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.airsupportgen 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