from __future__ import annotations import logging import math import random from collections import Iterable from typing import TYPE_CHECKING, Type, TypeVar, Generic, Any from dcs import unitgroup from dcs.mapping import Point from dcs.point import PointAction from dcs.unit import Ship, Vehicle, Unit from dcs.unitgroup import ShipGroup, VehicleGroup from dcs.unittype import VehicleType, UnitType, ShipType from game.dcs.groundunittype import GroundUnitType from game.factions.faction import Faction from game.theater.theatergroundobject import TheaterGroundObject, NavalGroundObject if TYPE_CHECKING: from game.game import Game GroupT = TypeVar("GroupT", VehicleGroup, ShipGroup) UnitT = TypeVar("UnitT", bound=Unit) UnitTypeT = TypeVar("UnitTypeT", bound=Type[UnitType]) TgoT = TypeVar("TgoT", bound=TheaterGroundObject[Any]) # TODO: Generate a group description rather than a pydcs group. # It appears that all of this work gets redone at miz generation time (see # groundobjectsgen for an example). We can do less work and include the data we # care about in the format we want if we just generate our own group description # types rather than pydcs groups. class GroupGenerator(Generic[GroupT, UnitT, UnitTypeT, TgoT]): def __init__(self, game: Game, ground_object: TgoT, group: GroupT) -> None: self.game = game self.go = ground_object self.position = ground_object.position self.heading = random.randint(0, 359) self.price = 0 self.vg: GroupT = group def generate(self) -> None: raise NotImplementedError def get_generated_group(self) -> GroupT: return self.vg def add_unit( self, unit_type: UnitTypeT, name: str, pos_x: float, pos_y: float, heading: int, ) -> UnitT: return self.add_unit_to_group( self.vg, unit_type, name, Point(pos_x, pos_y), heading ) def add_unit_to_group( self, group: GroupT, unit_type: UnitTypeT, name: str, position: Point, heading: int, ) -> UnitT: raise NotImplementedError class VehicleGroupGenerator( Generic[TgoT], GroupGenerator[VehicleGroup, Vehicle, Type[VehicleType], TgoT] ): def __init__(self, game: Game, ground_object: TgoT) -> None: super().__init__( game, ground_object, unitgroup.VehicleGroup(game.next_group_id(), ground_object.group_name), ) wp = self.vg.add_waypoint(self.position, PointAction.OffRoad, 0) wp.ETA_locked = True def generate(self) -> None: raise NotImplementedError def add_unit_to_group( self, group: VehicleGroup, unit_type: Type[VehicleType], name: str, position: Point, heading: int, ) -> Vehicle: unit = Vehicle(self.game.next_unit_id(), f"{group.name}|{name}", unit_type.id) unit.position = position unit.heading = heading group.add_unit(unit) # get price of unit to calculate the real price of the whole group try: ground_unit_type = next(GroundUnitType.for_dcs_type(unit_type)) self.price += ground_unit_type.price except StopIteration: logging.error(f"Cannot get price for unit {unit_type.name}") return unit def get_circular_position( self, num_units: int, launcher_distance: int, coverage: int = 90 ) -> Iterable[tuple[float, float, int]]: """ Given a position on the map, array a group of units in a circle a uniform distance from the unit :param num_units: number of units to play on the circle :param launcher_distance: distance the units should be from the center unit :param coverage: 0-360 :return: list of tuples representing each unit location [(pos_x, pos_y, heading), ...] """ if coverage == 360: # one of the positions is shared :'( outer_offset = coverage / num_units else: outer_offset = coverage / (num_units - 1) positions = [] if num_units % 2 == 0: current_offset = self.heading - ((coverage / (num_units - 1)) / 2) else: current_offset = self.heading current_offset -= outer_offset * (math.ceil(num_units / 2) - 1) for _ in range(1, num_units + 1): x: float = self.position.x + launcher_distance * math.cos( math.radians(current_offset) ) y: float = self.position.y + launcher_distance * math.sin( math.radians(current_offset) ) heading = current_offset positions.append((x, y, int(heading))) current_offset += outer_offset return positions class ShipGroupGenerator( GroupGenerator[ShipGroup, Ship, Type[ShipType], NavalGroundObject] ): """Abstract class for other ship generator classes""" def __init__(self, game: Game, ground_object: NavalGroundObject, faction: Faction): super().__init__( game, ground_object, unitgroup.ShipGroup(game.next_group_id(), ground_object.group_name), ) self.faction = faction wp = self.vg.add_waypoint(self.position, 0) wp.ETA_locked = True def generate(self) -> None: raise NotImplementedError def add_unit_to_group( self, group: ShipGroup, unit_type: Type[ShipType], name: str, position: Point, heading: int, ) -> Ship: unit = Ship(self.game.next_unit_id(), f"{self.go.group_name}|{name}", unit_type) unit.position = position unit.heading = heading group.add_unit(unit) return unit