dcs_liberation/gen/convoys.py
Dan Albert d11c9a4615 Use convoy spawn points defined by the campaign.
The start/end points of the waypoints that define the course of the
front line also define the spawn points for convoys. Use them.

https://github.com/Khopa/dcs_liberation/issues/824
2021-04-18 23:57:13 -07:00

92 lines
2.8 KiB
Python

from __future__ import annotations
import itertools
from typing import Dict, TYPE_CHECKING, Type
from dcs import Mission
from dcs.mapping import Point
from dcs.point import PointAction
from dcs.unit import Vehicle
from dcs.unitgroup import VehicleGroup
from dcs.unittype import VehicleType
from game.transfers import RoadTransferOrder
from game.unitmap import UnitMap
if TYPE_CHECKING:
from game import Game
class ConvoyGenerator:
def __init__(self, mission: Mission, game: Game, unit_map: UnitMap) -> None:
self.mission = mission
self.game = game
self.unit_map = unit_map
self.count = itertools.count()
def generate(self) -> None:
# Reset the count to make generation deterministic.
self.count = itertools.count()
for transfer in self.game.transfers:
self.generate_convoy_for(transfer)
def generate_convoy_for(self, transfer: RoadTransferOrder) -> None:
next_hop = transfer.path()[0]
origin = transfer.position.convoy_spawns[next_hop]
destination = next_hop.convoy_spawns[transfer.position]
group = self._create_mixed_unit_group(
f"Convoy {next(self.count)}",
origin,
transfer.units,
transfer.player,
)
group.add_waypoint(destination, move_formation=PointAction.OnRoad)
self.make_drivable(group)
self.unit_map.add_convoy_units(group, transfer)
def _create_mixed_unit_group(
self,
name: str,
position: Point,
units: Dict[Type[VehicleType], int],
for_player: bool,
) -> VehicleGroup:
country = self.mission.country(
self.game.player_country if for_player else self.game.enemy_country
)
unit_types = list(units.items())
main_unit_type, main_unit_count = unit_types[0]
group = self.mission.vehicle_group(
country,
name,
main_unit_type,
position=position,
group_size=main_unit_count,
move_formation=PointAction.OnRoad,
)
unit_name_counter = itertools.count(main_unit_count + 1)
# pydcs spreads units out by 20 in the Y axis by default. Pick up where it left
# off.
y = itertools.count(position.y + main_unit_count * 20, 20)
for unit_type, count in unit_types[1:]:
for i in range(count):
v = self.mission.vehicle(
f"{name} Unit #{next(unit_name_counter)}", unit_type
)
v.position.x = position.x
v.position.y = next(y)
v.heading = 0
group.add_unit(v)
return group
@staticmethod
def make_drivable(group: VehicleGroup) -> None:
for v in group.units:
if isinstance(v, Vehicle):
v.player_can_drive = True