dcs-retribution/game/operation/infantrytransport.py
2018-06-29 05:33:35 +03:00

57 lines
1.8 KiB
Python

from dcs.terrain import Terrain
from game import db
from gen.armor import *
from gen.aircraft import *
from gen.aaa import *
from gen.shipgen import *
from gen.triggergen import *
from gen.awacsgen import *
from gen.visualgen import *
from gen.conflictgen import Conflict
from .operation import Operation
class InfantryTransportOperation(Operation):
transport = None # type: db.HeliDict
aa = None # type: db.AirDefenseDict
def setup(self, transport: db.HeliDict, aa: db.AirDefenseDict):
self.transport = transport
self.aa = aa
def prepare(self, terrain: Terrain, is_quick: bool):
super(InfantryTransportOperation, self).prepare(terrain, is_quick)
conflict = Conflict.transport_conflict(
attacker=self.mission.country(self.attacker_name),
defender=self.mission.country(self.defender_name),
from_cp=self.from_cp,
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(mission=self.mission,
conflict=conflict)
def generate(self):
self.airgen.generate_passenger_transport(
helis=self.transport,
clients=self.attacker_clients,
at=self.attackers_starting_position
)
self.armorgen.generate_passengers(count=6)
self.aagen.generate_at_defenders_location(self.aa)
self.visualgen.generate_transportation_marker(self.conflict.ground_attackers_location)
self.visualgen.generate_transportation_destination(self.conflict.position)
# TODO: horrible, horrible hack
# this will disable vehicle activation triggers,
# which aren't needed on this type of missions
self.is_quick = True
super(InfantryTransportOperation, self).generate()
self.is_quick = False