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* Roadbase and ground spawn support Implemented support for roadbases and ground spawn slots at airfields and FOBs. The ground spawn slots can be inserted in campaigns by placing either an A-10A or an AJS37 at a runway or ramp. This will cause an invisible FARP, an ammo dump and a fuel dump to be placed (behind the slot in case of A-10A, to the side in case of AJS37) in the generated campaigns. The ground spawn slot can be used by human controlled aircraft in generated missions. Also allowed the use of the four-slot FARP and the single helipad in campaigns, in addition to the invisible FARP. The first waypoint of the placed aircraft will be the center of a Remove Statics trigger zone (which might or might not work in multiplayer due to a DCS limitation). Also implemented three new options in settings: - AI fixed-wing aircraft can use roadbases / bases with only ground spawns - This setting will allow the AI to use the roadbases for flights and transfers. AI flights will air-start from these bases, since the AI in DCS is not currently able to take off from ground spawns. - Spawn trucks at ground spawns in airbases instead of FARP statics - Spawn trucks at ground spawns in roadbases instead of FARP statics - These settings will replace the FARP statics with refueler and ammo trucks at roadbases. Enabling them might have a negative performance impact. * Modified calculate_parking_slots() so it now takes into account also helicopter slots on FARPs and also ground start slots (but only if the aircraft is flyable or the "AI fixed-wing aircraft can use roadbases / bases with only ground spawns" option is enabled in settings). * Improved the way parking slots are communicated on the basemenu window. * Refactored helipad and ground spawn appends to static methods _add_helipad and _add_ground_spawn in mizcampaignloader.py Added missing changelog entries. Fixed tgogenerator.py imports. Cleaned up ParkingType() construction. * Added test_control_point_parking for testing that the correct number of parking slots are returned for control point in test_controlpoint.py * Added test_parking_type_from_squadron to test the correct ParkingType object is returned for a squadron of Viggens in test_controlpoint.py * Added test_parking_type_from_aircraft to test the correct ParkingType object is returned for Viggen aircraft type in test_controlpoint.py --------- Co-authored-by: Raffson <Raffson@users.noreply.github.com>
264 lines
10 KiB
Python
264 lines
10 KiB
Python
from __future__ import annotations
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import logging
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from typing import TYPE_CHECKING, List
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from dcs import Point
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from dcs.action import (
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ClearFlag,
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DoScript,
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MarkToAll,
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SetFlag,
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RemoveSceneObjects,
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RemoveSceneObjectsMask,
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SceneryDestructionZone,
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Smoke,
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)
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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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TimeSinceFlag,
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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, TRIGGER_RADIUS_CAPTURE
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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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TRIGGER_RADIUS_CLEAR_SCENERY = 1000
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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, Airfield)
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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_clear_statics_trigger(self, scenery_clear_zones: List[Point]) -> None:
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for zone_center in scenery_clear_zones:
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trigger_zone = self.mission.triggers.add_triggerzone(
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zone_center,
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radius=TRIGGER_RADIUS_CLEAR_SCENERY,
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hidden=False,
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name="CLEAR",
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)
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clear_trigger = TriggerCondition(Event.NoEvent, "Clear Trigger")
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clear_flag = self.get_capture_zone_flag()
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clear_trigger.add_condition(TimeSinceFlag(clear_flag, 30))
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clear_trigger.add_action(ClearFlag(clear_flag))
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clear_trigger.add_action(SetFlag(clear_flag))
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clear_trigger.add_action(
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RemoveSceneObjects(
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objects_mask=RemoveSceneObjectsMask.OBJECTS_ONLY,
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zone=trigger_zone.id,
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)
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)
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clear_trigger.add_action(
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SceneryDestructionZone(destruction_level=100, zone=trigger_zone.id)
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)
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self.mission.triggerrules.triggers.append(clear_trigger)
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enable_clear_trigger = TriggerOnce(Event.NoEvent, "Enable Clear Trigger")
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enable_clear_trigger.add_condition(TimeAfter(30))
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enable_clear_trigger.add_action(ClearFlag(clear_flag))
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enable_clear_trigger.add_action(SetFlag(clear_flag))
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# clear_trigger.add_action(MessageToAll(text=String("Enable clear trigger"),))
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self.mission.triggerrules.triggers.append(enable_clear_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) and not cp.is_carrier:
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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,
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radius=TRIGGER_RADIUS_CAPTURE,
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hidden=False,
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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(
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defending_coalition, trigger_zone.id, unit_type="GROUND"
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)
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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(
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attacking_coalition, trigger_zone.id, unit_type="GROUND"
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)
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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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try:
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self._generate_clear_statics_trigger(self.game.scenery_clear_zones)
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self.game.scenery_clear_zones.clear()
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except AttributeError:
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logging.info(f"Unable to create Clear Statics triggers")
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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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