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Still more could be done here by caching the merged poly at the theater level, but this goes a long way. Aircraft commit regions are already cached (in the FlightState), so those are already fairly fast. The combined A2A commit boundary could also potentially be cached at the theater level.
169 lines
4.8 KiB
Python
169 lines
4.8 KiB
Python
from __future__ import annotations
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from dataclasses import dataclass
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from typing import Any, Optional, TYPE_CHECKING, Type
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from dcs.triggers import TriggerZone
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from dcs.unittype import ShipType, StaticType, UnitType as DcsUnitType, VehicleType
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from game.dcs.groundunittype import GroundUnitType
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from game.dcs.shipunittype import ShipUnitType
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from game.dcs.unittype import UnitType
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from game.point_with_heading import PointWithHeading
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from game.utils import Heading
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if TYPE_CHECKING:
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from game.layout.layout import LayoutUnit
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from game.sim import GameUpdateEvents
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from game.theater import TheaterGroundObject
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@dataclass
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class TheaterUnit:
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"""Representation of a single Unit in the Game"""
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# Every Unit has a unique ID generated from the game
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id: int
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# The name of the Unit. Not required to be unique
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name: str
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# DCS UniType of the unit
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type: Type[DcsUnitType]
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# Position and orientation of the Unit
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position: PointWithHeading
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# The parent ground object
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ground_object: TheaterGroundObject
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# State of the unit, dead or alive
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alive: bool = True
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@staticmethod
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def from_template(
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id: int, dcs_type: Type[DcsUnitType], t: LayoutUnit, go: TheaterGroundObject
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) -> TheaterUnit:
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return TheaterUnit(
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id,
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t.name,
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dcs_type,
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PointWithHeading.from_point(t.position, Heading.from_degrees(t.heading)),
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go,
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)
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@property
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def unit_type(self) -> Optional[UnitType[Any]]:
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if issubclass(self.type, VehicleType):
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return next(GroundUnitType.for_dcs_type(self.type))
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elif issubclass(self.type, ShipType):
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return next(ShipUnitType.for_dcs_type(self.type))
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# None for not available StaticTypes
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return None
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def kill(self, events: GameUpdateEvents) -> None:
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self.alive = False
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self.ground_object.invalidate_threat_poly()
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events.update_tgo(self.ground_object)
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@property
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def unit_name(self) -> str:
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return f"{str(self.id).zfill(4)} | {self.name}"
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@property
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def display_name(self) -> str:
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dead_label = " [DEAD]" if not self.alive else ""
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unit_label = self.unit_type or self.type.name or self.name
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return f"{str(self.id).zfill(4)} | {unit_label}{dead_label}"
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@property
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def short_name(self) -> str:
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dead_label = " [DEAD]" if not self.alive else ""
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return f"<b>{self.type.id[0:18]}</b> {dead_label}"
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@property
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def is_static(self) -> bool:
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return issubclass(self.type, StaticType)
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@property
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def is_vehicle(self) -> bool:
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return issubclass(self.type, VehicleType)
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@property
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def is_ship(self) -> bool:
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return issubclass(self.type, ShipType)
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@property
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def icon(self) -> str:
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return self.type.id
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@property
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def repairable(self) -> bool:
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# Only let units with UnitType be repairable as we just have prices for them
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return self.unit_type is not None
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class SceneryUnit(TheaterUnit):
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"""Special TheaterUnit for handling scenery ground objects"""
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# Scenery Objects are identified by a special trigger zone
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zone: TriggerZone
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@property
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def display_name(self) -> str:
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dead_label = " [DEAD]" if not self.alive else ""
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return f"{str(self.id).zfill(4)} | {self.name}{dead_label}"
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@property
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def short_name(self) -> str:
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dead_label = " [DEAD]" if not self.alive else ""
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return f"<b>{self.name[0:18]}</b> {dead_label}"
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@property
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def icon(self) -> str:
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return "missing"
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@property
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def repairable(self) -> bool:
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return False
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@dataclass
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class TheaterGroup:
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"""Logical group for multiple TheaterUnits at a specific position"""
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# Every Theater Group has a unique ID generated from the game
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id: int # Unique ID
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# The name of the Group. Not required to be unique
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name: str
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# Position and orientation of the Group
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position: PointWithHeading
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# All TheaterUnits within the group
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units: list[TheaterUnit]
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# The parent ground object
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ground_object: TheaterGroundObject
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@staticmethod
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def from_template(
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id: int,
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name: str,
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units: list[TheaterUnit],
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go: TheaterGroundObject,
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unit_type: Type[DcsUnitType],
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unit_count: int,
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) -> TheaterGroup:
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return TheaterGroup(
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id,
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name,
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PointWithHeading.from_point(go.position, go.heading),
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units,
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go,
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)
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@property
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def group_name(self) -> str:
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return f"{str(self.id).zfill(4)} | {self.name}"
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@property
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def unit_count(self) -> int:
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return len(self.units)
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@property
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def alive_units(self) -> int:
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return sum([unit.alive for unit in self.units])
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