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This allows unique identification across saves. The front-end needs to be able to differentiate the first carrier in game A and the first carrier in game B, but because carriers (and other non-airfield CPs) are assigned IDs sequentially, collisions were to be expected. The front-end can't tell the difference between a reloaded game and a new turn, so we need to ensure different IDs across games. This is a handy cleanup anyway, since callers constructing CPs no longer need to manually track the CP ID counter. Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2078.
208 lines
8.1 KiB
Python
208 lines
8.1 KiB
Python
from __future__ import annotations
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from typing import TYPE_CHECKING
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from dcs.action import ClearFlag, DoScript, MarkToAll, SetFlag
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from dcs.condition import (
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AllOfCoalitionOutsideZone,
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FlagIsFalse,
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FlagIsTrue,
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PartOfCoalitionInZone,
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TimeAfter,
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)
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from dcs.mission import Mission
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from dcs.task import Option
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from dcs.translation import String
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from dcs.triggers import Event, TriggerCondition, TriggerOnce
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from dcs.unit import Skill
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from game.theater import Airfield
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from game.theater.controlpoint import Fob
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if TYPE_CHECKING:
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from game.game import Game
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PUSH_TRIGGER_SIZE = 3000
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PUSH_TRIGGER_ACTIVATION_AGL = 25
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REGROUP_ZONE_DISTANCE = 12000
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REGROUP_ALT = 5000
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TRIGGER_WAYPOINT_OFFSET = 2
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TRIGGER_MIN_DISTANCE_FROM_START = 10000
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# modified since we now have advanced SAM units
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TRIGGER_RADIUS_MINIMUM = 3000000
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TRIGGER_RADIUS_SMALL = 50000
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TRIGGER_RADIUS_MEDIUM = 100000
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TRIGGER_RADIUS_LARGE = 150000
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TRIGGER_RADIUS_ALL_MAP = 3000000
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class Silence(Option):
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Key = 7
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class TriggerGenerator:
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capture_zone_types = (Fob,)
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capture_zone_flag = 600
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def __init__(self, mission: Mission, game: Game) -> None:
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self.mission = mission
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self.game = game
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def _set_allegiances(self, player_coalition: str, enemy_coalition: str) -> None:
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"""
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Set airbase initial coalition
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"""
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# Empty neutrals airports
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airfields = [
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cp for cp in self.game.theater.controlpoints if isinstance(cp, Airfield)
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]
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airport_ids = {cp.airport.id for cp in airfields}
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for airport in self.mission.terrain.airport_list():
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if airport.id not in airport_ids:
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airport.unlimited_fuel = False
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airport.unlimited_munitions = False
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airport.unlimited_aircrafts = False
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airport.gasoline_init = 0
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airport.methanol_mixture_init = 0
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airport.diesel_init = 0
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airport.jet_init = 0
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airport.operating_level_air = 0
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airport.operating_level_equipment = 0
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airport.operating_level_fuel = 0
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for airport in self.mission.terrain.airport_list():
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if airport.id not in airport_ids:
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airport.unlimited_fuel = True
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airport.unlimited_munitions = True
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airport.unlimited_aircrafts = True
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for airfield in airfields:
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cp_airport = self.mission.terrain.airport_by_id(airfield.airport.id)
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if cp_airport is None:
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raise RuntimeError(
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f"Could not find {airfield.airport.name} in the mission"
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)
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cp_airport.set_coalition(
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airfield.captured and player_coalition or enemy_coalition
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)
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def _set_skill(self, player_coalition: str, enemy_coalition: str) -> None:
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"""
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Set skill level for all aircraft in the mission
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"""
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for coalition_name, coalition in self.mission.coalition.items():
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if coalition_name == player_coalition:
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skill_level = Skill(self.game.settings.player_skill)
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elif coalition_name == enemy_coalition:
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skill_level = Skill(self.game.settings.enemy_vehicle_skill)
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else:
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continue
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for country in coalition.countries.values():
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for vehicle_group in country.vehicle_group:
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vehicle_group.set_skill(skill_level)
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def _gen_markers(self) -> None:
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"""
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Generate markers on F10 map for each existing objective
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"""
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if self.game.settings.generate_marks:
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mark_trigger = TriggerOnce(Event.NoEvent, "Marks generator")
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mark_trigger.add_condition(TimeAfter(1))
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v = 10
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for cp in self.game.theater.controlpoints:
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seen = set()
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for ground_object in cp.ground_objects:
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if ground_object.obj_name in seen:
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continue
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seen.add(ground_object.obj_name)
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for location in ground_object.mark_locations:
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zone = self.mission.triggers.add_triggerzone(
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location, radius=10, hidden=True, name="MARK"
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)
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if cp.captured:
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name = ground_object.obj_name + " [ALLY]"
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else:
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name = ground_object.obj_name + " [ENEMY]"
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mark_trigger.add_action(MarkToAll(v, zone.id, String(name)))
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v += 1
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self.mission.triggerrules.triggers.append(mark_trigger)
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def _generate_capture_triggers(
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self, player_coalition: str, enemy_coalition: str
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) -> None:
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"""Creates a pair of triggers for each control point of `cls.capture_zone_types`.
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One for the initial capture of a control point, and one if it is recaptured.
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Directly appends to the global `base_capture_events` var declared by `dcs_libaration.lua`
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"""
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for cp in self.game.theater.controlpoints:
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if isinstance(cp, self.capture_zone_types):
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if cp.captured:
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attacking_coalition = enemy_coalition
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attack_coalition_int = 1 # 1 is the Event int for Red
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defending_coalition = player_coalition
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defend_coalition_int = 2 # 2 is the Event int for Blue
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else:
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attacking_coalition = player_coalition
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attack_coalition_int = 2
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defending_coalition = enemy_coalition
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defend_coalition_int = 1
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trigger_zone = self.mission.triggers.add_triggerzone(
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cp.position, radius=3000, hidden=False, name="CAPTURE"
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)
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flag = self.get_capture_zone_flag()
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capture_trigger = TriggerCondition(Event.NoEvent, "Capture Trigger")
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capture_trigger.add_condition(
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AllOfCoalitionOutsideZone(defending_coalition, trigger_zone.id)
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)
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capture_trigger.add_condition(
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PartOfCoalitionInZone(
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attacking_coalition, trigger_zone.id, unit_type="GROUND"
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)
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)
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capture_trigger.add_condition(FlagIsFalse(flag=flag))
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script_string = String(
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f'base_capture_events[#base_capture_events + 1] = "{cp.id}||{attack_coalition_int}||{cp.full_name}"'
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)
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capture_trigger.add_action(DoScript(script_string))
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capture_trigger.add_action(SetFlag(flag=flag))
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self.mission.triggerrules.triggers.append(capture_trigger)
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recapture_trigger = TriggerCondition(Event.NoEvent, "Capture Trigger")
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recapture_trigger.add_condition(
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AllOfCoalitionOutsideZone(attacking_coalition, trigger_zone.id)
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)
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recapture_trigger.add_condition(
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PartOfCoalitionInZone(
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defending_coalition, trigger_zone.id, unit_type="GROUND"
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)
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)
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recapture_trigger.add_condition(FlagIsTrue(flag=flag))
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script_string = String(
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f'base_capture_events[#base_capture_events + 1] = "{cp.id}||{defend_coalition_int}||{cp.full_name}"'
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)
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recapture_trigger.add_action(DoScript(script_string))
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recapture_trigger.add_action(ClearFlag(flag=flag))
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self.mission.triggerrules.triggers.append(recapture_trigger)
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def generate(self) -> None:
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player_coalition = "blue"
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enemy_coalition = "red"
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self._set_skill(player_coalition, enemy_coalition)
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self._set_allegiances(player_coalition, enemy_coalition)
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self._gen_markers()
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self._generate_capture_triggers(player_coalition, enemy_coalition)
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@classmethod
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def get_capture_zone_flag(cls) -> int:
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flag = cls.capture_zone_flag
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cls.capture_zone_flag += 1
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return flag
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