dcs-retribution/gen/triggergen.py

110 lines
4.0 KiB
Python

import typing
import random
from datetime import datetime, timedelta, time
from dcs.mission import Mission
from dcs.triggers import *
from dcs.condition import *
from dcs.action import *
from dcs.unit import Skill
from dcs.point import MovingPoint, PointProperties
from dcs.action import *
from game import db
from theater import *
from gen.airsupportgen import AirSupportConflictGenerator
from gen import *
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
class Silence(Option):
Key = 7
class TriggersGenerator:
def __init__(self, mission: Mission, conflict: Conflict, game):
self.mission = mission
self.conflict = conflict
self.game = game
def _set_allegiances(self, player_coalition: str, enemy_coalition: str):
"""
Set airbase initial coalition
"""
for cp in self.game.theater.controlpoints:
if cp.is_global:
continue
self.mission.terrain.airport_by_id(cp.at.id).set_coalition(cp.captured and player_coalition or enemy_coalition)
def _set_skill(self, player_coalition: str, enemy_coalition: str):
"""
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 = self.game.settings.player_skill, self.game.settings.player_skill
elif coalition_name == enemy_coalition:
skill_level = self.game.settings.enemy_skill, self.game.settings.enemy_vehicle_skill
else:
continue
for country in coalition.countries.values():
for plane_group in country.plane_group:
for plane_unit in plane_group.units:
if plane_unit.skill != Skill.Client and plane_unit.skill != Skill.Player:
plane_unit.skill = Skill(skill_level[0])
for vehicle_group in country.vehicle_group:
vehicle_group.set_skill(Skill(skill_level[1]))
def _gen_markers(self):
"""
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:
added = []
for ground_object in cp.ground_objects:
if ground_object.obj_name not in added:
zone = self.mission.triggers.add_triggerzone(ground_object.position, 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 = v + 1
added.append(ground_object.obj_name)
self.mission.triggerrules.triggers.append(mark_trigger)
def generate(self):
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}
self._set_skill(player_coalition, enemy_coalition)
self._set_allegiances(player_coalition, enemy_coalition)
self._gen_markers()