Merge branch 'theater-refactor' into develop

This commit is contained in:
Dan Albert 2020-11-07 13:39:35 -08:00
commit ee113d080e
17 changed files with 265 additions and 232 deletions

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@ -87,8 +87,8 @@ class Debriefing:
for i, ground_object in enumerate(cp.ground_objects):
logging.info(unit)
logging.info(ground_object.string_identifier)
if ground_object.matches_string_identifier(unit):
logging.info(ground_object.group_name)
if ground_object.is_same_group(unit):
unit = DebriefingDeadUnitInfo(country, player_unit, ground_object.dcs_identifier)
self.dead_buildings.append(unit)
elif ground_object.dcs_identifier in ["AA", "CARRIER", "LHA"]:

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@ -145,8 +145,8 @@ class Event:
if ground_object.is_dead:
continue
if ground_object.matches_string_identifier(destroyed_ground_unit_name):
logging.info("cp {} killing ground object {}".format(cp, ground_object.string_identifier))
if ground_object.is_same_group(destroyed_ground_unit_name):
logging.info("cp {} killing ground object {}".format(cp, ground_object.group_name))
cp.ground_objects[i].is_dead = True
info = Information("Building destroyed",

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@ -1298,7 +1298,7 @@ class DeadIngressBuilder(PydcsWaypointBuilder):
target_group = self.package.target
if isinstance(target_group, TheaterGroundObject):
tgroup = self.mission.find_group(target_group.group_identifier, search="match") # Match search is used due to TheaterGroundObject.name not matching
tgroup = self.mission.find_group(target_group.group_name, search="match") # Match search is used due to TheaterGroundObject.name not matching
if tgroup is not None: # the Mission group name because of SkyNet prefixes.
task = AttackGroup(tgroup.id)
task.params["expend"] = "All"
@ -1309,7 +1309,7 @@ class DeadIngressBuilder(PydcsWaypointBuilder):
task.params["groupAttack"] = True
waypoint.tasks.append(task)
else:
logging.error(f"Could not find group for DEAD mission {target_group.group_identifier}")
logging.error(f"Could not find group for DEAD mission {target_group.group_name}")
for i, t in enumerate(self.waypoint.targets):
if self.group.units[0].unit_type == JF_17 and i < 4:
@ -1327,7 +1327,7 @@ class SeadIngressBuilder(PydcsWaypointBuilder):
target_group = self.package.target
if isinstance(target_group, TheaterGroundObject):
tgroup = self.mission.find_group(target_group.group_identifier, search="match") # Match search is used due to TheaterGroundObject.name not matching
tgroup = self.mission.find_group(target_group.group_name, search="match") # Match search is used due to TheaterGroundObject.name not matching
if tgroup is not None: # the Mission group name because of SkyNet prefixes.
waypoint.add_task(EngageTargetsInZone(
position=tgroup.position,
@ -1337,7 +1337,7 @@ class SeadIngressBuilder(PydcsWaypointBuilder):
])
)
else:
logging.error(f"Could not find group for DEAD mission {target_group.group_identifier}")
logging.error(f"Could not find group for DEAD mission {target_group.group_name}")
for i, t in enumerate(self.waypoint.targets):
if self.group.units[0].unit_type == JF_17 and i < 4:

View File

@ -135,7 +135,7 @@ class BuildingSiteGenerator(GenericGroundObjectGenerator):
if not self.ground_object.is_dead:
self.m.vehicle_group(
country=self.country,
name=self.ground_object.string_identifier,
name=self.ground_object.group_name,
_type=unit_type,
position=self.ground_object.position,
heading=self.ground_object.heading,
@ -144,7 +144,7 @@ class BuildingSiteGenerator(GenericGroundObjectGenerator):
def generate_static(self, static_type: StaticType) -> None:
self.m.static_group(
country=self.country,
name=self.ground_object.string_identifier,
name=self.ground_object.group_name,
_type=static_type,
position=self.ground_object.position,
heading=self.ground_object.heading,

View File

@ -1,19 +1,15 @@
import random
from abc import ABC
from dcs.vehicles import AirDefence
from game import db
from game import Game
from gen.sam.group_generator import GroupGenerator
from theater.theatergroundobject import SamGroundObject
class GenericSamGroupGenerator(GroupGenerator):
class GenericSamGroupGenerator(GroupGenerator, ABC):
"""
This is the base for all SAM group generators
"""
@property
def groupNamePrefix(self) -> str:
# prefix the SAM site for use with the Skynet IADS plugin
if self.faction == self.game.player_name: # this is the player faction
return "BLUE SAM "
else:
return "RED SAM "
def __init__(self, game: Game, ground_object: SamGroundObject) -> None:
ground_object.skynet_capable = True
super().__init__(game, ground_object)

View File

@ -22,31 +22,26 @@ if TYPE_CHECKING:
# types rather than pydcs groups.
class GroupGenerator:
def __init__(self, game: Game, ground_object: TheaterGroundObject, faction: Optional[Faction] = None): # faction is not mandatory because some subclasses do not use it
def __init__(self, game: Game, ground_object: TheaterGroundObject) -> None:
self.game = game
self.go = ground_object
self.position = ground_object.position
self.heading = random.randint(0, 359)
self.faction = faction
self.vg = unitgroup.VehicleGroup(self.game.next_group_id(), self.groupNamePrefix + self.go.group_identifier)
self.vg = unitgroup.VehicleGroup(self.game.next_group_id(),
self.go.group_name)
wp = self.vg.add_waypoint(self.position, PointAction.OffRoad, 0)
wp.ETA_locked = True
@property
def groupNamePrefix(self) -> str:
return ""
def generate(self):
raise NotImplementedError
def get_generated_group(self) -> unitgroup.VehicleGroup:
return self.vg
def add_unit(self, unit_type: VehicleType, name: str, pos_x: float, pos_y: float, heading: int):
nn = "cgroup|" + str(self.go.cp_id) + '|' + str(self.go.group_id) + '|' + str(self.go.group_identifier) + "|" + name
def add_unit(self, unit_type: VehicleType, name: str, pos_x: float,
pos_y: float, heading: int) -> Vehicle:
unit = Vehicle(self.game.next_unit_id(),
nn, unit_type.id)
f"{self.go.group_name}|{name}", unit_type.id)
unit.position.x = pos_x
unit.position.y = pos_y
unit.heading = heading
@ -88,6 +83,7 @@ class GroupGenerator:
current_offset += outer_offset
return positions
class ShipGroupGenerator(GroupGenerator):
"""Abstract class for other ship generator classes"""
def __init__(self, game: Game, ground_object: TheaterGroundObject, faction: Faction):
@ -96,15 +92,14 @@ class ShipGroupGenerator(GroupGenerator):
self.position = ground_object.position
self.heading = random.randint(0, 359)
self.faction = faction
self.vg = unitgroup.ShipGroup(self.game.next_group_id(), self.groupNamePrefix + self.go.group_identifier)
self.vg = unitgroup.ShipGroup(self.game.next_group_id(),
self.go.group_name)
wp = self.vg.add_waypoint(self.position, 0)
wp.ETA_locked = True
def add_unit(self, unit_type, name, pos_x, pos_y, heading):
nn = "cgroup|" + str(self.go.cp_id) + '|' + str(self.go.group_id) + '|' + str(self.go.group_identifier) + "|" + name
def add_unit(self, unit_type, name, pos_x, pos_y, heading) -> Ship:
unit = Ship(self.game.next_unit_id(),
nn, unit_type)
f"{self.go.group_name}|{name}", unit_type)
unit.position.x = pos_x
unit.position.y = pos_y
unit.heading = heading

View File

@ -38,6 +38,7 @@ from gen.sam.sam_zu23_ural import ZU23UralGenerator
from gen.sam.sam_zu23_ural_insurgent import ZU23UralInsurgentGenerator
from gen.sam.freya_ewr import FreyaGenerator
from theater import TheaterGroundObject
from theater.theatergroundobject import SamGroundObject
SAM_MAP = {
"HawkGenerator": HawkGenerator,
@ -129,13 +130,13 @@ def generate_anti_air_group(game: Game, ground_object: TheaterGroundObject,
possible_sams_generators = get_faction_possible_sams_generator(faction)
if len(possible_sams_generators) > 0:
sam_generator_class = random.choice(possible_sams_generators)
generator = sam_generator_class(game, ground_object, db.FACTIONS[faction])
generator = sam_generator_class(game, ground_object)
generator.generate()
return generator.get_generated_group()
return None
def generate_shorad_group(game: Game, ground_object: TheaterGroundObject,
def generate_shorad_group(game: Game, ground_object: SamGroundObject,
faction_name: str) -> Optional[VehicleGroup]:
faction = db.FACTIONS[faction_name]

View File

@ -95,7 +95,7 @@ class QFlightTypeComboBox(QComboBox):
yield from self.ENEMY_AIRBASE_MISSIONS
elif isinstance(self.target, TheaterGroundObject):
# TODO: Filter more based on the category.
friendly = self.target.parent_control_point(self.theater).captured
friendly = self.target.control_point.captured
if friendly:
yield from self.FRIENDLY_GROUND_OBJECT_MISSIONS
else:

View File

@ -1,7 +1,7 @@
from PySide2.QtGui import QStandardItem, QStandardItemModel
from game import Game
from gen import Conflict, FlightWaypointType
from gen import BuildingGroundObject, Conflict, FlightWaypointType
from gen.flights.flight import FlightWaypoint
from qt_ui.widgets.combos.QFilteredComboBox import QFilteredComboBox
from theater import ControlPointType
@ -71,7 +71,7 @@ class QPredefinedWaypointSelectionComboBox(QFilteredComboBox):
for cp in self.game.theater.controlpoints:
if (self.include_enemy and not cp.captured) or (self.include_friendly and cp.captured):
for ground_object in cp.ground_objects:
if not ground_object.is_dead and not ground_object.dcs_identifier == "AA":
if not ground_object.is_dead and not isinstance(ground_object, BuildingGroundObject):
wpt = FlightWaypoint(
FlightWaypointType.CUSTOM,
ground_object.position.x,

View File

@ -121,8 +121,8 @@ class QLiberationMap(QGraphicsView):
def setGame(self, game: Optional[Game]):
self.game = game
logging.debug("Reloading Map Canvas")
if self.game is not None:
logging.debug("Reloading Map Canvas")
self.reload_scene()
"""

View File

@ -1,4 +1,5 @@
import logging
import traceback
import webbrowser
from typing import Optional
@ -16,7 +17,7 @@ from PySide2.QtWidgets import (
)
import qt_ui.uiconstants as CONST
from game import Game, persistency, VERSION
from game import Game, VERSION, persistency
from qt_ui.dialogs import Dialog
from qt_ui.displayoptions import DisplayGroup, DisplayOptions, DisplayRule
from qt_ui.models import GameModel
@ -40,10 +41,9 @@ class QLiberationWindow(QMainWindow):
self.game: Optional[Game] = None
self.game_model = GameModel()
Dialog.set_game(self.game_model)
self.ato_panel = None
self.info_panel = None
self.liberation_map = None
self.setGame(persistency.restore_game())
self.ato_panel = QAirTaskingOrderPanel(self.game_model)
self.info_panel = QInfoPanel(self.game)
self.liberation_map = QLiberationMap(self.game_model)
self.setGeometry(300, 100, 270, 100)
self.setWindowTitle(f"DCS Liberation - v{VERSION}")
@ -55,17 +55,14 @@ class QLiberationWindow(QMainWindow):
self.initMenuBar()
self.initToolbar()
self.connectSignals()
self.onGameGenerated(self.game)
screen = QDesktopWidget().screenGeometry()
self.setGeometry(0, 0, screen.width(), screen.height())
self.setWindowState(Qt.WindowMaximized)
def initUi(self):
self.ato_panel = QAirTaskingOrderPanel(self.game_model)
self.liberation_map = QLiberationMap(self.game_model)
self.info_panel = QInfoPanel(self.game)
self.onGameGenerated(persistency.restore_game())
def initUi(self):
hbox = QSplitter(Qt.Horizontal)
vbox = QSplitter(Qt.Vertical)
hbox.addWidget(self.ato_panel)
@ -193,8 +190,7 @@ class QLiberationWindow(QMainWindow):
filter="*.liberation")
if file is not None:
game = persistency.load_game(file[0])
self.setGame(game)
GameUpdateSignal.get_instance().updateGame(self.game)
GameUpdateSignal.get_instance().updateGame(game)
def saveGame(self):
logging.info("Saving game")
@ -217,14 +213,27 @@ class QLiberationWindow(QMainWindow):
GameUpdateSignal.get_instance().updateGame(self.game)
def setGame(self, game: Optional[Game]):
if game is not None:
game.on_load()
self.game = game
if self.info_panel is not None:
self.info_panel.setGame(game)
self.game_model.set(self.game)
if self.liberation_map is not None:
self.liberation_map.setGame(game)
try:
if game is not None:
game.on_load()
self.game = game
if self.info_panel is not None:
self.info_panel.setGame(game)
self.game_model.set(self.game)
if self.liberation_map is not None:
self.liberation_map.setGame(game)
except AttributeError:
logging.exception("Incompatible save game")
QMessageBox.critical(
self,
"Could not load save game",
"The save game you have loaded is incompatible with this "
"version of DCS Liberation.\n"
"\n"
f"{traceback.format_exc()}",
QMessageBox.Ok
)
GameUpdateSignal.get_instance().updateGame(None)
def showAboutDialog(self):
text = "<h3>DCS Liberation " + VERSION + "</h3>" + \

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@ -72,10 +72,10 @@ if dcsLiberation and SkynetIADS then
end
--add EW units to the IADS:
iads:addEarlyWarningRadarsByPrefix(coalitionPrefix .. " EW")
iads:addEarlyWarningRadarsByPrefix(coalitionPrefix .. "|EWR|")
--add SAM groups to the IADS:
iads:addSAMSitesByPrefix(coalitionPrefix .. " SAM")
iads:addSAMSitesByPrefix(coalitionPrefix .. "|SAM|")
-- specific configurations, for each SAM type
if actAsEwr then

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@ -19,6 +19,14 @@ grey text -------------------- #B7C0C6
*/
/*
* Makes all message box text selectable.
* https://stackoverflow.com/a/32595502/632035
*/
QMessageBox {
messagebox-text-interaction-flags: 5;
}
/*QMenuBar*/
QMenuBar {
spacing: 2px; /* spacing between menu bar items */

View File

@ -1,3 +1,11 @@
/*
windows basis styles
*/
/*
* Makes all message box text selectable.
* https://stackoverflow.com/a/32595502/632035
*/
QMessageBox {
messagebox-text-interaction-flags: 5;
}

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@ -1,5 +1,6 @@
from __future__ import annotations
import itertools
import re
from typing import Dict, List, TYPE_CHECKING
from enum import Enum
@ -17,7 +18,7 @@ from game import db
from gen.ground_forces.combat_stance import CombatStance
from .base import Base
from .missiontarget import MissionTarget
from .theatergroundobject import TheaterGroundObject
from .theatergroundobject import SamGroundObject, TheaterGroundObject
if TYPE_CHECKING:
from game import Game
@ -50,7 +51,8 @@ class ControlPoint(MissionTarget):
self.id = id
self.full_name = name
self.at = at
self.ground_objects: List[TheaterGroundObject] = []
self.connected_objectives: List[TheaterGroundObject] = []
self.base_defenses: List[SamGroundObject] = []
self.size = size
self.importance = importance
@ -64,6 +66,11 @@ class ControlPoint(MissionTarget):
self.stances: Dict[int, CombatStance] = {}
self.airport = None
@property
def ground_objects(self) -> List[TheaterGroundObject]:
return list(
itertools.chain(self.connected_objectives, self.base_defenses))
@classmethod
def from_airport(cls, airport: Airport, radials: List[int], size: int, importance: float, has_frontline=True):
assert airport
@ -225,9 +232,6 @@ class ControlPoint(MissionTarget):
self.base.armor = {}
# Handle cyclic dependency.
from .start_generator import generate_airbase_defense_group
for idx, ground_object in enumerate(self.ground_objects):
ground_object.groups = []
if ground_object.airbase_group and faction_name != "":
generate_airbase_defense_group(idx, ground_object,
faction_name, game)
from .start_generator import BaseDefenseGenerator
self.base_defenses = []
BaseDefenseGenerator(game, self, faction_name).generate()

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@ -160,11 +160,9 @@ class GameGenerator:
class ControlPointGroundObjectGenerator:
def __init__(self, game: Game, control_point: ControlPoint,
templates: GroundObjectTemplates) -> None:
def __init__(self, game: Game, control_point: ControlPoint) -> None:
self.game = game
self.control_point = control_point
self.templates = templates
@property
def faction_name(self) -> str:
@ -178,8 +176,7 @@ class ControlPointGroundObjectGenerator:
return db.FACTIONS[self.faction_name]
def generate(self) -> bool:
self.control_point.ground_objects = []
self.generate_ground_points()
self.control_point.connected_objectives = []
if self.faction.navy_generators:
# Even airbases can generate navies if they are close enough to the
# water. This is not controlled by the control point definition, but
@ -187,85 +184,8 @@ class ControlPointGroundObjectGenerator:
# for the ship.
self.generate_navy()
if self.faction.missiles:
# TODO: Presumably only for airbases?
self.generate_missile_sites()
return True
def generate_ground_points(self) -> None:
"""Generate ground objects and AA sites for the control point."""
if self.control_point.is_global:
return
# TODO: Should probably perform this check later.
# Just because we don't have factories for the faction doesn't mean we
# shouldn't generate AA.
available_categories = self.faction.building_set
if not available_categories:
return
# Always generate at least one AA point.
self.generate_aa_site()
# And between 2 and 7 other objectives.
amount = random.randrange(2, 7)
for i in range(amount):
# 1 in 4 additional objectives are AA.
if random.randint(0, 3) == 0:
self.generate_aa_site()
else:
category = random.choice(available_categories)
self.generate_ground_point(category)
def generate_ground_point(self, category: str) -> None:
obj_name = namegen.random_objective_name()
template = random.choice(list(self.templates[category].values()))
point = find_location(category != "oil",
self.control_point.position,
self.game.theater, 10000, 40000,
self.control_point.ground_objects)
if point is None:
logging.error(
f"Could not find point for {obj_name} at {self.control_point}")
return
object_id = 0
group_id = self.game.next_group_id()
# TODO: Create only one TGO per objective, each with multiple units.
for unit in template:
object_id += 1
template_point = Point(unit["offset"].x, unit["offset"].y)
g = BuildingGroundObject(
obj_name, category, group_id, object_id, point + template_point,
unit["heading"], self.control_point, unit["type"])
self.control_point.ground_objects.append(g)
def generate_aa_site(self) -> None:
obj_name = namegen.random_objective_name()
position = find_location(True, self.control_point.position,
self.game.theater, 10000, 40000,
self.control_point.ground_objects)
if position is None:
logging.error(
f"Could not find point for {obj_name} at {self.control_point}")
return
group_id = self.game.next_group_id()
g = SamGroundObject(namegen.random_objective_name(), group_id,
position, self.control_point, for_airbase=False)
group = generate_anti_air_group(self.game, g, self.faction_name)
if group is not None:
g.groups = [group]
self.control_point.ground_objects.append(g)
def generate_navy(self) -> None:
skip_player_navy = self.game.settings.do_not_generate_player_navy
if self.control_point.captured and skip_player_navy:
@ -295,30 +215,7 @@ class ControlPointGroundObjectGenerator:
g.groups = []
if group is not None:
g.groups.append(group)
self.control_point.ground_objects.append(g)
def generate_missile_sites(self) -> None:
for i in range(self.faction.missiles_group_count):
self.generate_missile_site()
def generate_missile_site(self) -> None:
point = find_location(True, self.control_point.position,
self.game.theater, 2500, 40000, [], False)
if point is None:
logging.info(
f"Could not find point for {self.control_point} missile site")
return
group_id = self.game.next_group_id()
g = MissileSiteGroundObject(namegen.random_objective_name(), group_id,
point, self.control_point)
group = generate_missile_group(self.game, g, self.faction_name)
g.groups = []
if group is not None:
g.groups.append(group)
self.control_point.ground_objects.append(g)
return
self.control_point.connected_objectives.append(g)
class CarrierGroundObjectGenerator(ControlPointGroundObjectGenerator):
@ -341,7 +238,7 @@ class CarrierGroundObjectGenerator(ControlPointGroundObjectGenerator):
g.groups = []
if group is not None:
g.groups.append(group)
self.control_point.ground_objects.append(g)
self.control_point.connected_objectives.append(g)
self.control_point.name = random.choice(carrier_names)
return True
@ -366,21 +263,23 @@ class LhaGroundObjectGenerator(ControlPointGroundObjectGenerator):
g.groups = []
if group is not None:
g.groups.append(group)
self.control_point.ground_objects.append(g)
self.control_point.connected_objectives.append(g)
self.control_point.name = random.choice(lha_names)
return True
class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
def generate(self) -> bool:
if not super().generate():
return False
class BaseDefenseGenerator:
def __init__(self, game: Game, control_point: ControlPoint,
faction_name: str) -> None:
self.game = game
self.control_point = control_point
self.faction_name = faction_name
def generate(self) -> None:
for i in range(random.randint(3, 6)):
self.generate_sam(i)
return True
self.generate_base_defense(i)
def generate_sam(self, index: int) -> None:
def generate_base_defense(self, index: int) -> None:
position = find_location(True, self.control_point.position,
self.game.theater, 400, 3200, [], True)
@ -403,8 +302,122 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
g = SamGroundObject(namegen.random_objective_name(), group_id,
position, self.control_point, for_airbase=True)
generate_airbase_defense_group(index, g, self.faction_name, self.game)
self.control_point.ground_objects.append(g)
generate_airbase_defense_group(index, g, self.faction_name,
self.game)
self.control_point.base_defenses.append(g)
class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
def __init__(self, game: Game, control_point: ControlPoint,
templates: GroundObjectTemplates) -> None:
super().__init__(game, control_point)
self.templates = templates
def generate(self) -> bool:
if not super().generate():
return False
BaseDefenseGenerator(self.game, self.control_point,
self.faction_name).generate()
self.generate_ground_points()
if self.faction.missiles:
self.generate_missile_sites()
return True
def generate_ground_points(self) -> None:
"""Generate ground objects and AA sites for the control point."""
if self.control_point.is_global:
return
# Always generate at least one AA point.
self.generate_aa_site()
# And between 2 and 7 other objectives.
amount = random.randrange(2, 7)
for i in range(amount):
# 1 in 4 additional objectives are AA.
if random.randint(0, 3) == 0:
self.generate_aa_site()
else:
self.generate_ground_point()
def generate_ground_point(self) -> None:
try:
category = random.choice(self.faction.building_set)
except IndexError:
logging.exception("Faction has no buildings defined")
return
obj_name = namegen.random_objective_name()
template = random.choice(list(self.templates[category].values()))
point = find_location(category != "oil",
self.control_point.position,
self.game.theater, 10000, 40000,
self.control_point.ground_objects)
if point is None:
logging.error(
f"Could not find point for {obj_name} at {self.control_point}")
return
object_id = 0
group_id = self.game.next_group_id()
# TODO: Create only one TGO per objective, each with multiple units.
for unit in template:
object_id += 1
template_point = Point(unit["offset"].x, unit["offset"].y)
g = BuildingGroundObject(
obj_name, category, group_id, object_id, point + template_point,
unit["heading"], self.control_point, unit["type"])
self.control_point.connected_objectives.append(g)
def generate_aa_site(self) -> None:
obj_name = namegen.random_objective_name()
position = find_location(True, self.control_point.position,
self.game.theater, 10000, 40000,
self.control_point.ground_objects)
if position is None:
logging.error(
f"Could not find point for {obj_name} at {self.control_point}")
return
group_id = self.game.next_group_id()
g = SamGroundObject(namegen.random_objective_name(), group_id,
position, self.control_point, for_airbase=False)
group = generate_anti_air_group(self.game, g, self.faction_name)
if group is not None:
g.groups = [group]
self.control_point.connected_objectives.append(g)
def generate_missile_sites(self) -> None:
for i in range(self.faction.missiles_group_count):
self.generate_missile_site()
def generate_missile_site(self) -> None:
point = find_location(True, self.control_point.position,
self.game.theater, 2500, 40000, [], False)
if point is None:
logging.info(
f"Could not find point for {self.control_point} missile site")
return
group_id = self.game.next_group_id()
g = MissileSiteGroundObject(namegen.random_objective_name(), group_id,
point, self.control_point)
group = generate_missile_group(self.game, g, self.faction_name)
g.groups = []
if group is not None:
g.groups.append(group)
self.control_point.connected_objectives.append(g)
return
class GroundObjectGenerator:
@ -424,11 +437,9 @@ class GroundObjectGenerator:
def generate_for_control_point(self, control_point: ControlPoint) -> bool:
generator: ControlPointGroundObjectGenerator
if control_point.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
generator = CarrierGroundObjectGenerator(self.game, control_point,
self.templates)
generator = CarrierGroundObjectGenerator(self.game, control_point)
elif control_point.cptype == ControlPointType.LHA_GROUP:
generator = LhaGroundObjectGenerator(self.game, control_point,
self.templates)
generator = LhaGroundObjectGenerator(self.game, control_point)
else:
generator = AirbaseGroundObjectGenerator(self.game, control_point,
self.templates)
@ -436,8 +447,8 @@ class GroundObjectGenerator:
def generate_airbase_defense_group(airbase_defense_group_id: int,
ground_obj: TheaterGroundObject,
faction: str, game: Game) -> None:
ground_obj: SamGroundObject, faction: str,
game: Game) -> None:
if airbase_defense_group_id == 0:
group = generate_armor_group(faction, game, ground_obj)
elif airbase_defense_group_id == 1 and random.randint(0, 1) == 0:

View File

@ -8,7 +8,6 @@ from dcs.unit import Unit
from dcs.unitgroup import Group
if TYPE_CHECKING:
from .conflicttheater import ConflictTheater
from .controlpoint import ControlPoint
from .missiontarget import MissionTarget
@ -72,29 +71,21 @@ CATEGORY_MAP = {
class TheaterGroundObject(MissionTarget):
def __init__(self, name: str, category: str, group_id: int, object_id: int,
position: Point, heading: int, cp_id: int, dcs_identifier: str,
def __init__(self, name: str, category: str, group_id: int, position: Point,
heading: int, control_point: ControlPoint, dcs_identifier: str,
airbase_group: bool, sea_object: bool) -> None:
super().__init__(name, position)
self.category = category
self.group_id = group_id
self.object_id = object_id
self.heading = heading
self.cp_id = cp_id
self.control_point = control_point
self.dcs_identifier = dcs_identifier
self.airbase_group = airbase_group
self.sea_object = sea_object
self.is_dead = False
# TODO: There is never more than one group.
self.groups: List[Group] = []
@property
def string_identifier(self):
return "{}|{}|{}|{}".format(self.category, self.cp_id, self.group_id, self.object_id)
@property
def group_identifier(self) -> str:
return "{}|{}".format(self.category, self.group_id)
@property
def units(self) -> List[Unit]:
"""
@ -103,26 +94,20 @@ class TheaterGroundObject(MissionTarget):
return list(itertools.chain.from_iterable([g.units for g in self.groups]))
@property
def name_abbrev(self) -> str:
return ABBREV_NAME[self.category]
def group_name(self) -> str:
"""The name of the unit group."""
return f"{self.category}|{self.group_id}"
def __str__(self) -> str:
return NAME_BY_CATEGORY[self.category]
def matches_string_identifier(self, identifier):
return self.string_identifier == identifier
def is_same_group(self, identifier: str) -> bool:
return self.group_id == identifier
@property
def obj_name(self) -> str:
return self.name
def parent_control_point(self, theater: ConflictTheater) -> ControlPoint:
"""Searches the theater for the parent control point."""
for cp in theater.controlpoints:
if cp.id == self.cp_id:
return cp
raise RuntimeError("Could not find matching control point in theater")
class BuildingGroundObject(TheaterGroundObject):
def __init__(self, name: str, category: str, group_id: int, object_id: int,
@ -132,14 +117,19 @@ class BuildingGroundObject(TheaterGroundObject):
name=name,
category=category,
group_id=group_id,
object_id=object_id,
position=position,
heading=heading,
cp_id=control_point.id,
control_point=control_point,
dcs_identifier=dcs_identifier,
airbase_group=False,
sea_object=False
)
self.object_id = object_id
@property
def group_name(self) -> str:
"""The name of the unit group."""
return f"{self.category}|{self.group_id}|{self.object_id}"
class GenericCarrierGroundObject(TheaterGroundObject):
@ -154,10 +144,9 @@ class CarrierGroundObject(GenericCarrierGroundObject):
name=name,
category="CARRIER",
group_id=group_id,
object_id=0,
position=control_point.position,
heading=0,
cp_id=control_point.id,
control_point=control_point,
dcs_identifier="CARRIER",
airbase_group=True,
sea_object=True
@ -172,10 +161,9 @@ class LhaGroundObject(GenericCarrierGroundObject):
name=name,
category="LHA",
group_id=group_id,
object_id=0,
position=control_point.position,
heading=0,
cp_id=control_point.id,
control_point=control_point,
dcs_identifier="LHA",
airbase_group=True,
sea_object=True
@ -189,16 +177,18 @@ class MissileSiteGroundObject(TheaterGroundObject):
name=name,
category="aa",
group_id=group_id,
object_id=0,
position=position,
heading=0,
cp_id=control_point.id,
control_point=control_point,
dcs_identifier="AA",
airbase_group=False,
sea_object=False
)
# TODO: Differentiate types.
# This type gets used both for AA sites (SAM, AAA, or SHORAD) but also for the
# armor garrisons at airbases. These should each be split into their own types.
class SamGroundObject(TheaterGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint, for_airbase: bool) -> None:
@ -206,14 +196,26 @@ class SamGroundObject(TheaterGroundObject):
name=name,
category="aa",
group_id=group_id,
object_id=0,
position=position,
heading=0,
cp_id=control_point.id,
control_point=control_point,
dcs_identifier="AA",
airbase_group=for_airbase,
sea_object=False
)
# Set by the SAM unit generator if the generated group is compatible
# with Skynet.
self.skynet_capable = False
@property
def group_name(self) -> str:
if self.skynet_capable:
# Prefix the group names of SAM sites with the side color so Skynet
# can find them.
color = "BLUE" if self.control_point.captured else "RED"
return f"{color}|SAM|{self.group_id}"
else:
return super().group_name
class ShipGroundObject(TheaterGroundObject):
@ -223,10 +225,9 @@ class ShipGroundObject(TheaterGroundObject):
name=name,
category="aa",
group_id=group_id,
object_id=0,
position=position,
heading=0,
cp_id=control_point.id,
control_point=control_point,
dcs_identifier="AA",
airbase_group=False,
sea_object=True