Merge pull request #37 from spencershepard/develop

v1.2.0
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spencershepard 2022-06-30 09:04:05 -07:00 committed by GitHub
commit 2f6c89983a
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43 changed files with 1481 additions and 8393 deletions

9
.gitignore vendored
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@ -15,5 +15,14 @@ Generator/utils/extract units/units.txt
generator.log
templates/Scenarios/user
templates/Scenarios/downloaded
templates/Imports/user
templates/Imports/downloaded
templates/Forces/user
templates/Forces/downloaded
config/user-data.yaml
*.exe
config/user-data.yaml
server/user-files/modules/mapscript-sql.py
distribution/
MissionOutput/

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@ -2,6 +2,7 @@ import json
import yaml
import sys
import os
import operator
import RotorOpsMission as ROps
import RotorOpsUnits
@ -28,10 +29,18 @@ import qtmodern.windows
# UPDATE BUILD VERSION
maj_version = 1
minor_version = 1
patch_version = 2
minor_version = 2
patch_version = 0
modules_version = 2
modules_url = 'https://dcs-helicopters.com/user-files/modules/'
version_url = 'https://dcs-helicopters.com/app-updates/versions.yaml'
modules_map_url = 'https://dcs-helicopters.com/user-files/modules/module-map-v2.yaml'
ratings_url = 'https://dcs-helicopters.com/user-files/ratings.php'
allowed_paths = ['templates\\Scenarios\\downloaded', 'templates\\Forces\\downloaded', 'templates\\Imports\\downloaded']
user_files_url = 'https://dcs-helicopters.com/user-files/'
version_url = 'https://dcs-helicopters.com/app-updates/versioncheck.yaml'
#Setup logfile and exception handler
logger = logging.getLogger(__name__)
@ -50,27 +59,39 @@ class directories:
os.chdir("..")
cls.home_dir = os.getcwd()
cls.scenarios = cls.home_dir + "\\templates\\Scenarios"
cls.forces = cls.home_dir + "\\templates\\Forces"
cls.forces_downloaded = cls.home_dir + "\\templates\\Forces\\downloaded"
cls.forces_user = cls.home_dir + "\\templates\\Forces\\user"
cls.scripts = cls.home_dir + "\\scripts"
cls.sound = cls.home_dir + "\\sound\\embedded"
cls.output = cls.home_dir + "\\MissionOutput"
cls.assets = cls.home_dir + "\\assets"
cls.imports = cls.home_dir + "\\templates\\Imports"
cls.imports_downloaded = cls.home_dir + "\\templates\\Imports\\downloaded"
cls.imports_user = cls.home_dir + "\\templates\\Imports\\user"
cls.user_datafile_path = cls.home_dir + "\\config\\user-data.yaml"
cls.scenarios_downloaded = cls.scenarios + "\\downloaded"
cls.scenarios_user = cls.scenarios + "\\user"
cls.default_config = cls.home_dir + '\\config\\default-config.yaml'
os.chdir(current_dir)
directories.find()
@classmethod
def createDirectories(cls):
required_dirs = [cls.scenarios_user, cls.scenarios_downloaded, cls.imports_user, cls.imports_downloaded, cls.forces_user, cls.forces_downloaded, cls.output]
for path in required_dirs:
if not os.path.exists(path):
os.makedirs(path)
import MissionGeneratorScenario
directories.find()
directories.createDirectories()
import MissionGeneratorTemplates
def handle_exception(exc_type, exc_value, exc_traceback):
if issubclass(exc_type, KeyboardInterrupt): #example of handling error subclasses
sys.__excepthook__(exc_type, exc_value, exc_traceback)
return
QApplication.restoreOverrideCursor()
logger.error("Uncaught exception", exc_info=(exc_type, exc_value, exc_traceback))
msg = QMessageBox()
msg.setWindowTitle("Uncaught exception")
@ -82,9 +103,6 @@ sys.excepthook = handle_exception
version_string = str(maj_version) + "." + str(minor_version) + "." + str(patch_version)
# scenarios = []
red_forces_files = []
blue_forces_files = []
defenders_text = "Defending Forces:"
attackers_text = "Attacking Forces:"
ratings_json = None
@ -120,16 +138,17 @@ class Window(QMainWindow, Ui_MainWindow):
self.player_slots = []
self.user_output_dir = None
self.user_data = None
self.forces_list = []
self.imports_list = []
self.user_data = self.loadUserData()
self.m = ROps.RotorOpsMission()
self.setupUi(self)
self.connectSignalsSlots()
self.populateScenarios()
self.populateForces("red", self.redforces_comboBox, red_forces_files)
self.populateForces("blue", self.blueforces_comboBox, blue_forces_files)
self.populateForces()
self.populateSlotSelection()
self.getImports()
# self.blue_forces_label.setText(attackers_text)
# self.red_forces_label.setText(defenders_text)
@ -139,11 +158,15 @@ class Window(QMainWindow, Ui_MainWindow):
"QStatusBar{padding-left:5px;}")
self.version_label.setText("Version " + version_string)
self.scenarioChanged()
self.time_comboBox.addItem("Default Time")
self.time_comboBox.addItem("Day")
self.time_comboBox.addItem("Night")
self.time_comboBox.addItem("Dusk")
self.time_comboBox.addItem("Dawn")
self.time_comboBox.addItem("Noon")
self.time_comboBox.addItem("Random")
def connectSignalsSlots(self):
@ -212,7 +235,7 @@ class Window(QMainWindow, Ui_MainWindow):
basename = filename.removesuffix('.miz')
mizpath = os.path.join(path, folder, filename)
# create scenario object
s = MissionGeneratorScenario.Scenario(mizpath, basename)
s = MissionGeneratorTemplates.Scenario(mizpath, basename)
#apply some properties if found in the downloads directory
if path == directories.scenarios_downloaded:
@ -221,7 +244,6 @@ class Window(QMainWindow, Ui_MainWindow):
s.packageID = folder
if ratings_json:
print(ratings_json)
for module in ratings_json:
if module['package'] == folder:
s.rating = module["avg_rating"]
@ -256,8 +278,8 @@ class Window(QMainWindow, Ui_MainWindow):
t_scenarios.append(s)
scenarios = t_scenarios.copy()
#self.scenario_comboBox.addItem(s.name)
self.scenarios_list = scenarios.copy()
self.scenarios_list = sorted(scenarios, key=lambda x: x.name, reverse=False)
for s in self.scenarios_list:
self.scenario_comboBox.addItem(s.name)
@ -268,18 +290,67 @@ class Window(QMainWindow, Ui_MainWindow):
self.populateScenarios()
# self.scenarioChanged() haven't tried yet
def populateForces(self, side, combobox, files_list):
os.chdir(directories.home_dir)
# os.chdir(directories.forces + "/" + side)
os.chdir(directories.forces)
path = os.getcwd()
dir_list = os.listdir(path)
logger.info("Looking for " + side + " Forces files in '" + path)
def populateForces(self):
self.forces_list = []
for filename in dir_list:
if filename.endswith(".miz"):
files_list.append(filename)
combobox.addItem(filename.removesuffix('.miz'))
for path in [directories.forces_downloaded, directories.forces_user]:
logger.info("Looking for forces files in " + path)
os.chdir(path)
module_folders = next(os.walk('.'))[1]
for folder in module_folders:
for filename in os.listdir(folder):
if filename.endswith(".miz"):
basename = filename.removesuffix('.miz')
mizpath = os.path.join(path, folder, filename)
config_file_path = os.path.join(path, folder, basename + '.yaml')
if os.path.exists(config_file_path):
# create forces object with config
try:
config = yaml.safe_load(open(config_file_path))
f = MissionGeneratorTemplates.Forces(mizpath, filename, config)
self.forces_list.append(f)
except:
logger.error("Error in " + config_file_path)
else:
# create forces object without config
f = MissionGeneratorTemplates.Forces(mizpath, basename)
self.forces_list.append(f)
self.forces_list = sorted(self.forces_list, key=lambda x: x.name, reverse=False)
for forces in self.forces_list:
self.redforces_comboBox.addItem(forces.name)
self.blueforces_comboBox.addItem(forces.name)
def getImports(self):
self.imports_list = []
for path in [directories.imports_downloaded, directories.imports_user]:
logger.info("Looking for imports files in " + path)
os.chdir(path)
module_folders = next(os.walk('.'))[1]
for folder in module_folders:
for filename in os.listdir(folder):
if filename.endswith(".miz"):
basename = filename.removesuffix('.miz')
mizpath = os.path.join(path, folder, filename)
config_file_path = os.path.join(path, folder, basename + '.yaml')
if os.path.exists(config_file_path):
# create imports object with config
try:
config = yaml.safe_load(config_file_path)
f = MissionGeneratorTemplates.Import(mizpath, filename, config)
self.imports_list.append(f)
except:
logger.error("Error in " + config_file_path)
else:
# create imports object without config
f = MissionGeneratorTemplates.Import(mizpath, filename)
self.imports_list.append(f)
def populateSlotSelection(self):
self.slot_template_comboBox.addItem("Multiple Slots")
@ -321,8 +392,7 @@ class Window(QMainWindow, Ui_MainWindow):
# reset some UI elements
self.defense_checkBox.setEnabled(True)
if self.lockedSlot():
self.slot_template_comboBox.removeItem(self.lockedSlot())
self.slot_template_comboBox.removeItem(self.lockedSlot())
self.slot_template_comboBox.setEnabled(True)
self.slot_template_comboBox.setCurrentIndex(0)
@ -362,11 +432,14 @@ class Window(QMainWindow, Ui_MainWindow):
button.setEnabled(True)
if 'blue_forces' in config:
self.blueforces_comboBox.setCurrentIndex(self.blueforces_comboBox.findText(config['blue_forces']))
for template in self.forces_list:
if template.basename == config['blue_forces']:
self.blueforces_comboBox.setCurrentIndex(self.blueforces_comboBox.findText(template.name))
if 'red_forces' in config:
if self.redforces_comboBox.findText(config['red_forces']) >= 0:
self.redforces_comboBox.setCurrentIndex(self.redforces_comboBox.findText(config['red_forces']))
for template in self.forces_list:
if template.basename == config['red_forces']:
self.redforces_comboBox.setCurrentIndex(self.redforces_comboBox.findText(template.name))
except Exception as e:
logger.error("Error loading config file: " + str(e))
@ -416,16 +489,16 @@ class Window(QMainWindow, Ui_MainWindow):
return
QApplication.setOverrideCursor(Qt.WaitCursor)
self.slot_template_comboBox.setCurrentIndex(0)
self.scenario = self.scenarios_list[self.scenario_comboBox.currentIndex()]
# reset generator options to default
default_config = self.loadScenarioConfig(directories.default_config)
self.applyScenarioConfig(default_config)
if self.scenario.config:
self.applyScenarioConfig(self.scenario.config)
self.m.setConfig(self.scenario.config)
else:
default_config = self.loadScenarioConfig(directories.default_config)
self.applyScenarioConfig(default_config)
self.m.setConfig(default_config)
path = self.scenario.path.removesuffix(".miz") + ".jpg"
if os.path.isfile(path):
@ -462,17 +535,27 @@ class Window(QMainWindow, Ui_MainWindow):
def generateMissionAction(self):
QApplication.setOverrideCursor(Qt.WaitCursor)
red_forces_filename = red_forces_files[self.redforces_comboBox.currentIndex()]
blue_forces_filename = blue_forces_files[self.blueforces_comboBox.currentIndex()]
red_forces = self.forces_list[self.redforces_comboBox.currentIndex()]
blue_forces = self.forces_list[self.blueforces_comboBox.currentIndex()]
scenario_name = self.scenario.name
scenario_path = self.scenario.path
source = "offline"
credits = ("'" + scenario_name + "' mission template by " + self.scenario.author + "\n" +
"'" + red_forces.name + "' by " + red_forces.author + "\n" +
"'" + blue_forces.name + "' by " + blue_forces.author + "\n"
)
objects = {
"imports": self.imports_list,
}
data = {
"source": source,
"objects": objects,
"credits": credits,
"scenario_file": scenario_path,
"scenario_name": scenario_name,
"red_forces_filename": red_forces_filename,
"blue_forces_filename": blue_forces_filename,
"red_forces_path": red_forces.path,
"blue_forces_path": blue_forces.path,
"red_quantity": self.redqty_spinBox.value(),
"blue_quantity": self.blueqty_spinBox.value(),
"inf_spawn_qty": self.inf_spawn_spinBox.value(),
@ -483,7 +566,7 @@ class Window(QMainWindow, Ui_MainWindow):
"f_awacs": self.awacs_checkBox.isChecked(),
"f_tankers": self.tankers_checkBox.isChecked(),
"voiceovers": self.voiceovers_checkBox.isChecked(),
"force_offroad": self.force_offroad_checkBox.isChecked(),
"force_offroad": self.scenario.getConfigValue("force_offroad", default=False),
"game_display": self.game_status_checkBox.isChecked(),
"defending": self.defense_checkBox.isChecked(),
"slots": self.slot_template_comboBox.currentText(),
@ -494,6 +577,17 @@ class Window(QMainWindow, Ui_MainWindow):
"smoke_pickup_zones": self.smoke_pickup_zone_checkBox.isChecked(),
"player_slots": self.player_slots,
"player_hotstart": self.hotstart_checkBox.isChecked(),
"random_weather": self.random_weather_checkBox.isChecked(),
"time": self.time_comboBox.currentText(),
"start_trigger": self.scenario.getConfigValue("start_trigger", default=True),
"end_trigger": self.scenario.getConfigValue("end_trigger", default=True),
"farp_spawns": self.farp_spawn_checkBox.isChecked(),
"staging_logistics_file": self.scenario.getConfigValue("staging_logistics_file", default=None),
"zone_farp_file": self.scenario.getConfigValue("zone_farp_file", default=None),
"defensive_farp_file": self.scenario.getConfigValue("defensive_farp_file", default=None),
"logistics_farp_file": self.scenario.getConfigValue("logistics_farp_file", default=None),
"zone_protect_file": self.scenario.getConfigValue("zone_protect_file", default=None),
"script": self.scenario.getConfigValue("script", default=None),
}
logger.info("Generating mission with options:")
@ -674,7 +768,7 @@ class Window(QMainWindow, Ui_MainWindow):
def checkVersion(splashscreen):
version_url = 'https://dcs-helicopters.com/app-updates/versioncheck.yaml'
try:
r = requests.get(version_url, allow_redirects=False, timeout=7)
v = yaml.safe_load(r.content)
@ -693,31 +787,33 @@ def checkVersion(splashscreen):
modules_url = 'https://dcs-helicopters.com/user-files/modules/'
version_url = 'https://dcs-helicopters.com/app-updates/versions.yaml'
modules_map_url = 'https://dcs-helicopters.com/user-files/modules/module-map.yaml'
ratings_url = 'https://dcs-helicopters.com/user-files/ratings.php'
def loadModules(splashscreen):
msg = QMessageBox()
msg.setWindowTitle("Unable to connect to server")
msg.setText(
"We were unable to connect to the RotorOps server to download content. This is a temporary problem, so please try again later. If the problem persists, please get in touch via Discord.")
try:
r = requests.get(modules_map_url, allow_redirects=False, timeout=7)
if not r.status_code == 200:
logger.error("Could not retrieve the modules map.")
x = msg.exec_()
return
except:
logger.error("Failed to retrieve module map.")
x = msg.exec_()
return
module_list = yaml.safe_load(r.content)
files_success = []
files_failed = []
new_scenarios = []
updated_scenarios = []
new_modules = []
updated_modules = []
outversioned_modules = []
# Download scenarios files
#os.chdir(directories.scenarios)
if module_list:
for module in module_list:
@ -725,15 +821,31 @@ def loadModules(splashscreen):
should_download = False
new_module = False
# only allow predefined paths
dp = module_list[module]["path"]
if dp not in allowed_paths:
logger.warning("Invalid path for module: " + module)
continue
# check if local version already exists
package_file_path = os.path.join(directories.scenarios_downloaded, module, "package.yaml")
package_file_path = os.path.join(directories.home_dir, module_list[module]["path"], module, "package.yaml")
if os.path.exists(package_file_path):
pkg_file = yaml.safe_load(open(package_file_path))
else:
pkg_file = None
#compare local and remote versions
# compare required generator version and actual version
if 'requires' in module_list[module]:
if module_list[module]['requires'] > modules_version:
name = 'unknown module'
if 'name' in module_list[module]:
name = module_list[module]['name']
outversioned_modules.append(name)
continue
# compare local and remote versions
if pkg_file and 'version' in pkg_file:
local_version = pkg_file['version']
@ -744,6 +856,20 @@ def loadModules(splashscreen):
should_download = True
new_module = True
# delete modules with 'remove' dist property
if 'dist' in module_list[module] and module_list[module]['dist'] == 'remove':
for filename in module_list[module]["files"]:
module_dir = os.path.join(directories.home_dir, module_list[module]["path"], module)
file_path = os.path.join(module_dir, filename)
if os.path.exists(file_path):
try:
os.remove(file_path)
print("Removed module file: " + filename)
except:
logger.error("Error while trying to remove " + filename)
continue
# download files
if should_download:
logger.info("Updating module: " + module)
module_dir = os.path.join(directories.home_dir, module_list[module]["path"], module)
@ -751,10 +877,11 @@ def loadModules(splashscreen):
# download files in remote package
for filename in module_list[module]["files"]:
broken_file = False
type_path = module_list[module]["type"]
splash.showMessage("Downloading " + filename + " ...", Qt.AlignHCenter | Qt.AlignTop, Qt.white)
app.processEvents()
url = modules_url + module + "/" + filename
url = modules_url + type_path + "/" + module + "/" + filename
try:
r = requests.get(url, allow_redirects=False, timeout=10)
except:
@ -771,9 +898,9 @@ def loadModules(splashscreen):
# do some stuff for the dialog popup
if filename.endswith('.miz') and "name" in module_list[module]:
if new_module:
new_scenarios.append(module_list[module]["name"])
new_modules.append(module_list[module]["name"])
else:
updated_scenarios.append(module_list[module]["name"])
updated_modules.append(module_list[module]["name"])
else:
broken_file = True
files_failed.append(filename)
@ -791,7 +918,7 @@ def loadModules(splashscreen):
logger.error("Problem encountered with modules map.")
# show a popup if we downloaded any packages
if len(files_success) > 0 or len(files_failed) > 0:
if len(files_success) > 0 or len(files_failed) > 0 or len(outversioned_modules) > 0:
if len(files_failed) > 0:
fs = ""
for filename in files_failed:
@ -800,16 +927,18 @@ def loadModules(splashscreen):
msg = QMessageBox()
msg.setWindowTitle("Downloaded Files")
message = ""
if len(new_scenarios) > 0:
message = message + "New scenarios added: \n\n"
for name in new_scenarios:
if len(new_modules) > 0:
message = message + "New modules added: \n\n"
for name in new_modules:
message = message + name + "\n"
if len(updated_scenarios) > 0:
message = message + "\nScenarios updated: \n"
for name in updated_scenarios:
if len(updated_modules) > 0:
message = message + "\nModules updated: \n"
for name in updated_modules:
message = message + name + "\n"
if len(files_failed) > 0:
message = message + "\n\n" + str(len(files_failed)) + " files failed."
if len(outversioned_modules) > 0:
message = message + "\n\n" + str(len(outversioned_modules)) + " modules did not download because you need an required update."
msg.setText(message)
x = msg.exec_()
else:

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@ -19,6 +19,8 @@ class Scenario:
self.rating_qty = None
self.packageID = None
self.local_rating = None
self.author = "unknown"
def applyConfig(self, config):
self.config = config
@ -31,8 +33,16 @@ class Scenario:
if 'tags' in config:
for tag in config['tags']:
self.tags.append(tag)
if 'author' in config:
self.author = config["author"]
def getConfigValue(self, key, default):
if self.config and key in self.config:
return self.config[key]
else:
return default
def evaluateMiz(self):
# check if we have the miz file
@ -116,3 +126,35 @@ class Scenario:
class Forces:
def __init__(self, path, filename, config=None):
self.path = path
self.filename = filename
self.basename = filename.removesuffix('.miz')
self.name = filename.removesuffix('.miz')
self.author = "unknown"
if config:
if 'name' in config:
self.name = config["name"]
if 'author' in config:
self.author = config["author"]
class Import:
def __init__(self, path, filename, config=None):
self.path = path
self.filename = filename
self.name = filename.removesuffix('.miz')
self.author = "unknown"
if config:
if 'name' in config:
self.name = config["name"]
if 'author' in config:
self.author = config["author"]

View File

@ -34,7 +34,7 @@ class Ui_MainWindow(object):
self.centralwidget = QtWidgets.QWidget(MainWindow)
self.centralwidget.setObjectName("centralwidget")
self.logistics_crates_checkBox = QtWidgets.QCheckBox(self.centralwidget)
self.logistics_crates_checkBox.setGeometry(QtCore.QRect(990, 211, 251, 28))
self.logistics_crates_checkBox.setGeometry(QtCore.QRect(980, 211, 251, 28))
font = QtGui.QFont()
font.setPointSize(10)
font.setBold(False)
@ -42,7 +42,7 @@ class Ui_MainWindow(object):
self.logistics_crates_checkBox.setChecked(True)
self.logistics_crates_checkBox.setObjectName("logistics_crates_checkBox")
self.zone_sams_checkBox = QtWidgets.QCheckBox(self.centralwidget)
self.zone_sams_checkBox.setGeometry(QtCore.QRect(990, 320, 241, 28))
self.zone_sams_checkBox.setGeometry(QtCore.QRect(980, 320, 241, 28))
font = QtGui.QFont()
font.setPointSize(10)
font.setBold(False)
@ -79,9 +79,9 @@ class Ui_MainWindow(object):
self.description_textBrowser.setObjectName("description_textBrowser")
self.defense_checkBox = QtWidgets.QCheckBox(self.centralwidget)
self.defense_checkBox.setEnabled(True)
self.defense_checkBox.setGeometry(QtCore.QRect(470, 120, 156, 28))
self.defense_checkBox.setGeometry(QtCore.QRect(470, 130, 156, 28))
font = QtGui.QFont()
font.setPointSize(10)
font.setPointSize(11)
font.setBold(False)
self.defense_checkBox.setFont(font)
self.defense_checkBox.setCheckable(True)
@ -116,7 +116,7 @@ class Ui_MainWindow(object):
self.scenario_label_8.setFont(font)
self.scenario_label_8.setObjectName("scenario_label_8")
self.slot_template_comboBox = QtWidgets.QComboBox(self.centralwidget)
self.slot_template_comboBox.setGeometry(QtCore.QRect(960, 384, 271, 33))
self.slot_template_comboBox.setGeometry(QtCore.QRect(980, 474, 271, 33))
font = QtGui.QFont()
font.setPointSize(10)
font.setBold(False)
@ -216,7 +216,7 @@ class Ui_MainWindow(object):
self.e_attack_helos_spinBox.setKeyboardTracking(True)
self.e_attack_helos_spinBox.setMinimum(0)
self.e_attack_helos_spinBox.setMaximum(8)
self.e_attack_helos_spinBox.setProperty("value", 2)
self.e_attack_helos_spinBox.setProperty("value", 1)
self.e_attack_helos_spinBox.setObjectName("e_attack_helos_spinBox")
self.scenario_label_7 = QtWidgets.QLabel(self.centralwidget)
self.scenario_label_7.setGeometry(QtCore.QRect(570, 180, 271, 24))
@ -226,20 +226,20 @@ class Ui_MainWindow(object):
self.scenario_label_7.setFont(font)
self.scenario_label_7.setObjectName("scenario_label_7")
self.label_2 = QtWidgets.QLabel(self.centralwidget)
self.label_2.setGeometry(QtCore.QRect(840, 390, 111, 24))
self.label_2.setGeometry(QtCore.QRect(860, 480, 111, 24))
font = QtGui.QFont()
font.setPointSize(10)
font.setBold(False)
self.label_2.setFont(font)
self.label_2.setObjectName("label_2")
self.scenario_label_9 = QtWidgets.QLabel(self.centralwidget)
self.scenario_label_9.setGeometry(QtCore.QRect(490, 450, 251, 23))
self.scenario_label_9.setGeometry(QtCore.QRect(480, 401, 251, 23))
font = QtGui.QFont()
font.setPointSize(10)
self.scenario_label_9.setFont(font)
self.scenario_label_9.setObjectName("scenario_label_9")
self.awacs_checkBox = QtWidgets.QCheckBox(self.centralwidget)
self.awacs_checkBox.setGeometry(QtCore.QRect(990, 246, 241, 28))
self.awacs_checkBox.setGeometry(QtCore.QRect(980, 246, 241, 28))
font = QtGui.QFont()
font.setPointSize(10)
font.setBold(False)
@ -247,7 +247,7 @@ class Ui_MainWindow(object):
self.awacs_checkBox.setChecked(True)
self.awacs_checkBox.setObjectName("awacs_checkBox")
self.tankers_checkBox = QtWidgets.QCheckBox(self.centralwidget)
self.tankers_checkBox.setGeometry(QtCore.QRect(990, 282, 241, 28))
self.tankers_checkBox.setGeometry(QtCore.QRect(980, 282, 241, 28))
font = QtGui.QFont()
font.setPointSize(10)
font.setBold(False)
@ -255,21 +255,21 @@ class Ui_MainWindow(object):
self.tankers_checkBox.setChecked(True)
self.tankers_checkBox.setObjectName("tankers_checkBox")
self.voiceovers_checkBox = QtWidgets.QCheckBox(self.centralwidget)
self.voiceovers_checkBox.setGeometry(QtCore.QRect(960, 517, 171, 24))
self.voiceovers_checkBox.setGeometry(QtCore.QRect(500, 594, 171, 31))
font = QtGui.QFont()
font.setPointSize(9)
self.voiceovers_checkBox.setFont(font)
self.voiceovers_checkBox.setChecked(True)
self.voiceovers_checkBox.setObjectName("voiceovers_checkBox")
self.smoke_pickup_zone_checkBox = QtWidgets.QCheckBox(self.centralwidget)
self.smoke_pickup_zone_checkBox.setGeometry(QtCore.QRect(960, 460, 271, 24))
self.smoke_pickup_zone_checkBox.setGeometry(QtCore.QRect(500, 541, 231, 20))
font = QtGui.QFont()
font.setPointSize(9)
self.smoke_pickup_zone_checkBox.setFont(font)
self.smoke_pickup_zone_checkBox.setChecked(False)
self.smoke_pickup_zone_checkBox.setObjectName("smoke_pickup_zone_checkBox")
self.game_status_checkBox = QtWidgets.QCheckBox(self.centralwidget)
self.game_status_checkBox.setGeometry(QtCore.QRect(960, 490, 271, 24))
self.game_status_checkBox.setGeometry(QtCore.QRect(500, 570, 221, 21))
font = QtGui.QFont()
font.setPointSize(9)
self.game_status_checkBox.setFont(font)
@ -277,24 +277,24 @@ class Ui_MainWindow(object):
self.game_status_checkBox.setTristate(False)
self.game_status_checkBox.setObjectName("game_status_checkBox")
self.label = QtWidgets.QLabel(self.centralwidget)
self.label.setGeometry(QtCore.QRect(570, 380, 261, 23))
self.label.setGeometry(QtCore.QRect(570, 340, 261, 23))
font = QtGui.QFont()
font.setPointSize(10)
font.setBold(False)
self.label.setFont(font)
self.label.setObjectName("label")
self.inf_spawn_spinBox = QtWidgets.QSpinBox(self.centralwidget)
self.inf_spawn_spinBox.setGeometry(QtCore.QRect(510, 380, 47, 31))
self.inf_spawn_spinBox.setGeometry(QtCore.QRect(510, 340, 51, 31))
font = QtGui.QFont()
font.setPointSize(12)
self.inf_spawn_spinBox.setFont(font)
self.inf_spawn_spinBox.setButtonSymbols(QtWidgets.QAbstractSpinBox.PlusMinus)
self.inf_spawn_spinBox.setMinimum(0)
self.inf_spawn_spinBox.setMaximum(20)
self.inf_spawn_spinBox.setProperty("value", 2)
self.inf_spawn_spinBox.setProperty("value", 0)
self.inf_spawn_spinBox.setObjectName("inf_spawn_spinBox")
self.troop_drop_spinBox = QtWidgets.QSpinBox(self.centralwidget)
self.troop_drop_spinBox.setGeometry(QtCore.QRect(510, 330, 47, 31))
self.troop_drop_spinBox.setGeometry(QtCore.QRect(510, 300, 51, 31))
font = QtGui.QFont()
font.setPointSize(12)
self.troop_drop_spinBox.setFont(font)
@ -303,23 +303,23 @@ class Ui_MainWindow(object):
self.troop_drop_spinBox.setMaximum(10)
self.troop_drop_spinBox.setProperty("value", 4)
self.troop_drop_spinBox.setObjectName("troop_drop_spinBox")
self.force_offroad_checkBox = QtWidgets.QCheckBox(self.centralwidget)
self.force_offroad_checkBox.setGeometry(QtCore.QRect(960, 548, 161, 24))
self.random_weather_checkBox = QtWidgets.QCheckBox(self.centralwidget)
self.random_weather_checkBox.setGeometry(QtCore.QRect(980, 420, 211, 24))
font = QtGui.QFont()
font.setPointSize(9)
self.force_offroad_checkBox.setFont(font)
self.force_offroad_checkBox.setChecked(False)
self.force_offroad_checkBox.setTristate(False)
self.force_offroad_checkBox.setObjectName("force_offroad_checkBox")
self.random_weather_checkBox.setFont(font)
self.random_weather_checkBox.setChecked(False)
self.random_weather_checkBox.setTristate(False)
self.random_weather_checkBox.setObjectName("random_weather_checkBox")
self.label_3 = QtWidgets.QLabel(self.centralwidget)
self.label_3.setGeometry(QtCore.QRect(570, 330, 281, 23))
self.label_3.setGeometry(QtCore.QRect(570, 300, 281, 23))
font = QtGui.QFont()
font.setPointSize(10)
font.setBold(False)
self.label_3.setFont(font)
self.label_3.setObjectName("label_3")
self.apcs_spawn_checkBox = QtWidgets.QCheckBox(self.centralwidget)
self.apcs_spawn_checkBox.setGeometry(QtCore.QRect(990, 180, 251, 27))
self.apcs_spawn_checkBox.setGeometry(QtCore.QRect(980, 180, 251, 27))
font = QtGui.QFont()
font.setPointSize(10)
font.setBold(False)
@ -328,7 +328,7 @@ class Ui_MainWindow(object):
self.apcs_spawn_checkBox.setObjectName("apcs_spawn_checkBox")
self.generateButton = QtWidgets.QPushButton(self.centralwidget)
self.generateButton.setEnabled(True)
self.generateButton.setGeometry(QtCore.QRect(710, 600, 231, 51))
self.generateButton.setGeometry(QtCore.QRect(750, 600, 231, 51))
font = QtGui.QFont()
font.setPointSize(8)
font.setBold(True)
@ -336,7 +336,7 @@ class Ui_MainWindow(object):
self.generateButton.setStyleSheet("")
self.generateButton.setObjectName("generateButton")
self.farp_always = QtWidgets.QRadioButton(self.centralwidget)
self.farp_always.setGeometry(QtCore.QRect(510, 480, 261, 24))
self.farp_always.setGeometry(QtCore.QRect(500, 431, 261, 24))
font = QtGui.QFont()
font.setPointSize(9)
self.farp_always.setFont(font)
@ -345,14 +345,14 @@ class Ui_MainWindow(object):
self.farp_buttonGroup.setObjectName("farp_buttonGroup")
self.farp_buttonGroup.addButton(self.farp_always)
self.farp_never = QtWidgets.QRadioButton(self.centralwidget)
self.farp_never.setGeometry(QtCore.QRect(510, 540, 271, 24))
self.farp_never.setGeometry(QtCore.QRect(500, 491, 271, 24))
font = QtGui.QFont()
font.setPointSize(9)
self.farp_never.setFont(font)
self.farp_never.setObjectName("farp_never")
self.farp_buttonGroup.addButton(self.farp_never)
self.farp_gunits = QtWidgets.QRadioButton(self.centralwidget)
self.farp_gunits.setGeometry(QtCore.QRect(510, 509, 261, 24))
self.farp_gunits.setGeometry(QtCore.QRect(500, 460, 261, 24))
font = QtGui.QFont()
font.setPointSize(9)
self.farp_gunits.setFont(font)
@ -397,7 +397,7 @@ class Ui_MainWindow(object):
self.rateButton1.setText("")
self.rateButton1.setObjectName("rateButton1")
self.hotstart_checkBox = QtWidgets.QCheckBox(self.centralwidget)
self.hotstart_checkBox.setGeometry(QtCore.QRect(960, 430, 271, 24))
self.hotstart_checkBox.setGeometry(QtCore.QRect(980, 520, 271, 24))
font = QtGui.QFont()
font.setPointSize(9)
self.hotstart_checkBox.setFont(font)
@ -440,6 +440,21 @@ class Ui_MainWindow(object):
self.rateButton5.setStyleSheet("border-image:url(\'../assets/star_full.png\');")
self.rateButton5.setText("")
self.rateButton5.setObjectName("rateButton5")
self.time_comboBox = QtWidgets.QComboBox(self.centralwidget)
self.time_comboBox.setGeometry(QtCore.QRect(980, 370, 161, 33))
font = QtGui.QFont()
font.setPointSize(10)
font.setBold(False)
self.time_comboBox.setFont(font)
self.time_comboBox.setObjectName("time_comboBox")
self.farp_spawn_checkBox = QtWidgets.QCheckBox(self.centralwidget)
self.farp_spawn_checkBox.setGeometry(QtCore.QRect(980, 550, 271, 24))
font = QtGui.QFont()
font.setPointSize(9)
self.farp_spawn_checkBox.setFont(font)
self.farp_spawn_checkBox.setChecked(False)
self.farp_spawn_checkBox.setTristate(False)
self.farp_spawn_checkBox.setObjectName("farp_spawn_checkBox")
MainWindow.setCentralWidget(self.centralwidget)
self.menubar = QtWidgets.QMenuBar(MainWindow)
self.menubar.setGeometry(QtCore.QRect(0, 0, 1280, 29))
@ -564,10 +579,10 @@ class Ui_MainWindow(object):
def retranslateUi(self, MainWindow):
_translate = QtCore.QCoreApplication.translate
MainWindow.setWindowTitle(_translate("MainWindow", "RotorOps Mission Generator"))
self.logistics_crates_checkBox.setStatusTip(_translate("MainWindow", "Enable CTLD logistics crates for building ground units and air defenses. Pickup logistics containers to create new logistics sites."))
self.logistics_crates_checkBox.setText(_translate("MainWindow", "Logistics"))
self.zone_sams_checkBox.setStatusTip(_translate("MainWindow", "Inactive conflict zones will be protected by SAMs. When a zone is cleared, SAMs at next active zone will be destroyed."))
self.zone_sams_checkBox.setText(_translate("MainWindow", "Inactive Zone SAMs"))
self.logistics_crates_checkBox.setStatusTip(_translate("MainWindow", "Enable a base or FARP near the start position that can spawn CTLD crates for building ground units and air defenses. Sling load the logistics containers to create new logistics sites."))
self.logistics_crates_checkBox.setText(_translate("MainWindow", "Logistics Base"))
self.zone_sams_checkBox.setStatusTip(_translate("MainWindow", "Inactive conflict zones will be protected by SAMs. When a zone is cleared, SAMs at next active zone will be destroyed. No effect if Blue on defense."))
self.zone_sams_checkBox.setText(_translate("MainWindow", "Protect Inactive Zones"))
self.red_forces_label.setText(_translate("MainWindow", "Red Forces:"))
self.scenario_comboBox.setStatusTip(_translate("MainWindow", "Tip: You can create your own templates that include mission options like kneeboards, briefings, weather, static units, triggers, scripts, etc."))
self.description_textBrowser.setHtml(_translate("MainWindow", "<!DOCTYPE HTML PUBLIC \"-//W3C//DTD HTML 4.0//EN\" \"http://www.w3.org/TR/REC-html40/strict.dtd\">\n"
@ -575,6 +590,7 @@ class Ui_MainWindow(object):
"p, li { white-space: pre-wrap; }\n"
"</style></head><body style=\" font-family:\'Segoe UI\'; font-size:9pt; font-weight:400; font-style:normal;\">\n"
"<p align=\"center\" style=\" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;\"><span style=\" font-family:\'MS Shell Dlg 2\'; font-size:10pt;\">Provide close air support for our convoys as we take back Las Vegas from the enemy!</span></p></body></html>"))
self.defense_checkBox.setStatusTip(_translate("MainWindow", "Turn the tables and defend your zones against the enemy\'s attack."))
self.defense_checkBox.setText(_translate("MainWindow", "Blue on Defense"))
self.redqty_spinBox.setStatusTip(_translate("MainWindow", "Red vehicle groups per staging or conflict zone."))
self.redforces_comboBox.setStatusTip(_translate("MainWindow", "Tip: You can create your own custom ground forces groups to be automatically generated."))
@ -602,20 +618,20 @@ class Ui_MainWindow(object):
self.tankers_checkBox.setText(_translate("MainWindow", "Friendly Tankers"))
self.voiceovers_checkBox.setStatusTip(_translate("MainWindow", "Voiceovers from the ground commander. Helps keep focus on the active zone."))
self.voiceovers_checkBox.setText(_translate("MainWindow", "Voiceovers"))
self.smoke_pickup_zone_checkBox.setStatusTip(_translate("MainWindow", "Infinite troop pickup zones will be marked with blue smoke."))
self.smoke_pickup_zone_checkBox.setStatusTip(_translate("MainWindow", "Troop pickup zones and FARPs will be marked with blue smoke."))
self.smoke_pickup_zone_checkBox.setText(_translate("MainWindow", "Smoke at Troop Pickup Zones"))
self.game_status_checkBox.setStatusTip(_translate("MainWindow", "Enable an onscreen zone status display. This helps keep focus on the active conflict zone."))
self.game_status_checkBox.setText(_translate("MainWindow", "Game Status Display"))
self.label.setStatusTip(_translate("MainWindow", "This value is multiplied by the number of spawn zones in the mission template."))
self.label.setText(_translate("MainWindow", "Infantry Spawns per zone"))
self.label.setStatusTip(_translate("MainWindow", "Total number of infantry groups to spawn per game."))
self.label.setText(_translate("MainWindow", "Infantry Spawns"))
self.inf_spawn_spinBox.setStatusTip(_translate("MainWindow", "This value is multiplied by the number of spawn zones in the mission template."))
self.troop_drop_spinBox.setStatusTip(_translate("MainWindow", "The number of troop drops per transport helicopter flight."))
self.force_offroad_checkBox.setStatusTip(_translate("MainWindow", "May help prevent long travel times or pathfinding issues. "))
self.force_offroad_checkBox.setText(_translate("MainWindow", "Force Offroad"))
self.random_weather_checkBox.setStatusTip(_translate("MainWindow", "Random weather preset will be applied."))
self.random_weather_checkBox.setText(_translate("MainWindow", "Random Weather"))
self.label_3.setStatusTip(_translate("MainWindow", "The number of troop drops per transport helicopter flight."))
self.label_3.setText(_translate("MainWindow", "Transport Drop Points"))
self.apcs_spawn_checkBox.setStatusTip(_translate("MainWindow", "Friendly/enemy APCs will drop infantry when reaching a new conflict zone. Disables infinite troop pickups from conflict zones (you must pick up existing troops)."))
self.apcs_spawn_checkBox.setText(_translate("MainWindow", "Dynamic Troops"))
self.apcs_spawn_checkBox.setStatusTip(_translate("MainWindow", "Friendly/enemy APCs will drop infantry when reaching a new conflict zone. "))
self.apcs_spawn_checkBox.setText(_translate("MainWindow", "APCs Spawn Infantry"))
self.generateButton.setStatusTip(_translate("MainWindow", "Click to generate mission."))
self.generateButton.setText(_translate("MainWindow", "GENERATE MISSION"))
self.farp_always.setStatusTip(_translate("MainWindow", "Always spawn a FARP in defeated conflict zones."))
@ -627,12 +643,15 @@ class Ui_MainWindow(object):
self.nextScenario_pushButton.setText(_translate("MainWindow", ">"))
self.prevScenario_pushButton.setText(_translate("MainWindow", "<"))
self.rateButton1.setStatusTip(_translate("MainWindow", "Submit a review for this mission scenario."))
self.hotstart_checkBox.setStatusTip(_translate("MainWindow", "Player helicopters start with engines running on the ground. No effect if player slots says \'Locked to scenario\'"))
self.hotstart_checkBox.setStatusTip(_translate("MainWindow", "Player helicopters start with engines running on the ground. No effect for FARP spawns or if player slots says \'Locked to scenario\'"))
self.hotstart_checkBox.setText(_translate("MainWindow", "Player Hotstart"))
self.rateButton2.setStatusTip(_translate("MainWindow", "Submit a review for this mission scenario."))
self.rateButton3.setStatusTip(_translate("MainWindow", "Submit a review for this mission scenario."))
self.rateButton4.setStatusTip(_translate("MainWindow", "Submit a review for this mission scenario."))
self.rateButton5.setStatusTip(_translate("MainWindow", "Submit a review for this mission scenario."))
self.time_comboBox.setStatusTip(_translate("MainWindow", "Mission start time of day. \'Default\' is the start time as defined by the mission template designer."))
self.farp_spawn_checkBox.setStatusTip(_translate("MainWindow", "Add helicopter slots where zone FARPs will be built. Helicopters will be empty fuel, requiring the FARP to be established to refuel and rearm."))
self.farp_spawn_checkBox.setText(_translate("MainWindow", "Spawns at zone FARPs"))
self.menuMap.setTitle(_translate("MainWindow", "Map"))
self.menuFilter.setTitle(_translate("MainWindow", "Filter"))
self.menuPreferences.setTitle(_translate("MainWindow", "Preferences"))
@ -658,8 +677,8 @@ class Ui_MainWindow(object):
self.action_downloadButton.setToolTip(_translate("MainWindow", "_downloadButton"))
self.action_rateButton1.setText(_translate("MainWindow", "_rateButton1"))
self.action_rateButton1.setToolTip(_translate("MainWindow", "_rateButton1"))
self.actionSingle_Player.setText(_translate("MainWindow", "Single-Player"))
self.actionCo_Op.setText(_translate("MainWindow", "Co-Op"))
self.actionSingle_Player.setText(_translate("MainWindow", "Single-Player Only"))
self.actionCo_Op.setText(_translate("MainWindow", "Co-Op Only"))
self.actionMapMenu.setText(_translate("MainWindow", "actionMapMenu"))
self.actionFilterMenu.setText(_translate("MainWindow", "FilterMenu"))
self.action_rateButton2.setText(_translate("MainWindow", "_rateButton2"))

View File

@ -53,7 +53,7 @@
<widget class="QCheckBox" name="logistics_crates_checkBox">
<property name="geometry">
<rect>
<x>990</x>
<x>980</x>
<y>211</y>
<width>251</width>
<height>28</height>
@ -66,10 +66,10 @@
</font>
</property>
<property name="statusTip">
<string>Enable CTLD logistics crates for building ground units and air defenses. Pickup logistics containers to create new logistics sites.</string>
<string>Enable a base or FARP near the start position that can spawn CTLD crates for building ground units and air defenses. Sling load the logistics containers to create new logistics sites.</string>
</property>
<property name="text">
<string>Logistics</string>
<string>Logistics Base</string>
</property>
<property name="checked">
<bool>true</bool>
@ -78,7 +78,7 @@
<widget class="QCheckBox" name="zone_sams_checkBox">
<property name="geometry">
<rect>
<x>990</x>
<x>980</x>
<y>320</y>
<width>241</width>
<height>28</height>
@ -91,10 +91,10 @@
</font>
</property>
<property name="statusTip">
<string>Inactive conflict zones will be protected by SAMs. When a zone is cleared, SAMs at next active zone will be destroyed.</string>
<string>Inactive conflict zones will be protected by SAMs. When a zone is cleared, SAMs at next active zone will be destroyed. No effect if Blue on defense.</string>
</property>
<property name="text">
<string>Inactive Zone SAMs</string>
<string>Protect Inactive Zones</string>
</property>
</widget>
<widget class="QLabel" name="red_forces_label">
@ -191,17 +191,20 @@ p, li { white-space: pre-wrap; }
<property name="geometry">
<rect>
<x>470</x>
<y>120</y>
<y>130</y>
<width>156</width>
<height>28</height>
</rect>
</property>
<property name="font">
<font>
<pointsize>10</pointsize>
<pointsize>11</pointsize>
<bold>false</bold>
</font>
</property>
<property name="statusTip">
<string>Turn the tables and defend your zones against the enemy's attack.</string>
</property>
<property name="text">
<string>Blue on Defense</string>
</property>
@ -289,8 +292,8 @@ p, li { white-space: pre-wrap; }
<widget class="QComboBox" name="slot_template_comboBox">
<property name="geometry">
<rect>
<x>960</x>
<y>384</y>
<x>980</x>
<y>474</y>
<width>271</width>
<height>33</height>
</rect>
@ -564,7 +567,7 @@ p, li { white-space: pre-wrap; }
<number>8</number>
</property>
<property name="value">
<number>2</number>
<number>1</number>
</property>
</widget>
<widget class="QLabel" name="scenario_label_7">
@ -592,8 +595,8 @@ p, li { white-space: pre-wrap; }
<widget class="QLabel" name="label_2">
<property name="geometry">
<rect>
<x>840</x>
<y>390</y>
<x>860</x>
<y>480</y>
<width>111</width>
<height>24</height>
</rect>
@ -611,8 +614,8 @@ p, li { white-space: pre-wrap; }
<widget class="QLabel" name="scenario_label_9">
<property name="geometry">
<rect>
<x>490</x>
<y>450</y>
<x>480</x>
<y>401</y>
<width>251</width>
<height>23</height>
</rect>
@ -629,7 +632,7 @@ p, li { white-space: pre-wrap; }
<widget class="QCheckBox" name="awacs_checkBox">
<property name="geometry">
<rect>
<x>990</x>
<x>980</x>
<y>246</y>
<width>241</width>
<height>28</height>
@ -654,7 +657,7 @@ p, li { white-space: pre-wrap; }
<widget class="QCheckBox" name="tankers_checkBox">
<property name="geometry">
<rect>
<x>990</x>
<x>980</x>
<y>282</y>
<width>241</width>
<height>28</height>
@ -679,10 +682,10 @@ p, li { white-space: pre-wrap; }
<widget class="QCheckBox" name="voiceovers_checkBox">
<property name="geometry">
<rect>
<x>960</x>
<y>517</y>
<x>500</x>
<y>594</y>
<width>171</width>
<height>24</height>
<height>31</height>
</rect>
</property>
<property name="font">
@ -703,10 +706,10 @@ p, li { white-space: pre-wrap; }
<widget class="QCheckBox" name="smoke_pickup_zone_checkBox">
<property name="geometry">
<rect>
<x>960</x>
<y>460</y>
<width>271</width>
<height>24</height>
<x>500</x>
<y>541</y>
<width>231</width>
<height>20</height>
</rect>
</property>
<property name="font">
@ -715,7 +718,7 @@ p, li { white-space: pre-wrap; }
</font>
</property>
<property name="statusTip">
<string>Infinite troop pickup zones will be marked with blue smoke.</string>
<string>Troop pickup zones and FARPs will be marked with blue smoke.</string>
</property>
<property name="text">
<string>Smoke at Troop Pickup Zones</string>
@ -727,10 +730,10 @@ p, li { white-space: pre-wrap; }
<widget class="QCheckBox" name="game_status_checkBox">
<property name="geometry">
<rect>
<x>960</x>
<y>490</y>
<width>271</width>
<height>24</height>
<x>500</x>
<y>570</y>
<width>221</width>
<height>21</height>
</rect>
</property>
<property name="font">
@ -755,7 +758,7 @@ p, li { white-space: pre-wrap; }
<property name="geometry">
<rect>
<x>570</x>
<y>380</y>
<y>340</y>
<width>261</width>
<height>23</height>
</rect>
@ -767,18 +770,18 @@ p, li { white-space: pre-wrap; }
</font>
</property>
<property name="statusTip">
<string>This value is multiplied by the number of spawn zones in the mission template.</string>
<string>Total number of infantry groups to spawn per game.</string>
</property>
<property name="text">
<string>Infantry Spawns per zone</string>
<string>Infantry Spawns</string>
</property>
</widget>
<widget class="QSpinBox" name="inf_spawn_spinBox">
<property name="geometry">
<rect>
<x>510</x>
<y>380</y>
<width>47</width>
<y>340</y>
<width>51</width>
<height>31</height>
</rect>
</property>
@ -800,15 +803,15 @@ p, li { white-space: pre-wrap; }
<number>20</number>
</property>
<property name="value">
<number>2</number>
<number>0</number>
</property>
</widget>
<widget class="QSpinBox" name="troop_drop_spinBox">
<property name="geometry">
<rect>
<x>510</x>
<y>330</y>
<width>47</width>
<y>300</y>
<width>51</width>
<height>31</height>
</rect>
</property>
@ -833,12 +836,12 @@ p, li { white-space: pre-wrap; }
<number>4</number>
</property>
</widget>
<widget class="QCheckBox" name="force_offroad_checkBox">
<widget class="QCheckBox" name="random_weather_checkBox">
<property name="geometry">
<rect>
<x>960</x>
<y>548</y>
<width>161</width>
<x>980</x>
<y>420</y>
<width>211</width>
<height>24</height>
</rect>
</property>
@ -848,10 +851,10 @@ p, li { white-space: pre-wrap; }
</font>
</property>
<property name="statusTip">
<string>May help prevent long travel times or pathfinding issues. </string>
<string>Random weather preset will be applied.</string>
</property>
<property name="text">
<string>Force Offroad</string>
<string>Random Weather</string>
</property>
<property name="checked">
<bool>false</bool>
@ -864,7 +867,7 @@ p, li { white-space: pre-wrap; }
<property name="geometry">
<rect>
<x>570</x>
<y>330</y>
<y>300</y>
<width>281</width>
<height>23</height>
</rect>
@ -885,7 +888,7 @@ p, li { white-space: pre-wrap; }
<widget class="QCheckBox" name="apcs_spawn_checkBox">
<property name="geometry">
<rect>
<x>990</x>
<x>980</x>
<y>180</y>
<width>251</width>
<height>27</height>
@ -898,10 +901,10 @@ p, li { white-space: pre-wrap; }
</font>
</property>
<property name="statusTip">
<string>Friendly/enemy APCs will drop infantry when reaching a new conflict zone. Disables infinite troop pickups from conflict zones (you must pick up existing troops).</string>
<string>Friendly/enemy APCs will drop infantry when reaching a new conflict zone. </string>
</property>
<property name="text">
<string>Dynamic Troops</string>
<string>APCs Spawn Infantry</string>
</property>
<property name="checked">
<bool>true</bool>
@ -913,7 +916,7 @@ p, li { white-space: pre-wrap; }
</property>
<property name="geometry">
<rect>
<x>710</x>
<x>750</x>
<y>600</y>
<width>231</width>
<height>51</height>
@ -938,8 +941,8 @@ p, li { white-space: pre-wrap; }
<widget class="QRadioButton" name="farp_always">
<property name="geometry">
<rect>
<x>510</x>
<y>480</y>
<x>500</x>
<y>431</y>
<width>261</width>
<height>24</height>
</rect>
@ -962,8 +965,8 @@ p, li { white-space: pre-wrap; }
<widget class="QRadioButton" name="farp_never">
<property name="geometry">
<rect>
<x>510</x>
<y>540</y>
<x>500</x>
<y>491</y>
<width>271</width>
<height>24</height>
</rect>
@ -986,8 +989,8 @@ p, li { white-space: pre-wrap; }
<widget class="QRadioButton" name="farp_gunits">
<property name="geometry">
<rect>
<x>510</x>
<y>509</y>
<x>500</x>
<y>460</y>
<width>261</width>
<height>24</height>
</rect>
@ -1131,8 +1134,8 @@ p, li { white-space: pre-wrap; }
<widget class="QCheckBox" name="hotstart_checkBox">
<property name="geometry">
<rect>
<x>960</x>
<y>430</y>
<x>980</x>
<y>520</y>
<width>271</width>
<height>24</height>
</rect>
@ -1143,7 +1146,7 @@ p, li { white-space: pre-wrap; }
</font>
</property>
<property name="statusTip">
<string>Player helicopters start with engines running on the ground. No effect if player slots says 'Locked to scenario'</string>
<string>Player helicopters start with engines running on the ground. No effect for FARP spawns or if player slots says 'Locked to scenario'</string>
</property>
<property name="text">
<string>Player Hotstart</string>
@ -1263,6 +1266,52 @@ p, li { white-space: pre-wrap; }
<string/>
</property>
</widget>
<widget class="QComboBox" name="time_comboBox">
<property name="geometry">
<rect>
<x>980</x>
<y>370</y>
<width>161</width>
<height>33</height>
</rect>
</property>
<property name="font">
<font>
<pointsize>10</pointsize>
<bold>false</bold>
</font>
</property>
<property name="statusTip">
<string>Mission start time of day. 'Default' is the start time as defined by the mission template designer.</string>
</property>
</widget>
<widget class="QCheckBox" name="farp_spawn_checkBox">
<property name="geometry">
<rect>
<x>980</x>
<y>550</y>
<width>271</width>
<height>24</height>
</rect>
</property>
<property name="font">
<font>
<pointsize>9</pointsize>
</font>
</property>
<property name="statusTip">
<string>Add helicopter slots where zone FARPs will be built. Helicopters will be empty fuel, requiring the FARP to be established to refuel and rearm.</string>
</property>
<property name="text">
<string>Spawns at zone FARPs</string>
</property>
<property name="checked">
<bool>false</bool>
</property>
<property name="tristate">
<bool>false</bool>
</property>
</widget>
</widget>
<widget class="QMenuBar" name="menubar">
<property name="geometry">
@ -1471,7 +1520,7 @@ p, li { white-space: pre-wrap; }
<bool>true</bool>
</property>
<property name="text">
<string>Single-Player</string>
<string>Single-Player Only</string>
</property>
</action>
<action name="actionCo_Op">
@ -1482,7 +1531,7 @@ p, li { white-space: pre-wrap; }
<bool>true</bool>
</property>
<property name="text">
<string>Co-Op</string>
<string>Co-Op Only</string>
</property>
</action>
<action name="actionMapMenu">

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@ -16,7 +16,6 @@ def triggerSetup(rops, options):
# Add the first trigger
trig = dcs.triggers.TriggerOnce(comment="RotorOps Setup Scripts")
trig.rules.append(dcs.condition.TimeAfter(1))
#trig.actions.append(dcs.action.DoScriptFile(rops.scripts["mist_4_4_90.lua"]))
trig.actions.append(dcs.action.DoScriptFile(rops.scripts["mist_4_5_107_grimm.lua"]))
trig.actions.append(dcs.action.DoScriptFile(rops.scripts["Splash_Damage_2_0.lua"]))
trig.actions.append(dcs.action.DoScriptFile(rops.scripts["CTLD.lua"]))
@ -29,11 +28,13 @@ def triggerSetup(rops, options):
"RotorOps.voice_overs = " + lb("voiceovers") + "\n\n" +
"RotorOps.zone_status_display = " + lb("game_display") + "\n\n" +
"RotorOps.inf_spawn_messages = true\n\n" +
"RotorOps.inf_spawns_per_zone = " + lb("inf_spawn_qty") + "\n\n" +
"RotorOps.inf_spawns_total = " + lb("inf_spawn_qty") + "\n\n" +
"RotorOps.apcs_spawn_infantry = " + lb("apc_spawns_inf") + " \n\n")
if not options["smoke_pickup_zones"]:
script = script + 'RotorOps.pickup_zone_smoke = "none"\n\n'
trig.actions.append(dcs.action.DoScript(dcs.action.String((script))))
if options["script"]:
trig.actions.append(dcs.action.DoScript(dcs.action.String((options["script"]))))
rops.m.triggerrules.triggers.append(trig)
# Add the second trigger
@ -50,11 +51,12 @@ def triggerSetup(rops, options):
rops.m.triggerrules.triggers.append(trig)
# Add the third trigger
trig = dcs.triggers.TriggerOnce(comment="RotorOps Conflict Start")
trig.rules.append(dcs.condition.TimeAfter(10))
trig.actions.append(dcs.action.DoScript(dcs.action.String("RotorOps.startConflict(100)")))
rops.m.triggerrules.triggers.append(trig)
# Add the start trigger
if options["start_trigger"] is not False:
trig = dcs.triggers.TriggerOnce(comment="RotorOps Conflict Start")
trig.rules.append(dcs.condition.TimeAfter(10))
trig.actions.append(dcs.action.DoScript(dcs.action.String("RotorOps.startConflict(100)")))
rops.m.triggerrules.triggers.append(trig)
# Add generic zone-based triggers
for index, zone_name in enumerate(rops.conflict_zones):
@ -81,6 +83,19 @@ def triggerSetup(rops, options):
dcs.action.String("Group.destroy(Group.getByName('Static " + zone_name + " Protection SAM'))")))
rops.m.triggerrules.triggers.append(z_sams_trig)
# Deactivate zone FARPs and player slots in defensive mode:
# this will also deactivate players already in the air.
# if options["defending"]:
# for index, zone_name in enumerate(rops.conflict_zones):
# z_farps_trig = dcs.triggers.TriggerOnce(comment="Deactivate " + zone_name + " FARP")
# z_farps_trig.rules.append(dcs.condition.FlagEquals(game_flag, index + 1))
# z_farps_trig.actions.append(dcs.action.DeactivateGroup(rops.m.country(jtf_blue).find_group(zone_name + " FARP Static").id))
# for group in rops.all_zones[zone_name].player_helo_spawns:
# z_farps_trig.actions.append(
# dcs.action.DeactivateGroup(
# group.id))
# rops.m.triggerrules.triggers.append(z_farps_trig)
# Zone FARPS always
if options["zone_farps"] == "farp_always" and not options["defending"]:
for index, zone_name in enumerate(rops.conflict_zones):
@ -92,9 +107,13 @@ def triggerSetup(rops, options):
z_farps_trig.rules.append(dcs.condition.FlagEquals(game_flag, index + 1))
z_farps_trig.actions.append(
dcs.action.ActivateGroup(rops.m.country(jtf_blue).find_group(previous_zone + " FARP Static").id))
# z_farps_trig.actions.append(dcs.action.SoundToAll(str(rops.res_map['forward_base_established.ogg'])))
# Activate late-activated helicopters at FARPs. Doesn't work consistently
# for group in rops.all_zones[previous_zone].player_helo_spawns:
# z_farps_trig.actions.append(
# dcs.action.ActivateGroup(
# group.id))
z_farps_trig.actions.append(dcs.action.DoScript(dcs.action.String(
"RotorOps.farpEstablished(" + str(index) + ")")))
"RotorOps.farpEstablished(" + str(index) + ", '" + previous_zone + "_FARP')")))
rops.m.triggerrules.triggers.append(z_farps_trig)
# Zone FARPS conditional on staged units remaining
@ -111,9 +130,13 @@ def triggerSetup(rops, options):
"--The 100 flag indicates which zone is active. The 111 flag value is the percentage of staged units remaining")))
z_farps_trig.actions.append(
dcs.action.ActivateGroup(rops.m.country(jtf_blue).find_group(previous_zone + " FARP Static").id))
# z_farps_trig.actions.append(dcs.action.SoundToAll(str(rops.res_map['forward_base_established.ogg'])))
# Activate late-activated helicopters at FARPs. Doesn't work consistently
# for group in rops.all_zones[previous_zone].player_helo_spawns:
# z_farps_trig.actions.append(
# dcs.action.ActivateGroup(
# group.id))
z_farps_trig.actions.append(dcs.action.DoScript(dcs.action.String(
"RotorOps.farpEstablished(" + str(index) + ")")))
"RotorOps.farpEstablished(" + str(index) + ", '" + previous_zone + "_FARP')")))
rops.m.triggerrules.triggers.append(z_farps_trig)
# Add attack helos triggers
@ -156,17 +179,23 @@ def triggerSetup(rops, options):
rops.m.triggerrules.triggers.append(z_weak_trig)
# Add game won/lost triggers
trig = dcs.triggers.TriggerOnce(comment="RotorOps Conflict WON")
trig.rules.append(dcs.condition.FlagEquals(game_flag, 99))
trig.actions.append(
dcs.action.DoScript(dcs.action.String("---Add an action you want to happen when the game is WON")))
trig.actions.append(
dcs.action.DoScript(dcs.action.String("RotorOps.gameMsg(RotorOps.gameMsgs.success)")))
rops.m.triggerrules.triggers.append(trig)
trig = dcs.triggers.TriggerOnce(comment="RotorOps Conflict LOST")
trig.rules.append(dcs.condition.FlagEquals(game_flag, 98))
trig.actions.append(
dcs.action.DoScript(dcs.action.String("---Add an action you want to happen when the game is LOST")))
trig.actions.append(
dcs.action.DoScript(dcs.action.String("RotorOps.gameMsg(RotorOps.gameMsgs.failure)")))
rops.m.triggerrules.triggers.append(trig)
# Add game won triggers
trig = dcs.triggers.TriggerOnce(comment="RotorOps Conflict WON")
trig.rules.append(dcs.condition.FlagEquals(game_flag, 99))
trig.actions.append(
dcs.action.DoScript(dcs.action.String("---Add an action you want to happen when the game is WON")))
if options["end_trigger"] is not False:
trig.actions.append(
dcs.action.DoScript(dcs.action.String("RotorOps.gameMsg(RotorOps.gameMsgs.success)")))
rops.m.triggerrules.triggers.append(trig)
# Add game lost triggers
trig = dcs.triggers.TriggerOnce(comment="RotorOps Conflict LOST")
trig.rules.append(dcs.condition.FlagEquals(game_flag, 98))
trig.actions.append(
dcs.action.DoScript(dcs.action.String("---Add an action you want to happen when the game is LOST")))
if options["end_trigger"] is not False:
trig.actions.append(dcs.action.DoScript(dcs.action.String("RotorOps.gameMsg(RotorOps.gameMsgs.failure)")))
rops.m.triggerrules.triggers.append(trig)

View File

@ -1,12 +1,15 @@
import math
import dcs
from MissionGenerator import logger
import os
class ImportObjects:
def __init__(self, mizfile):
self.pad_unit = True #todo: use this to hold a unit for helicopter placement on ships ie flight_group_from_unit
self.pad_unit = True # todo: use this to hold a unit for helicopter placement on ships ie flight_group_from_unit
if not mizfile or not os.path.exists(mizfile):
raise Exception("Cannot find required file: " + str(mizfile))
logger.info("Importing objects from " + mizfile)
self.source_mission = dcs.mission.Mission()
self.source_mission.load_file(mizfile)
@ -32,7 +35,6 @@ class ImportObjects:
self.copyVehicles(mission, dest_country_name, dest_name, dest_point, dest_heading), \
self.copyHelicopters(mission, dest_country_name, dest_name, dest_point, dest_heading)
def anchorByGroupName(self, group_name):
group = self.source_mission.find_group(group_name)
if group:
@ -49,24 +51,26 @@ class ImportObjects:
coalition = self.source_mission.coalition.get(side)
for country_name in coalition.countries:
group_types = [coalition.countries[country_name].static_group, coalition.countries[country_name].vehicle_group, coalition.countries[country_name].helicopter_group, coalition.countries[country_name].plane_group,
group_types = [coalition.countries[country_name].static_group,
coalition.countries[country_name].vehicle_group,
coalition.countries[country_name].helicopter_group,
coalition.countries[country_name].plane_group,
coalition.countries[country_name].ship_group]
for index, group_type in enumerate(group_types):
for group in group_type:
if index == 0: # Statics
if index == 0: # Statics
self.statics.append(group)
elif index == 1: # Vehicles
self.vehicles.append(group)
elif index == 2: # Helicopters
elif index == 2: # Helicopters
self.helicopters.append(group)
elif index == 3:
logger.warn(group.name + ": Planes not available for import")
elif index == 4:
logger.warn(group.name + ": Ships not available for import")
def copyStatics(self, mission, dest_country_name, dest_name, dest_point=None, dest_heading=0):
logger.info("Copying " + str(len(self.statics)) + " static objects as " + dest_name)
new_groups = []
@ -74,13 +78,11 @@ class ImportObjects:
if not dest_point:
dest_point = dcs.Point(mission.terrain.bullseye_blue["x"], mission.terrain.bullseye_blue["y"])
#Statics
# Statics
statics_copy = self.statics.copy()
for group in statics_copy:
self.groupToPoint(group, self.source_point, dest_point, self.source_heading, dest_heading)
class temp(dcs.unittype.StaticType):
id = group.units[0].type
name = group.units[0].name
@ -89,7 +91,6 @@ class ImportObjects:
can_cargo = group.units[0].can_cargo
mass = group.units[0].mass
ng = mission.static_group(mission.country(dest_country_name),
dest_name + " " + group.name,
temp,
@ -104,9 +105,6 @@ class ImportObjects:
return new_groups
def copyVehicles(self, mission, dest_country_name, dest_name, dest_point=None, dest_heading=0):
logger.info("Copying " + str(len(self.vehicles)) + " vehicle groups as " + dest_name)
new_groups = []
@ -122,30 +120,30 @@ class ImportObjects:
for i, unit in enumerate(group.units):
if i == 0:
ng = mission.vehicle_group(mission.country(dest_country_name),
dest_name + " " + group.name,
dcs.vehicles.vehicle_map[group.units[0].type],
group.units[0].position,
group.units[0].heading)
dest_name + " " + group.name,
dcs.vehicles.vehicle_map[group.units[0].type],
group.units[0].position,
group.units[0].heading)
new_groups.append(ng) # will this hold units we add later?
# ng.units[0].livery_id = group.units[0].livery_id
new_groups.append(ng)
else:
u = mission.vehicle(dest_name + " " + group.units[i].name, dcs.vehicles.vehicle_map[group.units[i].type])
u.position = group.units[i].position
u.heading = group.units[i].heading
ng.add_unit(u)
u = mission.vehicle(dest_name + " " + group.units[i].name,
dcs.vehicles.vehicle_map[group.units[i].type])
u.position = group.units[i].position
u.heading = group.units[i].heading
# u.livery_id = group.units[i].livery_id
ng.add_unit(u)
return new_groups
def copyHelicopters(self, mission, dest_country_name, dest_name, dest_point=None, dest_heading=0):
def copyHelicopters(self, mission, dest_country_name, dest_name, dest_point, dest_heading=0,
start_type=dcs.mission.StartType.Cold):
logger.info("Copying " + str(len(self.helicopters)) + " helicopters as " + dest_name)
new_groups = []
if not dest_point:
dest_point = dcs.Point(mission.terrain.bullseye_blue["x"], mission.terrain.bullseye_blue["y"])
helicopters_copy = self.helicopters.copy()
for group in helicopters_copy:
@ -158,39 +156,46 @@ class ImportObjects:
# trying to move the units into position after adding the flight group moves the 2D graphic of the helicopter, but the unit marker remains stacked on top
# of the unit marker in ME
# farp = mission.country(country_name).find_group(self.pad_unit.name)
#
# farp = mission.farp(mission.country(dest_country_name), dest_name + " " + group.name + " Pad", group.units[0].position, hidden=True, dead=False,
# farp_type=dcs.unit.InvisibleFARP)
#
#
# ng = mission.flight_group_from_unit(mission.country(dest_country_name),
# dest_name + " " + group.name,
# dcs.helicopters.helicopter_map[group.units[0].type],
# farp,
# group_size=1, start_type=start_type)
ng = mission.flight_group(mission.country(dest_country_name),
dest_name + " " + group.name,
dcs.helicopters.helicopter_map[group.units[0].type],
airport=None,
position=group.units[0].position,
group_size=1, start_type=start_type)
farp = mission.farp(mission.country(dest_country_name), dest_name + " " + group.name + " Pad", group.units[0].position, hidden=True, dead=False,
farp_type=dcs.unit.InvisibleFARP)
ng = mission.flight_group_from_unit(mission.country(dest_country_name),
dest_name + " " + group.name,
dcs.helicopters.helicopter_map[group.units[0].type],
farp,
group_size=1)
ng.points[0].action = dcs.point.PointAction.FromGroundArea
ng.points[0].type = "TakeOffGround"
if start_type == dcs.mission.StartType.Warm:
ng.points[0].action = dcs.point.PointAction.FromGroundAreaHot
ng.points[0].type = "TakeOffGroundHot"
else:
ng.points[0].action = dcs.point.PointAction.FromGroundArea
ng.points[0].type = "TakeOffGround"
ng.units[0].heading = group.units[0].heading
ng.units[0].skill = group.units[0].skill
ng.units[0].livery_id = group.units[0].livery_id
ng.units[0].pylons = group.units[0].pylons
ng.units[0].fuel = group.units[0].fuel
ng.units[0].gun = group.units[0].gun
ng.units[0].hardpoint_racks = group.units[0].hardpoint_racks
new_groups.append(ng)
else:
logger.warn("No pad unit (ie FARP, carrier) found, so can't add helicopters.")
return new_groups
def copyVehiclesAsGroup(self, mission, dest_country_name, dest_name, dest_point=None, dest_heading=0):
def copyVehiclesAsGroup(self, mission, dest_country_name, dest_name, dest_point, dest_heading=0):
logger.info("Copying " + str(len(self.vehicles)) + " vehicle groups as single group name: " + dest_name)
new_group = None
if not dest_point:
dest_point = dcs.Point(mission.terrain.bullseye_blue["x"], mission.terrain.bullseye_blue["y"])
unit_count = 0
vehicles_copy = self.vehicles.copy()
for group in vehicles_copy:
@ -198,29 +203,32 @@ class ImportObjects:
for i, unit in enumerate(group.units):
if unit_count == 0:
print("Group:" + group.name)
# print("Group:" + group.name)
new_group = mission.vehicle_group(mission.country(dest_country_name),
dest_name,
dcs.vehicles.vehicle_map[group.units[0].type],
group.units[0].position,
group.units[0].heading)
unit_count = unit_count + 1
# new_group.units[0].livery_id = group.units[0].livery_id
else:
print("Unit:" + group.units[i].name)
u = mission.vehicle(dest_name + " " + group.units[i].name, dcs.vehicles.vehicle_map[group.units[i].type])
# print("Unit:" + group.units[i].name)
u = mission.vehicle(dest_name + " " + group.units[i].name,
dcs.vehicles.vehicle_map[group.units[i].type])
u.position = group.units[i].position
u.heading = group.units[i].heading
# u.livery_id = group.units[i].livery_id
new_group.add_unit(u)
unit_count = unit_count + 1
print("Made a group with units: " + str(unit_count))
print("group actually has units: " + str(len(new_group.units)))
# print("group actually has units: " + str(len(new_group.units)))
return new_group
@staticmethod
def groupToPoint(group, src_point, dest_point, src_heading=0, dest_heading=0):
for unit in group.units:
@ -230,4 +238,4 @@ class ImportObjects:
unit_distance = src_point.distance_to_point(unit.position)
unit.position = dest_point.point_from_heading(new_heading_to_unit, unit_distance)
unit.heading = unit.heading + dest_heading
return group
return group

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11
Generator/tests.py Normal file
View File

@ -0,0 +1,11 @@
import dcs
import dcs.cloud_presets
testm = dcs.mission.Mission()
# testCloudPresets
for i in range(0, len(dcs.cloud_presets.CLOUD_PRESETS)):
preset_name = list(dcs.cloud_presets.CLOUD_PRESETS)[i]
cloud_preset = dcs.weather.CloudPreset.by_name(preset_name)
testm.weather.clouds_preset = cloud_preset
print("Cloud preset = " + cloud_preset.ui_name)

View File

@ -1,3 +0,0 @@
*
*/
!.gitignore

View File

@ -21,7 +21,7 @@ spinboxes:
e_attack_planes_spinBox: 1
e_transport_helos_spinBox: 1
troop_drop_spinBox: 4
inf_spawn_spinBox: 2
inf_spawn_spinBox: 0
radiobuttons: farp_gunits,
red_forces: "RED Default Armor (HARD)"
blue_forces: "BLUE Default US Armor"

View File

@ -1,2 +0,0 @@
local_ratings:
C:\RotorOps\templates\Scenarios\included\007d3d\Nevada Conflict - Vegas Tour (GRIMM).miz: 4

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View File

@ -1,5 +1,5 @@
RotorOps = {}
RotorOps.version = "1.2.8"
RotorOps.version = "1.3.0"
local debug = true
@ -8,7 +8,7 @@ local debug = true
--- Protip: change these options from the mission editor rather than changing the script file itself. See documentation on github for details.
--RotorOps settings that are safe to change dynamically (ideally from the mission editor in DO SCRIPT for portability). You can change these while the script is running, at any time.
--RotorOps settings that can be changed dynamically (ideally from the mission editor in DO SCRIPT for portability). You can change these while the script is running, at any time. Be sure of your syntax and test...errors may crash the script.
RotorOps.voice_overs = true
RotorOps.ground_speed = 60 --max speed for ground vehicles moving between zones. Doesn't have much effect since always limited by slowest vehicle in group
RotorOps.zone_status_display = true --constantly show units remaining and zone status on screen
@ -21,8 +21,14 @@ RotorOps.defending_vehicles_disperse = true
RotorOps.inf_spawns_avail = 0 --this is the number of infantry group spawn events remaining in the active zone
RotorOps.inf_spawn_chance = 25 -- 0-100 the chance of spawning infantry in an active zone spawn zone, per 'assessUnitsInZone' loop (10 seconds)
RotorOps.inf_spawn_trigger_percent = 70 --infantry has a chance of spawning if the percentage of defenders remaining in zone is less than this value
RotorOps.inf_spawns_per_zone = 3 --number of infantry groups to spawn per zone
--RotorOps.inf_spawns_per_zone = 3 --number of infantry groups to spawn per zone
RotorOps.inf_spawn_messages = true --voiceovers and messages for infantry spawns
RotorOps.inf_spawn_blue = {mg=1,at=0,aa=0,inf=4,mortar=0} --can be an integer quantity, or a ctld defined group table
RotorOps.inf_spawn_red = {mg=1,at=0,aa=0,inf=4,mortar=0} --can be an integer quantity, or a ctld defined group table
RotorOps.inf_apc_group = {mg=1,at=0,aa=0,inf=3,mortar=0} --can be an integer quantity, or a ctld defined group table
RotorOps.inf_spawns_total = 0 --number of infantry groups to spawn per game
RotorOps.farp_smoke_color = 2 -- Green=0 Red=1 White=2 Orange=3 Blue=4 NONE= -1
--RotorOps settings that are safe to change only before calling setupConflict()
@ -31,8 +37,18 @@ RotorOps.CTLD_crates = false
RotorOps.CTLD_sound_effects = true --sound effects for troop pickup/dropoffs
RotorOps.exclude_ai_group_name = "Static" --include this somewhere in a group name to exclude the group from being tasked in the active zone
RotorOps.pickup_zone_smoke = "blue"
RotorOps.apc_group = {mg=1,at=0,aa=0,inf=3,mortar=0} --not used yet, but we should define the CTLD groups
RotorOps.ai_task_by_name = true --allow tasking all groups that include key strings in their group names eg 'Patrol'
RotorOps.ai_task_by_name_scheduler = true --continually search active groups for key strings and ai tasking
RotorOps.patrol_task_string = 'patrol' --default string to search group names for the patrol task. requires ai_task_by_name
RotorOps.aggressive_task_string = 'aggressive' --default string to search group names for the patrol task. requires ai_task_by_name
RotorOps.move_to_active_task_string = "activezone" --default string to search group names for the move to active zone task. requires ai_task_by_name
RotorOps.shift_task_string = "shift"
RotorOps.guard_task_string = "guard"
--RotorOps.patrol_task_radius = 100 --patrol search radius
--RotorOps.aggressive_task_radius = 1000 --aggressive search radius --not implementing for now until more time for testing
RotorOps.defending_vehicles_behavior = "shift" --available options: 'none', 'patrol', 'shift'
RotorOps.farp_pickups = true --allow ctld troop pickup at FARPs
RotorOps.enable_staging_pickzones = true
---[[END OF OPTIONS]]---
@ -47,14 +63,13 @@ RotorOps.active_zone = "" --name of the active zone
RotorOps.active_zone_index = 0
RotorOps.game_state_flag = 1 --user flag to store the game state
RotorOps.staging_zones = {}
RotorOps.ctld_pickup_zones = {} --keep track of ctld zones we've added, mainly for map markup
RotorOps.ai_defending_infantry_groups = {}
RotorOps.ai_attacking_infantry_groups = {}
RotorOps.ai_defending_vehicle_groups = {}
RotorOps.ai_attacking_vehicle_groups = {}
RotorOps.ai_tasks = {}
RotorOps.defending = false
RotorOps.staged_units_flag = 111
RotorOps.staged_units_flag = 111 -- shows a percentage of the units found in the staging zone when the game starts. you can also use 'ROPS_ATTACKERS' for readability
trigger.action.outText("ROTOR OPS STARTED: "..RotorOps.version, 5)
env.info("ROTOR OPS STARTED: "..RotorOps.version)
@ -74,6 +89,13 @@ local cooldown = {
["attack_plane_msg"] = 0,
["trans_helo_msg"] = 0,
}
local zone_defenders_flags = {
'ROPS_A_DEFENDERS',
'ROPS_B_DEFENDERS',
'ROPS_C_DEFENDERS',
'ROPS_D_DEFENDERS',
}
RotorOps.farp_names = {}
RotorOps.gameMsgs = {
@ -425,14 +447,14 @@ function RotorOps.getValidUnitFromGroup(grp)
else
group_obj = grp
end
if not grp then
if not group_obj then
return nil
end
if grp:isExist() ~= true then
if group_obj:isExist() ~= true then
return nil
end
local first_valid_unit
for index, unit in pairs(grp:getUnits())
for index, unit in pairs(group_obj:getUnits())
do
if unit:isExist() == true then
first_valid_unit = unit
@ -443,7 +465,35 @@ function RotorOps.getValidUnitFromGroup(grp)
return first_valid_unit
end
--"static" in this case, is our groups/units that we don't want controlled by conflict zone tasks
local function isStaticUnit(unit)
local unit_obj
if type(unit) == 'string' then
unit_obj = Unit.getByName(unit)
else
unit_obj = unit
end
if string.find(unit_obj:getGroup():getName():lower(), RotorOps.exclude_ai_group_name:lower()) then
return true
else
return false
end
end
--"static" in this case, is our groups/units that we don't want controlled by conflict zone tasks
local function isStaticGroup(group)
local group_obj
if type(group) == 'string' then
group_obj = Group.getByName(group)
else
group_obj = group
end
if string.find(group_obj:getName():lower(), RotorOps.exclude_ai_group_name:lower()) then
return true
else
return false
end
end
----USEFUL PUBLIC FUNCTIONS FOR THE MISSION EDITOR---
@ -500,21 +550,20 @@ end
--see list of tasks in aiExecute. Zone is optional for many tasks
function RotorOps.aiTask(grp, task, zone)
--see list of tasks in aiExecute. Zone/point is optional for many tasks. Works with group name or object/table
function RotorOps.aiTask(grp, task, zone, point)
local group_name
if type(grp) == 'string' then
group_name = grp
else
group_name = Group.getName(grp)
end
if string.find(group_name:lower(), RotorOps.exclude_ai_group_name:lower()) then --exclude groups that the user specifies with a special group name
return
end
if tableHasKey(RotorOps.ai_tasks, group_name) == true then --if we already have this group in our list to manage
--debugMsg("timer already exists, updating task for "..group_name.." : ".. RotorOps.ai_tasks[group_name].ai_task.." to "..task)
RotorOps.ai_tasks[group_name].ai_task = task
RotorOps.ai_tasks[group_name].zone = zone
RotorOps.ai_tasks[group_name].point = point
else
local vars = {}
vars.group_name = group_name
@ -522,8 +571,11 @@ function RotorOps.aiTask(grp, task, zone)
if zone then
vars.zone = zone
end
if point then
vars.point = point
end
local timer_id = timer.scheduleFunction(RotorOps.aiExecute, vars, timer.getTime() + 5)
RotorOps.ai_tasks[group_name] = {['timer_id'] = timer_id, ['ai_task'] = task, ['zone'] = zone}
RotorOps.ai_tasks[group_name] = {['timer_id'] = timer_id, ['ai_task'] = task, ['zone'] = zone, ['point'] = point}
end
end
@ -541,23 +593,24 @@ function RotorOps.tallyZone(zone_name)
for index, unit in pairs(new_units) do
if not hasValue(RotorOps.staged_units, unit) then
env.info("RotorOps adding new units to staged_units: "..#new_units)
table.insert(RotorOps.staged_units, unit)
RotorOps.aiTask(unit:getGroup(),"move_to_active_zone", RotorOps.zones[RotorOps.active_zone_index].name)
if not isStaticUnit(unit) then
env.info("RotorOps adding new units to staged_units: "..#new_units)
table.insert(RotorOps.staged_units, unit)
RotorOps.aiTask(unit:getGroup(),"move_to_active_zone", RotorOps.zones[RotorOps.active_zone_index].name)
end
else
--env.info("unit already in table")
end
end
end
--
-- for index, unit in pairs(RotorOps.staged_units) do
-- if string.find(Unit.getGroup(unit):getName():lower(), RotorOps.exclude_ai_group_name:lower()) then
-- RotorOps.staged_units[index] = nil --remove 'static' units
-- end
-- end
end
--display a text message to all players with a radio sound effect
function RotorOps.radioText(message)
RotorOps.gameMsg({message, 'radio_effect.ogg'})
end
---AI CORE BEHAVIOR--
@ -772,6 +825,138 @@ function RotorOps.patrolRadius(vars)
end
function RotorOps.shiftPosition(vars)
--debugMsg("patrol radius: "..mist.utils.tableShow(vars.grp))
local grp = vars.grp
local search_radius = vars.radius or 100
local inner_radius = 50 --minimum distance to move for randpointincircle
local first_valid_unit
if grp:isExist() ~= true then return end
local start_point = vars.point
if not start_point then
env.info("RotorOps: No point provided, getting current position.")
for index, unit in pairs(grp:getUnits()) do
if unit:isExist() == true then
first_valid_unit = unit
break
else --trigger.action.outText("a unit no longer exists", 15)
end
end
if first_valid_unit == nil then return end
start_point = first_valid_unit:getPoint()
end
local max_waypoints = 2
local urban = RotorOps.pointIsUrban(start_point, 100)
formation = 'Cone'
if urban then
formation = 'On Road'
end
local path = {}
path[1] = mist.ground.buildWP(start_point, '', 5)
for i = #path, max_waypoints, 1 do
for i = 1, 4, 1 do
local rand_point = mist.getRandPointInCircle(start_point, search_radius, inner_radius)
if mist.isTerrainValid(rand_point, {'LAND', 'ROAD'}) == true then
path[#path + 1] = mist.ground.buildWP(rand_point, formation, 5)
env.info("point is valid, adding as waypoint with formation: " .. formation)
break
end
end
end
mist.goRoute(grp, path)
end
function RotorOps.guardPosition(vars)
--debugMsg("patrol radius: "..mist.utils.tableShow(vars.grp))
local grp = vars.grp
local search_radius = vars.radius or 100
local first_valid_unit
if grp:isExist() ~= true then return end
local start_point = vars.point
if not start_point then
env.info("RotorOps: No point provided, getting current position.")
for index, unit in pairs(grp:getUnits()) do
if unit:isExist() == true then
first_valid_unit = unit
break
else --trigger.action.outText("a unit no longer exists", 15)
end
end
if first_valid_unit == nil then return end
start_point = first_valid_unit:getPoint()
end
local object_vol_thresh = 0
local max_waypoints = 1
local foundUnits = {}
local volS = {
id = world.VolumeType.SPHERE,
params = {
point = grp:getUnit(1):getPoint(), --check if exists, maybe itterate through grp
radius = search_radius
}
}
local ifFound = function(foundItem, val)
--trigger.action.outText("found item: "..foundItem:getTypeName(), 5)
if foundItem:hasAttribute("Infantry") ~= true then --disregard infantry...we only want objects that might provide cover
if getObjectVolume(foundItem) > object_vol_thresh then
foundUnits[#foundUnits + 1] = foundItem
--trigger.action.outText("valid cover item: "..foundItem:getTypeName(), 5)
else --debugMsg("object not large enough: "..foundItem:getTypeName())
end
else --trigger.action.outText("object not the right type", 5)
end
return true
end
world.searchObjects(1, volS, ifFound)
world.searchObjects(3, volS, ifFound)
world.searchObjects(5, volS, ifFound)
--world.searchObjects(Object.Category.BASE, volS, ifFound)
if #foundUnits > 0 then
local path = {}
path[1] = mist.ground.buildWP(start_point, '', 5)
local rand_index = math.random(1,#foundUnits)
path[#path + 1] = mist.ground.buildWP(foundUnits[rand_index]:getPoint(), '', 3)
mist.goRoute(grp, path)
end
end
--helper function to try to determine a point is near many scenery objects
function RotorOps.pointIsUrban(_point, _radius)
local volS = {
id = world.VolumeType.SPHERE,
params = {
point = _point,
radius = _radius
}
}
local foundUnits = {}
local ifFound = function(foundItem, val)
foundUnits[#foundUnits + 1] = foundItem
end
world.searchObjects(5, volS, ifFound)
--env.info("Found scenery objects: " .. #foundUnits)
if #foundUnits > 10 then
return true
end
return false
end
function RotorOps.aiExecute(vars)
local update_interval = 60
@ -780,6 +965,7 @@ function RotorOps.aiExecute(vars)
local group_name = vars.group_name
local task = RotorOps.ai_tasks[group_name].ai_task
local zone = RotorOps.ai_tasks[group_name].zone
local point = RotorOps.ai_tasks[group_name].point
-- if vars.zone then zone = vars.zone end
@ -862,6 +1048,20 @@ function RotorOps.aiExecute(vars)
local speed = RotorOps.ground_speed
local force_offroad = RotorOps.force_offroad
mist.groupToPoint(group_name, RotorOps.active_zone, formation, final_heading, speed, force_offroad)
elseif task == "shift" then
local vars = {}
vars.grp = Group.getByName(group_name)
vars.radius = 250
vars.point = point
RotorOps.shiftPosition(vars) --takes a group object, not name
update_interval = math.random(60,360)
elseif task == "guard" then
local vars = {}
vars.grp = Group.getByName(group_name)
vars.radius = 100
vars.point = point
RotorOps.guardPosition(vars) --takes a group object, not name
update_interval = math.random(60,120)
end
@ -916,28 +1116,38 @@ function RotorOps.assessUnitsInZone(var)
RotorOps.ai_defending_vehicle_groups = RotorOps.groupsFromUnits(defending_vehicles)
RotorOps.ai_attacking_infantry_groups = RotorOps.groupsFromUnits(attacking_infantry)
RotorOps.ai_attacking_vehicle_groups = RotorOps.groupsFromUnits(attacking_vehicles)
for index, group in pairs(RotorOps.ai_defending_infantry_groups) do
if group then
if group and not isStaticGroup(group) then
RotorOps.aiTask(group, "patrol")
end
end
for index, group in pairs(RotorOps.ai_attacking_infantry_groups) do
if group then
if group and not isStaticGroup(group) then
RotorOps.aiTask(group, "clear_zone", RotorOps.active_zone)
end
end
for index, group in pairs(RotorOps.ai_attacking_vehicle_groups) do
if group then
if group and not isStaticGroup(group) then
RotorOps.aiTask(group, "clear_zone", RotorOps.active_zone)
end
end
for index, group in pairs(RotorOps.ai_defending_vehicle_groups) do
if group then
if group and not isStaticGroup(group) then
Group.getByName(group):getController():setOption(AI.Option.Ground.id.DISPERSE_ON_ATTACK , RotorOps.defending_vehicles_disperse)
if RotorOps.defending_vehicles_behavior == "patrol" then
RotorOps.aiTask(group, "patrol")
elseif RotorOps.defending_vehicles_behavior == "shift" then
local unit = RotorOps.getValidUnitFromGroup(group)
if unit then
RotorOps.aiTask(group, "shift", nil, unit:getPoint())
end
end
end
end
@ -953,13 +1163,20 @@ function RotorOps.assessUnitsInZone(var)
--sort infantry spawn zones and spawn quantity
inf_spawn_zones = {}
local total_spawn_zones = 0
for zone, zoneobj in pairs(mist.DBs.zonesByName) do
if string.find(zone, RotorOps.active_zone) and string.find(zone:lower(), "spawn") then --if we find a zone that has the active zone name and the word spawn
inf_spawn_zones[#inf_spawn_zones + 1] = zone
env.info("ROTOR OPS: spawn zone found:"..zone)
end
if string.find(zone:lower(), "spawn") then
total_spawn_zones = total_spawn_zones + 1
end
end
RotorOps.inf_spawns_avail = RotorOps.inf_spawns_per_zone * #inf_spawn_zones
--RotorOps.inf_spawns_avail = RotorOps.inf_spawns_per_zone * RotorOps.inf_spawn_multiplier[RotorOps.active_zone_index]
if total_spawn_zones > 0 then
RotorOps.inf_spawns_avail = (RotorOps.inf_spawns_total / total_spawn_zones) * #inf_spawn_zones
end
env.info("ROTOR OPS: zone activated: "..RotorOps.active_zone..", inf spawns avail:"..RotorOps.inf_spawns_avail..", spawn zones:"..#inf_spawn_zones)
end
@ -973,6 +1190,7 @@ function RotorOps.assessUnitsInZone(var)
active_zone_initial_defenders = nil
defenders_remaining_percent = 0
trigger.action.setUserFlag(defenders_status_flag, 0) --set the zone's flag to cleared
trigger.action.setUserFlag(zone_defenders_flags[RotorOps.active_zone_index], 0) --set the zone's flag to cleared
if RotorOps.defending == true then
RotorOps.gameMsg(RotorOps.gameMsgs.enemy_cleared_zone, RotorOps.active_zone_index)
else
@ -984,6 +1202,7 @@ function RotorOps.assessUnitsInZone(var)
else
trigger.action.setUserFlag(defenders_status_flag, defenders_remaining_percent) --set the zones flag to indicate the status of remaining defenders
trigger.action.setUserFlag(zone_defenders_flags[RotorOps.active_zone_index], defenders_remaining_percent)
end
--are all zones clear?
@ -998,13 +1217,14 @@ function RotorOps.assessUnitsInZone(var)
--update staged units remaining flag
local staged_units_remaining = {}
for index, unit in pairs(RotorOps.staged_units) do
if unit:isExist() then
if unit:isExist() and unit:getLife() > 0 then
staged_units_remaining[#staged_units_remaining + 1] = unit
end
end
local percent_staged_remain = 0
percent_staged_remain = math.floor((#staged_units_remaining / #RotorOps.staged_units) * 100)
trigger.action.setUserFlag(RotorOps.staged_units_flag, percent_staged_remain)
trigger.action.setUserFlag('ROPS_ATTACKERS', percent_staged_remain)
debugMsg("Staged units remaining percent: "..percent_staged_remain.."%")
@ -1013,9 +1233,11 @@ function RotorOps.assessUnitsInZone(var)
if RotorOps.defending == true then
RotorOps.game_state = RotorOps.game_states.lost
trigger.action.setUserFlag(RotorOps.game_state_flag, RotorOps.game_states.lost)
trigger.action.setUserFlag('ROPS_GAMESTATE', RotorOps.game_states.lost)
else
RotorOps.game_state = RotorOps.game_states.won
trigger.action.setUserFlag(RotorOps.game_state_flag, RotorOps.game_states.won)
trigger.action.setUserFlag('ROPS_GAMESTATE', RotorOps.game_states.won)
end
return --we won't reset our timer to fire this function again
end
@ -1030,6 +1252,7 @@ function RotorOps.assessUnitsInZone(var)
if RotorOps.defending and defending_game_won then
RotorOps.game_state = RotorOps.game_states.won
trigger.action.setUserFlag(RotorOps.game_state_flag, RotorOps.game_states.won)
trigger.action.setUserFlag('ROPS_GAMESTATE', RotorOps.game_states.won)
return --we won't reset our timer to fire this function again
end
@ -1064,7 +1287,7 @@ function RotorOps.assessUnitsInZone(var)
local function timedDeploy()
if vehicle:isExist() then
env.info(vehicle:getName().." is deploying troops.")
RotorOps.deployTroops(4, vehicle:getGroup(), false)
RotorOps.deployTroops(RotorOps.inf_apc_group, vehicle:getGroup(), false)
end
end
@ -1086,9 +1309,9 @@ function RotorOps.assessUnitsInZone(var)
local zone = inf_spawn_zones[rand_index]
if RotorOps.defending then
ctld.spawnGroupAtTrigger("blue", 5, zone, 1000)
ctld.spawnGroupAtTrigger("blue", RotorOps.inf_spawn_blue, zone, 1000)
else
ctld.spawnGroupAtTrigger("red", 5, zone, 1000)
ctld.spawnGroupAtTrigger("red", RotorOps.inf_spawn_red, zone, 1000)
RotorOps.gameMsg(RotorOps.gameMsgs.infantry_spawned, math.random(1, #RotorOps.gameMsgs.infantry_spawned))
end
@ -1120,12 +1343,19 @@ function RotorOps.assessUnitsInZone(var)
local message = ""
local header = ""
local body = ""
-- if RotorOps.defending == true then
-- header = "[DEFEND "..RotorOps.active_zone .. "] "
-- body = "RED: " ..#attacking_infantry.. " infantry, " .. #attacking_vehicles .. " vehicles. BLUE: "..#defending_infantry.. " infantry, " .. #defending_vehicles.." vehicles. ["..defenders_remaining_percent.."%]"
-- else
-- header = "[ATTACK "..RotorOps.active_zone .. "] "
-- body = "RED: " ..#defending_infantry.. " infantry, " .. #defending_vehicles .. " vehicles. BLUE: "..#attacking_infantry.. " infantry, " .. #attacking_vehicles.." vehicles. ["..defenders_remaining_percent.."%]"
-- end
if RotorOps.defending == true then
header = "[DEFEND "..RotorOps.active_zone .. "] "
body = "RED: " ..#attacking_infantry.. " infantry, " .. #attacking_vehicles .. " vehicles. BLUE: "..#defending_infantry.. " infantry, " .. #defending_vehicles.." vehicles. ["..defenders_remaining_percent.."%]"
body = "BLUE: "..#defending_infantry.. " infantry, " .. #defending_vehicles.." vehicles. RED CONVOY: " .. #staged_units_remaining .." vehicles. ["..percent_staged_remain.."%]"
else
header = "[ATTACK "..RotorOps.active_zone .. "] "
body = "RED: " ..#defending_infantry.. " infantry, " .. #defending_vehicles .. " vehicles. BLUE: "..#attacking_infantry.. " infantry, " .. #attacking_vehicles.." vehicles. ["..defenders_remaining_percent.."%]"
body = "RED: " ..#defending_infantry.. " infantry, " .. #defending_vehicles .. " vehicles. BLUE CONVOY: " .. #staged_units_remaining .." vehicles. ["..percent_staged_remain.."%]"
end
message = header .. body
@ -1169,29 +1399,49 @@ function RotorOps.drawZones() --this could use a lot of work, we should use tri
trigger.action.textToAll(coalition, id + 100, point, color, text_fill_color, font_size, read_only, text)
end
for index, pickup_zone in pairs(RotorOps.ctld_pickup_zones)
do
for c_index, c_zone in pairs(ctld.pickupZones)
do
if pickup_zone == c_zone[1] then
--debugMsg("found our zone in ctld zones, status: "..c_zone[4])
local ctld_zone_status = c_zone[4]
local point = trigger.misc.getZone(pickup_zone).point
local radius = trigger.misc.getZone(pickup_zone).radius
local coalition = -1
local id = index + 150 --this must be UNIQUE!
local color = {1, 1, 1, 0.5}
local fill_color = {0, 0.8, 0, 0.1}
local line_type = 5 --1 Solid 2 Dashed 3 Dotted 4 Dot Dash 5 Long Dash 6 Two Dash
if ctld_zone_status == 'yes' or ctld_zone_status == 1 then
--debugMsg("draw the pickup zone")
trigger.action.circleToAll(coalition, id, point, radius, color, fill_color, line_type)
end
end
end
for index, cpz in pairs(ctld.pickupZones) do
env.info("CTLD pickzone name: " .. cpz[1])
pickup_zone = trigger.misc.getZone(cpz[1])
if pickup_zone then
env.info("found a ctld pickup zone")
local ctld_zone_status = cpz[4]
local point = pickup_zone.point
local radius = pickup_zone.radius
local coalition = -1
local id = index + 150 --this must be UNIQUE!
local color = {1, 1, 1, 0.5}
local fill_color = {0, 0.8, 0, 0.1}
local line_type = 5 --1 Solid 2 Dashed 3 Dotted 4 Dot Dash 5 Long Dash 6 Two Dash
if ctld_zone_status == 'yes' or ctld_zone_status == 1 then
env.info("pickup zone is active, drawing it to the map")
trigger.action.circleToAll(coalition, id, point, radius, color, fill_color, line_type)
end
end
end
-- for index, pickup_zone in pairs(RotorOps.ctld_pickup_zones)
-- do
-- for c_index, c_zone in pairs(ctld.pickupZones)
-- do
-- if pickup_zone == c_zone[1] then
-- --debugMsg("found our zone in ctld zones, status: "..c_zone[4])
-- local ctld_zone_status = c_zone[4]
-- local point = trigger.misc.getZone(pickup_zone).point
-- local radius = trigger.misc.getZone(pickup_zone).radius
-- local coalition = -1
-- local id = index + 150 --this must be UNIQUE!
-- local color = {1, 1, 1, 0.5}
-- local fill_color = {0, 0.8, 0, 0.1}
-- local line_type = 5 --1 Solid 2 Dashed 3 Dotted 4 Dot Dash 5 Long Dash 6 Two Dash
-- if ctld_zone_status == 'yes' or ctld_zone_status == 1 then
-- --debugMsg("draw the pickup zone")
-- trigger.action.circleToAll(coalition, id, point, radius, color, fill_color, line_type)
-- end
-- end
-- end
-- end
end
@ -1211,17 +1461,17 @@ function RotorOps.setActiveZone(new_index)
if new_index ~= old_index then --the active zone is changing
if not RotorOps.defending then
-- if not RotorOps.defending then
if old_index > 0 and RotorOps.apcs_spawn_infantry == false then
ctld.activatePickupZone(RotorOps.zones[old_index].name) --make the captured zone a pickup zone
end
ctld.deactivatePickupZone(RotorOps.zones[new_index].name)
end
-- if old_index > 0 and RotorOps.apcs_spawn_infantry == false then
-- ctld.activatePickupZone(RotorOps.farp_names[old_index]) --make the captured zone a pickup zone
-- end
-- ctld.deactivatePickupZone(RotorOps.farp_names[new_index])
-- end
RotorOps.game_state = new_index
trigger.action.setUserFlag(RotorOps.game_state_flag, new_index)
trigger.action.setUserFlag('ROPS_GAMESTATE', new_index)
if new_index > old_index then
if RotorOps.defending == true then
RotorOps.gameMsg(RotorOps.gameMsgs.enemy_pushing, new_index)
@ -1288,6 +1538,28 @@ function RotorOps.setupCTLD()
{name = "Small Platoon (16)", inf = 9, mg = 3, at = 3, aa = 1 },
{name = "Platoon (24)", inf = 10, mg = 5, at = 6, aa = 3 },
}
--add to CTLD default pickzone names. This could be done in a loop but this should be more readable
--pickupZones = { "Zone name or Ship Unit Name", "smoke color", "limit (-1 unlimited)", "ACTIVE (yes/no)", "side (0 = Both sides / 1 = Red / 2 = Blue )", flag number (optional) }
ctld.pickupZones[#ctld.pickupZones + 1] = { "STAGING", RotorOps.pickup_zone_smoke, -1, "no", 0 }
ctld.pickupZones[#ctld.pickupZones + 1] = { "STAGING_BASE", RotorOps.pickup_zone_smoke, -1, "no", 0 }
ctld.pickupZones[#ctld.pickupZones + 1] = { "ALPHA_FARP", RotorOps.pickup_zone_smoke, -1, "no", 0 }
ctld.pickupZones[#ctld.pickupZones + 1] = { "BRAVO_FARP", RotorOps.pickup_zone_smoke, -1, "no", 0 }
ctld.pickupZones[#ctld.pickupZones + 1] = { "CHARLIE_FARP", RotorOps.pickup_zone_smoke, -1, "no", 0 }
ctld.pickupZones[#ctld.pickupZones + 1] = { "DELTA_FARP", RotorOps.pickup_zone_smoke, -1, "no", 0 }
ctld.pickupZones[#ctld.pickupZones + 1] = { "HELO_CARRIER", "none", -1, "no", 0 }
ctld.pickupZones[#ctld.pickupZones + 1] = { "HELO_CARRIER_1", "none", -1, "no", 0 }
ctld.pickupZones[#ctld.pickupZones + 1] = { "troops1", RotorOps.pickup_zone_smoke, -1, "yes", 0 }
ctld.pickupZones[#ctld.pickupZones + 1] = { "troops2", RotorOps.pickup_zone_smoke, -1, "yes", 0 }
ctld.pickupZones[#ctld.pickupZones + 1] = { "troops3", RotorOps.pickup_zone_smoke, -1, "yes", 0 }
ctld.pickupZones[#ctld.pickupZones + 1] = { "troops4", RotorOps.pickup_zone_smoke, -1, "yes", 0 }
ctld.pickupZones[#ctld.pickupZones + 1] = { "troops5", RotorOps.pickup_zone_smoke, -1, "yes", 0 }
ctld.pickupZones[#ctld.pickupZones + 1] = { "troops6", RotorOps.pickup_zone_smoke, -1, "yes", 0 }
ctld.pickupZones[#ctld.pickupZones + 1] = { "troops7", RotorOps.pickup_zone_smoke, -1, "yes", 0 }
ctld.pickupZones[#ctld.pickupZones + 1] = { "troops8", RotorOps.pickup_zone_smoke, -1, "yes", 0 }
ctld.pickupZones[#ctld.pickupZones + 1] = { "troops9", RotorOps.pickup_zone_smoke, -1, "yes", 0 }
ctld.pickupZones[#ctld.pickupZones + 1] = { "troops10", RotorOps.pickup_zone_smoke, -1, "yes", 0 }
@ -1310,8 +1582,13 @@ function RotorOps.addZone(_name, _zone_defenders_flag)
end
table.insert(RotorOps.zones, {name = _name, defenders_status_flag = _zone_defenders_flag})
trigger.action.setUserFlag(_zone_defenders_flag, 101)
trigger.action.setUserFlag(zone_defenders_flags[1], 101)
trigger.action.setUserFlag(zone_defenders_flags[2], 101)
trigger.action.setUserFlag(zone_defenders_flags[3], 101)
trigger.action.setUserFlag(zone_defenders_flags[4], 101)
RotorOps.drawZones()
RotorOps.addPickupZone(_name, RotorOps.pickup_zone_smoke, -1, "no", 2)
local farp_name = _name .. "_FARP"
RotorOps.farp_names[#RotorOps.farp_names + 1] = farp_name
end
@ -1320,7 +1597,7 @@ function RotorOps.addStagingZone(_name)
trigger.action.outText(_name.." trigger zone missing! Check RotorOps setup!", 60)
env.warning(_name.." trigger zone missing! Check RotorOps setup!")
end
RotorOps.addPickupZone(_name, RotorOps.pickup_zone_smoke, -1, "no", 0)
RotorOps.staging_zones[#RotorOps.staging_zones + 1] = _name
end
@ -1348,6 +1625,7 @@ function RotorOps.setupConflict(_game_state_flag)
RotorOps.game_state = RotorOps.game_states.not_started
processMsgBuffer()
trigger.action.setUserFlag(RotorOps.game_state_flag, RotorOps.game_states.not_started)
trigger.action.setUserFlag('ROPS_GAMESTATE', RotorOps.game_states.not_started)
trigger.action.outText("ALL TROOPS GET TO TRANSPORT AND PREPARE FOR DEPLOYMENT!" , 10, false)
if RotorOps.CTLD_sound_effects == true then
local timer_id = timer.scheduleFunction(RotorOps.registerCtldCallbacks, 1, timer.getTime() + 5)
@ -1355,8 +1633,7 @@ function RotorOps.setupConflict(_game_state_flag)
end
function RotorOps.addPickupZone(zone_name, smoke, limit, active, side)
RotorOps.ctld_pickup_zones[#RotorOps.ctld_pickup_zones + 1] = zone_name
function RotorOps.addPickupZone(zone_name, smoke, limit, active, side) --depreciated, don't use
ctld.pickupZones[#ctld.pickupZones + 1] = {zone_name, smoke, limit, active, side}
end
@ -1370,14 +1647,14 @@ function RotorOps.startConflict()
--missionCommands.removeItem(commandDB['start_conflict'])
--commandDB['clear_zone'] = missionCommands.addCommand( "[CHEAT] Force Clear Zone" , conflict_zones_menu , RotorOps.clearActiveZone)
RotorOps.staged_units = mist.getUnitsInZones(mist.makeUnitTable({'[all][vehicle]'}), RotorOps.staging_zones)
local units_found = mist.getUnitsInZones(mist.makeUnitTable({'[all][vehicle]'}), RotorOps.staging_zones)
--filter out 'static' units
-- for index, unit in pairs(RotorOps.staged_units) do
-- if string.find(Unit.getGroup(unit):getName():lower(), RotorOps.exclude_ai_group_name:lower()) then
-- RotorOps.staged_units[index] = nil --remove 'static' units
-- end
-- end
for index, unit in pairs(units_found) do
if not isStaticUnit(unit) then
RotorOps.staged_units[#RotorOps.staged_units + 1] = unit
end
end
if RotorOps.staged_units[1] == nil then
@ -1387,23 +1664,35 @@ function RotorOps.startConflict()
end
if RotorOps.staged_units[1]:getCoalition() == 1 then --check the coalition in the staging zone to see if we're defending
--DEFENSE
trigger.action.setUserFlag('ROPS_DEFENDING', 1)
RotorOps.defending = true
RotorOps.gameMsg(RotorOps.gameMsgs.start_defense)
ctld.activatePickupZone(RotorOps.zones[#RotorOps.zones].name) --make the last zone a pickup zone for defenders
for index, zone in pairs(RotorOps.staging_zones) do
ctld.deactivatePickupZone(zone)
end
ctld.activatePickupZone(RotorOps.farp_names[#RotorOps.farp_names]) --make the last zone a pickup zone for defenders
else
--OFFENSE
RotorOps.gameMsg(RotorOps.gameMsgs.start)
for index, zone in pairs(RotorOps.staging_zones) do
ctld.activatePickupZone(zone)
end
if RotorOps.enable_staging_pickzones then
if trigger.misc.getZone("STAGING_BASE") then
ctld.activatePickupZone("STAGING_BASE")
else
ctld.activatePickupZone("STAGING")
end
end
end
RotorOps.setActiveZone(1)
if RotorOps.ai_task_by_name then
RotorOps.taskByName()
end
local id = timer.scheduleFunction(RotorOps.assessUnitsInZone, 1, timer.getTime() + 5)
world.addEventHandler(RotorOps.eventHandler)
end
@ -1431,6 +1720,32 @@ function RotorOps.triggerSpawn(groupName, msg, resume_task)
end
---Search for group names containing key strings to assign AI tasks
function RotorOps.taskByName()
env.info("RotorOps searching for groups to taskByName")
for group_name, data in pairs(mist.DBs.groupsByName) do
if string.find(group_name:lower(), RotorOps.patrol_task_string:lower()) then
RotorOps.aiTask(group_name, "patrol")
env.info("Tasking " .. group_name .. " as patrol.")
elseif string.find(group_name:lower(), RotorOps.aggressive_task_string:lower()) then
RotorOps.aiTask(group_name, "aggressive")
env.info("Tasking " .. group_name .. " as aggressive.")
elseif string.find(group_name:lower(), RotorOps.move_to_active_task_string:lower()) then
RotorOps.aiTask(group_name, "move_to_active_zone")
env.info("Tasking " .. group_name .. " to move to active zone.")
elseif string.find(group_name:lower(), RotorOps.shift_task_string:lower()) then
RotorOps.aiTask(group_name, "shift")
env.info("Tasking " .. group_name .. " to shift positions.")
elseif string.find(group_name:lower(), RotorOps.guard_task_string:lower()) then
RotorOps.aiTask(group_name, "guard")
env.info("Tasking " .. group_name .. " to guard positions.")
end
end
if RotorOps.ai_task_by_name_scheduler then
local timer_id = timer.scheduleFunction(RotorOps.taskByName, nil, timer.getTime() + 120)
end
end
function RotorOps.spawnAttackHelos()
RotorOps.triggerSpawn("Enemy Attack Helicopters", RotorOps.gameMsgs.attack_helos_prep, true)
@ -1443,8 +1758,16 @@ end
function RotorOps.farpEstablished(index)
function RotorOps.farpEstablished(index, trigger_zone)
env.info("RotorOps FARP established at "..RotorOps.zones[index].name)
if trigger_zone then
if RotorOps.farp_pickups then
ctld.activatePickupZone(trigger_zone)
end
if RotorOps.farp_smoke_color >= 0 and RotorOps.pickup_zone_smoke == 'none' then
trigger.action.smoke(trigger.misc.getZone(trigger_zone).point , RotorOps.farp_smoke_color)
end
end
timer.scheduleFunction(function()RotorOps.gameMsg(RotorOps.gameMsgs.farp_established, index) end, {}, timer.getTime() + 15)
end
@ -1562,6 +1885,7 @@ function RotorOps.spawnTranspHelos(troops, max_drops)
end
--- USEFUL PUBLIC 'LUA PREDICATE' FUNCTIONS FOR MISSION EDITOR TRIGGERS (don't forget that DCS lua predicate functions should 'return' these function calls)
--determine if any human players are above a defined ceiling above ground level. If 'above' parameter is false, function will return true if no players above ceiling

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@ -22,6 +22,18 @@ spencershepard (GRIMM):
-damage model for ground units that will disable their weapons and ability to move with partial damage before they are killed
-added options table to allow easy adjustments before release
-general refactoring and restructure
31 December 2021
spencershepard (GRIMM):
-added many new weapons
-added filter for weapons.shells events
-fixed mission weapon message option
-changed default for damage_model option
16 April 2022
spencershepard (GRIMM):
added new/missing weapons to explTable
added new option rocket_multiplier
--]]
----[[ ##### SCRIPT CONFIGURATION ##### ]]----
@ -40,6 +52,7 @@ splash_damage_options = {
["infantry_cant_fire_health"] = 90, --if health is below this value after our explosions, set ROE to HOLD to simulate severe injury
["debug"] = false, --enable debugging messages
["weapon_missing_message"] = false, --false disables messages alerting you to weapons missing from the explTable
["rocket_multiplier"] = 1.3, --multiplied by the explTable value for rockets
}
local script_enable = 1
@ -156,8 +169,14 @@ explTable = {
["AB_250_2_SD_2"] = 100, --("AB 250-2 - 144 x SD-2, 250kg CBU with HE submunitions")
["AB_250_2_SD_10A"] = 100, --("AB 250-2 - 17 x SD-10A, 250kg CBU with 10kg Frag/HE submunitions")
["AB_500_1_SD_10A"] = 213, --("AB 500-1 - 34 x SD-10A, 500kg CBU with 10kg Frag/HE submunitions")
--["LTF_5B"] = 100, --("LTF 5b Aerial Torpedo")
--agm-65??
["AGM_114K"] = 10,
["HYDRA_70_M229"] = 8,
["AGM_65D"] = 130,
["AGM_65E"] = 300,
["AGM_65F"] = 300,
["HOT3"] = 15,
["AGR_20A"] = 8,
["GBU_54_V_1B"] = 118,
}
@ -253,9 +272,11 @@ function track_wpns()
trigger.action.explosion(impactPoint, getWeaponExplosive(wpnData.name))
--trigger.action.smoke(impactPoint, 0)
end
--if wpnData.cat == Weapon.Category.ROCKET then
blastWave(impactPoint, splash_damage_options.blast_search_radius, wpnData.ordnance, getWeaponExplosive(wpnData.name))
--end
local explosive = getWeaponExplosive(wpnData.name)
if splash_damage_options.rocket_multiplier > 0 and wpnData.cat == Weapon.Category.ROCKET then
explosive = explosive * splash_damage_options.rocket_multiplier
end
blastWave(impactPoint, splash_damage_options.blast_search_radius, wpnData.ordnance, explosive)
tracked_weapons[wpn_id_] = nil -- remove from tracked weapons first.
end
end

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@ -1,24 +0,0 @@
## Forces Templates
The friendly/enemy forces templates available in the generator are simply .miz files in the Generator/Forces folder.
A Forces template defines the groups of ground units available, AI aircraft, liveries, and loadouts.
To create your own Forces template:
1) Create an empty mission on Caucasus
2) Add ground unit groups.
3) Save the mission in this directory.
Optional:
4) Add helicopters with "CAS" main task for attack helicopters.
5) Add helicopters with "Transport" main task for transport helicopters.
6) Add planes with "CAS" main task for attack planes.
7) Add planes with "CAP" main task for fighters.
8) Configure loadouts, liveries, and skill for aircraft.
Tips:
- The mission generator will only extract blue ground units from the template when selected from the "Blue Forces" menu, and vice versa.
- Only unit types are used from ground units. Liveries or other attributes are able to be copied.
- For aircraft, group size is currently capped at 2 units per group to help prevent issues with parking. Only the first unit in the group is used as a source.

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@ -1,20 +0,0 @@
## Imports
A breakthrough feature of mission design with RotorOps is the ability to import complex arrangements of statics and vehicles. This allows you to create reusable mission assets like bases, FARPs, objective sites, or just about anything you can imagine building in the mission editor. You can place these on any map, at your desired point, rotation and coalition!
A selection of FOBs, FARPs, and other objects are available in the Imports folder. Included are multiplayer FOBs with up to 16 helicopter spawns! A guide to the included templates is available here: [RotorOps IMPORT Assets](http://dcs-helicopters.com/wp-content/uploads/2022/03/RotorOps_IMPORT_TEMPLATES-1.pdf)
To use an import template:
1) Place a static mark flag in the scenario template mission.
2) Change the group name to 'IMPORT-filename', where the filename is a .miz file in the Generator/Imports folder.
3) Change the flag coalition to CJTF Blue/Red or UN Peacekeepers.
4) Change the flag heading and position as desired.
5) Change the flag UNIT NAME to something relevant (ie. 'North Base')
6) For multiple imports of the same template, the import object GROUP NAME should end with '-01' etc
To create a new import template:
1) Make an empty mission on Caucasus.
2) Place units/objects on the map.
3) Make one unit group name: 'ANCHOR' This will represent the point of insertion/rotation in the target mission.
4) Save the template .miz file in Generator/Imports

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