Beispiel #1
0
        internal static string[] GetEmbeddedAirDefenseUnits(MissionTemplateRecord template, Side side, Country?country = null)
        {
            DBCommonAirDefenseLevel airDefenseInfo = (side == Side.Ally) ?
                                                     Database.Instance.Common.AirDefense.AirDefenseLevels[(int)template.SituationFriendlyAirDefense.Get()] :
                                                     Database.Instance.Common.AirDefense.AirDefenseLevels[(int)template.SituationEnemyAirDefense.Get()];

            DBEntryCoalition unitsCoalitionDB = Database.Instance.GetEntry <DBEntryCoalition>(template.GetCoalitionID(side));

            if (unitsCoalitionDB == null)
            {
                return(new string[0]);
            }

            List <string> units = new List <string>();

            if (Toolbox.RandomDouble() >= airDefenseInfo.EmbeddedChance)
            {
                return(new string[0]);
            }

            int airDefenseUnitsCount = airDefenseInfo.EmbeddedUnitCount.GetValue();

            for (int i = 0; i < airDefenseUnitsCount; i++)
            {
                var families = new List <UnitFamily> {
                    UnitFamily.VehicleAAA, UnitFamily.VehicleAAA, UnitFamily.VehicleSAMShortIR, UnitFamily.VehicleSAMShortIR, UnitFamily.VehicleSAMShort
                };
                units.AddRange(unitsCoalitionDB.GetRandomUnits(families, template.ContextDecade, 1, template.Mods, country).Item2);
            }

            return(units.ToArray());
        }
        /// <summary>
        /// Spawn a group of support units.
        /// </summary>
        /// <param name="mission">Mission to which generated units should be added</param>
        /// <param name="allyCoalitionDB">Ally coalition database entry</param>
        /// <param name="unitFamily">Family of support unit to spawn</param>
        /// <param name="unitMods">Unit mods selected units can belong to</param>
        /// <param name="TACAN">TACAN info for the unit, if any</param>
        private UnitFlightGroupBriefingDescription AddSupportUnit(DCSMission mission, DBEntryCoalition allyCoalitionDB, UnitFamily unitFamily, string[] unitMods, Tacan TACAN = null)
        {
            DebugLog.Instance.WriteLine($"Adding {unitFamily} support unit...", 1);

            string[] validUnitTypes = allyCoalitionDB.GetRandomUnits(unitFamily, mission.DateTime.Decade, 1, unitMods, false);

            if (validUnitTypes.Length == 0)
            {
                DebugLog.Instance.WriteLine($"No support unit found for this role in coalition \"{allyCoalitionDB.ID}\"", 2);
                return(new UnitFlightGroupBriefingDescription()); // Empty FG info will automatically be discarded
            }

            string groupLua;

            switch (unitFamily)
            {
            case UnitFamily.PlaneAWACS:
                groupLua = "GroupAircraftAWACS";
                break;

            case UnitFamily.PlaneTankerBasket:
            case UnitFamily.PlaneTankerBoom:
                groupLua = "GroupAircraftTanker";
                break;

            default:                                              // Should never happen
                return(new UnitFlightGroupBriefingDescription()); // Empty FG info will automatically be discarded
            }

            Coordinates location  = GeneratorTools.GetCoordinatesOnFlightPath(mission, .5) + Coordinates.CreateRandom(8, 12) * Toolbox.NM_TO_METERS;
            Coordinates location2 = location + Coordinates.CreateRandom(12, 20) * Toolbox.NM_TO_METERS;

            string unitType = Toolbox.RandomFrom(validUnitTypes);

            DCSMissionUnitGroup group = UnitMaker.AddUnitGroup(
                mission, new string[] { unitType },
                Side.Ally, location,
                groupLua, "UnitAircraft",
                DCSSkillLevel.Excellent, 0,
                UnitTaskPayload.Default,
                location2);

            if (group == null)
            {
                return(new UnitFlightGroupBriefingDescription()); // Empty FG info will automatically be discarded
            }
            group.TACAN = TACAN;
            mission.AircraftSpawnQueue.Insert(0, new DCSMissionAircraftSpawnQueueItem(group.GroupID, true)); // Support aircraft must be activated first

            return(new UnitFlightGroupBriefingDescription(
                       group.Name, group.Units.Length, unitType,
                       (unitFamily == UnitFamily.PlaneAWACS) ? "Early warning" : "Refueling",
                       Database.Instance.GetEntry <DBEntryUnit>(unitType).AircraftData.GetRadioAsString(), TACAN != null? $"TACAN: {TACAN.ToString()}":""));
        }
Beispiel #3
0
        /// <summary>
        /// Adds "embedded" short-range air-defense units to an unit group.
        /// </summary>
        /// <param name="units">Array of units in the group</param>
        /// <param name="airDefenseLevel">Air defense level setting to use, from the mission template</param>
        /// <param name="coalitionDB">Database entry for the coalition to use for air-defense units</param>
        /// <param name="decade">Decade during which the units must be operated</param>
        /// <param name="unitMods">Unit mods the units can belong to</param>
        /// <returns>Updated array of units with added embedded air defense units</returns>
        public static string[] AddEmbeddedAirDefense(string[] units, AmountN airDefenseLevel, DBEntryCoalition coalitionDB, Decade decade, string[] unitMods)
        {
            int airDefenseLevelInt = (int)airDefenseLevel.Get();

            // No luck this time, don't add anything
            if (Toolbox.RandomDouble() >= Database.Instance.Common.EnemyAirDefense[airDefenseLevelInt].EmbeddedChance)
            {
                return(units);
            }

            // Convert the unit array to an open-ended list so that units can be added
            List <string> unitsList = new List <string>(units);

            // Add some air defense units
            int embeddedCount = Database.Instance.Common.EnemyAirDefense[airDefenseLevelInt].EmbeddedUnitCount.GetValue();

            for (int i = 0; i < embeddedCount; i++)
            {
                unitsList.AddRange(
                    coalitionDB.GetRandomUnits(Toolbox.RandomFrom(EMBEDDED_AIR_DEFENSE_FAMILIES), decade, 1, unitMods));
            }

            if (unitsList.Count == 0)
            {
                return(new string[0]);
            }
            // Randomize unit order so embbedded air defense units are not always at the end of the group
            // but keep unit #0 at its place, because the first unit of the group is used to determine the group type, and we don't want
            // a artillery platoon to be named "air defense bataillon" because the first unit is a AAA.
            string unit0 = unitsList[0];

            unitsList.RemoveAt(0);
            unitsList = unitsList.OrderBy(x => Toolbox.RandomInt()).ToList();
            unitsList.Insert(0, unit0);

            return(unitsList.ToArray());
        }
Beispiel #4
0
        internal UnitMakerGroupInfo?AddUnitGroup(
            List <UnitFamily> families, int unitCount, Side side,
            string groupLua, string unitLua,
            Coordinates coordinates,
            UnitMakerGroupFlags unitMakerGroupFlags = 0,
            params KeyValuePair <string, object>[] extraSettings)
        {
            if (unitCount <= 0)
            {
                throw new BriefingRoomException("Asking for a zero units");
            }
            if (families.Count <= 0)
            {
                throw new BriefingRoomException("No Unit Families Provided");
            }
            DBEntryCoalition unitsCoalitionDB = CoalitionsDB[(int)((side == Side.Ally) ? PlayerCoalition : PlayerCoalition.GetEnemy())];

            var(country, units) = unitsCoalitionDB.GetRandomUnits(families, Template.ContextDecade, unitCount, Template.Mods);
            if (units.Count == 0)
            {
                throw new BriefingRoomException($"Found no units for {string.Join(", ", families)} {country}");
            }
            if (country != Country.ALL)
            {
                extraSettings = extraSettings.Append("Country".ToKeyValuePair(country)).ToArray();
            }


            if (unitMakerGroupFlags.HasFlag(UnitMakerGroupFlags.EmbeddedAirDefense) && (families.First().GetUnitCategory() == UnitCategory.Vehicle))
            {
                string[] airDefenseUnits = GeneratorTools.GetEmbeddedAirDefenseUnits(Template, side, country != Country.ALL ? country : null);
                units.AddRange(airDefenseUnits);
            }

            return(AddUnitGroup(Toolbox.ShuffleArray(units.ToArray()), side, families.First(), groupLua, unitLua, coordinates, unitMakerGroupFlags, extraSettings));
        }
        /// <summary>
        /// Creates an AI escort flight group in a single-player mission.
        /// </summary>
        /// <param name="mission">Mission to which generated units should be added</param>
        /// <param name="template">Mission template to use</param>
        /// <param name="count">Number of aircraft in the flight group</param>
        /// <param name="task">Escort task the flight group will be assigned with</param>
        /// <param name="playerCoalitionDB">Player coalition database entry</param>
        /// <returns>A <see cref="UnitFlightGroupBriefingDescription"/> describing the flight group, to be used in the briefing</returns>
        private UnitFlightGroupBriefingDescription?GenerateAIEscort(DCSMission mission, MissionTemplate template, int count, MissionTemplateFlightGroupTask task, DBEntryCoalition playerCoalitionDB)
        {
            if (count < 1)
            {
                return(null);           // No aircraft, nothing to generate.
            }
            // Select proper payload for the flight group according to its tasking
            UnitTaskPayload payload = GetPayloadByTask(task, null);

            string groupLua;

            string[] aircraft;

            switch (task)
            {
            default: return(null);    // Should never happen

            case MissionTemplateFlightGroupTask.SupportCAP:
                //groupLua = (template.GetMissionType() == MissionType.SinglePlayer) ? "GroupAircraftPlayerEscortCAP" : "GroupAircraftCAP";
                groupLua = "GroupAircraftCAP";
                aircraft = playerCoalitionDB.GetRandomUnits(UnitFamily.PlaneFighter, mission.DateTime.Decade, count, template.UnitMods);
                break;

            case MissionTemplateFlightGroupTask.SupportSEAD:
                //groupLua = (template.GetMissionType() == MissionType.SinglePlayer) ? "GroupAircraftPlayerEscortSEAD" : "GroupAircraftSEAD";
                groupLua = "GroupAircraftSEAD";
                aircraft = playerCoalitionDB.GetRandomUnits(UnitFamily.PlaneSEAD, mission.DateTime.Decade, count, template.UnitMods);
                break;
            }

            Coordinates position = mission.InitialPosition;

            // Player starts on runway, so escort starts in the air above the airfield (so player doesn't have to wait for them to take off)
            // OR mission is MP, so escorts start in air (but won't be spawned until at least one player takes off)
            // Add a random distance so they don't crash into each other.
            if ((template.PlayerFlightGroups[0].StartLocation == PlayerStartLocation.Runway) ||
                (template.MissionType != MissionType.SinglePlayer))
            {
                position += Coordinates.CreateRandom(2, 4) * Toolbox.NM_TO_METERS;
            }

            DCSMissionUnitGroup group;

            //if (template.GetMissionType() == MissionType.SinglePlayer)
            //    group = UnitMaker.AddUnitGroup(
            //        mission, aircraft,
            //        Side.Ally, position,
            //        groupLua, "UnitAircraft",
            //        Toolbox.BRSkillLevelToDCSSkillLevel(template.PlayerAISkillLevel), 0,
            //        payload, null, mission.InitialAirbaseID, true);
            //else
            group = UnitMaker.AddUnitGroup(
                mission, aircraft,
                Side.Ally, position,
                groupLua, "UnitAircraft",
                Toolbox.BRSkillLevelToDCSSkillLevel(template.SituationFriendlyAISkillLevel), 0,
                payload, mission.ObjectivesCenter);

            if (group == null)
            {
                DebugLog.Instance.WriteLine($"Failed to create AI escort flight group tasked with {task} with aircraft of type \"{aircraft[0]}\".", 1, DebugLogMessageErrorLevel.Warning);
                return(null);
            }

            switch (task)
            {
            default: return(null);    // Should never happen

            case MissionTemplateFlightGroupTask.SupportCAP:
                mission.EscortCAPGroupId = group.GroupID;
                break;

            case MissionTemplateFlightGroupTask.SupportSEAD:
                mission.EscortSEADGroupId = group.GroupID;
                break;
            }

            return
                (new UnitFlightGroupBriefingDescription(
                     group.Name, group.Units.Length, aircraft[0],
                     GetTaskingDescription(task, null),
                     Database.Instance.GetEntry <DBEntryUnit>(aircraft[0]).AircraftData.GetRadioAsString()));
        }
        /// <summary>
        ///
        /// </summary>
        /// <param name="mission"></param>
        /// <param name="template"></param>
        /// <param name="playerCoalitionDB"></param>
        /// <param name="windDirection0">Wind direction at altitude 0, in degrees. Used by carrier groups to make sure carriers sail into the wind.</param>
        /// <returns></returns>
        public void GenerateCarriers(DCSMission mission, MissionTemplate template, DBEntryCoalition playerCoalitionDB)
        {
            var carriers = new string[] {};

            if (template.GetMissionType() == MissionType.SinglePlayer)
            {
                if (string.IsNullOrEmpty(template.PlayerSPCarrier))
                {
                    return;
                }
                carriers = carriers.Append(template.PlayerSPCarrier).ToArray();
            }
            else
            {
                carriers = template.PlayerMPFlightGroups.Aggregate(new string[] {}, (acc, x) => !string.IsNullOrEmpty(x.Carrier)? acc.Append(x.Carrier).ToArray() : acc);
            }

            if (carriers.Length == 0)
            {
                return;
            }

            foreach (string carrier in carriers)
            {
                DBEntryTheaterSpawnPoint?spawnPoint =
                    UnitMaker.SpawnPointSelector.GetRandomSpawnPoint(
                        // If spawn point types are specified, use them. Else look for spawn points of any type
                        new TheaterLocationSpawnPointType[] { TheaterLocationSpawnPointType.Sea },
                        // Select spawn points at a proper distance from last location (previous objective or home airbase)
                        mission.InitialPosition, new MinMaxD(10, 50),
                        // Make sure no objective is too close to the initial location
                        null, null,
                        GeneratorTools.GetAllySpawnPointCoalition(template));

                if (!spawnPoint.HasValue)
                {
                    throw new Exception($"Failed to find a spawn point for Carrier");
                }

                Coordinates         position = mission.InitialPosition;
                DCSMissionUnitGroup group;
                string[]            ships = new string[] { carrier };
                foreach (var ship in new UnitFamily[] {
                    UnitFamily.ShipFrigate,
                    UnitFamily.ShipFrigate,
                    UnitFamily.ShipCruiser,
                    UnitFamily.ShipCruiser,
                    UnitFamily.ShipTransport
                })
                {
                    ships = ships.Append(playerCoalitionDB.GetRandomUnits(ship, mission.DateTime.Decade, 1, template.OptionsUnitMods)[0]).ToArray();
                }
                DebugLog.Instance.WriteLine($"Ships to be spawned {ships.Aggregate((acc, x) => $"{acc}, {x}")}", 1, DebugLogMessageErrorLevel.Warning);
                group = UnitMaker.AddUnitGroup(
                    mission, ships,
                    Side.Ally,
                    spawnPoint.Value.Coordinates,
                    "GroupCarrier", "UnitShip",
                    Toolbox.BRSkillLevelToDCSSkillLevel(template.PlayerAISkillLevel));

                if (group == null)
                {
                    DebugLog.Instance.WriteLine($"Failed to create AI Carrier with ship of type \"{carrier}\".", 1, DebugLogMessageErrorLevel.Warning);
                }
                else
                {
                    //set all units against the wind
                    int    windDirection = mission.Weather.WindDirection[0];
                    double WindSpeed     = mission.Weather.WindSpeed[0];
                    double windOverDeck  = 12.8611; // 25kts
                    group.Speed = windOverDeck - WindSpeed;
                    if (group.Speed <= 2.6)
                    {
                        group.Speed = 2.57222; //5kts
                    }
                    double heading = Toolbox.ClampAngle((windDirection + 180) * Toolbox.DEGREES_TO_RADIANS);
                    foreach (DCSMissionUnitGroupUnit unit in group.Units)
                    {
                        unit.Heading = heading;
                    }
                    group.Units[0].Coordinates = group.Coordinates;
                    group.Coordinates2         = Coordinates.FromAngleAndDistance(group.Coordinates, (group.Speed * Toolbox.METERS_PER_SECOND_TO_KNOTS) * Toolbox.NM_TO_METERS, heading);
                }
                string cvnId = mission.Carriers.Length > 0? (mission.Carriers.Length + 1).ToString() : "";
                group.TACAN          = new Tacan(74 + mission.Carriers.Length, $"CVN{cvnId}");
                group.ILS            = 11 + mission.Carriers.Length;
                group.RadioFrequency = 127.5f + mission.Carriers.Length;
                mission.Carriers     = mission.Carriers.Append(group).ToArray();
            }
            return;
        }
Beispiel #7
0
        /// <summary>
        /// Add surface-to-air defense groups.
        /// </summary>
        /// <param name="mission">Mission to which generated units should be added</param>
        /// <param name="template">Mission template to use</param>
        /// <param name="airDefenseRange">Air-defense range category</param>
        /// <param name="enemyCoalitionDB">Enemy coalition database entry</param>
        /// <param name="coalition">Coalition of the spawn points air defense must be spawned at, or null to spawn them anywhere</param>
        /// <param name="unitMods">Unit mods the units can belong to</param>
        private void AddAirDefenseUnits(DCSMission mission, AirDefenseRange airDefenseRange, DBEntryCoalition enemyCoalitionDB, Coalition?coalition, string[] unitMods)
        {
            // Get the proper number of groups
            int groupCount = Database.Instance.Common.
                             EnemyAirDefense[(int)airDefense].GroupsInArea[(int)airDefenseRange].GetValue();

            if (groupCount < 1)
            {
                return;                  // No groups to add, no need to go any further
            }
            DCSMissionUnitGroupFlags flags = optionsShowEnemyUnits;

            UnitFamily[] unitFamilies;
            TheaterLocationSpawnPointType[] validSpawnPoints;
            switch (airDefenseRange)
            {
            default:     // case AirDefenseRange.ShortRange:
                unitFamilies     = new UnitFamily[] { UnitFamily.VehicleAAA, UnitFamily.VehicleAAAStatic, UnitFamily.VehicleInfantryMANPADS, UnitFamily.VehicleSAMShort, UnitFamily.VehicleSAMShort, UnitFamily.VehicleSAMShortIR, UnitFamily.VehicleSAMShortIR };
                validSpawnPoints = new TheaterLocationSpawnPointType[] { TheaterLocationSpawnPointType.LandSmall, TheaterLocationSpawnPointType.LandMedium, TheaterLocationSpawnPointType.LandLarge };
                break;

            case AirDefenseRange.MediumRange:
                unitFamilies     = new UnitFamily[] { UnitFamily.VehicleSAMMedium };
                validSpawnPoints = new TheaterLocationSpawnPointType[] { TheaterLocationSpawnPointType.LandMedium, TheaterLocationSpawnPointType.LandLarge };
                break;

            case AirDefenseRange.LongRange:
                unitFamilies     = new UnitFamily[] { UnitFamily.VehicleSAMLong };
                validSpawnPoints = new TheaterLocationSpawnPointType[] { TheaterLocationSpawnPointType.LandLarge };
                break;
            }

            for (int i = 0; i < groupCount; i++)
            {
                // Find spawn point at the proper distance from the objective(s), but not to close from starting airbase
                DBEntryTheaterSpawnPoint?spawnPoint =
                    UnitMaker.SpawnPointSelector.GetRandomSpawnPoint(
                        validSpawnPoints,
                        centerPoint,
                        distsFromCenter[(int)airDefenseRange],
                        opposingPoint,
                        new MinMaxD(minDistFromOpposingPoint[(int)airDefenseRange], 99999),
                        coalition);

                // No spawn point found, stop here.
                if (!spawnPoint.HasValue)
                {
                    DebugLog.Instance.WriteLine($"No spawn point found for {airDefenseRange} air defense unit groups", 1, DebugLogMessageErrorLevel.Warning);
                    return;
                }

                string[] units = enemyCoalitionDB.GetRandomUnits(Toolbox.RandomFrom(unitFamilies), mission.DateTime.Decade, 1, unitMods);

                DCSMissionUnitGroup group = UnitMaker.AddUnitGroup(
                    mission, units, ally? Side.Ally : Side.Enemy,
                    spawnPoint.Value.Coordinates,
                    "GroupVehicle", "UnitVehicle",
                    Toolbox.BRSkillLevelToDCSSkillLevel(skillLevel),
                    flags);

                if (group == null)
                {
                    DebugLog.Instance.WriteLine($"Failed to add {airDefenseRange} air defense unit group of type {units[0]}", 1, DebugLogMessageErrorLevel.Warning);
                }
            }
        }
Beispiel #8
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="mission"></param>
        /// <param name="template"></param>
        /// <param name="playerCoalitionDB"></param>
        /// <param name="windDirection0">Wind direction at altitude 0, in degrees. Used by carrier groups to make sure carriers sail into the wind.</param>
        /// <returns></returns>
        public DBEntryUnit GenerateCarrier(DCSMission mission, MissionTemplate template, DBEntryCoalition playerCoalitionDB, int windDirection0)
        {
            if (string.IsNullOrEmpty(template.PlayerCarrier))
            {
                return(null);
            }

            DBEntryTheaterSpawnPoint?spawnPoint =
                UnitMaker.SpawnPointSelector.GetRandomSpawnPoint(
                    // If spawn point types are specified, use them. Else look for spawn points of any type
                    new TheaterLocationSpawnPointType[] { TheaterLocationSpawnPointType.Sea },
                    // Select spawn points at a proper distance from last location (previous objective or home airbase)
                    mission.InitialPosition, new MinMaxD(10, 50),
                    // Make sure no objective is too close to the initial location
                    null, null,
                    GeneratorTools.GetAllySpawnPointCoalition(template));

            if (!spawnPoint.HasValue)
            {
                throw new Exception($"Failed to find a spawn point for Carrier");
            }

            Coordinates         position = mission.InitialPosition;
            DCSMissionUnitGroup group;

            string[] ships = new string[] { template.PlayerCarrier };
            foreach (var ship in new UnitFamily[] {
                UnitFamily.ShipFrigate,
                UnitFamily.ShipFrigate,
                UnitFamily.ShipCruiser,
                UnitFamily.ShipCruiser,
                UnitFamily.ShipTransport
            })
            {
                ships = ships.Append(playerCoalitionDB.GetRandomUnits(ship, mission.DateTime.Decade, 1, template.OptionsUnitMods)[0]).ToArray();
            }
            DebugLog.Instance.WriteLine($"Ships to be spawned {ships.Aggregate((acc, x) => $"{acc}, {x}")}", 1, DebugLogMessageErrorLevel.Warning);
            group = UnitMaker.AddUnitGroup(
                mission, ships,
                Side.Ally,
                spawnPoint.Value.Coordinates,
                "GroupCarrier", "UnitShip",
                Toolbox.BRSkillLevelToDCSSkillLevel(template.PlayerAISkillLevel));

            if (group == null)
            {
                DebugLog.Instance.WriteLine($"Failed to create AI Carrier with ship of type \"{template.PlayerCarrier}\".", 1, DebugLogMessageErrorLevel.Warning);
            }
            else
            {
                //set all units against the wind
                double heading = Toolbox.ClampAngle((windDirection0 + 180) * Toolbox.DEGREES_TO_RADIANS);
                foreach (DCSMissionUnitGroupUnit unit in group.Units)
                {
                    unit.Heading = heading;
                }
            }

            mission.Carrier = group.Units[0];
            return((from DBEntryUnit unit in Database.Instance.GetAllEntries <DBEntryUnit>()
                    where unit.ID == template.PlayerCarrier
                    select unit).ToArray()[0]);
        }
        /// <summary>
        /// Main unit generation method.
        /// </summary>
        /// <param name="mission">Mission to which generated units should be added</param>
        /// <param name="template">Mission template to use</param>
        /// <param name="objectiveDB">Mission objective database entry</param>
        /// <param name="enemyCoalitionDB">Enemy coalition database entry</param>
        /// <param name="aiEscortTypeCAP">Type of aircraft selected for player AI CAP escort (single-player only)</param>
        /// <param name="aiEscortTypeSEAD">Type of aircraft selected for player AI SEAD escort (single-player only)</param>
        public void CreateUnitGroups(DCSMission mission, MissionTemplate template, DBEntryObjective objectiveDB, DBEntryCoalition enemyCoalitionDB, string aiEscortTypeCAP, string aiEscortTypeSEAD)
        {
            if (objectiveDB.Flags.HasFlag(DBEntryObjectiveFlags.NoEnemyCAP))
            {
                DebugLog.Instance.WriteLine("Enemy CAP disabled for this mission objective type, not spawning any units", 1);
                return;
            }
            int totalAirForcePower =
                (int)(GetMissionPackageAirPower(template, objectiveDB, aiEscortTypeCAP, aiEscortTypeSEAD) *
                      Database.Instance.Common.EnemyCAPRelativePower[(int)template.SituationEnemyAirForce.Get()]);

            DebugLog.Instance.WriteLine($"Enemy air power set to {totalAirForcePower}...", 1);

            DCSMissionUnitGroupFlags flags = template.Realism.Contains(RealismOption.HideEnemyUnits) ? DCSMissionUnitGroupFlags.Hidden : 0;

            int aircraftCount = 0;
            int groupCount    = 0;

            while (totalAirForcePower > 0)
            {
                string[] unitTypes = enemyCoalitionDB.GetRandomUnits(UnitFamily.PlaneFighter, mission.DateTime.Decade, 1, template.UnitMods);
                if (unitTypes.Length == 0)
                {
                    DebugLog.Instance.WriteLine("No valid units found for enemy fighter patrols.", 1, DebugLogMessageErrorLevel.Warning);
                    break;
                }

                // Find spawn point at the proper distance from the objective(s), but not to close from starting airbase
                DBEntryTheaterSpawnPoint?spawnPoint =
                    UnitMaker.SpawnPointSelector.GetRandomSpawnPoint(
                        null,
                        mission.ObjectivesCenter, Database.Instance.Common.EnemyCAPDistanceFromObjectives,
                        mission.InitialPosition, new MinMaxD(Database.Instance.Common.EnemyCAPMinDistanceFromTakeOffLocation, 99999),
                        GeneratorTools.GetEnemySpawnPointCoalition(template));

                if (!spawnPoint.HasValue) // No spawn point found, stop here.
                {
                    DebugLog.Instance.WriteLine("No spawn point found for enemy fighter patrol group.", 1, DebugLogMessageErrorLevel.Warning);
                    break;
                }

                int unitPower = Database.Instance.GetEntry <DBEntryUnit>(unitTypes[0]).AircraftData.AirToAirRating[1];
                int groupSize = 1;
                if (totalAirForcePower >= unitPower * 2)
                {
                    groupSize = 2;
                }
                if (Toolbox.RandomDouble() < .3)
                {
                    if (totalAirForcePower >= unitPower * 4)
                    {
                        groupSize = 4;
                    }
                    else if (totalAirForcePower >= unitPower * 3)
                    {
                        groupSize = 3;
                    }
                }
                totalAirForcePower -= unitPower * groupSize;

                DCSMissionUnitGroup group = UnitMaker.AddUnitGroup(
                    mission, Enumerable.Repeat(unitTypes[0], groupSize).ToArray(),
                    Side.Enemy, spawnPoint.Value.Coordinates,
                    "GroupAircraftCAP", "UnitAircraft",
                    Toolbox.BRSkillLevelToDCSSkillLevel(template.SituationEnemySkillLevelAir),
                    flags, UnitTaskPayload.AirToAir,
                    mission.ObjectivesCenter + Coordinates.CreateRandom(20, 40) * Toolbox.NM_TO_METERS);

                if (group == null)
                {
                    DebugLog.Instance.WriteLine($"Failed to add a group of {groupSize}× {unitTypes[0]} at {spawnPoint.Value.Coordinates}", 1, DebugLogMessageErrorLevel.Warning);
                }
                else
                {
                    DebugLog.Instance.WriteLine($"Added a group of {groupSize}× {unitTypes[0]} at {spawnPoint.Value.Coordinates}");
                    mission.AircraftSpawnQueue.Add(new DCSMissionAircraftSpawnQueueItem(group.GroupID, template.SituationEnemyCAPOnStationChance.RollChance()));
                }

                aircraftCount += groupSize;
                groupCount++;
            }
        }
        /// <summary>
        /// Spawn a group of support units.
        /// </summary>
        /// <param name="mission">Mission to which generated units should be added</param>
        /// <param name="enemyCoalitionDB">Ally coalition database entry</param>
        /// <param name="unitFamily">Family of support unit to spawn</param>
        /// <param name="unitMods">Unit mods selected units can belong to</param>
        /// <param name="TACAN">TACAN info for the unit, if any</param>
        private void AddSupportUnit(DCSMission mission, MissionTemplate template, DBEntryCoalition enemyCoalitionDB, UnitFamily unitFamily, string[] unitMods, Tacan TACAN = null)
        {
            DebugLog.Instance.WriteLine($"Adding {unitFamily} enemy support unit...", 1);

            string[] validUnitTypes = enemyCoalitionDB.GetRandomUnits(unitFamily, mission.DateTime.Decade, 1, unitMods, false);

            if (validUnitTypes.Length == 0)
            {
                DebugLog.Instance.WriteLine($"No support unit found for this role in coalition \"{enemyCoalitionDB.ID}\"", 2);
                return; // Empty FG info will automatically be discarded
            }

            string groupLua;

            switch (unitFamily)
            {
            case UnitFamily.PlaneAWACS:
                groupLua = "GroupAircraftAWACSMortal";
                break;

            case UnitFamily.PlaneTankerBasket:
            case UnitFamily.PlaneTankerBoom:
                groupLua = "GroupAircraftTankerMortal";
                break;

            default:     // Should never happen
                return;  // Empty FG info will automatically be discarded
            }

            DBEntryTheaterSpawnPoint?spawnPoint =
                UnitMaker.SpawnPointSelector.GetRandomSpawnPoint(
                    null,
                    mission.ObjectivesCenter, Database.Instance.Common.EnemyCAPDistanceFromObjectives,
                    mission.InitialPosition, new MinMaxD(Database.Instance.Common.EnemyCAPMinDistanceFromTakeOffLocation, 99999),
                    GeneratorTools.GetEnemySpawnPointCoalition(template));

            if (!spawnPoint.HasValue) // No spawn point found, stop here.
            {
                DebugLog.Instance.WriteLine("No spawn point found for enemy fighter patrol group.", 1, DebugLogMessageErrorLevel.Warning);
                return;
            }

            Coordinates location2 = spawnPoint.Value.Coordinates + Coordinates.CreateRandom(12, 20) * Toolbox.NM_TO_METERS;

            string unitType = Toolbox.RandomFrom(validUnitTypes);

            DCSMissionUnitGroup group = UnitMaker.AddUnitGroup(
                mission, new string[] { unitType },
                Side.Enemy, spawnPoint.Value.Coordinates,
                groupLua, "UnitAircraft",
                Toolbox.BRSkillLevelToDCSSkillLevel(template.SituationEnemySkillLevelAir), 0,
                UnitTaskPayload.Default,
                location2);

            if (group == null)
            {
                return; // Empty FG info will automatically be discarded
            }
            group.TACAN = TACAN;
            mission.AircraftSpawnQueue.Insert(0, new DCSMissionAircraftSpawnQueueItem(group.GroupID, true)); // Support aircraft must be activated first
        }