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It's only possible to control emissions for the group as a whole, so Skynet needs PDs to be in separate groups from the main part of the SAM for PD to operate correctly. https://github.com/Khopa/dcs_liberation/issues/429 https://github.com/Khopa/dcs_liberation/issues/470
115 lines
4.3 KiB
Python
115 lines
4.3 KiB
Python
from __future__ import annotations
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import math
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import random
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from typing import TYPE_CHECKING, Type
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from dcs import unitgroup
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from dcs.mapping import Point
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from dcs.point import PointAction
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from dcs.unit import Ship, Vehicle
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from dcs.unittype import VehicleType
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from game.factions.faction import Faction
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from game.theater.theatergroundobject import TheaterGroundObject
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if TYPE_CHECKING:
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from game.game import Game
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# TODO: Generate a group description rather than a pydcs group.
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# It appears that all of this work gets redone at miz generation time (see
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# groundobjectsgen for an example). We can do less work and include the data we
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# care about in the format we want if we just generate our own group description
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# types rather than pydcs groups.
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class GroupGenerator:
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def __init__(self, game: Game, ground_object: TheaterGroundObject) -> None:
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self.game = game
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self.go = ground_object
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self.position = ground_object.position
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self.heading = random.randint(0, 359)
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self.vg = unitgroup.VehicleGroup(self.game.next_group_id(),
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self.go.group_name)
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wp = self.vg.add_waypoint(self.position, PointAction.OffRoad, 0)
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wp.ETA_locked = True
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def generate(self):
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raise NotImplementedError
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def get_generated_group(self) -> unitgroup.VehicleGroup:
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return self.vg
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def add_unit(self, unit_type: Type[VehicleType], name: str, pos_x: float,
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pos_y: float, heading: int) -> Vehicle:
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return self.add_unit_to_group(self.vg, unit_type, name,
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Point(pos_x, pos_y), heading)
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def add_unit_to_group(self, group: unitgroup.VehicleGroup,
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unit_type: Type[VehicleType], name: str,
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position: Point, heading: int) -> Vehicle:
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unit = Vehicle(self.game.next_unit_id(),
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f"{group.name}|{name}", unit_type.id)
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unit.position = position
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unit.heading = heading
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group.add_unit(unit)
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return unit
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def get_circular_position(self, num_units, launcher_distance, coverage=90):
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"""
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Given a position on the map, array a group of units in a circle a uniform distance from the unit
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:param num_units:
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number of units to play on the circle
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:param launcher_distance:
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distance the units should be from the center unit
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:param coverage:
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0-360
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:return:
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list of tuples representing each unit location
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[(pos_x, pos_y, heading), ...]
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"""
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if coverage == 360:
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# one of the positions is shared :'(
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outer_offset = coverage / num_units
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else:
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outer_offset = coverage / (num_units - 1)
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positions = []
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if num_units % 2 == 0:
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current_offset = self.heading - ((coverage / (num_units - 1)) / 2)
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else:
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current_offset = self.heading
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current_offset -= outer_offset * (math.ceil(num_units / 2) - 1)
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for x in range(1, num_units + 1):
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positions.append((
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self.position.x + launcher_distance * math.cos(math.radians(current_offset)),
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self.position.y + launcher_distance * math.sin(math.radians(current_offset)),
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current_offset,
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))
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current_offset += outer_offset
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return positions
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class ShipGroupGenerator(GroupGenerator):
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"""Abstract class for other ship generator classes"""
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def __init__(self, game: Game, ground_object: TheaterGroundObject, faction: Faction):
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self.game = game
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self.go = ground_object
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self.position = ground_object.position
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self.heading = random.randint(0, 359)
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self.faction = faction
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self.vg = unitgroup.ShipGroup(self.game.next_group_id(),
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self.go.group_name)
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wp = self.vg.add_waypoint(self.position, 0)
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wp.ETA_locked = True
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def add_unit(self, unit_type, name, pos_x, pos_y, heading) -> Ship:
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unit = Ship(self.game.next_unit_id(),
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f"{self.go.group_name}|{name}", unit_type)
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unit.position.x = pos_x
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unit.position.y = pos_y
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unit.heading = heading
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self.vg.add_unit(unit)
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return unit
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