Example #1
0
        /// <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;
        }
Example #2
0
        /// <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];
        }
Example #3
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();
        }
Example #4
0
        /// <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   = "";
        }
Example #6
0
        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;
        }