Ejemplo n.º 1
0
    def generate(self) -> bool:
        if not super().generate():
            return False

        lha_names = self.faction.helicopter_carrier_names
        if not lha_names:
            logging.info(
                f"Skipping generation of {self.control_point.name} because "
                f"{self.faction_name} has no LHAs")
            return False

        # Create ground object group
        group_id = self.game.next_group_id()
        g = LhaGroundObject(namegen.random_objective_name(), group_id,
                            self.control_point)
        group = generate_lha_group(self.faction_name, self.game, g)
        g.groups = []
        if group is not None:
            g.groups.append(group)
        self.control_point.connected_objectives.append(g)
        self.control_point.name = random.choice(lha_names)
        return True
Ejemplo n.º 2
0
def generate_groundobjects(theater: ConflictTheater, game):
    with open("resources/groundobject_templates.p", "rb") as f:
        tpls = pickle.load(f)

    group_id = 0
    cp_to_remove = []
    for cp in theater.controlpoints:
        group_id = generate_cp_ground_points(cp, theater, game, group_id, tpls)

        # CP
        if cp.captured:
            faction_name = game.player_name
        else:
            faction_name = game.enemy_name

        if cp.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
            # Create ground object group
            group_id = game.next_group_id()
            g = TheaterGroundObject("CARRIER")
            g.group_id = group_id
            g.object_id = 0
            g.cp_id = cp.id
            g.airbase_group = True
            g.dcs_identifier = "CARRIER"
            g.sea_object = True
            g.obj_name = namegen.random_objective_name()
            g.heading = 0
            g.position = Point(cp.position.x, cp.position.y)
            group = generate_carrier_group(faction_name, game, g)
            g.groups = []
            if group is not None:
                g.groups.append(group)
            cp.ground_objects.append(g)
            # Set new name :
            if "carrier_names" in db.FACTIONS[faction_name]:
                cp.name = random.choice(
                    db.FACTIONS[faction_name]["carrier_names"])
            else:
                cp_to_remove.append(cp)
        elif cp.cptype == ControlPointType.LHA_GROUP:
            # Create ground object group
            group_id = game.next_group_id()
            g = TheaterGroundObject("LHA")
            g.group_id = group_id
            g.object_id = 0
            g.cp_id = cp.id
            g.airbase_group = True
            g.dcs_identifier = "LHA"
            g.sea_object = True
            g.obj_name = namegen.random_objective_name()
            g.heading = 0
            g.position = Point(cp.position.x, cp.position.y)
            group = generate_lha_group(faction_name, game, g)
            g.groups = []
            if group is not None:
                g.groups.append(group)
            cp.ground_objects.append(g)
            # Set new name :
            if "lhanames" in db.FACTIONS[faction_name]:
                cp.name = random.choice(db.FACTIONS[faction_name]["lhanames"])
            else:
                cp_to_remove.append(cp)
        else:

            for i in range(random.randint(3, 6)):

                logging.info("GENERATE BASE DEFENSE")
                point = find_location(True, cp.position, theater, 800, 3200,
                                      [], True)
                logging.info(point)

                if point is None:
                    logging.info(
                        "Couldn't find point for {} base defense".format(cp))
                    continue

                group_id = game.next_group_id()

                g = TheaterGroundObject("aa")
                g.group_id = group_id
                g.object_id = 0
                g.cp_id = cp.id
                g.airbase_group = True
                g.dcs_identifier = "AA"
                g.sea_object = False
                g.obj_name = namegen.random_objective_name()
                g.heading = 0
                g.position = Point(point.x, point.y)

                generate_airbase_defense_group(i, g, faction_name, game, cp)
                cp.ground_objects.append(g)

            logging.info("---------------------------")
            logging.info("CP Generation : " + cp.name)
            for ground_object in cp.ground_objects:
                logging.info(ground_object.groups)

        # Generate navy groups
        if "boat" in db.FACTIONS[faction_name].keys():

            if cp.captured and game.settings.do_not_generate_player_navy:
                continue

            if not cp.captured and game.settings.do_not_generate_enemy_navy:
                continue

            boat_count = 1
            if "boat_count" in db.FACTIONS[faction_name].keys():
                boat_count = int(db.FACTIONS[faction_name]["boat_count"])

            for i in range(boat_count):

                point = find_location(False, cp.position, theater, 5000, 40000,
                                      [], False)

                if point is None:
                    logging.info("Couldn't find point for {} ships".format(cp))
                    continue

                group_id = game.next_group_id()

                g = TheaterGroundObject("aa")
                g.group_id = group_id
                g.object_id = 0
                g.cp_id = cp.id
                g.airbase_group = False
                g.dcs_identifier = "AA"
                g.sea_object = True
                g.obj_name = namegen.random_objective_name()
                g.heading = 0
                g.position = Point(point.x, point.y)

                group = generate_ship_group(game, g, faction_name)
                g.groups = []
                if group is not None:
                    g.groups.append(group)
                    cp.ground_objects.append(g)

        if "missiles" in db.FACTIONS[faction_name].keys():

            missiles_count = 1
            if "missiles_count" in db.FACTIONS[faction_name].keys():
                missiles_count = int(
                    db.FACTIONS[faction_name]["missiles_count"])

            for i in range(missiles_count):

                point = find_location(True, cp.position, theater, 2500, 40000,
                                      [], False)

                if point is None:
                    logging.info(
                        "Couldn't find point for {} missiles".format(cp))
                    continue

                group_id = game.next_group_id()

                g = TheaterGroundObject("aa")
                g.group_id = group_id
                g.object_id = 0
                g.cp_id = cp.id
                g.airbase_group = False
                g.dcs_identifier = "AA"
                g.sea_object = False
                g.obj_name = namegen.random_objective_name()
                g.heading = 0
                g.position = Point(point.x, point.y)

                group = generate_missile_group(game, g, faction_name)
                g.groups = []
                if group is not None:
                    g.groups.append(group)
                    cp.ground_objects.append(g)

    for cp in cp_to_remove:
        theater.controlpoints.remove(cp)