/// <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); } } }
private static void CreateAirDefenseGroups( MissionTemplateRecord template, UnitMaker unitMaker, Side side, Coalition coalition, AmountNR airDefenseAmount, AirDefenseRange airDefenseRange, Coordinates centerPoint, Coordinates opposingPoint) { var commonAirDefenseDB = Database.Instance.Common.AirDefense; DBCommonAirDefenseLevel airDefenseLevelDB = commonAirDefenseDB.AirDefenseLevels[(int)airDefenseAmount]; int groupCount = airDefenseLevelDB.GroupsInArea[(int)airDefenseRange].GetValue(); if (groupCount < 1) { return; // No groups to add, no need to go any further } List <UnitFamily> unitFamilies; SpawnPointType[] validSpawnPoints; switch (airDefenseRange) { case AirDefenseRange.MediumRange: unitFamilies = new List <UnitFamily> { UnitFamily.VehicleSAMMedium }; validSpawnPoints = new SpawnPointType[] { SpawnPointType.LandLarge }; break; case AirDefenseRange.LongRange: unitFamilies = new List <UnitFamily> { UnitFamily.VehicleSAMLong }; validSpawnPoints = new SpawnPointType[] { SpawnPointType.LandLarge }; break; default: // case AirDefenseRange.ShortRange: unitFamilies = new List <UnitFamily> { UnitFamily.VehicleAAA, UnitFamily.VehicleAAAStatic, UnitFamily.VehicleInfantryMANPADS, UnitFamily.VehicleSAMShort, UnitFamily.VehicleSAMShort, UnitFamily.VehicleSAMShortIR, UnitFamily.VehicleSAMShortIR }; validSpawnPoints = new SpawnPointType[] { SpawnPointType.LandSmall, SpawnPointType.LandMedium, SpawnPointType.LandLarge }; break; } for (int i = 0; i < groupCount; i++) { // Find spawn point at the proper distance Coordinates?spawnPoint = unitMaker.SpawnPointSelector.GetRandomSpawnPoint( validSpawnPoints, centerPoint, commonAirDefenseDB.DistanceFromCenter[(int)side, (int)airDefenseRange], opposingPoint, new MinMaxD(commonAirDefenseDB.MinDistanceFromOpposingPoint[(int)side, (int)airDefenseRange], 99999), GeneratorTools.GetSpawnPointCoalition(template, side)); // No spawn point found, stop here. if (!spawnPoint.HasValue) { BriefingRoom.PrintToLog($"No spawn point found for {airDefenseRange} air defense unit groups", LogMessageErrorLevel.Warning); return; } var groupInfo = unitMaker.AddUnitGroup( unitFamilies, 1, side, "GroupVehicle", "UnitVehicle", spawnPoint.Value); if (!groupInfo.HasValue) // Failed to generate a group { BriefingRoom.PrintToLog( $"Failed to add {airDefenseRange} air defense unit group for {coalition} coalition.", LogMessageErrorLevel.Warning); } } }