示例#1
0
        /// <summary>
        /// Constructor.
        /// </summary>
        /// <param name="unitMaker">Unit maker class to use to generate units</param>
        public MissionGeneratorAirDefense(UnitMaker unitMaker, bool _ally, MissionTemplate template, DCSMission mission)
        {
            UnitMaker = unitMaker;
            ally      = _ally;
            if (ally)
            {
                airDefense               = template.SituationFriendlyAirDefense.Get();
                centerPoint              = mission.InitialPosition;
                opposingPoint            = mission.ObjectivesCenter;
                distsFromCenter          = Database.Instance.Common.AllyAirDefenseDistanceFromTakeOffLocation;
                minDistFromOpposingPoint = Database.Instance.Common.AllyAirDefenseDistanceFromObjectives;
                skillLevel               = template.SituationFriendlyAISkillLevel;
                optionsShowEnemyUnits    = 0;
                return;
            }

            airDefense               = template.SituationEnemyAirDefense.Get();
            centerPoint              = mission.ObjectivesCenter;
            opposingPoint            = mission.InitialPosition;
            distsFromCenter          = Database.Instance.Common.EnemyAirDefenseDistanceFromObjectives;
            minDistFromOpposingPoint = Database.Instance.Common.EnemyAirDefenseDistanceFromTakeOffLocation;
            skillLevel               = template.SituationEnemySkillLevelGround;
            optionsShowEnemyUnits    = template.Realism.Contains(RealismOption.HideEnemyUnits) ? DCSMissionUnitGroupFlags.Hidden : 0;
        }
 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="unitMaker">Unit maker class to use to generate units</param>
 public MissionGeneratorPlayerFlightGroups(UnitMaker unitMaker)
 {
     UnitMaker = unitMaker;
 }
 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="unitMaker">Unit maker class to use to generate units</param>
 public MissionGeneratorCarrier(UnitMaker unitMaker)
 {
     UnitMaker = unitMaker;
 }
 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="unitMaker">Unit maker class to use to generate units</param>
 public MissionGeneratorSupportUnits(UnitMaker unitMaker)
 {
     UnitMaker = unitMaker;
 }
        /// <summary>
        /// Generates a <see cref="DCSMission"/> from a <see cref="MissionTemplate"/>
        /// </summary>
        /// <param name="template">The <see cref="MissionTemplate"/> to use</param>
        /// <returns>A <see cref="DCSMission"/>, or nuLL if something when wrong</returns>
        private DCSMission DoMissionGeneration(MissionTemplate template)
        {
            DateTime generationStartTime = DateTime.Now;

            DebugLog.Instance.Clear();
            DebugLog.Instance.WriteLine($"Starting mission generation...");

            // Check for missing entries in the database
            GeneratorTools.CheckDBForMissingEntry <DBEntryCoalition>(template.ContextCoalitionBlue);
            GeneratorTools.CheckDBForMissingEntry <DBEntryCoalition>(template.ContextCoalitionRed);
            GeneratorTools.CheckDBForMissingEntry <DBEntryObjective>(template.ObjectiveType);
            GeneratorTools.CheckDBForMissingEntry <DBEntryTheater>(template.TheaterID);

            // Create the mission and copy some values (theater database entry ID, etc.) from the template
            DCSMission mission = new DCSMission();

            CopyTemplateValues(mission, template);

            // Get some DB entries from the database for easier reference
            DBEntryCoalition[] coalitionsDB = new DBEntryCoalition[2];
            coalitionsDB[(int)Coalition.Blue] = Database.Instance.GetEntry <DBEntryCoalition>(template.ContextCoalitionBlue);
            coalitionsDB[(int)Coalition.Red]  = Database.Instance.GetEntry <DBEntryCoalition>(template.ContextCoalitionRed);
            DBEntryObjective objectiveDB;

            if (template.ObjectiveType == "Random")
            {
                objectiveDB = Toolbox.RandomFrom <DBEntryObjective>(Database.Instance.GetAllEntries <DBEntryObjective>().Where(x => x.ID != "Random").ToArray());
            }
            else
            {
                objectiveDB = Database.Instance.GetEntry <DBEntryObjective>(template.ObjectiveType);
            }
            DBEntryTheater theaterDB = Database.Instance.GetEntry <DBEntryTheater>(template.TheaterID);

            // Create the unit maker, which will be used to generate unit groups and their properties
            UnitMaker unitMaker = new UnitMaker(coalitionsDB, theaterDB);

            // Create a list of flight group descriptions which will be used in the briefing
            List <UnitFlightGroupBriefingDescription> briefingFGList = new List <UnitFlightGroupBriefingDescription>();

            // Setup airbases
            DBEntryTheaterAirbase airbaseDB;

            using (MissionGeneratorAirbases airbaseGen = new MissionGeneratorAirbases())
            {
                airbaseDB = airbaseGen.SelectStartingAirbase(mission, template, theaterDB, objectiveDB);

                mission.InitialAirbaseID = airbaseDB.DCSID;
                mission.InitialPosition  = airbaseDB.Coordinates;

                airbaseGen.SetupAirbasesCoalitions(mission, template.TheaterRegionsCoalitions, theaterDB);
            }

            // Generate mission objectives
            DebugLog.Instance.WriteLine("Generating mission objectives...");
            using (MissionGeneratorObjectives objectives = new MissionGeneratorObjectives(unitMaker.SpawnPointSelector))
                objectives.CreateObjectives(mission, template, objectiveDB, theaterDB);

            // Generate mission date and time
            DebugLog.Instance.WriteLine("Generating mission date and time...");
            using (MissionGeneratorDateTime dateTime = new MissionGeneratorDateTime())
            {
                dateTime.GenerateMissionDate(mission, template, coalitionsDB);
                dateTime.GenerateMissionTime(mission, template, theaterDB);
            }

            // Generate mission weather
            DebugLog.Instance.WriteLine("Generating mission weather...");
            using (MissionGeneratorWeather weather = new MissionGeneratorWeather())
            {
                weather.GenerateWeather(mission, template.EnvironmentWeather, theaterDB);
                weather.GenerateWind(mission, template.EnvironmentWind, theaterDB);
            }

            // Generate Carrier
            using (MissionGeneratorCarrier unitGroupGen = new MissionGeneratorCarrier(unitMaker))
                unitGroupGen.GenerateCarriers(mission, template, coalitionsDB[(int)mission.CoalitionPlayer]);


            // Generate player unit groups
            DebugLog.Instance.WriteLine("Generating player unit groups and mission package...");
            string aiEscortTypeCAP, aiEscortTypeSEAD;

            using (MissionGeneratorPlayerFlightGroups unitGroupGen = new MissionGeneratorPlayerFlightGroups(unitMaker))
                briefingFGList.AddRange(
                    unitGroupGen.CreateUnitGroups(
                        mission, template, objectiveDB, coalitionsDB[(int)mission.CoalitionPlayer],
                        out aiEscortTypeCAP, out aiEscortTypeSEAD));

            // Generate objective unit groups
            DebugLog.Instance.WriteLine("Generating objectives unit groups...");
            using (MissionGeneratorObjectivesUnitGroups unitGroupGen = new MissionGeneratorObjectivesUnitGroups(unitMaker))
                unitGroupGen.CreateUnitGroups(mission, template, objectiveDB, coalitionsDB);

            // Generate friendly support units
            DebugLog.Instance.WriteLine("Generating friendly support units...");
            using (MissionGeneratorSupportUnits unitGroupGen = new MissionGeneratorSupportUnits(unitMaker))
                briefingFGList.AddRange(unitGroupGen.CreateUnitGroups(mission, coalitionsDB[(int)mission.CoalitionPlayer], template.OptionsUnitMods));

            // Generate enemy air defense unit groups
            DebugLog.Instance.WriteLine("Generating enemy air defense unit groups...");
            using (MissionGeneratorAirDefense unitGroupGen = new MissionGeneratorAirDefense(unitMaker, false, template, mission))
                unitGroupGen.CreateUnitGroups(mission, objectiveDB, coalitionsDB[(int)mission.CoalitionEnemy], GeneratorTools.GetEnemySpawnPointCoalition(template), template.OptionsUnitMods);

            // Generate ally air defense unit groups
            DebugLog.Instance.WriteLine("Generating friendly air defense unit groups...");
            using (MissionGeneratorAirDefense unitGroupGen = new MissionGeneratorAirDefense(unitMaker, true, template, mission))
                unitGroupGen.CreateUnitGroups(mission, objectiveDB, coalitionsDB[(int)mission.CoalitionPlayer], GeneratorTools.GetAllySpawnPointCoalition(template), template.OptionsUnitMods);

            //// Generate enemy fighter patrols
            DebugLog.Instance.WriteLine("Generating enemy fighter patrol unit groups...");
            using (MissionGeneratorEnemyFighterPatrols unitGroupGen = new MissionGeneratorEnemyFighterPatrols(unitMaker))
                unitGroupGen.CreateUnitGroups(mission, template, objectiveDB, coalitionsDB[(int)mission.CoalitionEnemy], aiEscortTypeCAP, aiEscortTypeSEAD);

            //// Generate mission features
            DebugLog.Instance.WriteLine("Generating mission features unit groups...");
            using (MissionGeneratorExtensionsAndFeatures featuresGen = new MissionGeneratorExtensionsAndFeatures(unitMaker))
                featuresGen.GenerateExtensionsAndFeatures(mission, template, objectiveDB, coalitionsDB);

            // Generates the mission flight plan
            DebugLog.Instance.WriteLine("Generating mission flight plan...");
            using (MissionGeneratorFlightPlan flightPlan = new MissionGeneratorFlightPlan())
            {
                flightPlan.SetBullseye(mission);
                flightPlan.AddObjectiveWaypoints(mission, objectiveDB);
                flightPlan.AddExtraWaypoints(mission, template);
            }

            // Generate briefing. Must be last because it uses information from other generators
            DebugLog.Instance.WriteLine("Generating mission briefing...");
            using (MissionGeneratorBriefing briefing = new MissionGeneratorBriefing())
            {
                briefing.GenerateMissionName(mission, template);
                briefing.GenerateMissionBriefing(mission, template, objectiveDB, airbaseDB, briefingFGList, coalitionsDB);
            }

            // Set if radio sounds are enabled
            mission.RadioSounds = !template.OptionsPreferences.Contains(MissionTemplatePreferences.DisableRadioSounds);

            // Add common .ogg vorbis files and make sure each only appears only once.
            mission.OggFiles.AddRange(Database.Instance.Common.CommonOGG);
            mission.OggFiles.AddRange(Database.Instance.Common.CommonOGGForGameMode[(int)template.GetMissionType()]);
            mission.OggFiles =
                (from string f in mission.OggFiles
                 where !string.IsNullOrEmpty(f.Trim()) select f.Trim())
                .Distinct(StringComparer.InvariantCultureIgnoreCase).ToList();

            // If radio sounds are disabled, do not include radio .ogg files to save on file size
            if (!mission.RadioSounds)
            {
                mission.OggFiles =
                    (from string f in mission.OggFiles
                     where (f.ToLowerInvariant() == "radio0") || (!f.ToLowerInvariant().StartsWith("radio")) select f).ToList();
            }

            // Make sure included Lua scripts appear only once
            mission.IncludedLuaScripts = mission.IncludedLuaScripts.Distinct().OrderBy(x => x).ToList();

            // Create aircraft queues and finalize the core script
            CreateAircraftActivationQueues(mission);
            switch (template.GetMissionType())
            {
            case MissionType.SinglePlayer:
                mission.CoreLuaScript += "briefingRoom.mission.missionType = brMissionType.SINGLE_PLAYER\r\n"; break;

            case MissionType.Cooperative:
                mission.CoreLuaScript += "briefingRoom.mission.missionType = brMissionType.COOPERATIVE\r\n"; break;

            case MissionType.Versus:
                mission.CoreLuaScript += "briefingRoom.mission.missionType = brMissionType.VERSUS\r\n"; break;
            }

            DebugLog.Instance.WriteLine($"Mission generation completed successfully in {(DateTime.Now - generationStartTime).TotalSeconds.ToString("F3", NumberFormatInfo.InvariantInfo)} second(s).");

            unitMaker.Dispose();

            return(mission);
        }
示例#6
0
 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="unitMaker">Unit maker class to use to generate units</param>
 public MissionGeneratorExtensionsAndFeatures(UnitMaker unitMaker)
 {
     UnitMaker = unitMaker;
 }
 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="unitMaker">Unit maker class to use to generate units</param>
 public MissionGeneratorEnemyFighterPatrols(UnitMaker unitMaker)
 {
     UnitMaker = unitMaker;
 }
示例#8
0
 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="unitMaker">Unit maker class to use to generate units</param>
 public MissionGeneratorObjectivesUnitGroups(UnitMaker unitMaker)
 {
     UnitMaker = unitMaker;
 }