Copied three files as templates/inheritance for generating Pretense campaigns from Retribution campaigns:

- missiongenerator.py
 - aircraftgenerator.py
 - triggergenerator.py
This commit is contained in:
MetalStormGhost 2023-09-09 15:15:42 +03:00
parent 65b2db0ece
commit 975471e942
3 changed files with 903 additions and 0 deletions

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from __future__ import annotations
import logging
from datetime import datetime
from functools import cached_property
from typing import Any, Dict, List, TYPE_CHECKING, Tuple
from dcs import Point
from dcs.action import AITaskPush
from dcs.condition import FlagIsTrue, GroupDead, Or, FlagIsFalse
from dcs.country import Country
from dcs.mission import Mission
from dcs.terrain.terrain import NoParkingSlotError
from dcs.triggers import TriggerOnce, Event
from dcs.unit import Skill
from dcs.unitgroup import FlyingGroup, StaticGroup
from game.ato.airtaaskingorder import AirTaskingOrder
from game.ato.flight import Flight
from game.ato.flightstate import Completed, WaitingForStart
from game.ato.flighttype import FlightType
from game.ato.package import Package
from game.ato.starttype import StartType
from game.missiongenerator.lasercoderegistry import LaserCodeRegistry
from game.missiongenerator.missiondata import MissionData
from game.radio.radios import RadioRegistry
from game.radio.tacan import TacanRegistry
from game.runways import RunwayData
from game.settings import Settings
from game.theater.controlpoint import (
Airfield,
ControlPoint,
Fob,
)
from game.unitmap import UnitMap
from .aircraftpainter import AircraftPainter
from .flightdata import FlightData
from .flightgroupconfigurator import FlightGroupConfigurator
from .flightgroupspawner import FlightGroupSpawner
from ...data.weapons import WeaponType
if TYPE_CHECKING:
from game import Game
from game.squadrons import Squadron
class AircraftGenerator:
def __init__(
self,
mission: Mission,
settings: Settings,
game: Game,
time: datetime,
radio_registry: RadioRegistry,
tacan_registry: TacanRegistry,
laser_code_registry: LaserCodeRegistry,
unit_map: UnitMap,
mission_data: MissionData,
helipads: dict[ControlPoint, list[StaticGroup]],
ground_spawns_roadbase: dict[ControlPoint, list[Tuple[StaticGroup, Point]]],
ground_spawns: dict[ControlPoint, list[Tuple[StaticGroup, Point]]],
) -> None:
self.mission = mission
self.settings = settings
self.game = game
self.time = time
self.radio_registry = radio_registry
self.tacan_registy = tacan_registry
self.laser_code_registry = laser_code_registry
self.unit_map = unit_map
self.flights: List[FlightData] = []
self.mission_data = mission_data
self.helipads = helipads
self.ground_spawns_roadbase = ground_spawns_roadbase
self.ground_spawns = ground_spawns
self.ewrj_package_dict: Dict[int, List[FlyingGroup[Any]]] = {}
self.ewrj = settings.plugins.get("ewrj")
self.need_ecm = settings.plugin_option("ewrj.ecm_required")
@cached_property
def use_client(self) -> bool:
"""True if Client should be used instead of Player."""
blue_clients = self.client_slots_in_ato(self.game.blue.ato)
red_clients = self.client_slots_in_ato(self.game.red.ato)
return blue_clients + red_clients > 1
@staticmethod
def client_slots_in_ato(ato: AirTaskingOrder) -> int:
total = 0
for package in ato.packages:
for flight in package.flights:
total += flight.client_count
return total
def clear_parking_slots(self) -> None:
for cp in self.game.theater.controlpoints:
for parking_slot in cp.parking_slots:
parking_slot.unit_id = None
def generate_flights(
self,
country: Country,
ato: AirTaskingOrder,
dynamic_runways: Dict[str, RunwayData],
) -> None:
"""Adds aircraft to the mission for every flight in the ATO.
Aircraft generation is done by walking the ATO and spawning each flight in turn.
After the flight is generated the group is added to the UnitMap so aircraft
deaths can be tracked.
Args:
country: The country from the mission to use for this ATO.
ato: The ATO to spawn aircraft for.
dynamic_runways: Runway data for carriers and FARPs.
"""
self._reserve_frequencies_and_tacan(ato)
for package in reversed(sorted(ato.packages, key=lambda x: x.time_over_target)):
logging.info(f"Generating package for target: {package.target.name}")
if not package.flights:
continue
for flight in package.flights:
if flight.alive:
if not flight.squadron.location.runway_is_operational():
logging.warning(
f"Runway not operational, skipping flight: {flight.flight_type}"
)
flight.return_pilots_and_aircraft()
continue
logging.info(f"Generating flight: {flight.unit_type}")
group = self.create_and_configure_flight(
flight, country, dynamic_runways
)
self.unit_map.add_aircraft(group, flight)
if (
package.primary_flight is not None
and package.primary_flight.flight_plan.is_formation(
package.primary_flight.flight_plan
)
):
splittrigger = TriggerOnce(Event.NoEvent, f"Split-{id(package)}")
splittrigger.add_condition(FlagIsTrue(flag=f"split-{id(package)}"))
splittrigger.add_condition(Or())
splittrigger.add_condition(FlagIsFalse(flag=f"split-{id(package)}"))
splittrigger.add_condition(GroupDead(package.primary_flight.group_id))
for flight in package.flights:
if flight.flight_type in [
FlightType.ESCORT,
FlightType.SEAD_ESCORT,
]:
splittrigger.add_action(AITaskPush(flight.group_id, 1))
if len(splittrigger.actions) > 0:
self.mission.triggerrules.triggers.append(splittrigger)
def spawn_unused_aircraft(
self, player_country: Country, enemy_country: Country
) -> None:
for control_point in self.game.theater.controlpoints:
if not (
isinstance(control_point, Airfield) or isinstance(control_point, Fob)
):
continue
if control_point.captured:
country = player_country
else:
country = enemy_country
for squadron in control_point.squadrons:
try:
self._spawn_unused_for(squadron, country)
except NoParkingSlotError:
# If we run out of parking, stop spawning aircraft at this base.
break
def _spawn_unused_for(self, squadron: Squadron, country: Country) -> None:
assert isinstance(squadron.location, Airfield) or isinstance(
squadron.location, Fob
)
if (
squadron.coalition.player
and self.game.settings.perf_disable_untasked_blufor_aircraft
):
return
elif (
not squadron.coalition.player
and self.game.settings.perf_disable_untasked_opfor_aircraft
):
return
for _ in range(squadron.untasked_aircraft):
# Creating a flight even those this isn't a fragged mission lets us
# reuse the existing debriefing code.
# TODO: Special flight type?
flight = Flight(
Package(squadron.location, self.game.db.flights),
squadron,
1,
FlightType.BARCAP,
StartType.COLD,
divert=None,
claim_inv=False,
)
flight.state = Completed(flight, self.game.settings)
group = FlightGroupSpawner(
flight,
country,
self.mission,
self.helipads,
self.ground_spawns_roadbase,
self.ground_spawns,
self.mission_data,
).create_idle_aircraft()
if group:
if (
not squadron.coalition.player
and squadron.aircraft.flyable
and (
self.game.settings.enable_squadron_pilot_limits
or squadron.number_of_available_pilots > 0
)
and self.game.settings.untasked_opfor_client_slots
):
flight.state = WaitingForStart(
flight, self.game.settings, self.game.conditions.start_time
)
group.uncontrolled = False
group.units[0].skill = Skill.Client
AircraftPainter(flight, group).apply_livery()
self.unit_map.add_aircraft(group, flight)
def create_and_configure_flight(
self, flight: Flight, country: Country, dynamic_runways: Dict[str, RunwayData]
) -> FlyingGroup[Any]:
"""Creates and configures the flight group in the mission."""
group = FlightGroupSpawner(
flight,
country,
self.mission,
self.helipads,
self.ground_spawns_roadbase,
self.ground_spawns,
self.mission_data,
).create_flight_group()
self.flights.append(
FlightGroupConfigurator(
flight,
group,
self.game,
self.mission,
self.time,
self.radio_registry,
self.tacan_registy,
self.laser_code_registry,
self.mission_data,
dynamic_runways,
self.use_client,
).configure()
)
if self.ewrj:
self._track_ewrj_flight(flight, group)
return group
def _track_ewrj_flight(self, flight: Flight, group: FlyingGroup[Any]) -> None:
if not self.ewrj_package_dict.get(id(flight.package)):
self.ewrj_package_dict[id(flight.package)] = []
if (
flight.package.primary_flight
and flight is flight.package.primary_flight
or flight.client_count
and (
not self.need_ecm
or flight.loadout.has_weapon_of_type(WeaponType.JAMMER)
)
):
self.ewrj_package_dict[id(flight.package)].append(group)
def _reserve_frequencies_and_tacan(self, ato: AirTaskingOrder) -> None:
for package in ato.packages:
if package.frequency is None:
continue
if package.frequency not in self.radio_registry.allocated_channels:
self.radio_registry.reserve(package.frequency)
for f in package.flights:
if (
f.frequency
and f.frequency not in self.radio_registry.allocated_channels
):
self.radio_registry.reserve(f.frequency)
if f.tacan and f.tacan not in self.tacan_registy.allocated_channels:
self.tacan_registy.mark_unavailable(f.tacan)

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from __future__ import annotations
import logging
from datetime import datetime
from pathlib import Path
from typing import TYPE_CHECKING, cast
import dcs.lua
from dcs import Mission, Point
from dcs.coalition import Coalition
from dcs.countries import country_dict
from dcs.task import OptReactOnThreat
from game.atcdata import AtcData
from game.dcs.beacons import Beacons
from game.dcs.helpers import unit_type_from_name
from game.missiongenerator.aircraft.aircraftgenerator import (
AircraftGenerator,
)
from game.naming import namegen
from game.radio.radios import RadioFrequency, RadioRegistry, MHz
from game.radio.tacan import TacanRegistry
from game.theater import Airfield
from game.theater.bullseye import Bullseye
from game.unitmap import UnitMap
from .briefinggenerator import BriefingGenerator, MissionInfoGenerator
from .cargoshipgenerator import CargoShipGenerator
from .convoygenerator import ConvoyGenerator
from .drawingsgenerator import DrawingsGenerator
from .environmentgenerator import EnvironmentGenerator
from .flotgenerator import FlotGenerator
from .forcedoptionsgenerator import ForcedOptionsGenerator
from .frontlineconflictdescription import FrontLineConflictDescription
from .kneeboard import KneeboardGenerator
from .lasercoderegistry import LaserCodeRegistry
from .luagenerator import LuaGenerator
from .missiondata import MissionData
from .tgogenerator import TgoGenerator
from .triggergenerator import TriggerGenerator
from .visualsgenerator import VisualsGenerator
from ..radio.TacanContainer import TacanContainer
if TYPE_CHECKING:
from game import Game
class MissionGenerator:
def __init__(self, game: Game, time: datetime) -> None:
self.game = game
self.time = time
self.mission = Mission(game.theater.terrain)
self.unit_map = UnitMap()
self.mission_data = MissionData()
self.laser_code_registry = LaserCodeRegistry()
self.radio_registry = RadioRegistry()
self.tacan_registry = TacanRegistry()
self.generation_started = False
self.p_country = country_dict[self.game.blue.faction.country.id]()
self.e_country = country_dict[self.game.red.faction.country.id]()
with open("resources/default_options.lua", "r", encoding="utf-8") as f:
options = dcs.lua.loads(f.read())["options"]
ext_view = game.settings.external_views_allowed
options["miscellaneous"]["f11_free_camera"] = ext_view
options["difficulty"]["spectatorExternalViews"] = ext_view
self.mission.options.load_from_dict(options)
def generate_miz(self, output: Path) -> UnitMap:
if self.generation_started:
raise RuntimeError(
"Mission has already begun generating. To reset, create a new "
"MissionSimulation."
)
self.generation_started = True
self.setup_mission_coalitions()
self.add_airfields_to_unit_map()
self.initialize_registries()
EnvironmentGenerator(self.mission, self.game.conditions, self.time).generate()
tgo_generator = TgoGenerator(
self.mission,
self.game,
self.radio_registry,
self.tacan_registry,
self.unit_map,
self.mission_data,
)
tgo_generator.generate()
ConvoyGenerator(self.mission, self.game, self.unit_map).generate()
CargoShipGenerator(self.mission, self.game, self.unit_map).generate()
self.generate_destroyed_units()
# Generate ground conflicts first so the JTACs get the first laser code (1688)
# rather than the first player flight with a TGP.
self.generate_ground_conflicts()
self.generate_air_units(tgo_generator)
TriggerGenerator(self.mission, self.game).generate()
ForcedOptionsGenerator(self.mission, self.game).generate()
VisualsGenerator(self.mission, self.game).generate()
LuaGenerator(self.game, self.mission, self.mission_data).generate()
DrawingsGenerator(self.mission, self.game).generate()
self.setup_combined_arms()
self.notify_info_generators()
# TODO: Shouldn't this be first?
namegen.reset_numbers()
self.mission.save(output)
return self.unit_map
@staticmethod
def _configure_ewrj(gen: AircraftGenerator) -> None:
for groups in gen.ewrj_package_dict.values():
optrot = groups[0].points[0].tasks[0]
assert isinstance(optrot, OptReactOnThreat)
if (
len(groups) == 1
and optrot.value != OptReactOnThreat.Values.PassiveDefense
):
# primary flight with no EWR-Jamming capability
continue
for group in groups:
group.points[0].tasks[0] = OptReactOnThreat(
OptReactOnThreat.Values.PassiveDefense
)
def setup_mission_coalitions(self) -> None:
self.mission.coalition["blue"] = Coalition(
"blue", bullseye=self.game.blue.bullseye.to_pydcs()
)
self.mission.coalition["red"] = Coalition(
"red", bullseye=self.game.red.bullseye.to_pydcs()
)
self.mission.coalition["neutrals"] = Coalition(
"neutrals", bullseye=Bullseye(Point(0, 0, self.mission.terrain)).to_pydcs()
)
self.mission.coalition["blue"].add_country(self.p_country)
self.mission.coalition["red"].add_country(self.e_country)
belligerents = {self.p_country.id, self.e_country.id}
for country_id in country_dict.keys():
if country_id not in belligerents:
c = country_dict[country_id]()
self.mission.coalition["neutrals"].add_country(c)
def add_airfields_to_unit_map(self) -> None:
for control_point in self.game.theater.controlpoints:
if isinstance(control_point, Airfield):
self.unit_map.add_airfield(control_point)
def initialize_registries(self) -> None:
unique_map_frequencies: set[RadioFrequency] = set()
self.initialize_tacan_registry(unique_map_frequencies)
self.initialize_radio_registry(unique_map_frequencies)
# Allocate UHF/VHF Guard Freq first!
unique_map_frequencies.add(MHz(243))
unique_map_frequencies.add(MHz(121, 500))
for frequency in unique_map_frequencies:
self.radio_registry.reserve(frequency)
def initialize_tacan_registry(
self, unique_map_frequencies: set[RadioFrequency]
) -> None:
"""
Dedup beacon/radio frequencies, since some maps have some frequencies
used multiple times.
"""
for beacon in Beacons.iter_theater(self.game.theater):
unique_map_frequencies.add(beacon.frequency)
if beacon.is_tacan:
if beacon.channel is None:
logging.warning(f"TACAN beacon has no channel: {beacon.callsign}")
else:
self.tacan_registry.mark_unavailable(beacon.tacan_channel)
for cp in self.game.theater.controlpoints:
if isinstance(cp, TacanContainer) and cp.tacan is not None:
self.tacan_registry.mark_unavailable(cp.tacan)
def initialize_radio_registry(
self, unique_map_frequencies: set[RadioFrequency]
) -> None:
for airport in self.game.theater.terrain.airport_list():
if (atc := AtcData.from_pydcs(airport)) is not None:
unique_map_frequencies.add(atc.hf)
unique_map_frequencies.add(atc.vhf_fm)
unique_map_frequencies.add(atc.vhf_am)
unique_map_frequencies.add(atc.uhf)
# No need to reserve ILS or TACAN because those are in the
# beacon list.
def generate_ground_conflicts(self) -> None:
"""Generate FLOTs and JTACs for each active front line."""
for front_line in self.game.theater.conflicts():
player_cp = front_line.blue_cp
enemy_cp = front_line.red_cp
conflict = FrontLineConflictDescription.frontline_cas_conflict(
front_line, self.game.theater, self.game.settings
)
# Generate frontline ops
player_gp = self.game.ground_planners[player_cp.id].units_per_cp[
enemy_cp.id
]
enemy_gp = self.game.ground_planners[enemy_cp.id].units_per_cp[player_cp.id]
ground_conflict_gen = FlotGenerator(
self.mission,
conflict,
self.game,
player_gp,
enemy_gp,
player_cp.stances[enemy_cp.id],
enemy_cp.stances[player_cp.id],
self.unit_map,
self.radio_registry,
self.mission_data,
self.laser_code_registry,
)
ground_conflict_gen.generate()
def generate_air_units(self, tgo_generator: TgoGenerator) -> None:
"""Generate the air units for the Operation"""
# Generate Aircraft Activity on the map
aircraft_generator = AircraftGenerator(
self.mission,
self.game.settings,
self.game,
self.time,
self.radio_registry,
self.tacan_registry,
self.laser_code_registry,
self.unit_map,
mission_data=self.mission_data,
helipads=tgo_generator.helipads,
ground_spawns_roadbase=tgo_generator.ground_spawns_roadbase,
ground_spawns=tgo_generator.ground_spawns,
)
aircraft_generator.clear_parking_slots()
aircraft_generator.generate_flights(
self.p_country,
self.game.blue.ato,
tgo_generator.runways,
)
aircraft_generator.generate_flights(
self.e_country,
self.game.red.ato,
tgo_generator.runways,
)
aircraft_generator.spawn_unused_aircraft(
self.p_country,
self.e_country,
)
self.mission_data.flights = aircraft_generator.flights
for flight in aircraft_generator.flights:
if not flight.client_units:
continue
flight.aircraft_type.assign_channels_for_flight(flight, self.mission_data)
if self.game.settings.plugins.get("ewrj"):
self._configure_ewrj(aircraft_generator)
def generate_destroyed_units(self) -> None:
"""Add destroyed units to the Mission"""
if not self.game.settings.perf_destroyed_units:
return
for d in self.game.get_destroyed_units():
try:
type_name = d["type"]
if not isinstance(type_name, str):
raise TypeError(
"Expected the type of the destroyed static to be a string"
)
utype = unit_type_from_name(type_name)
except KeyError:
logging.warning(f"Destroyed unit has no type: {d}")
continue
pos = Point(cast(float, d["x"]), cast(float, d["z"]), self.mission.terrain)
if utype is not None and not self.game.position_culled(pos):
self.mission.static_group(
country=self.p_country,
name="",
_type=utype,
hidden=True,
position=pos,
heading=d["orientation"],
dead=True,
)
def notify_info_generators(
self,
) -> None:
"""Generates subscribed MissionInfoGenerator objects."""
mission_data = self.mission_data
gens: list[MissionInfoGenerator] = [
KneeboardGenerator(self.mission, self.game),
BriefingGenerator(self.mission, self.game),
]
for gen in gens:
for dynamic_runway in mission_data.runways:
gen.add_dynamic_runway(dynamic_runway)
for tanker in mission_data.tankers:
if tanker.blue:
gen.add_tanker(tanker)
for aewc in mission_data.awacs:
if aewc.blue:
gen.add_awacs(aewc)
for jtac in mission_data.jtacs:
if jtac.blue:
gen.add_jtac(jtac)
for flight in mission_data.flights:
gen.add_flight(flight)
gen.generate()
def setup_combined_arms(self) -> None:
settings = self.game.settings
commanders = settings.tactical_commander_count
self.mission.groundControl.pilot_can_control_vehicles = commanders > 0
self.mission.groundControl.blue_game_masters = settings.game_masters_count
self.mission.groundControl.blue_tactical_commander = commanders
self.mission.groundControl.blue_jtac = settings.jtac_count
self.mission.groundControl.blue_observer = settings.observer_count

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from __future__ import annotations
import logging
from typing import TYPE_CHECKING, List
from dcs import Point
from dcs.action import (
ClearFlag,
DoScript,
MarkToAll,
SetFlag,
RemoveSceneObjects,
RemoveSceneObjectsMask,
SceneryDestructionZone,
Smoke,
)
from dcs.condition import (
AllOfCoalitionOutsideZone,
FlagIsFalse,
FlagIsTrue,
PartOfCoalitionInZone,
TimeAfter,
TimeSinceFlag,
)
from dcs.mission import Mission
from dcs.task import Option
from dcs.translation import String
from dcs.triggers import Event, TriggerCondition, TriggerOnce
from dcs.unit import Skill
from game.theater import Airfield
from game.theater.controlpoint import Fob, TRIGGER_RADIUS_CAPTURE
if TYPE_CHECKING:
from game.game import Game
PUSH_TRIGGER_SIZE = 3000
PUSH_TRIGGER_ACTIVATION_AGL = 25
REGROUP_ZONE_DISTANCE = 12000
REGROUP_ALT = 5000
TRIGGER_WAYPOINT_OFFSET = 2
TRIGGER_MIN_DISTANCE_FROM_START = 10000
# modified since we now have advanced SAM units
TRIGGER_RADIUS_MINIMUM = 3000000
TRIGGER_RADIUS_SMALL = 50000
TRIGGER_RADIUS_MEDIUM = 100000
TRIGGER_RADIUS_LARGE = 150000
TRIGGER_RADIUS_ALL_MAP = 3000000
TRIGGER_RADIUS_CLEAR_SCENERY = 1000
class Silence(Option):
Key = 7
class TriggerGenerator:
capture_zone_types = (Fob, Airfield)
capture_zone_flag = 600
def __init__(self, mission: Mission, game: Game) -> None:
self.mission = mission
self.game = game
def _set_allegiances(self, player_coalition: str, enemy_coalition: str) -> None:
"""
Set airbase initial coalition
"""
# Empty neutrals airports
airfields = [
cp for cp in self.game.theater.controlpoints if isinstance(cp, Airfield)
]
airport_ids = {cp.airport.id for cp in airfields}
for airport in self.mission.terrain.airport_list():
if airport.id not in airport_ids:
airport.unlimited_fuel = False
airport.unlimited_munitions = False
airport.unlimited_aircrafts = False
airport.gasoline_init = 0
airport.methanol_mixture_init = 0
airport.diesel_init = 0
airport.jet_init = 0
airport.operating_level_air = 0
airport.operating_level_equipment = 0
airport.operating_level_fuel = 0
for airport in self.mission.terrain.airport_list():
if airport.id not in airport_ids:
airport.unlimited_fuel = True
airport.unlimited_munitions = True
airport.unlimited_aircrafts = True
for airfield in airfields:
cp_airport = self.mission.terrain.airport_by_id(airfield.airport.id)
if cp_airport is None:
raise RuntimeError(
f"Could not find {airfield.airport.name} in the mission"
)
cp_airport.set_coalition(
airfield.captured and player_coalition or enemy_coalition
)
def _set_skill(self, player_coalition: str, enemy_coalition: str) -> None:
"""
Set skill level for all aircraft in the mission
"""
for coalition_name, coalition in self.mission.coalition.items():
if coalition_name == player_coalition:
skill_level = Skill(self.game.settings.player_skill)
elif coalition_name == enemy_coalition:
skill_level = Skill(self.game.settings.enemy_vehicle_skill)
else:
continue
for country in coalition.countries.values():
for vehicle_group in country.vehicle_group:
vehicle_group.set_skill(skill_level)
def _gen_markers(self) -> None:
"""
Generate markers on F10 map for each existing objective
"""
if self.game.settings.generate_marks:
mark_trigger = TriggerOnce(Event.NoEvent, "Marks generator")
mark_trigger.add_condition(TimeAfter(1))
v = 10
for cp in self.game.theater.controlpoints:
seen = set()
for ground_object in cp.ground_objects:
if ground_object.obj_name in seen:
continue
seen.add(ground_object.obj_name)
for location in ground_object.mark_locations:
zone = self.mission.triggers.add_triggerzone(
location, radius=10, hidden=True, name="MARK"
)
if cp.captured:
name = ground_object.obj_name + " [ALLY]"
else:
name = ground_object.obj_name + " [ENEMY]"
mark_trigger.add_action(MarkToAll(v, zone.id, String(name)))
v += 1
self.mission.triggerrules.triggers.append(mark_trigger)
def _generate_clear_statics_trigger(self, scenery_clear_zones: List[Point]) -> None:
for zone_center in scenery_clear_zones:
trigger_zone = self.mission.triggers.add_triggerzone(
zone_center,
radius=TRIGGER_RADIUS_CLEAR_SCENERY,
hidden=False,
name="CLEAR",
)
clear_trigger = TriggerCondition(Event.NoEvent, "Clear Trigger")
clear_flag = self.get_capture_zone_flag()
clear_trigger.add_condition(TimeSinceFlag(clear_flag, 30))
clear_trigger.add_action(ClearFlag(clear_flag))
clear_trigger.add_action(SetFlag(clear_flag))
clear_trigger.add_action(
RemoveSceneObjects(
objects_mask=RemoveSceneObjectsMask.OBJECTS_ONLY,
zone=trigger_zone.id,
)
)
clear_trigger.add_action(
SceneryDestructionZone(destruction_level=100, zone=trigger_zone.id)
)
self.mission.triggerrules.triggers.append(clear_trigger)
enable_clear_trigger = TriggerOnce(Event.NoEvent, "Enable Clear Trigger")
enable_clear_trigger.add_condition(TimeAfter(30))
enable_clear_trigger.add_action(ClearFlag(clear_flag))
enable_clear_trigger.add_action(SetFlag(clear_flag))
# clear_trigger.add_action(MessageToAll(text=String("Enable clear trigger"),))
self.mission.triggerrules.triggers.append(enable_clear_trigger)
def _generate_capture_triggers(
self, player_coalition: str, enemy_coalition: str
) -> None:
"""Creates a pair of triggers for each control point of `cls.capture_zone_types`.
One for the initial capture of a control point, and one if it is recaptured.
Directly appends to the global `base_capture_events` var declared by `dcs_libaration.lua`
"""
for cp in self.game.theater.controlpoints:
if isinstance(cp, self.capture_zone_types) and not cp.is_carrier:
if cp.captured:
attacking_coalition = enemy_coalition
attack_coalition_int = 1 # 1 is the Event int for Red
defending_coalition = player_coalition
defend_coalition_int = 2 # 2 is the Event int for Blue
else:
attacking_coalition = player_coalition
attack_coalition_int = 2
defending_coalition = enemy_coalition
defend_coalition_int = 1
trigger_zone = self.mission.triggers.add_triggerzone(
cp.position,
radius=TRIGGER_RADIUS_CAPTURE,
hidden=False,
name="CAPTURE",
)
flag = self.get_capture_zone_flag()
capture_trigger = TriggerCondition(Event.NoEvent, "Capture Trigger")
capture_trigger.add_condition(
AllOfCoalitionOutsideZone(
defending_coalition, trigger_zone.id, unit_type="GROUND"
)
)
capture_trigger.add_condition(
PartOfCoalitionInZone(
attacking_coalition, trigger_zone.id, unit_type="GROUND"
)
)
capture_trigger.add_condition(FlagIsFalse(flag=flag))
script_string = String(
f'base_capture_events[#base_capture_events + 1] = "{cp.id}||{attack_coalition_int}||{cp.full_name}"'
)
capture_trigger.add_action(DoScript(script_string))
capture_trigger.add_action(SetFlag(flag=flag))
self.mission.triggerrules.triggers.append(capture_trigger)
recapture_trigger = TriggerCondition(Event.NoEvent, "Capture Trigger")
recapture_trigger.add_condition(
AllOfCoalitionOutsideZone(
attacking_coalition, trigger_zone.id, unit_type="GROUND"
)
)
recapture_trigger.add_condition(
PartOfCoalitionInZone(
defending_coalition, trigger_zone.id, unit_type="GROUND"
)
)
recapture_trigger.add_condition(FlagIsTrue(flag=flag))
script_string = String(
f'base_capture_events[#base_capture_events + 1] = "{cp.id}||{defend_coalition_int}||{cp.full_name}"'
)
recapture_trigger.add_action(DoScript(script_string))
recapture_trigger.add_action(ClearFlag(flag=flag))
self.mission.triggerrules.triggers.append(recapture_trigger)
def generate(self) -> None:
player_coalition = "blue"
enemy_coalition = "red"
self._set_skill(player_coalition, enemy_coalition)
self._set_allegiances(player_coalition, enemy_coalition)
self._gen_markers()
self._generate_capture_triggers(player_coalition, enemy_coalition)
if self.game.settings.ground_start_scenery_remove_triggers:
try:
self._generate_clear_statics_trigger(self.game.scenery_clear_zones)
self.game.scenery_clear_zones.clear()
except AttributeError:
logging.info(f"Unable to create Clear Statics triggers")
@classmethod
def get_capture_zone_flag(cls) -> int:
flag = cls.capture_zone_flag
cls.capture_zone_flag += 1
return flag