Rotate ground-units as in the campaign miz

This implements a logic to rotate groups which are generated from templates like the origin (ground unit) which was placed by the campaign designer
This commit is contained in:
RndName 2022-01-17 20:31:49 +01:00
parent 5febcdd4e4
commit daf4704fe7
4 changed files with 42 additions and 17 deletions

View File

@ -1,5 +1,7 @@
from __future__ import annotations
import math
from dcs import Point
from game.utils import Heading
@ -16,3 +18,12 @@ class PointWithHeading(Point):
p.y = point.y
p.heading = heading
return p
def rotate(self, origin: Point, heading: Heading) -> None:
"""Rotates the Point by a given angle clockwise around the origin"""
ox, oy = origin.x, origin.y
px, py = self.x, self.y
radians = heading.radians
self.x = ox + math.cos(radians) * (px - ox) - math.sin(radians) * (py - oy)
self.y = oy + math.sin(radians) * (px - ox) + math.cos(radians) * (py - oy)

View File

@ -472,12 +472,14 @@ class LhaGroundObject(GenericCarrierGroundObject):
class MissileSiteGroundObject(TheaterGroundObject):
def __init__(self, name: str, position: Point, control_point: ControlPoint) -> None:
def __init__(
self, name: str, position: Point, heading: Heading, control_point: ControlPoint
) -> None:
super().__init__(
name=name,
category="missile",
position=position,
heading=Heading.from_degrees(0),
heading=heading,
control_point=control_point,
sea_object=False,
)
@ -534,13 +536,14 @@ class SamGroundObject(IadsGroundObject):
self,
name: str,
position: Point,
heading: Heading,
control_point: ControlPoint,
) -> None:
super().__init__(
name=name,
category="aa",
position=position,
heading=Heading.from_degrees(0),
heading=heading,
control_point=control_point,
sea_object=False,
)
@ -599,13 +602,14 @@ class VehicleGroupGroundObject(TheaterGroundObject):
self,
name: str,
position: Point,
heading: Heading,
control_point: ControlPoint,
) -> None:
super().__init__(
name=name,
category="armor",
position=position,
heading=Heading.from_degrees(0),
heading=heading,
control_point=control_point,
sea_object=False,
)
@ -624,13 +628,14 @@ class EwrGroundObject(IadsGroundObject):
self,
name: str,
position: Point,
heading: Heading,
control_point: ControlPoint,
) -> None:
super().__init__(
name=name,
category="ewr",
position=position,
heading=Heading.from_degrees(0),
heading=heading,
control_point=control_point,
sea_object=False,
)

View File

@ -7,13 +7,14 @@ import random
from abc import ABC, abstractmethod
from dataclasses import dataclass, field
from enum import Enum
from typing import Iterator, Any, TYPE_CHECKING, Optional, Tuple, Union
from typing import Iterator, Any, TYPE_CHECKING, Optional, Union
from dcs import Point
from dcs.ships import ship_map
from dcs.unit import Unit
from dcs.unittype import UnitType
from dcs.vehicles import vehicle_map
from game.data.radar_db import UNITS_WITH_RADAR
from game.dcs.groundunittype import GroundUnitType
from game.theater.theatergroundobject import (
@ -329,19 +330,26 @@ class GroundObjectTemplate(ABC):
for u_id, unit in enumerate(tgo_group.units):
unit.id = game.next_unit_id()
unit.name = f"{self.name} {g_id}-{u_id}"
if isinstance(self, AirDefenceTemplate):
# Head SAM and EWR towards the center of the conflict
unit.position.heading = (
game.theater.heading_to_conflict_from(unit.position)
or unit.position.heading
)
unit.position = PointWithHeading.from_point(
Point(
ground_object.position.x + unit.position.x,
ground_object.position.y + unit.position.y,
),
unit.position.heading,
# Align heading to GroundObject defined by the campaign designer
unit.position.heading + ground_object.heading,
)
if (
isinstance(self, AirDefenceTemplate)
and unit.unit_type
and unit.unit_type.dcs_unit_type in UNITS_WITH_RADAR
):
# Head Radars towards the center of the conflict
unit.position.heading = (
game.theater.heading_to_conflict_from(unit.position)
or unit.position.heading
)
# Rotate unit around the center to align the orientation of the group
unit.position.rotate(ground_object.position, ground_object.heading)
ground_object.groups.append(tgo_group)
return ground_object
@ -422,9 +430,9 @@ class AirDefenceTemplate(GroundObjectTemplate):
control_point: ControlPoint,
) -> IadsGroundObject:
if self.template_type == "EWR":
return EwrGroundObject(name, position, control_point)
return EwrGroundObject(name, position, position.heading, control_point)
elif self.template_type in ["Long", "Medium", "Short", "AAA"]:
return SamGroundObject(name, position, control_point)
return SamGroundObject(name, position, position.heading, control_point)
raise RuntimeError(
f" No Template Definition for AirDefence with subcategory {self.template_type}"
)
@ -480,7 +488,7 @@ class ArmorTemplate(GroundObjectTemplate):
position: PointWithHeading,
control_point: ControlPoint,
) -> TheaterGroundObject:
return VehicleGroupGroundObject(name, position, control_point)
return VehicleGroupGroundObject(name, position, position.heading, control_point)
class MissileTemplate(GroundObjectTemplate):
@ -490,7 +498,7 @@ class MissileTemplate(GroundObjectTemplate):
position: PointWithHeading,
control_point: ControlPoint,
) -> TheaterGroundObject:
return MissileSiteGroundObject(name, position, control_point)
return MissileSiteGroundObject(name, position, position.heading, control_point)
TEMPLATE_TYPES = {

View File

@ -521,6 +521,7 @@ def update_factions(generator_names) -> None:
# ground_object = SamGroundObject(
# namegen.random_objective_name(),
# initial_position,
# Heading.from_degrees(0),
# control_point,
# )
#