/// <summary> /// Resets all properties to their default values. /// </summary> public void Clear() { ContextCoalitionsBlue = TemplateTools.CheckValue <DBEntryCoalition>(Database.Instance.Common.DefaultCoalitionBlue); ContextCoalitionsRed = TemplateTools.CheckValue <DBEntryCoalition>(Database.Instance.Common.DefaultCoalitionRed); ContextDecade = Decade.Decade2000; ContextTheaterID = TemplateTools.CheckValue <DBEntryTheater>(Database.Instance.Common.DefaultTheater); ContextTheaterRegionsCoalitions = CountryCoalition.Default; EnvironmentBadWeatherChance = AmountN.Random; EnvironmentNightMissionChance = AmountN.Random; MissionsCount = 5; MissionsObjectiveCount = Amount.Average; MissionsObjectiveDistance = Amount.Average; MissionsTypes = new string[] { Database.Instance.Common.DefaultObjective }; OptionsCivilianTraffic = CivilianTraffic.Low; OptionsPreferences = new MissionTemplatePreferences[0]; OptionsRealism = new RealismOption[] { RealismOption.NoBDA }; OptionsUnitMods = new string[0]; PlayerAircraft = TemplateTools.CheckValuePlayerAircraft(Database.Instance.Common.DefaultPlayerAircraft); PlayerCoalition = Coalition.Blue; PlayerStartingAirbase_ = ""; PlayerStartingCarrier = ""; PlayerStartLocation = PlayerStartLocation.Runway; SituationEnemyAirDefense = AmountN.Random; SituationEnemyAirForce = AmountN.Random; SituationFriendlyAirDefense = AmountN.Random; SituationFriendlyAirForce = AmountN.Random; SituationVariation = CampaignDifficultyVariation.Random; }
/// <summary> /// Resets all properties to their default values. /// </summary> public void Clear() { ContextCoalitionsBlue = Database.Instance.CheckValue <DBEntryCoalition>("USA"); ContextCoalitionPlayer = Coalition.Blue; ContextCoalitionsRed = Database.Instance.CheckValue <DBEntryCoalition>("Russia"); ContextDecade = Decade.Decade2000; ContextTheaterID = Database.Instance.CheckValue <DBEntryTheater>("Caucasus"); EnvironmentBadWeatherChance = AmountN.Random; EnvironmentNightMissionChance = AmountN.Random; MissionsCount = 5; MissionsDifficultyVariation = CampaignDifficultyVariation.Random; MissionsObjectiveCount = Amount.Average; MissionsObjectiveDistance = Amount.Average; Objectives = new string[0]; OptionsTheaterCountriesCoalitions = CountryCoalition.Default; OptionsCivilianTraffic = CivilianTraffic.Low; PlayerAircraft = Database.Instance.CheckValue <DBPseudoEntryPlayerAircraft>("Su-25T"); PlayerStartingAirbase = ""; PlayerCarrier = ""; PlayerStartLocation = PlayerStartLocation.Runway; Realism = new RealismOption[] { RealismOption.DisableDCSRadioAssists, RealismOption.NoBDA }; SituationEnemyAirDefense = AmountN.Random; SituationEnemyAirForce = AmountN.Random; SituationFriendlyAirDefense = AmountN.Random; SituationFriendlyAirForce = AmountN.Random; UnitMods = new string[0]; }
public void Clear() { // If the default template is found, load it. if (File.Exists(DEFAULT_TEMPLATE_FILEPATH)) { LoadFromFile(DEFAULT_TEMPLATE_FILEPATH); return; } BriefingMissionName = ""; BriefingMissionDescription = ""; ContextCoalitionBlue = "USA"; ContextCoalitionRed = "Russia"; ContextDecade = Decade.Decade2000; ContextPlayerCoalition = Coalition.Blue; ContextTheater = "Caucasus"; ContextSituation = ""; EnvironmentSeason = Season.Random; EnvironmentTimeOfDay = TimeOfDay.RandomDaytime; EnvironmentWeatherPreset = ""; EnvironmentWind = Wind.Random; FlightPlanObjectiveDistance = 80; FlightPlanObjectiveSeperation = 30; FlightPlanTheaterStartingAirbase = ""; MissionFeatures = new List <string> { "FriendlyAWACS", "FriendlyTankerBasket", "FriendlyTankerBoom" }; Mods = new List <string>(); Objectives = new MissionTemplateObjective[] { new MissionTemplateObjective() }.ToList(); OptionsFogOfWar = FogOfWar.All; OptionsMission = new List <string> { "ImperialUnitsForBriefing", "MarkWaypoints" }; OptionsRealism = new RealismOption[] { RealismOption.DisableDCSRadioAssists, RealismOption.NoBDA }.ToList(); PlayerFlightGroups = new MissionTemplateFlightGroup[] { new MissionTemplateFlightGroup() }.ToList(); AircraftPackages = new(); SituationEnemySkill = AmountNR.Random; SituationEnemyAirDefense = AmountNR.Random; SituationEnemyAirForce = AmountNR.Random; SituationFriendlySkill = AmountNR.Random; SituationFriendlyAirDefense = AmountNR.Random; SituationFriendlyAirForce = AmountNR.Random; AssignAliases(); }
/// <summary> /// Resets all properties to their default values. /// </summary> public void Clear() { MissionType = MissionType.SinglePlayer; ContextCoalitionBlue = Database.Instance.CheckValue <DBEntryCoalition>("USA"); ContextCoalitionPlayer = Coalition.Blue; ContextCoalitionRed = Database.Instance.CheckValue <DBEntryCoalition>("Russia"); ContextDecade = Decade.Decade2000; ContextTheater = Database.Instance.CheckValue <DBEntryTheater>("Caucasus"); EnvironmentSeason = Season.Random; EnvironmentTimeOfDay = TimeOfDay.RandomDaytime; EnvironmentWeather = Weather.Random; EnvironmentCloudPreset = CloudPreset.Random; EnvironmentWind = Wind.Auto; FlightPlanAddExtraWaypoints = YesNo.No; FlightPlanTheaterStartingAirbase = ""; ObjectiveCount = 2; ObjectiveDistance = 0; ObjectiveType = ""; OptionsBriefingUnitSystem = UnitSystem.Imperial; OptionsCivilianTraffic = CivilianTraffic.Low; OptionsEndMode = MissionEndMode.Never; OptionsEnemyUnitsLocation = SpawnPointPreferredCoalition.Any; OptionsRadioSounds = YesNo.Yes; OptionsTheaterCountriesCoalitions = CountryCoalition.Default; SituationEnemyAirDefense = AmountN.Random; SituationEnemyAirForce = AmountN.Random; SituationEnemyCAPOnStationChance = AmountN.Random; SituationEnemySkillLevelAir = BRSkillLevel.Random; SituationEnemySkillLevelGround = BRSkillLevel.Random; SituationEnemySupportAircraft = AmountN.Random; SituationFriendlyAISkillLevel = BRSkillLevel.Random; SituationFriendlyAirDefense = AmountN.Random; SituationFriendlyEscortCAP = 0; SituationFriendlyEscortSEAD = 0; PlayerFlightGroups = new MissionTemplateFlightGroup[] { new MissionTemplateFlightGroup() }; Realism = new RealismOption[] { RealismOption.DisableDCSRadioAssists, RealismOption.NoBDA }; ScriptExtensions = new string[0]; UnitMods = new string[0]; CheckValues(out string[] _); }
/// <summary> /// Resets all properties to their default values. /// </summary> public void Clear() { BriefingDate = new MissionTemplateDate(); BriefingDescription = ""; BriefingName = ""; BriefingUnitSystem = UnitSystem.Imperial; ContextCoalitionBlue = TemplateTools.CheckValue <DBEntryCoalition>(Database.Instance.Common.DefaultCoalitionBlue); ContextCoalitionPlayer = Coalition.Blue; ContextCoalitionRed = TemplateTools.CheckValue <DBEntryCoalition>(Database.Instance.Common.DefaultCoalitionRed); ContextDecade = Decade.Decade2000; EnvironmentSeason = Season.Random; EnvironmentTimeOfDay = TimeOfDay.RandomDaytime; EnvironmentWeather = Weather.Random; EnvironmentWind = Wind.Auto; ObjectiveCount = Database.Instance.Common.DefaultObjectiveCount; ObjectiveDistanceNM = 0; ObjectiveType = TemplateTools.CheckValue <DBEntryObjective>(Database.Instance.Common.DefaultObjective); OppositionAirDefense = AmountN.Random; OppositionAirForce = AmountN.Random; OppositionOnStationChance = AmountN.Random; OppositionSkillLevelAir = BRSkillLevel.Random; OppositionSkillLevelGround = BRSkillLevel.Random; OppositionUnitsLocation = SpawnPointPreferredCoalition.Any; OptionsCivilianTraffic = CivilianTraffic.Low; OptionsEndMode = MissionEndMode.NoEnd; OptionsPreferences = new MissionTemplatePreferences[0]; OptionsRealism = new RealismOption[] { RealismOption.NoBDA }; OptionsScriptExtensions = new string[0]; OptionsUnitMods = new string[0]; PlayerAISkillLevel = BRSkillLevel.Random; PlayerEscortCAP = 0; PlayerEscortSEAD = 0; PlayerFriendlyAirDefense = AmountN.Random; PlayerStartLocation = PlayerStartLocation.Runway; PlayerMPFlightGroups = new MissionTemplateMPFlightGroup[0]; PlayerSPAircraft = TemplateTools.CheckValuePlayerAircraft(Database.Instance.Common.DefaultPlayerAircraft); PlayerSPWingmen = 1; PlayerSPCarrier = ""; TheaterID = TemplateTools.CheckValue <DBEntryTheater>(Database.Instance.Common.DefaultTheater); TheaterRegionsCoalitions = CountryCoalition.Default; TheaterStartingAirbase = ""; }
public void Clear() { // If the default template is found, load it. if (File.Exists(DEFAULT_TEMPLATE_FILEPATH)) { LoadFromFile(DEFAULT_TEMPLATE_FILEPATH); return; } BriefingCampaignName = ""; ContextCoalitionBlue = "USA"; ContextPlayerCoalition = Coalition.Blue; ContextCoalitionRed = "Russia"; ContextDecade = Decade.Decade2000; ContextTheater = "Caucasus"; ContextSituation = ""; EnvironmentBadWeatherChance = Amount.VeryLow; EnvironmentNightMissionChance = Amount.VeryLow; MissionsCount = 5; MissionsDifficultyVariation = CampaignDifficultyVariation.Random; MissionsFeatures = new List <string>(); MissionsObjectives = BriefingRoom.GetDatabaseEntriesIDs(DatabaseEntryType.ObjectivePreset).ToList(); MissionsObjectiveCount = Amount.Average; MissionsObjectiveDistance = Amount.Average; OptionsFogOfWar = FogOfWar.All; OptionsMods = new List <string>(); OptionsMission = new List <string> { "ImperialUnitsForBriefing" }; OptionsRealism = new RealismOption[] { RealismOption.DisableDCSRadioAssists, RealismOption.NoBDA }.ToList(); Player = new MissionTemplateFlightGroup(); PlayerStartingAirbase = ""; SituationEnemySkill = AmountNR.Random; SituationEnemyAirDefense = AmountNR.Random; SituationEnemyAirForce = AmountNR.Random; SituationFriendlySkill = AmountNR.Random; SituationFriendlyAirDefense = AmountNR.Random; SituationFriendlyAirForce = AmountNR.Random; }