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https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
Remove triggers from generated mission for now. Do not generate the 'quick' mission
Fix range for ai flight planner so they are more likely to plan CAS flights (It's up to the player to setup flight on the runway or in flight)
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parent
e82db1fecd
commit
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@ -562,7 +562,7 @@ FACTIONS = {
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"Spain 1990": Spain_1990,
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"Spain 1990": Spain_1990,
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"Italy 1990": Italy_1990,
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"Italy 1990": Italy_1990,
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"Sweden 1990": Sweden_1990,
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"Sweden 1990": Sweden_1990,
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"Ukrain 2010": Ukraine_2010,
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"Ukraine 2010": Ukraine_2010,
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"India 2010": India_2010,
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"India 2010": India_2010,
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"Israel 2000": Israel_2000,
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"Israel 2000": Israel_2000,
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"Turkey 2005": Turkey_2005,
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"Turkey 2005": Turkey_2005,
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@ -122,12 +122,15 @@ class Event:
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self.environment_settings = self.operation.environment_settings
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self.environment_settings = self.operation.environment_settings
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def generate_quick(self):
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def generate_quick(self):
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self.operation.is_awacs_enabled = self.is_awacs_enabled
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pass
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self.operation.environment_settings = self.environment_settings
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# TODO : This is not needed anymore. The player can start mission in flight from the flight planner if he want it to be quick.
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# TODO : remove this method
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self.operation.prepare(self.game.theater.terrain, is_quick=True)
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#self.operation.is_awacs_enabled = self.is_awacs_enabled
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self.operation.generate()
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#self.operation.environment_settings = self.environment_settings
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self.operation.current_mission.save(persistency.mission_path_for("liberation_nextturn_quick.miz"))
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#
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#self.operation.prepare(self.game.theater.terrain, is_quick=True)
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#self.operation.generate()
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#self.operation.current_mission.save(persistency.mission_path_for("liberation_nextturn_quick.miz"))
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def commit(self, debriefing: Debriefing):
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def commit(self, debriefing: Debriefing):
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@ -28,6 +28,9 @@ USA_2005 = {
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Armor.MBT_M1A2_Abrams,
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Armor.MBT_M1A2_Abrams,
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Armor.ATGM_M1134_Stryker,
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Armor.ATGM_M1134_Stryker,
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Armor.IFV_M2A2_Bradley,
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Armor.IFV_M2A2_Bradley,
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Armor.IFV_LAV_25,
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Armor.APC_M1043_HMMWV_Armament,
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Armor.ATGM_M1045_HMMWV_TOW,
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Unarmed.Transport_M818,
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Unarmed.Transport_M818,
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Infantry.Infantry_M4,
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Infantry.Infantry_M4,
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@ -174,7 +174,7 @@ class Operation:
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cp = self.conflict.to_cp
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cp = self.conflict.to_cp
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self.triggersgen.generate(player_cp=cp,
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self.triggersgen.generate(player_cp=cp,
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is_quick=self.is_quick,
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is_quick=False,
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activation_trigger_radius=self.trigger_radius,
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activation_trigger_radius=self.trigger_radius,
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awacs_enabled=self.is_awacs_enabled)
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awacs_enabled=self.is_awacs_enabled)
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@ -8,8 +8,8 @@ from gen.flights.ai_flight_planner_db import INTERCEPT_CAPABLE, CAP_CAPABLE, CAS
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from gen.flights.flight import Flight, FlightType, FlightWaypoint
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from gen.flights.flight import Flight, FlightType, FlightWaypoint
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# TODO : Ideally should be based on the aircraft type instead / Availability of fuel
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# TODO : Ideally should be based on the aircraft type instead / Availability of fuel
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STRIKE_MAX_RANGE = 150000
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STRIKE_MAX_RANGE = 1500000
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SEAD_MAX_RANGE = 150000
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SEAD_MAX_RANGE = 1500000
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MAX_NUMBER_OF_INTERCEPTION_GROUP = 3
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MAX_NUMBER_OF_INTERCEPTION_GROUP = 3
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MISSION_DURATION = 120 # in minutes
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MISSION_DURATION = 120 # in minutes
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@ -42,7 +42,7 @@ class FlightPlanner:
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def reset(self):
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def reset(self):
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"""
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"""
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Reset the planned flights and avaialble units
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Reset the planned flights and available units
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"""
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"""
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self.aircraft_inventory = dict({k: v for k, v in self.from_cp.base.aircraft.items()})
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self.aircraft_inventory = dict({k: v for k, v in self.from_cp.base.aircraft.items()})
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self.interceptor_flights = []
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self.interceptor_flights = []
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@ -196,8 +196,8 @@ class TriggersGenerator:
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self._set_skill(player_coalition, enemy_coalition)
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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._set_allegiances(player_coalition, enemy_coalition)
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if not is_quick:
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#if not is_quick:
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# TODO: waypoint parts of this should not be post-hacked but added in airgen
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# # TODO: waypoint parts of this should not be post-hacked but added in airgen
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self._gen_activation_trigger(activation_trigger_radius, player_cp, player_coalition, enemy_coalition)
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# self._gen_activation_trigger(activation_trigger_radius, player_cp, player_coalition, enemy_coalition)
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self._gen_push_trigger(player_cp, player_coalition)
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# self._gen_push_trigger(player_cp, player_coalition)
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