dcs-retribution/gen/visualgen.py

189 lines
5.2 KiB
Python

from __future__ import annotations
import random
from typing import TYPE_CHECKING
from dcs.mapping import Point
from dcs.mission import Mission
from dcs.unit import Static
from dcs.unittype import StaticType
if TYPE_CHECKING:
from game import Game
from .conflictgen import Conflict, FRONTLINE_LENGTH
class MarkerSmoke(StaticType):
id = "big_smoke"
category = "Effects"
name = "big_smoke"
shape_name = 5
rate = 0.1
class Smoke(StaticType):
id = "big_smoke"
category = "Effects"
name = "big_smoke"
shape_name = 2
rate = 1
class BigSmoke(StaticType):
id = "big_smoke"
category = "Effects"
name = "big_smoke"
shape_name = 3
rate = 1
class MassiveSmoke(StaticType):
id = "big_smoke"
category = "Effects"
name = "big_smoke"
shape_name = 4
rate = 1
class Outpost(StaticType):
id = "outpost"
name = "outpost"
category = "Fortifications"
def __monkey_static_dict(self: Static):
global __original_static_dict
d = __original_static_dict(self)
if self.type == "big_smoke":
d["effectPreset"] = self.shape_name
d["effectTransparency"] = self.rate
return d
__original_static_dict = Static.dict
Static.dict = __monkey_static_dict
FRONT_SMOKE_SPACING = 800
FRONT_SMOKE_RANDOM_SPREAD = 4000
FRONT_SMOKE_TYPE_CHANCES = {
2: MassiveSmoke,
15: BigSmoke,
30: Smoke,
100: Smoke,
}
DESTINATION_SMOKE_AMOUNT_FACTOR = 0.03
DESTINATION_SMOKE_DISTANCE_FACTOR = 1
DESTINATION_SMOKE_TYPE_CHANCES = {
5: BigSmoke,
100: Smoke,
}
def turn_heading(heading, fac):
heading += fac
if heading > 359:
heading = heading - 359
if heading < 0:
heading = 359 + heading
return heading
class VisualGenerator:
def __init__(self, mission: Mission, game: Game):
self.mission = mission
self.game = game
def _generate_frontline_smokes(self):
for front_line in self.game.theater.conflicts():
from_cp = front_line.control_point_a
to_cp = front_line.control_point_b
if from_cp.is_global or to_cp.is_global:
continue
plane_start, heading, distance = Conflict.frontline_vector(
from_cp, to_cp, self.game.theater
)
if not plane_start:
continue
for offset in range(0, distance, self.game.settings.perf_smoke_spacing):
position = plane_start.point_from_heading(heading, offset)
for k, v in FRONT_SMOKE_TYPE_CHANCES.items():
if random.randint(0, 100) <= k:
pos = position.random_point_within(
FRONT_SMOKE_RANDOM_SPREAD, FRONT_SMOKE_RANDOM_SPREAD
)
if not self.game.theater.is_on_land(pos):
break
self.mission.static_group(
self.mission.country(self.game.enemy_country),
"",
_type=v,
position=pos,
)
break
def _generate_stub_planes(self):
pass
"""
mission_units = set()
for coalition_name, coalition in self.mission.coalition.items():
for country in coalition.countries.values():
for group in country.plane_group + country.helicopter_group + country.vehicle_group:
for unit in group.units:
mission_units.add(db.unit_type_of(unit))
for unit_type in mission_units:
self.mission.static_group(self.mission.country(self.game.player_country), "a", unit_type, Point(0, 300000), hidden=True)"""
def generate_target_smokes(self, target):
spread = target.size * DESTINATION_SMOKE_DISTANCE_FACTOR
for _ in range(
0,
int(
target.size
* DESTINATION_SMOKE_AMOUNT_FACTOR
* (1.1 - target.base.strength)
),
):
for k, v in DESTINATION_SMOKE_TYPE_CHANCES.items():
if random.randint(0, 100) <= k:
position = target.position.random_point_within(0, spread)
if not self.game.theater.is_on_land(position):
break
self.mission.static_group(
self.mission.country(self.game.enemy_country),
"",
_type=v,
position=position,
hidden=True,
)
break
def generate_transportation_marker(self, at: Point):
self.mission.static_group(
self.mission.country(self.game.player_country),
"",
_type=MarkerSmoke,
position=at,
)
def generate_transportation_destination(self, at: Point):
self.generate_transportation_marker(at.point_from_heading(0, 20))
self.mission.static_group(
self.mission.country(self.game.player_country),
"",
_type=Outpost,
position=at,
)
def generate(self):
self._generate_frontline_smokes()
self._generate_stub_planes()