Rename some scenery group variables for clarity.

These were perfectly obvious to me when I reviewed them, but not so much
months later when I need to make changes :)
This commit is contained in:
Dan Albert 2022-10-28 14:40:09 -07:00
parent 60b92a5577
commit 83c084e476
2 changed files with 36 additions and 30 deletions

View File

@ -2,6 +2,7 @@ from __future__ import annotations
from typing import Iterable, List
from dcs import Point
from dcs.triggers import TriggerZoneCircular
from game.theater.theatergroundobject import NAME_BY_CATEGORY
@ -18,60 +19,65 @@ class SceneryGroup:
def __init__(
self,
zone_def: TriggerZoneCircular,
zones: Iterable[TriggerZoneCircular],
group_zone: TriggerZoneCircular,
target_zones: Iterable[TriggerZoneCircular],
category: str,
) -> None:
self.zone_def = zone_def
self.zones = zones
self.position = zone_def.position
self.group_zone = group_zone
self.target_zones = target_zones
self.centroid = group_zone.position
self.category = category
@property
def position(self) -> Point:
# TODO: Remove this property. It cannot have a useful answer for quad zones.
return self.centroid
@staticmethod
def from_trigger_zones(
trigger_zones: Iterable[TriggerZoneCircular],
) -> List[SceneryGroup]:
"""Define scenery objectives based on their encompassing blue/red circle."""
zone_definitions = []
white_zones = []
group_zones = []
target_zones = []
scenery_groups = []
# Aggregate trigger zones into different groups based on color.
for zone in trigger_zones:
if SceneryGroup.is_blue(zone):
zone_definitions.append(zone)
if SceneryGroup.is_white(zone):
white_zones.append(zone)
if SceneryGroup.is_group_zone(zone):
group_zones.append(zone)
if SceneryGroup.is_target_zone(zone):
target_zones.append(zone)
# For each objective definition.
for zone_def in zone_definitions:
for group_zone in group_zones:
zone_def_radius = zone_def.radius
zone_def_position = zone_def.position
zone_def_name = zone_def.name
zone_def_radius = group_zone.radius
zone_def_position = group_zone.position
zone_def_name = group_zone.name
if len(zone_def.properties) == 0:
if len(group_zone.properties) == 0:
raise SceneryGroupError(
"Undefined SceneryGroup category in TriggerZone: " + zone_def_name
)
# Arbitrary campaign design requirement: First property must define the category.
zone_def_category = zone_def.properties[1].get("value").lower()
zone_def_category = group_zone.properties[1].get("value").lower()
valid_white_zones = []
valid_target_zones = []
for zone in list(white_zones):
for zone in list(target_zones):
if zone.position.distance_to_point(zone_def_position) < zone_def_radius:
valid_white_zones.append(zone)
white_zones.remove(zone)
valid_target_zones.append(zone)
target_zones.remove(zone)
if len(valid_white_zones) > 0 and zone_def_category in NAME_BY_CATEGORY:
if len(valid_target_zones) > 0 and zone_def_category in NAME_BY_CATEGORY:
scenery_groups.append(
SceneryGroup(zone_def, valid_white_zones, zone_def_category)
SceneryGroup(group_zone, valid_target_zones, zone_def_category)
)
elif len(valid_white_zones) == 0:
elif len(valid_target_zones) == 0:
raise SceneryGroupError(
"No white triggerzones found in: " + zone_def_name
)
@ -86,11 +92,11 @@ class SceneryGroup:
return scenery_groups
@staticmethod
def is_blue(zone: TriggerZoneCircular) -> bool:
def is_group_zone(zone: TriggerZoneCircular) -> bool:
# Blue in RGB is [0 Red], [0 Green], [1 Blue]. Ignore the fourth position: Transparency.
return zone.color[1] == 0 and zone.color[2] == 0 and zone.color[3] == 1
@staticmethod
def is_white(zone: TriggerZoneCircular) -> bool:
def is_target_zone(zone: TriggerZoneCircular) -> bool:
# White in RGB is [1 Red], [1 Green], [1 Blue]. Ignore the fourth position: Transparency.
return zone.color[1] == 1 and zone.color[2] == 1 and zone.color[3] == 1

View File

@ -380,13 +380,13 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
g = tgo_type(
namegen.random_objective_name(),
scenery.category,
PresetLocation(scenery.zone_def.name, scenery.position),
PresetLocation(scenery.group_zone.name, scenery.centroid),
self.control_point,
)
ground_group = TheaterGroup(
self.game.next_group_id(),
scenery.zone_def.name,
PointWithHeading.from_point(scenery.position, Heading.from_degrees(0)),
scenery.group_zone.name,
PointWithHeading.from_point(scenery.centroid, Heading.from_degrees(0)),
[],
g,
)
@ -396,7 +396,7 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
g.groups.append(ground_group)
# Each nested trigger zone is a target/building/unit for an objective.
for zone in scenery.zones:
for zone in scenery.target_zones:
zone.name = escape_string_for_lua(zone.name)
scenery_unit = SceneryUnit(
zone.id,