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This PR allows campaign creators to incorporate map objects (referred to as Scenery in the code) into their Liberation campaign. Map objects are defined using white trigger zones created by right clicking on scenery and clicking `assign as...`. Objective groups are defined by creating a blue TriggerZone surrounding the centers of the white trigger zones. The type of objective is determined by the campaign creator, assigning the value of the first property of the blue TriggerZone with the objective type. Map objects maintain their visually dead state by assigning a `Mission Start` `Scenery Object Dead` trigger to the trigger zone. It is important for the Liberation generated TriggerZone to be as small as possible so that no other scenery is marked dead by DCS. TriggerZones are hidden during gameplay (DCS behavior. I don't know if it's possible to turn that off.) TriggerZones are visible in the mission editor and mission planner however. If a player is using an older plane, it is important for them to remember where the target is. In the mission planner, the trigger zones' will be blue or red depending on which faction the map objects belong to. Inherent Resolve campaign has been modified to integrate scenery objects. ### **Limitations:** - Objective definitions (Any Blue TriggerZones) in campaign definition cannot overlap. - Map object deaths in `state.json` is tracking integers. You won't know what died until debriefing. - No images for the various buildings. In theory it can be done, but an unreasonable amount of work. - Every blue trigger zone must have a unique name. (If you let DCS auto increment the names this is not a concern. - No output to screen when scenery object is dead. You can see the building drawn as dead in the F10 map though. ### **Pictures:** An objective:  How the objective looks once in the mission planner/editor. This objective belongs to the enemy faction: 
681 lines
24 KiB
Python
681 lines
24 KiB
Python
"""Generators for creating the groups for ground objectives.
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The classes in this file are responsible for creating the vehicle groups, ship
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groups, statics, missile sites, and AA sites for the mission. Each of these
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objectives is defined in the Theater by a TheaterGroundObject. These classes
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create the pydcs groups and statics for those areas and add them to the mission.
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"""
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from __future__ import annotations
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import logging
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import random
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from typing import Dict, Iterator, Optional, TYPE_CHECKING, Type, List
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from dcs import Mission, Point, unitgroup
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from dcs.action import SceneryDestructionZone
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from dcs.country import Country
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from dcs.point import StaticPoint
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from dcs.statics import Fortification, fortification_map, warehouse_map, Warehouse
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from dcs.task import (
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ActivateBeaconCommand,
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ActivateICLSCommand,
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EPLRS,
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OptAlarmState,
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FireAtPoint,
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)
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from dcs.triggers import TriggerStart, TriggerZone
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from dcs.unit import Ship, Unit, Vehicle, SingleHeliPad, Static
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from dcs.unitgroup import Group, ShipGroup, StaticGroup, VehicleGroup
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from dcs.unittype import StaticType, UnitType
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from dcs.vehicles import vehicle_map
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from game import db
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from game.data.building_data import FORTIFICATION_UNITS, FORTIFICATION_UNITS_ID
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from game.db import unit_type_from_name
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from game.theater import ControlPoint, TheaterGroundObject
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from game.theater.theatergroundobject import (
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BuildingGroundObject,
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CarrierGroundObject,
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FactoryGroundObject,
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GenericCarrierGroundObject,
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LhaGroundObject,
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ShipGroundObject,
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MissileSiteGroundObject,
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SceneryGroundObject,
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)
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from game.unitmap import UnitMap
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from game.utils import feet, knots, mps
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from .radios import RadioFrequency, RadioRegistry
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from .runways import RunwayData
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from .tacan import TacanBand, TacanChannel, TacanRegistry
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if TYPE_CHECKING:
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from game import Game
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FARP_FRONTLINE_DISTANCE = 10000
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AA_CP_MIN_DISTANCE = 40000
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class GenericGroundObjectGenerator:
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"""An unspecialized ground object generator.
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Currently used only for SAM
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"""
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def __init__(
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self,
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ground_object: TheaterGroundObject,
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country: Country,
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game: Game,
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mission: Mission,
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unit_map: UnitMap,
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) -> None:
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self.ground_object = ground_object
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self.country = country
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self.game = game
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self.m = mission
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self.unit_map = unit_map
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def generate(self) -> None:
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if self.game.position_culled(self.ground_object.position):
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return
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for group in self.ground_object.groups:
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if not group.units:
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logging.warning(f"Found empty group in {self.ground_object}")
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continue
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unit_type = unit_type_from_name(group.units[0].type)
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if unit_type is None:
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raise RuntimeError(f"Unrecognized unit type: {group.units[0].type}")
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vg = self.m.vehicle_group(
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self.country,
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group.name,
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unit_type,
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position=group.position,
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heading=group.units[0].heading,
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)
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vg.units[0].name = group.units[0].name
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vg.units[0].player_can_drive = True
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for i, u in enumerate(group.units):
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if i > 0:
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vehicle = Vehicle(self.m.next_unit_id(), u.name, u.type)
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vehicle.position.x = u.position.x
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vehicle.position.y = u.position.y
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vehicle.heading = u.heading
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vehicle.player_can_drive = True
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vg.add_unit(vehicle)
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self.enable_eplrs(vg, unit_type)
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self.set_alarm_state(vg)
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self._register_unit_group(group, vg)
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@staticmethod
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def enable_eplrs(group: Group, unit_type: Type[UnitType]) -> None:
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if hasattr(unit_type, "eplrs"):
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if unit_type.eplrs:
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group.points[0].tasks.append(EPLRS(group.id))
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def set_alarm_state(self, group: Group) -> None:
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if self.game.settings.perf_red_alert_state:
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group.points[0].tasks.append(OptAlarmState(2))
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else:
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group.points[0].tasks.append(OptAlarmState(1))
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def _register_unit_group(self, persistence_group: Group, miz_group: Group) -> None:
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self.unit_map.add_ground_object_units(
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self.ground_object, persistence_group, miz_group
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)
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class MissileSiteGenerator(GenericGroundObjectGenerator):
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def generate(self) -> None:
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super(MissileSiteGenerator, self).generate()
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# Note : Only the SCUD missiles group can fire (V1 site cannot fire in game right now)
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# TODO : Should be pre-planned ?
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# TODO : Add delay to task to spread fire task over mission duration ?
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for group in self.ground_object.groups:
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vg = self.m.find_group(group.name)
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if vg is not None:
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targets = self.possible_missile_targets(vg)
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if targets:
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target = random.choice(targets)
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real_target = target.point_from_heading(
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random.randint(0, 360), random.randint(0, 2500)
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)
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vg.points[0].add_task(FireAtPoint(real_target))
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logging.info("Set up fire task for missile group.")
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else:
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logging.info(
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"Couldn't setup missile site to fire, no valid target in range."
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)
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else:
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logging.info(
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"Couldn't setup missile site to fire, group was not generated."
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)
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def possible_missile_targets(self, vg: Group) -> List[Point]:
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"""
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Find enemy control points in range
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:param vg: Vehicle group we are searching a target for (There is always only oe group right now)
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:return: List of possible missile targets
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"""
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targets: List[Point] = []
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for cp in self.game.theater.controlpoints:
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if cp.captured != self.ground_object.control_point.captured:
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distance = cp.position.distance_to_point(vg.position)
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if distance < self.missile_site_range:
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targets.append(cp.position)
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return targets
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@property
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def missile_site_range(self) -> int:
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"""
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Get the missile site range
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:return: Missile site range
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"""
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site_range = 0
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for group in self.ground_object.groups:
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vg = self.m.find_group(group.name)
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if vg is not None:
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for u in vg.units:
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if u.type in vehicle_map:
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if vehicle_map[u.type].threat_range > site_range:
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site_range = vehicle_map[u.type].threat_range
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return site_range
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class BuildingSiteGenerator(GenericGroundObjectGenerator):
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"""Generator for building sites.
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Building sites are the primary type of non-airbase objective locations that
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appear on the map. They come in a handful of variants each with different
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types of buildings and ground units.
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"""
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def generate(self) -> None:
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if self.game.position_culled(self.ground_object.position):
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return
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if self.ground_object.dcs_identifier in warehouse_map:
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static_type = warehouse_map[self.ground_object.dcs_identifier]
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self.generate_static(static_type)
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elif self.ground_object.dcs_identifier in fortification_map:
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static_type = fortification_map[self.ground_object.dcs_identifier]
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self.generate_static(static_type)
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elif self.ground_object.dcs_identifier in FORTIFICATION_UNITS_ID:
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for f in FORTIFICATION_UNITS:
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if f.id == self.ground_object.dcs_identifier:
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unit_type = f
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self.generate_vehicle_group(unit_type)
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break
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else:
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logging.error(
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f"{self.ground_object.dcs_identifier} not found in static maps"
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)
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def generate_vehicle_group(self, unit_type: Type[UnitType]) -> None:
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if not self.ground_object.is_dead:
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group = self.m.vehicle_group(
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country=self.country,
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name=self.ground_object.group_name,
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_type=unit_type,
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position=self.ground_object.position,
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heading=self.ground_object.heading,
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)
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self._register_fortification(group)
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def generate_static(self, static_type: Type[StaticType]) -> None:
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group = self.m.static_group(
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country=self.country,
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name=self.ground_object.group_name,
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_type=static_type,
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position=self.ground_object.position,
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heading=self.ground_object.heading,
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dead=self.ground_object.is_dead,
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)
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self._register_building(group)
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def _register_fortification(self, fortification: VehicleGroup) -> None:
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assert isinstance(self.ground_object, BuildingGroundObject)
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self.unit_map.add_fortification(self.ground_object, fortification)
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def _register_building(self, building: StaticGroup) -> None:
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assert isinstance(self.ground_object, BuildingGroundObject)
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self.unit_map.add_building(self.ground_object, building)
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class FactoryGenerator(BuildingSiteGenerator):
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"""Generator for factory sites.
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Factory sites are the buildings that allow the recruitment of ground units.
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Destroying these prevents the owner from recruiting ground units at the connected
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control point.
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"""
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def generate(self) -> None:
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if self.game.position_culled(self.ground_object.position):
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return
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# TODO: Faction specific?
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self.generate_static(Fortification.Workshop_A)
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class SceneryGenerator(BuildingSiteGenerator):
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def generate(self) -> None:
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assert isinstance(self.ground_object, SceneryGroundObject)
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trigger_zone = self.generate_trigger_zone(self.ground_object)
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# DCS only visually shows a scenery object is dead when
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# this trigger rule is applied. Otherwise you can kill a
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# structure twice.
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if self.ground_object.is_dead:
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self.generate_dead_trigger_rule(trigger_zone)
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# Tell Liberation to manage this groundobjectsgen as part of the campaign.
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self.register_scenery()
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def generate_trigger_zone(self, scenery: SceneryGroundObject) -> TriggerZone:
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zone = scenery.zone
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# Align the trigger zones to the faction color on the DCS briefing/F10 map.
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if scenery.is_friendly(to_player=True):
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color = {1: 0.2, 2: 0.7, 3: 1, 4: 0.15}
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else:
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color = {1: 1, 2: 0.2, 3: 0.2, 4: 0.15}
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# Create the smallest valid size trigger zone (16 feet) so that risk of overlap is minimized.
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# As long as the triggerzone is over the scenery object, we're ok.
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smallest_valid_radius = feet(16).meters
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return self.m.triggers.add_triggerzone(
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zone.position,
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smallest_valid_radius,
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zone.hidden,
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zone.name,
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color,
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zone.properties,
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)
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def generate_dead_trigger_rule(self, trigger_zone: TriggerZone) -> None:
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# Add destruction zone trigger
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t = TriggerStart(comment="Destruction")
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t.actions.append(
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SceneryDestructionZone(destruction_level=100, zone=trigger_zone.id)
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)
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self.m.triggerrules.triggers.append(t)
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def register_scenery(self) -> None:
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scenery = self.ground_object
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assert isinstance(scenery, SceneryGroundObject)
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self.unit_map.add_scenery(scenery)
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class GenericCarrierGenerator(GenericGroundObjectGenerator):
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"""Base type for carrier group generation.
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Used by both CV(N) groups and LHA groups.
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"""
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def __init__(
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self,
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ground_object: GenericCarrierGroundObject,
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control_point: ControlPoint,
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country: Country,
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game: Game,
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mission: Mission,
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radio_registry: RadioRegistry,
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tacan_registry: TacanRegistry,
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icls_alloc: Iterator[int],
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runways: Dict[str, RunwayData],
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unit_map: UnitMap,
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) -> None:
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super().__init__(ground_object, country, game, mission, unit_map)
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self.ground_object = ground_object
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self.control_point = control_point
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self.radio_registry = radio_registry
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self.tacan_registry = tacan_registry
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self.icls_alloc = icls_alloc
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self.runways = runways
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def generate(self) -> None:
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# TODO: Require single group?
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for group in self.ground_object.groups:
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if not group.units:
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logging.warning(f"Found empty carrier group in {self.control_point}")
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continue
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atc = self.radio_registry.alloc_uhf()
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ship_group = self.configure_carrier(group, atc)
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for unit in group.units[1:]:
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ship_group.add_unit(self.create_ship(unit, atc))
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tacan = self.tacan_registry.alloc_for_band(TacanBand.X)
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tacan_callsign = self.tacan_callsign()
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icls = next(self.icls_alloc)
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# Always steam into the wind, even if the carrier is being moved.
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# There are multiple unsimulated hours between turns, so we can
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# count those as the time the carrier uses to move and the mission
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# time as the recovery window.
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brc = self.steam_into_wind(ship_group)
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self.activate_beacons(ship_group, tacan, tacan_callsign, icls)
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self.add_runway_data(brc or 0, atc, tacan, tacan_callsign, icls)
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self._register_unit_group(group, ship_group)
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def get_carrier_type(self, group: Group) -> Type[UnitType]:
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unit_type = unit_type_from_name(group.units[0].type)
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if unit_type is None:
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raise RuntimeError(f"Unrecognized carrier name: {group.units[0].type}")
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return unit_type
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def configure_carrier(self, group: Group, atc_channel: RadioFrequency) -> ShipGroup:
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unit_type = self.get_carrier_type(group)
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ship_group = self.m.ship_group(
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self.country,
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group.name,
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unit_type,
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position=group.position,
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heading=group.units[0].heading,
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)
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ship_group.set_frequency(atc_channel.hertz)
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ship_group.units[0].name = group.units[0].name
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return ship_group
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def create_ship(self, unit: Unit, atc_channel: RadioFrequency) -> Ship:
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ship = Ship(
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self.m.next_unit_id(),
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unit.name,
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unit_type_from_name(unit.type),
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)
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ship.position.x = unit.position.x
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ship.position.y = unit.position.y
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ship.heading = unit.heading
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# TODO: Verify.
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ship.set_frequency(atc_channel.hertz)
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return ship
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def steam_into_wind(self, group: ShipGroup) -> Optional[int]:
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wind = self.game.conditions.weather.wind.at_0m
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brc = wind.direction + 180
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# Aim for 25kts over the deck.
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carrier_speed = knots(25) - mps(wind.speed)
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for attempt in range(5):
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point = group.points[0].position.point_from_heading(
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brc, 100000 - attempt * 20000
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)
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if self.game.theater.is_in_sea(point):
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group.points[0].speed = carrier_speed.meters_per_second
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group.add_waypoint(point, carrier_speed.kph)
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return brc
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return None
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def tacan_callsign(self) -> str:
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raise NotImplementedError
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@staticmethod
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def activate_beacons(
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group: ShipGroup, tacan: TacanChannel, callsign: str, icls: int
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) -> None:
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group.points[0].tasks.append(
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ActivateBeaconCommand(
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channel=tacan.number,
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modechannel=tacan.band.value,
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callsign=callsign,
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unit_id=group.units[0].id,
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aa=False,
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)
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)
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group.points[0].tasks.append(
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ActivateICLSCommand(icls, unit_id=group.units[0].id)
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)
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def add_runway_data(
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self,
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brc: int,
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atc: RadioFrequency,
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tacan: TacanChannel,
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callsign: str,
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icls: int,
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) -> None:
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# TODO: Make unit name usable.
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# This relies on one control point mapping exactly
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# to one LHA, carrier, or other usable "runway".
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# This isn't wholly true, since the DD escorts of
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# the carrier group are valid for helicopters, but
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# they aren't exposed as such to the game. Should
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# clean this up so that's possible. We can't use the
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# unit name since it's an arbitrary ID.
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self.runways[self.control_point.name] = RunwayData(
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self.control_point.name,
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brc,
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"N/A",
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atc=atc,
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tacan=tacan,
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tacan_callsign=callsign,
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icls=icls,
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)
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class CarrierGenerator(GenericCarrierGenerator):
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"""Generator for CV(N) groups."""
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def get_carrier_type(self, group: Group) -> UnitType:
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unit_type = super().get_carrier_type(group)
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if self.game.settings.supercarrier:
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unit_type = db.upgrade_to_supercarrier(unit_type, self.control_point.name)
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return unit_type
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def tacan_callsign(self) -> str:
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# TODO: Assign these properly.
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if self.control_point.name == "Carrier Strike Group 8":
|
|
return "TRU"
|
|
else:
|
|
return random.choice(
|
|
[
|
|
"STE",
|
|
"CVN",
|
|
"CVH",
|
|
"CCV",
|
|
"ACC",
|
|
"ARC",
|
|
"GER",
|
|
"ABR",
|
|
"LIN",
|
|
"TRU",
|
|
]
|
|
)
|
|
|
|
|
|
class LhaGenerator(GenericCarrierGenerator):
|
|
"""Generator for LHA groups."""
|
|
|
|
def tacan_callsign(self) -> str:
|
|
# TODO: Assign these properly.
|
|
return random.choice(
|
|
[
|
|
"LHD",
|
|
"LHA",
|
|
"LHB",
|
|
"LHC",
|
|
"LHD",
|
|
"LDS",
|
|
]
|
|
)
|
|
|
|
|
|
class ShipObjectGenerator(GenericGroundObjectGenerator):
|
|
"""Generator for non-carrier naval groups."""
|
|
|
|
def generate(self) -> None:
|
|
if self.game.position_culled(self.ground_object.position):
|
|
return
|
|
|
|
for group in self.ground_object.groups:
|
|
if not group.units:
|
|
logging.warning(f"Found empty group in {self.ground_object}")
|
|
continue
|
|
|
|
unit_type = unit_type_from_name(group.units[0].type)
|
|
if unit_type is None:
|
|
raise RuntimeError(f"Unrecognized unit type: {group.units[0].type}")
|
|
|
|
self.generate_group(group, unit_type)
|
|
|
|
def generate_group(self, group_def: Group, first_unit_type: Type[UnitType]) -> None:
|
|
group = self.m.ship_group(
|
|
self.country,
|
|
group_def.name,
|
|
first_unit_type,
|
|
position=group_def.position,
|
|
heading=group_def.units[0].heading,
|
|
)
|
|
group.units[0].name = group_def.units[0].name
|
|
# TODO: Skipping the first unit looks like copy pasta from the carrier.
|
|
for unit in group_def.units[1:]:
|
|
unit_type = unit_type_from_name(unit.type)
|
|
ship = Ship(self.m.next_unit_id(), unit.name, unit_type)
|
|
ship.position.x = unit.position.x
|
|
ship.position.y = unit.position.y
|
|
ship.heading = unit.heading
|
|
group.add_unit(ship)
|
|
self.set_alarm_state(group)
|
|
self._register_unit_group(group_def, group)
|
|
|
|
|
|
class HelipadGenerator:
|
|
"""
|
|
Generates helipads for given control point
|
|
"""
|
|
|
|
def __init__(
|
|
self,
|
|
mission: Mission,
|
|
cp: ControlPoint,
|
|
game: Game,
|
|
radio_registry: RadioRegistry,
|
|
tacan_registry: TacanRegistry,
|
|
):
|
|
self.m = mission
|
|
self.cp = cp
|
|
self.game = game
|
|
self.radio_registry = radio_registry
|
|
self.tacan_registry = tacan_registry
|
|
|
|
def generate(self) -> None:
|
|
|
|
if self.cp.captured:
|
|
country_name = self.game.player_country
|
|
else:
|
|
country_name = self.game.enemy_country
|
|
country = self.m.country(country_name)
|
|
|
|
for i, helipad in enumerate(self.cp.helipads):
|
|
name = self.cp.name + "_helipad_" + str(i)
|
|
logging.info("Generating helipad : " + name)
|
|
pad = SingleHeliPad(name=(name + "_unit"))
|
|
pad.position = Point(helipad.x, helipad.y)
|
|
pad.heading = helipad.heading
|
|
# pad.heliport_frequency = self.radio_registry.alloc_uhf() TODO : alloc radio & callsign
|
|
sg = unitgroup.StaticGroup(self.m.next_group_id(), name)
|
|
sg.add_unit(pad)
|
|
sp = StaticPoint()
|
|
sp.position = pad.position
|
|
sg.add_point(sp)
|
|
country.add_static_group(sg)
|
|
|
|
|
|
class GroundObjectsGenerator:
|
|
"""Creates DCS groups and statics for the theater during mission generation.
|
|
|
|
Most of the work of group/static generation is delegated to the other
|
|
generator classes. This class is responsible for finding each of the
|
|
locations for spawning ground objects, determining their types, and creating
|
|
the appropriate generators.
|
|
"""
|
|
|
|
def __init__(
|
|
self,
|
|
mission: Mission,
|
|
game: Game,
|
|
radio_registry: RadioRegistry,
|
|
tacan_registry: TacanRegistry,
|
|
unit_map: UnitMap,
|
|
) -> None:
|
|
self.m = mission
|
|
self.game = game
|
|
self.radio_registry = radio_registry
|
|
self.tacan_registry = tacan_registry
|
|
self.unit_map = unit_map
|
|
self.icls_alloc = iter(range(1, 21))
|
|
self.runways: Dict[str, RunwayData] = {}
|
|
|
|
def generate(self):
|
|
for cp in self.game.theater.controlpoints:
|
|
if cp.captured:
|
|
country_name = self.game.player_country
|
|
else:
|
|
country_name = self.game.enemy_country
|
|
country = self.m.country(country_name)
|
|
|
|
HelipadGenerator(
|
|
self.m, cp, self.game, self.radio_registry, self.tacan_registry
|
|
).generate()
|
|
|
|
for ground_object in cp.ground_objects:
|
|
if isinstance(ground_object, FactoryGroundObject):
|
|
generator = FactoryGenerator(
|
|
ground_object, country, self.game, self.m, self.unit_map
|
|
)
|
|
elif isinstance(ground_object, SceneryGroundObject):
|
|
generator = SceneryGenerator(
|
|
ground_object, country, self.game, self.m, self.unit_map
|
|
)
|
|
elif isinstance(ground_object, BuildingGroundObject):
|
|
generator = BuildingSiteGenerator(
|
|
ground_object, country, self.game, self.m, self.unit_map
|
|
)
|
|
elif isinstance(ground_object, CarrierGroundObject):
|
|
generator = CarrierGenerator(
|
|
ground_object,
|
|
cp,
|
|
country,
|
|
self.game,
|
|
self.m,
|
|
self.radio_registry,
|
|
self.tacan_registry,
|
|
self.icls_alloc,
|
|
self.runways,
|
|
self.unit_map,
|
|
)
|
|
elif isinstance(ground_object, LhaGroundObject):
|
|
generator = CarrierGenerator(
|
|
ground_object,
|
|
cp,
|
|
country,
|
|
self.game,
|
|
self.m,
|
|
self.radio_registry,
|
|
self.tacan_registry,
|
|
self.icls_alloc,
|
|
self.runways,
|
|
self.unit_map,
|
|
)
|
|
elif isinstance(ground_object, ShipGroundObject):
|
|
generator = ShipObjectGenerator(
|
|
ground_object, country, self.game, self.m, self.unit_map
|
|
)
|
|
elif isinstance(ground_object, MissileSiteGroundObject):
|
|
generator = MissileSiteGenerator(
|
|
ground_object, country, self.game, self.m, self.unit_map
|
|
)
|
|
else:
|
|
generator = GenericGroundObjectGenerator(
|
|
ground_object, country, self.game, self.m, self.unit_map
|
|
)
|
|
generator.generate()
|