from __future__ import annotations import math import random from typing import TYPE_CHECKING, Type from dcs import unitgroup from dcs.mapping import Point from dcs.point import PointAction from dcs.unit import Ship, Vehicle from dcs.unittype import VehicleType from game.factions.faction import Faction from game.theater.theatergroundobject import TheaterGroundObject if TYPE_CHECKING: from game.game import Game # 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: 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.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 def generate(self): raise NotImplementedError def get_generated_group(self) -> unitgroup.VehicleGroup: return self.vg def add_unit( self, unit_type: Type[VehicleType], name: str, pos_x: float, pos_y: float, heading: int, ) -> Vehicle: return self.add_unit_to_group( self.vg, unit_type, name, Point(pos_x, pos_y), heading ) def add_unit_to_group( self, group: unitgroup.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) return unit def get_circular_position(self, num_units, launcher_distance, coverage=90): """ 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 x in range(1, num_units + 1): positions.append( ( self.position.x + launcher_distance * math.cos(math.radians(current_offset)), self.position.y + launcher_distance * math.sin(math.radians(current_offset)), current_offset, ) ) 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 ): self.game = game self.go = ground_object self.position = ground_object.position self.heading = random.randint(0, 359) self.faction = faction 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) -> Ship: unit = Ship(self.game.next_unit_id(), f"{self.go.group_name}|{name}", unit_type) unit.position.x = pos_x unit.position.y = pos_y unit.heading = heading self.vg.add_unit(unit) return unit