mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
139 lines
4.7 KiB
Python
139 lines
4.7 KiB
Python
import logging
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from game import db
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from .conflictgen import *
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from .naming import *
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from dcs.mission import *
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from dcs.statics import *
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FARP_FRONTLINE_DISTANCE = 10000
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AA_CP_MIN_DISTANCE = 40000
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class GroundObjectsGenerator:
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FARP_CAPACITY = 4
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def __init__(self, mission: Mission, conflict: Conflict, game):
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self.m = mission
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self.conflict = conflict
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self.game = game
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def generate_farps(self, number_of_units=1) -> typing.Collection[StaticGroup]:
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if self.conflict.is_vector:
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center = self.conflict.center
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heading = self.conflict.heading - 90
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else:
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center, heading = self.conflict.frontline_position(self.conflict.theater, self.conflict.from_cp, self.conflict.to_cp)
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heading -= 90
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initial_position = center.point_from_heading(heading, FARP_FRONTLINE_DISTANCE)
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position = self.conflict.find_ground_position(initial_position, heading)
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if not position:
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position = initial_position
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for i, _ in enumerate(range(0, number_of_units, self.FARP_CAPACITY)):
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position = position.point_from_heading(0, i * 275)
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yield self.m.farp(
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country=self.m.country(self.game.player_country),
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name="FARP",
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position=position,
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)
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def generate(self):
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side = self.m.country(self.game.enemy_country)
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cp = None # type: ControlPoint
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if self.conflict.attackers_side.name == self.game.player_country:
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cp = self.conflict.to_cp
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else:
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cp = self.conflict.from_cp
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consumed_farps = set()
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for ground_object in cp.ground_objects:
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if ground_object.dcs_identifier == "AA":
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if ground_object.is_dead:
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continue
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unit_type = random.choice(self.game.commision_unit_types(cp, AirDefence))
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assert unit_type is not None, "Cannot find unit type for GroundObject defense ({})!".format(cp)
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group = self.m.aaa_vehicle_group(
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country=side,
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name=ground_object.string_identifier,
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_type=unit_type,
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position=ground_object.position,
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heading=ground_object.heading,
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)
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logging.info("generated defense object identifier {} with mission id {}".format(group.name, group.id))
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else:
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if ground_object.dcs_identifier in warehouse_map:
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static_type = warehouse_map[ground_object.dcs_identifier]
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else:
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static_type = fortification_map[ground_object.dcs_identifier]
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if not static_type:
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print("Didn't find {} in static _map(s)!".format(ground_object.dcs_identifier))
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continue
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if ground_object.group_id not in consumed_farps:
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consumed_farps.add(ground_object.group_id)
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if random.randint(0, 100) > 50:
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farp_aa(
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self.m,
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side,
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ground_object.string_identifier,
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ground_object.position,
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)
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group = self.m.static_group(
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country=side,
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name=ground_object.string_identifier,
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_type=static_type,
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position=ground_object.position,
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heading=ground_object.heading,
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dead=ground_object.is_dead,
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)
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logging.info("generated {}object identifier {} with mission id {}".format("dead " if ground_object.is_dead else "", group.name, group.id))
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def farp_aa(mission_obj, country, name, position: mapping.Point):
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"""
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Add AAA to a FARP :)
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:param mission_obj:
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:param country:
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:param name:
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:param position:
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:return:
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"""
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vg = unitgroup.VehicleGroup(mission_obj.next_group_id(), mission_obj.string(name))
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units = [
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AirDefence.SPAAA_ZSU_23_4_Shilka,
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AirDefence.AAA_ZU_23_Closed,
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AirDefence.AAA_ZU_23_Emplacement,
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AirDefence.AAA_ZU_23_on_Ural_375,
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AirDefence.AAA_ZU_23_Insurgent_Closed,
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AirDefence.AAA_ZU_23_Insurgent_on_Ural_375,
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Armor.MBT_T_55,
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Armor.IFV_BMP_3,
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]
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v = mission_obj.vehicle(name + "_AAA", random.choice(units))
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v.position.x = position.x - random.randint(5, 30)
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v.position.y = position.y - random.randint(5, 30)
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v.heading = random.randint(0, 359)
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vg.add_unit(v)
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wp = vg.add_waypoint(vg.units[0].position, PointAction.OffRoad, 0)
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wp.ETA_locked = True
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country.add_vehicle_group(vg)
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return vg
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