Fix campaigns without frontline.

* Missions will now generate without a frontline conflict
* Bulls is now defined as the nearest opposing airfield for each side
This commit is contained in:
walterroach 2020-11-28 19:53:01 -06:00
parent c501c45c52
commit 292ac42003
2 changed files with 32 additions and 13 deletions

View File

@ -86,6 +86,25 @@ class Operation:
cls.game.enemy_country,
frontline.position
)
@classmethod
def air_conflict(cls) -> Conflict:
assert cls.game
player_cp, enemy_cp = cls.game.theater.closest_opposing_control_points()
mid_point = player_cp.position.point_from_heading(
player_cp.position.heading_between_point(enemy_cp.position),
player_cp.position.distance_to_point(enemy_cp.position) / 2
)
return Conflict(
cls.game.theater,
player_cp,
enemy_cp,
cls.game.player_name,
cls.game.enemy_name,
cls.game.player_country,
cls.game.enemy_country,
mid_point
)
@classmethod
def _set_mission(cls, mission: Mission) -> None:
@ -287,11 +306,8 @@ class Operation:
cls.airsupportgen.air_support)
cls._generate_ground_conflicts()
# TODO: This is silly, once Bulls position is defined without Conflict this should be removed.
default_conflict = [i for i in cls.conflicts()][0]
# Triggers
triggersgen = TriggersGenerator(cls.current_mission, default_conflict,
cls.game)
triggersgen = TriggersGenerator(cls.current_mission, cls.game)
triggersgen.generate()
# Setup combined arms parameters
@ -334,13 +350,11 @@ class Operation:
@classmethod
def _generate_air_units(cls) -> None:
"""Generate the air units for the Operation"""
# TODO: this is silly, once AirSupportConflictGenerator doesn't require Conflict this can be removed.
default_conflict = [i for i in cls.conflicts()][0]
# Air Support (Tanker & Awacs)
assert cls.radio_registry and cls.tacan_registry
cls.airsupportgen = AirSupportConflictGenerator(
cls.current_mission, default_conflict, cls.game, cls.radio_registry,
cls.current_mission, cls.air_conflict(), cls.game, cls.radio_registry,
cls.tacan_registry)
cls.airsupportgen.generate()

View File

@ -1,5 +1,7 @@
from __future__ import annotations
from typing import TYPE_CHECKING
from dcs.action import MarkToAll
from dcs.condition import TimeAfter
from dcs.mission import Mission
@ -12,6 +14,9 @@ from game.theater import Airfield
from dcs.unitgroup import FlyingGroup
from .conflictgen import Conflict
if TYPE_CHECKING:
from game.game import Game
PUSH_TRIGGER_SIZE = 3000
PUSH_TRIGGER_ACTIVATION_AGL = 25
@ -34,9 +39,8 @@ class Silence(Option):
class TriggersGenerator:
def __init__(self, mission: Mission, conflict: Conflict, game):
def __init__(self, mission: Mission, game: Game):
self.mission = mission
self.conflict = conflict # TODO: Move conflict out of this class. Only needed for bullseye position
self.game = game
def _set_allegiances(self, player_coalition: str, enemy_coalition: str):
@ -111,10 +115,11 @@ class TriggersGenerator:
player_coalition = "blue"
enemy_coalition = "red"
self.mission.coalition["blue"].bullseye = {"x": self.conflict.position.x,
"y": self.conflict.position.y}
self.mission.coalition["red"].bullseye = {"x": self.conflict.position.x,
"y": self.conflict.position.y}
player_cp, enemy_cp = self.game.theater.closest_opposing_control_points()
self.mission.coalition["blue"].bullseye = {"x": enemy_cp.position.x,
"y": enemy_cp.position.y}
self.mission.coalition["red"].bullseye = {"x": player_cp.position.x,
"y": player_cp.position.y}
self._set_skill(player_coalition, enemy_coalition)
self._set_allegiances(player_coalition, enemy_coalition)