dcs-retribution/gen/triggergen.py
2018-10-23 03:40:12 +03:00

163 lines
7.0 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
TRIGGER_RADIUS_MINIMUM = 20000
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 _gen_activation_trigger(self, radius: int, player_cp: ControlPoint, player_coalition: str, enemy_coalition: str):
activate_by_trigger = []
for coalition_name, coalition in self.mission.coalition.items():
for country in coalition.countries.values():
if coalition_name == enemy_coalition:
for plane_group in country.plane_group + country.helicopter_group:
plane_group.late_activation = True
activate_by_trigger.append(plane_group)
for vehicle_group in country.vehicle_group:
vehicle_group.late_activation = True
activate_by_trigger.append(vehicle_group)
"""
conflict_distance = player_cp.position.distance_to_point(self.conflict.position)
minimum_radius = max(conflict_distance - TRIGGER_MIN_DISTANCE_FROM_START, TRIGGER_RADIUS_MINIMUM)
if minimum_radius < 0:
minimum_radius = 0
result_radius = min(minimum_radius, radius)
"""
activation_trigger_zone = self.mission.triggers.add_triggerzone(self.conflict.position, radius, name="Activation zone")
activation_trigger = TriggerOnce(Event.NoEvent, "Activation trigger")
activation_trigger.add_condition(PartOfCoalitionInZone(player_coalition, activation_trigger_zone.id))
activation_trigger.add_condition(FlagIsTrue())
for group in activate_by_trigger:
activation_trigger.add_action(ActivateGroup(group.id))
self.mission.triggerrules.triggers.append(activation_trigger)
def _gen_push_trigger(self, player_cp: ControlPoint, player_coalition: str):
push_by_trigger = []
for coalition_name, coalition in self.mission.coalition.items():
for country in coalition.countries.values():
if coalition_name == player_coalition:
for group in country.plane_group + country.helicopter_group:
if group.task == AWACS.name or group.task == Refueling.name:
continue
push_by_trigger.append(group)
if not group.units[0].is_human():
regroup_heading = self.conflict.to_cp.position.heading_between_point(player_cp.position)
pos1 = group.position.point_from_heading(regroup_heading, REGROUP_ZONE_DISTANCE)
pos2 = group.position.point_from_heading(regroup_heading, REGROUP_ZONE_DISTANCE+5000)
w1 = group.add_waypoint(pos1, REGROUP_ALT)
w2 = group.add_waypoint(pos2, REGROUP_ALT)
group.points.remove(w1)
group.points.remove(w2)
group.points.insert(1, w2)
group.points.insert(1, w1)
w1.tasks.append(Silence(True))
switch_waypoint_task = ControlledTask(SwitchWaypoint(from_waypoint=3, to_waypoint=2))
switch_waypoint_task.start_if_user_flag(1, False)
w2.tasks.append(switch_waypoint_task)
group.points[3].tasks.append(Silence(False))
group.add_trigger_action(SwitchWaypoint(to_waypoint=4))
push_trigger = TriggerOnce(Event.NoEvent, "Push trigger")
for group in push_by_trigger:
for unit in group.units:
push_trigger.add_condition(UnitAltitudeHigherAGL(unit.id, PUSH_TRIGGER_ACTIVATION_AGL))
if not group.units[0].is_human():
push_trigger.add_action(AITaskPush(group.id, 1))
message_string = self.mission.string("Task force is in the air, proceed with the objective.")
push_trigger.add_action(MessageToAll(message_string, clearview=True))
push_trigger.add_action(SetFlagValue())
self.mission.triggerrules.triggers.append(push_trigger)
def _set_allegiances(self, player_coalition: str, enemy_coalition: str):
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):
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 generate(self, player_cp: ControlPoint, is_quick: bool, activation_trigger_radius: int, awacs_enabled: bool):
player_coalition = self.game.player == "USA" and "blue" or "red"
enemy_coalition = player_coalition == "blue" and "red" or "blue"
self.mission.coalition[player_coalition].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)
if not is_quick:
# TODO: waypoint parts of this should not be post-hacked but added in airgen
self._gen_activation_trigger(activation_trigger_radius, player_cp, player_coalition, enemy_coalition)
self._gen_push_trigger(player_cp, player_coalition)