
|
)
|
|
else:
|
|
generator = GroundObjectGenerator(
|
|
ground_object, country, self.game, self.m, self.unit_map
|
|
)
|
|
generator.generate()
|
|
self.mission_data.runways = list(self.runways.values())
|