Dan Albert 74291271e3 Move mission generation code into game.
Operation has been renamed MissionGenerator and is no longer a static
class.
2021-10-22 13:48:43 -07:00

92 lines
2.8 KiB
Python

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.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.
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,
)
group.add_waypoint(
convoy.route_end,
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)
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
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