dcs-retribution/gen/sam/group_generator.py
Dan Albert fa5b842cc7 Strengthen SA-10, add point defense.
Fixes https://github.com/Khopa/dcs_liberation/issues/417, though the
notes on that bug about this being non-optimal for skynet are still
true. This doesn't make skynet behavior any worse though, and does
improve it some compared to not having PD.

Adds two new SA-10 generator variants:

* Tier 2, with SA-15 for point defense
* Tier 3, with SA-15 for point defense and the Shilka upgraded to a
  Tunguska.

Updated factions that are capable of those systems, added missing SAMs
to those factions, and removed use of SA-19 as an independent SAM from
those factions. Will do a larger audit of faction SAMs later.
2020-11-27 16:25:10 -08:00

108 lines
3.9 KiB
Python

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