dcs-retribution/gen/armor.py

66 lines
2.3 KiB
Python

from game import db
from .conflictgen import *
from .naming import *
from dcs.mission import *
from dcs.unittype import *
from dcs.point import *
from dcs.task import *
from dcs.country import *
SPREAD_DISTANCE_FACTOR = 0.1, 0.3
SPREAD_DISTANCE_SIZE_FACTOR = 0.1
class ArmorConflictGenerator:
def __init__(self, mission: Mission, conflict: Conflict):
self.m = mission
self.conflict = conflict
def _group_point(self, point) -> Point:
distance = randint(
int(self.conflict.size * SPREAD_DISTANCE_FACTOR[0]),
int(self.conflict.size * SPREAD_DISTANCE_FACTOR[1]),
)
return point.random_point_within(distance, self.conflict.size * SPREAD_DISTANCE_SIZE_FACTOR)
def _generate_group(self, side: Country, unit: VehicleType, count: int, at: Point):
for c in range(count):
group = self.m.vehicle_group(
side,
namegen.next_unit_name(side, unit),
unit,
position=self._group_point(at),
group_size=1,
move_formation=PointAction.OffRoad)
initial_position = self.conflict.position.point_from_heading(0, 500)
wayp = group.add_waypoint(self._group_point(initial_position))
wayp.tasks = []
def generate(self, attackers: db.ArmorDict, defenders: db.ArmorDict):
for type, count in attackers.items():
self._generate_group(
side=self.conflict.attackers_side,
unit=type,
count=count,
at=self.conflict.ground_attackers_location)
for type, count in defenders.items():
self._generate_group(
side=self.conflict.defenders_side,
unit=type,
count=count,
at=self.conflict.ground_defenders_location)
def generate_passengers(self, count: int):
unit_type = random.choice(db.find_unittype(Nothing, self.conflict.attackers_side.name))
self.m.vehicle_group(
country=self.conflict.attackers_side,
name=namegen.next_unit_name(self.conflict.attackers_side, unit_type),
_type=unit_type,
position=self.conflict.ground_attackers_location,
group_size=count
)