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

@@ -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)