def generate(self) -> None: if self.game.position_culled(self.ground_object.position): return for group in self.ground_object.groups: if not group.units: logging.warning(f"Found empty group in {self.ground_object}") continue unit_type = unit_type_from_name(group.units[0].type) if unit_type is None: raise RuntimeError( f"Unrecognized unit type: {group.units[0].type}") vg = self.m.vehicle_group(self.country, group.name, unit_type, position=group.position, heading=group.units[0].heading) vg.units[0].name = self.m.string(group.units[0].name) vg.units[0].player_can_drive = True for i, u in enumerate(group.units): if i > 0: vehicle = Vehicle(self.m.next_unit_id(), self.m.string(u.name), u.type) vehicle.position.x = u.position.x vehicle.position.y = u.position.y vehicle.heading = u.heading vehicle.player_can_drive = True vg.add_unit(vehicle) self.enable_eplrs(vg, unit_type) self.set_alarm_state(vg)
def generate(self) -> None: if self.culled: return for group in self.ground_object.groups: if not group.units: logging.warning(f"Found empty group in {self.ground_object}") continue unit_type = vehicle_type_from_name(group.units[0].type) vg = self.m.vehicle_group( self.country, group.name, unit_type, position=group.position, heading=group.units[0].heading, ) vg.units[0].name = group.units[0].name vg.units[0].player_can_drive = True for i, u in enumerate(group.units): if i > 0: vehicle = Vehicle(self.m.next_unit_id(), u.name, u.type) vehicle.position.x = u.position.x vehicle.position.y = u.position.y vehicle.heading = u.heading vehicle.player_can_drive = True vg.add_unit(vehicle) self.enable_eplrs(vg, unit_type) self.set_alarm_state(vg) self._register_unit_group(group, vg)
def generate(self): for cp in self.game.theater.controlpoints: if cp.captured: country = self.game.player_country else: country = self.game.enemy_country side = self.m.country(country) for ground_object in cp.ground_objects: if ground_object.dcs_identifier == "AA": if self.game.position_culled(ground_object.position): continue for g in ground_object.groups: if len(g.units) > 0: utype = unit_type_from_name(g.units[0].type) if not ground_object.sea_object: vg = self.m.vehicle_group( side, g.name, utype, position=g.position, heading=g.units[0].heading) vg.units[0].name = self.m.string( g.units[0].name) vg.units[0].player_can_drive = True for i, u in enumerate(g.units): if i > 0: vehicle = Vehicle( self.m.next_unit_id(), self.m.string(u.name), u.type) vehicle.position.x = u.position.x vehicle.position.y = u.position.y vehicle.heading = u.heading vehicle.player_can_drive = True vg.add_unit(vehicle) if hasattr(utype, 'eplrs'): if utype.eplrs: vg.points[0].tasks.append(EPLRS(vg.id)) else: vg = self.m.ship_group( side, g.name, utype, position=g.position, heading=g.units[0].heading) vg.units[0].name = self.m.string( g.units[0].name) for i, u in enumerate(g.units): utype = unit_type_from_name(u.type) if i > 0: ship = Ship(self.m.next_unit_id(), self.m.string(u.name), utype) ship.position.x = u.position.x ship.position.y = u.position.y ship.heading = u.heading vg.add_unit(ship) if self.game.settings.perf_red_alert_state: vg.points[0].tasks.append(OptAlarmState(2)) else: vg.points[0].tasks.append(OptAlarmState(1)) elif ground_object.dcs_identifier in ["CARRIER", "LHA"]: for g in ground_object.groups: if len(g.units) > 0: utype = unit_type_from_name(g.units[0].type) if ground_object.dcs_identifier == "CARRIER" and self.game.settings.supercarrier == True: utype = db.upgrade_to_supercarrier( utype, cp.name) sg = self.m.ship_group(side, g.name, utype, position=g.position, heading=g.units[0].heading) atc_channel = self.radio_registry.alloc_uhf() sg.set_frequency(atc_channel.hertz) sg.units[0].name = self.m.string(g.units[0].name) for i, u in enumerate(g.units): if i > 0: ship = Ship(self.m.next_unit_id(), self.m.string(u.name), unit_type_from_name(u.type)) ship.position.x = u.position.x ship.position.y = u.position.y ship.heading = u.heading # TODO: Verify. ship.set_frequency(atc_channel.hertz) sg.add_unit(ship) # Find carrier direction (In the wind) found_carrier_destination = False attempt = 0 while not found_carrier_destination and attempt < 5: point = sg.points[ 0].position.point_from_heading( self.m.weather.wind_at_ground.direction + 180, 100000 - attempt * 20000) if self.game.theater.is_in_sea(point): found_carrier_destination = True sg.add_waypoint(point) else: attempt = attempt + 1 # Set UP TACAN and ICLS tacan = self.tacan_registry.alloc_for_band( TacanBand.X) icls_channel = next(self.icls_alloc) # TODO: Assign these properly. if ground_object.dcs_identifier == "CARRIER": tacan_callsign = random.choice([ "STE", "CVN", "CVH", "CCV", "ACC", "ARC", "GER", "ABR", "LIN", "TRU", ]) else: tacan_callsign = random.choice([ "LHD", "LHA", "LHB", "LHC", "LHD", "LDS", ]) sg.points[0].tasks.append( ActivateBeaconCommand( channel=tacan.number, modechannel=tacan.band.value, callsign=tacan_callsign, unit_id=sg.units[0].id, aa=False)) sg.points[0].tasks.append( ActivateICLSCommand(icls_channel, unit_id=sg.units[0].id)) # TODO: Make unit name usable. # This relies on one control point mapping exactly # to one LHA, carrier, or other usable "runway". # This isn't wholly true, since the DD escorts of # the carrier group are valid for helicopters, but # they aren't exposed as such to the game. Should # clean this up so that's possible. We can't use the # unit name since it's an arbitrary ID. self.runways[cp.name] = RunwayData( cp.name, "N/A", atc=atc_channel, tacan=tacan, tacan_callsign=tacan_callsign, icls=icls_channel, ) else: if self.game.position_culled(ground_object.position): continue static_type = None if ground_object.dcs_identifier in warehouse_map: static_type = warehouse_map[ ground_object.dcs_identifier] elif ground_object.dcs_identifier in fortification_map: static_type = fortification_map[ ground_object.dcs_identifier] elif ground_object.dcs_identifier in FORTIFICATION_UNITS_ID: for f in FORTIFICATION_UNITS: if f.id == ground_object.dcs_identifier: unit_type = f break else: print("Didn't find {} in static _map(s)!".format( ground_object.dcs_identifier)) continue if static_type is None: if not ground_object.is_dead: group = self.m.vehicle_group( country=side, name=ground_object.string_identifier, _type=unit_type, position=ground_object.position, heading=ground_object.heading, ) logging.info( "generated {}object identifier {} with mission id {}" .format( "dead " if ground_object.is_dead else "", group.name, group.id)) else: group = self.m.static_group( country=side, name=ground_object.string_identifier, _type=static_type, position=ground_object.position, heading=ground_object.heading, dead=ground_object.is_dead, ) logging.info( "generated {}object identifier {} with mission id {}" .format("dead " if ground_object.is_dead else "", group.name, group.id))