mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Merge branch 'develop' into helipads
# Conflicts: # game/game.py # resources/campaigns/golan_heights_lite.miz
This commit is contained in:
@@ -1,51 +0,0 @@
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from dcs.planes import (
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Bf_109K_4,
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C_101CC,
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FW_190A8,
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FW_190D9,
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F_5E_3,
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F_86F_Sabre,
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I_16,
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L_39ZA,
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MiG_15bis,
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MiG_19P,
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MiG_21Bis,
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P_47D_30,
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P_47D_30bl1,
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P_47D_40,
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P_51D,
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P_51D_30_NA,
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SpitfireLFMkIX,
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SpitfireLFMkIXCW,
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)
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from pydcs_extensions.a4ec.a4ec import A_4E_C
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"""
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This list contains the aircraft that do not use the guns as the last resort weapons, but as a main weapon
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They'll RTB when they don't have gun ammo left
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"""
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GUNFIGHTERS = [
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# Cold War
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MiG_15bis,
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MiG_19P,
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MiG_21Bis,
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F_86F_Sabre,
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A_4E_C,
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F_5E_3,
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# Trainers
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C_101CC,
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L_39ZA,
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# WW2
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P_51D_30_NA,
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P_51D,
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P_47D_30,
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P_47D_30bl1,
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P_47D_40,
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SpitfireLFMkIXCW,
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SpitfireLFMkIX,
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Bf_109K_4,
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FW_190D9,
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FW_190A8,
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I_16,
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]
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@@ -4,7 +4,7 @@ import datetime
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import inspect
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import logging
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from collections import defaultdict
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from dataclasses import dataclass
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from dataclasses import dataclass, field
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from typing import Dict, Iterator, Optional, Set, Tuple, Union, cast
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from dcs.unitgroup import FlyingGroup
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@@ -21,8 +21,8 @@ class Weapon:
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"""Wraps a pydcs weapon dict in a hashable type."""
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cls_id: str
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name: str
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weight: int
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name: str = field(compare=False)
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weight: int = field(compare=False)
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def available_on(self, date: datetime.date) -> bool:
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introduction_year = WEAPON_INTRODUCTION_YEARS.get(self)
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@@ -44,12 +44,10 @@ from pydcs_extensions.a4ec.a4ec import A_4E_C
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from pydcs_extensions.f22a.f22a import F_22A
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from pydcs_extensions.hercules.hercules import Hercules
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from pydcs_extensions.jas39.jas39 import JAS39Gripen, JAS39Gripen_AG
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from pydcs_extensions.mb339.mb339 import MB_339PAN
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from pydcs_extensions.su57.su57 import Su_57
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plane_map["A-4E-C"] = A_4E_C
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plane_map["F-22A"] = F_22A
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plane_map["MB-339PAN"] = MB_339PAN
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plane_map["Su-57"] = Su_57
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plane_map["Hercules"] = Hercules
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plane_map["JAS39Gripen"] = JAS39Gripen
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@@ -29,7 +29,7 @@ from game.radio.channels import (
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ViggenRadioChannelAllocator,
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NoOpChannelAllocator,
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)
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from game.utils import Speed, kph
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from game.utils import Distance, Speed, feet, kph, knots
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if TYPE_CHECKING:
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from gen.aircraft import FlightData
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@@ -90,11 +90,34 @@ class RadioConfig:
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}[config.get("namer", "default")]
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@dataclass(frozen=True)
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class PatrolConfig:
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altitude: Optional[Distance]
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speed: Optional[Speed]
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@classmethod
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def from_data(cls, data: dict[str, Any]) -> PatrolConfig:
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altitude = data.get("altitude", None)
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speed = data.get("altitude", None)
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return PatrolConfig(
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feet(altitude) if altitude is not None else None,
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knots(speed) if speed is not None else None,
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)
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@dataclass(frozen=True)
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class AircraftType(UnitType[FlyingType]):
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carrier_capable: bool
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lha_capable: bool
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always_keeps_gun: bool
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# If true, the aircraft does not use the guns as the last resort weapons, but as a main weapon.
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# It'll RTB when it doesn't have gun ammo left.
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gunfighter: bool
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max_group_size: int
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patrol_altitude: Optional[Distance]
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patrol_speed: Optional[Speed]
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intra_flight_radio: Optional[Radio]
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channel_allocator: Optional[RadioChannelAllocator]
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channel_namer: Type[ChannelNamer]
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@@ -146,6 +169,12 @@ class AircraftType(UnitType[FlyingType]):
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def channel_name(self, radio_id: int, channel_id: int) -> str:
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return self.channel_namer.channel_name(radio_id, channel_id)
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def __setstate__(self, state: dict[str, Any]) -> None:
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# Update any existing models with new data on load.
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updated = AircraftType.named(state["name"])
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state.update(updated.__dict__)
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self.__dict__.update(state)
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@classmethod
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def register(cls, aircraft_type: AircraftType) -> None:
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cls._by_name[aircraft_type.name] = aircraft_type
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@@ -159,6 +188,8 @@ class AircraftType(UnitType[FlyingType]):
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@classmethod
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def for_dcs_type(cls, dcs_unit_type: Type[FlyingType]) -> Iterator[AircraftType]:
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if not cls._loaded:
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cls._load_all()
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yield from cls._by_unit_type[dcs_unit_type]
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@staticmethod
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@@ -189,6 +220,7 @@ class AircraftType(UnitType[FlyingType]):
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raise KeyError(f"Missing required price field: {data_path}") from ex
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radio_config = RadioConfig.from_data(data.get("radios", {}))
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patrol_config = PatrolConfig.from_data(data.get("patrol", {}))
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try:
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introduction = data["introduced"]
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@@ -210,6 +242,10 @@ class AircraftType(UnitType[FlyingType]):
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carrier_capable=data.get("carrier_capable", False),
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lha_capable=data.get("lha_capable", False),
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always_keeps_gun=data.get("always_keeps_gun", False),
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gunfighter=data.get("gunfighter", False),
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max_group_size=data.get("max_group_size", aircraft.group_size_max),
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patrol_altitude=patrol_config.altitude,
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patrol_speed=patrol_config.speed,
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intra_flight_radio=radio_config.intra_flight,
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channel_allocator=radio_config.channel_allocator,
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channel_namer=radio_config.channel_namer,
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@@ -45,6 +45,8 @@ class GroundUnitType(UnitType[VehicleType]):
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@classmethod
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def for_dcs_type(cls, dcs_unit_type: Type[VehicleType]) -> Iterator[GroundUnitType]:
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if not cls._loaded:
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cls._load_all()
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yield from cls._by_unit_type[dcs_unit_type]
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@staticmethod
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@@ -382,15 +382,21 @@ class PollDebriefingFileThread(threading.Thread):
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else:
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last_modified = 0
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while not self.stopped():
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if (
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os.path.isfile("state.json")
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and os.path.getmtime("state.json") > last_modified
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):
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with open("state.json", "r") as json_file:
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json_data = json.load(json_file)
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debriefing = Debriefing(json_data, self.game, self.unit_map)
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self.callback(debriefing)
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break
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try:
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if (
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os.path.isfile("state.json")
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and os.path.getmtime("state.json") > last_modified
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):
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with open("state.json", "r") as json_file:
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json_data = json.load(json_file)
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debriefing = Debriefing(json_data, self.game, self.unit_map)
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self.callback(debriefing)
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break
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except json.JSONDecodeError:
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logging.exception(
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"Failed to decode state.json. Probably attempted read while DCS "
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"was still writing the file. Will retry in 5 seconds."
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)
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time.sleep(5)
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@@ -54,7 +54,7 @@ class Event:
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@property
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def is_player_attacking(self) -> bool:
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return self.attacker_name == self.game.player_name
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return self.attacker_name == self.game.player_faction.name
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@property
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def tasks(self) -> List[Type[Task]]:
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@@ -257,6 +257,76 @@ class Faction:
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if unit.unit_class is unit_class:
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yield unit
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def apply_mod_settings(self, mod_settings) -> Faction:
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# aircraft
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if not mod_settings.a4_skyhawk:
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self.remove_aircraft("A-4E-C")
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if not mod_settings.hercules:
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self.remove_aircraft("Hercules")
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if not mod_settings.f22_raptor:
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self.remove_aircraft("F-22A")
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if not mod_settings.jas39_gripen:
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self.remove_aircraft("JAS39Gripen")
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self.remove_aircraft("JAS39Gripen_AG")
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if not mod_settings.su57_felon:
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self.remove_aircraft("Su-57")
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# frenchpack
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if not mod_settings.frenchpack:
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self.remove_vehicle("AMX10RCR")
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self.remove_vehicle("SEPAR")
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self.remove_vehicle("ERC")
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self.remove_vehicle("M120")
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self.remove_vehicle("AA20")
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self.remove_vehicle("TRM2000")
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self.remove_vehicle("TRM2000_Citerne")
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self.remove_vehicle("TRM2000_AA20")
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self.remove_vehicle("TRMMISTRAL")
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self.remove_vehicle("VABH")
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self.remove_vehicle("VAB_RADIO")
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self.remove_vehicle("VAB_50")
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self.remove_vehicle("VIB_VBR")
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self.remove_vehicle("VAB_HOT")
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self.remove_vehicle("VAB_MORTIER")
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self.remove_vehicle("VBL50")
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self.remove_vehicle("VBLANF1")
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self.remove_vehicle("VBL-radio")
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self.remove_vehicle("VBAE")
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self.remove_vehicle("VBAE_MMP")
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self.remove_vehicle("AMX-30B2")
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self.remove_vehicle("Tracma")
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self.remove_vehicle("JTACFP")
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self.remove_vehicle("SHERIDAN")
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self.remove_vehicle("Leclerc_XXI")
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self.remove_vehicle("Toyota_bleu")
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self.remove_vehicle("Toyota_vert")
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self.remove_vehicle("Toyota_desert")
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self.remove_vehicle("Kamikaze")
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# high digit sams
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if not mod_settings.high_digit_sams:
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self.remove_air_defenses("SA10BGenerator")
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self.remove_air_defenses("SA12Generator")
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self.remove_air_defenses("SA20Generator")
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self.remove_air_defenses("SA20BGenerator")
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self.remove_air_defenses("SA23Generator")
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self.remove_air_defenses("SA17Generator")
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self.remove_air_defenses("KS19Generator")
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return self
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def remove_aircraft(self, name):
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for i in self.aircrafts:
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if i.dcs_unit_type.id == name:
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self.aircrafts.remove(i)
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def remove_air_defenses(self, name):
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for i in self.air_defenses:
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if i == name:
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self.air_defenses.remove(i)
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def remove_vehicle(self, name):
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for i in self.frontline_units:
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if i.dcs_unit_type.id == name:
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self.frontline_units.remove(i)
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def load_ship(name: str) -> Optional[Type[ShipType]]:
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if (ship := getattr(dcs.ships, name, None)) is not None:
|
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|
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82
game/game.py
82
game/game.py
@@ -1,23 +1,25 @@
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from game.dcs.aircrafttype import AircraftType
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import itertools
|
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import logging
|
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import random
|
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import sys
|
||||
from datetime import date, datetime, timedelta
|
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from enum import Enum
|
||||
from typing import Any, Dict, List
|
||||
from typing import Any, List
|
||||
|
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from dcs.action import Coalition
|
||||
from dcs.countries import Switzerland, UnitedNationsPeacekeepers, USAFAggressors
|
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from dcs.mapping import Point
|
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from dcs.task import CAP, CAS, PinpointStrike
|
||||
from dcs.vehicles import AirDefence
|
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from pydcs_extensions.a4ec.a4ec import A_4E_C
|
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from faker import Faker
|
||||
|
||||
from game import db
|
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from game.inventory import GlobalAircraftInventory
|
||||
from game.models.game_stats import GameStats
|
||||
from game.plugins import LuaPluginManager
|
||||
from gen import naming
|
||||
from gen import aircraft, naming
|
||||
from gen.ato import AirTaskingOrder
|
||||
from gen.conflictgen import Conflict
|
||||
from gen.flights.ai_flight_planner import CoalitionMissionPlanner
|
||||
@@ -87,8 +89,8 @@ class TurnState(Enum):
|
||||
class Game:
|
||||
def __init__(
|
||||
self,
|
||||
player_name: str,
|
||||
enemy_name: str,
|
||||
player_faction: Faction,
|
||||
enemy_faction: Faction,
|
||||
theater: ConflictTheater,
|
||||
start_date: datetime,
|
||||
settings: Settings,
|
||||
@@ -98,10 +100,10 @@ class Game:
|
||||
self.settings = settings
|
||||
self.events: List[Event] = []
|
||||
self.theater = theater
|
||||
self.player_name = player_name
|
||||
self.player_country = db.FACTIONS[player_name].country
|
||||
self.enemy_name = enemy_name
|
||||
self.enemy_country = db.FACTIONS[enemy_name].country
|
||||
self.player_faction = player_faction
|
||||
self.player_country = player_faction.country
|
||||
self.enemy_faction = enemy_faction
|
||||
self.enemy_country = enemy_faction.country
|
||||
# pass_turn() will be called when initialization is complete which will
|
||||
# increment this to turn 0 before it reaches the player.
|
||||
self.turn = -1
|
||||
@@ -109,7 +111,7 @@ class Game:
|
||||
self.date = date(start_date.year, start_date.month, start_date.day)
|
||||
self.game_stats = GameStats()
|
||||
self.game_stats.update(self)
|
||||
self.ground_planners: Dict[int, GroundPlanner] = {}
|
||||
self.ground_planners: dict[int, GroundPlanner] = {}
|
||||
self.informations = []
|
||||
self.informations.append(Information("Game Start", "-" * 40, 0))
|
||||
# Culling Zones are for areas around points of interest that contain things we may not wish to cull.
|
||||
@@ -150,7 +152,7 @@ class Game:
|
||||
|
||||
self.on_load(game_still_initializing=True)
|
||||
|
||||
def __getstate__(self) -> Dict[str, Any]:
|
||||
def __getstate__(self) -> dict[str, Any]:
|
||||
state = self.__dict__.copy()
|
||||
# Avoid persisting any volatile types that can be deterministically
|
||||
# recomputed on load for the sake of save compatibility.
|
||||
@@ -162,7 +164,7 @@ class Game:
|
||||
del state["red_faker"]
|
||||
return state
|
||||
|
||||
def __setstate__(self, state: Dict[str, Any]) -> None:
|
||||
def __setstate__(self, state: dict[str, Any]) -> None:
|
||||
self.__dict__.update(state)
|
||||
# Regenerate any state that was not persisted.
|
||||
self.on_load()
|
||||
@@ -202,13 +204,49 @@ class Game:
|
||||
else:
|
||||
self.enemy_country = "Russia"
|
||||
|
||||
@property
|
||||
def player_faction(self) -> Faction:
|
||||
return db.FACTIONS[self.player_name]
|
||||
def faction_for(self, player: bool) -> Faction:
|
||||
if player:
|
||||
return self.player_faction
|
||||
return self.enemy_faction
|
||||
|
||||
@property
|
||||
def enemy_faction(self) -> Faction:
|
||||
return db.FACTIONS[self.enemy_name]
|
||||
def faker_for(self, player: bool) -> Faker:
|
||||
if player:
|
||||
return self.blue_faker
|
||||
return self.red_faker
|
||||
|
||||
def air_wing_for(self, player: bool) -> AirWing:
|
||||
if player:
|
||||
return self.blue_air_wing
|
||||
return self.red_air_wing
|
||||
|
||||
def country_for(self, player: bool) -> str:
|
||||
if player:
|
||||
return self.player_country
|
||||
return self.enemy_country
|
||||
|
||||
def bullseye_for(self, player: bool) -> Bullseye:
|
||||
if player:
|
||||
return self.blue_bullseye
|
||||
return self.red_bullseye
|
||||
|
||||
def _roll(self, prob, mult):
|
||||
if self.settings.version == "dev":
|
||||
# always generate all events for dev
|
||||
return 100
|
||||
else:
|
||||
return random.randint(1, 100) <= prob * mult
|
||||
|
||||
def _generate_player_event(self, event_class, player_cp, enemy_cp):
|
||||
self.events.append(
|
||||
event_class(
|
||||
self,
|
||||
player_cp,
|
||||
enemy_cp,
|
||||
enemy_cp.position,
|
||||
self.player_faction.name,
|
||||
self.enemy_faction.name,
|
||||
)
|
||||
)
|
||||
|
||||
@property
|
||||
def neutral_country(self):
|
||||
@@ -260,8 +298,8 @@ class Game:
|
||||
player_cp,
|
||||
enemy_cp,
|
||||
enemy_cp.position,
|
||||
self.player_name,
|
||||
self.enemy_name,
|
||||
self.player_faction.name,
|
||||
self.enemy_faction.name,
|
||||
)
|
||||
)
|
||||
|
||||
@@ -307,7 +345,7 @@ class Game:
|
||||
return (
|
||||
event
|
||||
and event.attacker_name
|
||||
and event.attacker_name == self.player_name
|
||||
and event.attacker_name == self.player_faction.name
|
||||
)
|
||||
else:
|
||||
raise RuntimeError(f"{event} was passed when an Event type was expected")
|
||||
@@ -356,10 +394,10 @@ class Game:
|
||||
self.blue_air_wing.replenish()
|
||||
self.red_air_wing.replenish()
|
||||
|
||||
if not skipped and self.turn > 1:
|
||||
if not skipped:
|
||||
for cp in self.theater.player_points():
|
||||
cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)
|
||||
else:
|
||||
elif self.turn > 1:
|
||||
for cp in self.theater.player_points():
|
||||
if not cp.is_carrier and not cp.is_lha:
|
||||
cp.base.affect_strength(-PLAYER_BASE_STRENGTH_RECOVERY)
|
||||
|
||||
@@ -77,8 +77,8 @@ class Operation:
|
||||
yield Conflict(
|
||||
cls.game.theater,
|
||||
frontline,
|
||||
cls.game.player_name,
|
||||
cls.game.enemy_name,
|
||||
cls.game.player_faction.name,
|
||||
cls.game.enemy_faction.name,
|
||||
cls.game.player_country,
|
||||
cls.game.enemy_country,
|
||||
frontline.position,
|
||||
@@ -95,8 +95,8 @@ class Operation:
|
||||
return Conflict(
|
||||
cls.game.theater,
|
||||
FrontLine(player_cp, enemy_cp),
|
||||
cls.game.player_name,
|
||||
cls.game.enemy_name,
|
||||
cls.game.player_faction.name,
|
||||
cls.game.enemy_faction.name,
|
||||
cls.game.player_country,
|
||||
cls.game.enemy_country,
|
||||
mid_point,
|
||||
@@ -403,8 +403,8 @@ class Operation:
|
||||
player_cp = front_line.blue_cp
|
||||
enemy_cp = front_line.red_cp
|
||||
conflict = Conflict.frontline_cas_conflict(
|
||||
cls.game.player_name,
|
||||
cls.game.enemy_name,
|
||||
cls.game.player_faction.name,
|
||||
cls.game.enemy_faction.name,
|
||||
cls.current_mission.country(cls.game.player_country),
|
||||
cls.current_mission.country(cls.game.enemy_country),
|
||||
front_line,
|
||||
|
||||
@@ -2,16 +2,18 @@ import logging
|
||||
import os
|
||||
import pickle
|
||||
import shutil
|
||||
from pathlib import Path
|
||||
from typing import Optional
|
||||
|
||||
|
||||
_dcs_saved_game_folder: Optional[str] = None
|
||||
_file_abs_path = None
|
||||
|
||||
|
||||
def setup(user_folder: str):
|
||||
global _dcs_saved_game_folder
|
||||
_dcs_saved_game_folder = user_folder
|
||||
_file_abs_path = os.path.join(base_path(), "default.liberation")
|
||||
if not save_dir().exists():
|
||||
save_dir().mkdir(parents=True)
|
||||
|
||||
|
||||
def base_path() -> str:
|
||||
@@ -20,16 +22,20 @@ def base_path() -> str:
|
||||
return _dcs_saved_game_folder
|
||||
|
||||
|
||||
def save_dir() -> Path:
|
||||
return Path(base_path()) / "Liberation" / "Saves"
|
||||
|
||||
|
||||
def _temporary_save_file() -> str:
|
||||
return os.path.join(base_path(), "tmpsave.liberation")
|
||||
return str(save_dir() / "tmpsave.liberation")
|
||||
|
||||
|
||||
def _autosave_path() -> str:
|
||||
return os.path.join(base_path(), "autosave.liberation")
|
||||
return str(save_dir() / "autosave.liberation")
|
||||
|
||||
|
||||
def mission_path_for(name: str) -> str:
|
||||
return os.path.join(base_path(), "Missions", "{}".format(name))
|
||||
return os.path.join(base_path(), "Missions", name)
|
||||
|
||||
|
||||
def load_game(path):
|
||||
|
||||
@@ -34,11 +34,14 @@ class Settings:
|
||||
player_income_multiplier: float = 1.0
|
||||
enemy_income_multiplier: float = 1.0
|
||||
|
||||
#: Feature flag for squadron limits.
|
||||
enable_squadron_pilot_limits: bool = False
|
||||
|
||||
#: The maximum number of pilots a squadron can have at one time. Changing this after
|
||||
#: the campaign has started will have no immediate effect; pilots already in the
|
||||
#: squadron will not be removed if the limit is lowered and pilots will not be
|
||||
#: immediately created if the limit is raised.
|
||||
squadron_pilot_limit: int = 24
|
||||
squadron_pilot_limit: int = 4
|
||||
|
||||
#: The number of pilots a squadron can replace per turn.
|
||||
squadron_replenishment_rate: int = 4
|
||||
|
||||
@@ -112,9 +112,19 @@ class Squadron:
|
||||
return self.name
|
||||
return f'{self.name} "{self.nickname}"'
|
||||
|
||||
@property
|
||||
def pilot_limits_enabled(self) -> bool:
|
||||
return self.game.settings.enable_squadron_pilot_limits
|
||||
|
||||
def claim_new_pilot_if_allowed(self) -> Optional[Pilot]:
|
||||
if self.pilot_limits_enabled:
|
||||
return None
|
||||
self._recruit_pilots(1)
|
||||
return self.available_pilots.pop()
|
||||
|
||||
def claim_available_pilot(self) -> Optional[Pilot]:
|
||||
if not self.available_pilots:
|
||||
return None
|
||||
return self.claim_new_pilot_if_allowed()
|
||||
|
||||
# For opfor, so player/AI option is irrelevant.
|
||||
if not self.player:
|
||||
@@ -140,7 +150,7 @@ class Squadron:
|
||||
# If they only *prefer* players and we're out of players, just return an AI
|
||||
# pilot.
|
||||
if not prefer_players:
|
||||
return None
|
||||
return self.claim_new_pilot_if_allowed()
|
||||
return self.available_pilots.pop()
|
||||
|
||||
def claim_pilot(self, pilot: Pilot) -> None:
|
||||
@@ -169,9 +179,12 @@ class Squadron:
|
||||
self.available_pilots.extend(new_pilots)
|
||||
|
||||
def replenish_lost_pilots(self) -> None:
|
||||
if not self.pilot_limits_enabled:
|
||||
return
|
||||
|
||||
replenish_count = min(
|
||||
self.game.settings.squadron_replenishment_rate,
|
||||
self.number_of_unfilled_pilot_slots,
|
||||
self._number_of_unfilled_pilot_slots,
|
||||
)
|
||||
if replenish_count > 0:
|
||||
self._recruit_pilots(replenish_count)
|
||||
@@ -213,20 +226,23 @@ class Squadron:
|
||||
return len(self.current_roster)
|
||||
|
||||
@property
|
||||
def number_of_unfilled_pilot_slots(self) -> int:
|
||||
def _number_of_unfilled_pilot_slots(self) -> int:
|
||||
return self.game.settings.squadron_pilot_limit - len(self.active_pilots)
|
||||
|
||||
@property
|
||||
def number_of_available_pilots(self) -> int:
|
||||
return len(self.available_pilots)
|
||||
|
||||
def can_provide_pilots(self, count: int) -> bool:
|
||||
return not self.pilot_limits_enabled or self.number_of_available_pilots >= count
|
||||
|
||||
@property
|
||||
def has_available_pilots(self) -> bool:
|
||||
return bool(self.available_pilots)
|
||||
return not self.pilot_limits_enabled or bool(self.available_pilots)
|
||||
|
||||
@property
|
||||
def has_unfilled_pilot_slots(self) -> bool:
|
||||
return self.number_of_unfilled_pilot_slots > 0
|
||||
return not self.pilot_limits_enabled or self._number_of_unfilled_pilot_slots > 0
|
||||
|
||||
def can_auto_assign(self, task: FlightType) -> bool:
|
||||
return task in self.auto_assignable_mission_types
|
||||
@@ -368,9 +384,16 @@ class AirWing:
|
||||
def squadrons_for(self, aircraft: AircraftType) -> Sequence[Squadron]:
|
||||
return self.squadrons[aircraft]
|
||||
|
||||
def squadrons_for_task(self, task: FlightType) -> Iterator[Squadron]:
|
||||
def can_auto_plan(self, task: FlightType) -> bool:
|
||||
try:
|
||||
next(self.auto_assignable_for_task(task))
|
||||
return True
|
||||
except StopIteration:
|
||||
return False
|
||||
|
||||
def auto_assignable_for_task(self, task: FlightType) -> Iterator[Squadron]:
|
||||
for squadron in self.iter_squadrons():
|
||||
if task in squadron.mission_types:
|
||||
if squadron.can_auto_assign(task):
|
||||
yield squadron
|
||||
|
||||
def auto_assignable_for_task_with_type(
|
||||
|
||||
@@ -78,20 +78,33 @@ class GeneratorSettings:
|
||||
no_enemy_navy: bool
|
||||
|
||||
|
||||
@dataclass
|
||||
class ModSettings:
|
||||
a4_skyhawk: bool = False
|
||||
f22_raptor: bool = False
|
||||
hercules: bool = False
|
||||
jas39_gripen: bool = False
|
||||
su57_felon: bool = False
|
||||
frenchpack: bool = False
|
||||
high_digit_sams: bool = False
|
||||
|
||||
|
||||
class GameGenerator:
|
||||
def __init__(
|
||||
self,
|
||||
player: str,
|
||||
enemy: str,
|
||||
player: Faction,
|
||||
enemy: Faction,
|
||||
theater: ConflictTheater,
|
||||
settings: Settings,
|
||||
generator_settings: GeneratorSettings,
|
||||
mod_settings: ModSettings,
|
||||
) -> None:
|
||||
self.player = player
|
||||
self.enemy = enemy
|
||||
self.theater = theater
|
||||
self.settings = settings
|
||||
self.generator_settings = generator_settings
|
||||
self.mod_settings = mod_settings
|
||||
|
||||
def generate(self) -> Game:
|
||||
with logged_duration("TGO population"):
|
||||
@@ -99,8 +112,8 @@ class GameGenerator:
|
||||
namegen.reset()
|
||||
self.prepare_theater()
|
||||
game = Game(
|
||||
player_name=self.player,
|
||||
enemy_name=self.enemy,
|
||||
player_faction=self.player.apply_mod_settings(self.mod_settings),
|
||||
enemy_faction=self.enemy.apply_mod_settings(self.mod_settings),
|
||||
theater=self.theater,
|
||||
start_date=self.generator_settings.start_date,
|
||||
settings=self.settings,
|
||||
@@ -159,9 +172,9 @@ class ControlPointGroundObjectGenerator:
|
||||
@property
|
||||
def faction_name(self) -> str:
|
||||
if self.control_point.captured:
|
||||
return self.game.player_name
|
||||
return self.game.player_faction.name
|
||||
else:
|
||||
return self.game.enemy_name
|
||||
return self.game.enemy_faction.name
|
||||
|
||||
@property
|
||||
def faction(self) -> Faction:
|
||||
|
||||
@@ -1,3 +1,34 @@
|
||||
"""Implements support for ground unit transfers between bases.
|
||||
|
||||
Ground units can be transferred between bases via a number of transport methods, and
|
||||
doing so can take multiple turns.
|
||||
|
||||
There are a few main concepts here:
|
||||
|
||||
* A TransferOrder is a request to move units from one base to another. It is described
|
||||
by its origin, destination, current position, and contents. TransferOrders persist
|
||||
across turns, and if no Transport is available to move the units in a given turn it
|
||||
will have no Transport assigned.
|
||||
* Transports: A Transport is the planned move of a group of units for a leg of the
|
||||
journey *this turn*. A Transport has an assigned mode of transportation and has
|
||||
vehicles assigned to move the units if needed. This might be a Convoy, a CargoShip, or
|
||||
an Airlift.
|
||||
|
||||
The TransportMap (more accurately, it's subtypes) is responsible for managing the
|
||||
transports moving from A to B for the turn. Transfers that are moving between A and B
|
||||
this turn will be added to the TransportMap, which will create a new transport if needed
|
||||
or add the units to an existing transport if one exists. This allows transfers from
|
||||
A->B->C and D->B->C to share a transport between B and C.
|
||||
|
||||
AirLifts do not use TransportMap because no merging will take place between orders. It
|
||||
instead uses AirLiftPlanner to create transport packages.
|
||||
|
||||
PendingTransfers manages all the incomplete transfer orders for the game. New transfer
|
||||
orders are registered with PendingTransfers and it is responsible for allocating
|
||||
transports and processing the turn's transit actions.
|
||||
|
||||
Routing is handled by TransitNetwork.
|
||||
"""
|
||||
from __future__ import annotations
|
||||
|
||||
import logging
|
||||
@@ -6,7 +37,6 @@ from collections import defaultdict
|
||||
from dataclasses import dataclass, field
|
||||
from functools import singledispatchmethod
|
||||
from typing import (
|
||||
Dict,
|
||||
Generic,
|
||||
Iterator,
|
||||
List,
|
||||
@@ -29,7 +59,7 @@ from game.theater.transitnetwork import (
|
||||
)
|
||||
from game.utils import meters, nautical_miles
|
||||
from gen.ato import Package
|
||||
from gen.flights.ai_flight_planner_db import TRANSPORT_CAPABLE, aircraft_for_task
|
||||
from gen.flights.ai_flight_planner_db import aircraft_for_task
|
||||
from gen.flights.closestairfields import ObjectiveDistanceCache
|
||||
from gen.flights.flight import Flight, FlightType
|
||||
from gen.flights.flightplan import FlightPlanBuilder
|
||||
@@ -72,10 +102,18 @@ class TransferOrder:
|
||||
player: bool = field(init=False)
|
||||
|
||||
#: The units being transferred.
|
||||
units: Dict[GroundUnitType, int]
|
||||
units: dict[GroundUnitType, int]
|
||||
|
||||
transport: Optional[Transport] = field(default=None)
|
||||
|
||||
def __str__(self) -> str:
|
||||
"""Returns the text that should be displayed for the transfer."""
|
||||
count = self.size
|
||||
origin = self.origin.name
|
||||
destination = self.destination.name
|
||||
description = "Transfer" if self.player else "Enemy transfer"
|
||||
return f"{description} of {count} units from {origin} to {destination}"
|
||||
|
||||
def __post_init__(self) -> None:
|
||||
self.position = self.origin
|
||||
self.player = self.origin.is_friendly(to_player=True)
|
||||
@@ -91,12 +129,12 @@ class TransferOrder:
|
||||
|
||||
def kill_unit(self, unit_type: GroundUnitType) -> None:
|
||||
if unit_type not in self.units or not self.units[unit_type]:
|
||||
raise KeyError(f"{self.destination} has no {unit_type} remaining")
|
||||
raise KeyError(f"{self} has no {unit_type} remaining")
|
||||
self.units[unit_type] -= 1
|
||||
|
||||
@property
|
||||
def size(self) -> int:
|
||||
return sum(c for c in self.units.values())
|
||||
return sum(self.units.values())
|
||||
|
||||
def iter_units(self) -> Iterator[GroundUnitType]:
|
||||
for unit_type, count in self.units.items():
|
||||
@@ -105,7 +143,7 @@ class TransferOrder:
|
||||
|
||||
@property
|
||||
def completed(self) -> bool:
|
||||
return self.destination == self.position or not self.units
|
||||
return self.destination == self.position or not self.size
|
||||
|
||||
def disband_at(self, location: ControlPoint) -> None:
|
||||
logging.info(f"Units halting at {location}.")
|
||||
@@ -156,7 +194,7 @@ class Airlift(Transport):
|
||||
self.flight = flight
|
||||
|
||||
@property
|
||||
def units(self) -> Dict[GroundUnitType, int]:
|
||||
def units(self) -> dict[GroundUnitType, int]:
|
||||
return self.transfer.units
|
||||
|
||||
@property
|
||||
@@ -261,8 +299,12 @@ class AirliftPlanner:
|
||||
required,
|
||||
available_aircraft,
|
||||
squadron.aircraft.dcs_unit_type.group_size_max,
|
||||
squadron.number_of_available_pilots,
|
||||
)
|
||||
# TODO: Use number_of_available_pilots directly once feature flag is gone.
|
||||
# The number of currently available pilots is not relevant when pilot limits
|
||||
# are disabled.
|
||||
if not squadron.can_provide_pilots(flight_size):
|
||||
flight_size = squadron.number_of_available_pilots
|
||||
capacity = flight_size * capacity_each
|
||||
|
||||
if capacity < self.transfer.size:
|
||||
@@ -334,11 +376,11 @@ class MultiGroupTransport(MissionTarget, Transport):
|
||||
|
||||
@property
|
||||
def size(self) -> int:
|
||||
return sum(sum(t.units.values()) for t in self.transfers)
|
||||
return sum(t.size for t in self.transfers)
|
||||
|
||||
@property
|
||||
def units(self) -> dict[GroundUnitType, int]:
|
||||
units: Dict[GroundUnitType, int] = defaultdict(int)
|
||||
units: dict[GroundUnitType, int] = defaultdict(int)
|
||||
for transfer in self.transfers:
|
||||
for unit_type, count in transfer.units.items():
|
||||
units[unit_type] += count
|
||||
@@ -414,8 +456,8 @@ TransportType = TypeVar("TransportType", bound=MultiGroupTransport)
|
||||
class TransportMap(Generic[TransportType]):
|
||||
def __init__(self) -> None:
|
||||
# Dict of origin -> destination -> transport.
|
||||
self.transports: Dict[
|
||||
ControlPoint, Dict[ControlPoint, TransportType]
|
||||
self.transports: dict[
|
||||
ControlPoint, dict[ControlPoint, TransportType]
|
||||
] = defaultdict(dict)
|
||||
|
||||
def create_transport(
|
||||
@@ -592,7 +634,10 @@ class PendingTransfers:
|
||||
|
||||
def order_airlift_assets(self) -> None:
|
||||
for control_point in self.game.theater.controlpoints:
|
||||
self.order_airlift_assets_at(control_point)
|
||||
if self.game.air_wing_for(control_point.captured).can_auto_plan(
|
||||
FlightType.TRANSPORT
|
||||
):
|
||||
self.order_airlift_assets_at(control_point)
|
||||
|
||||
@staticmethod
|
||||
def desired_airlift_capacity(control_point: ControlPoint) -> int:
|
||||
@@ -600,10 +645,10 @@ class PendingTransfers:
|
||||
|
||||
def current_airlift_capacity(self, control_point: ControlPoint) -> int:
|
||||
inventory = self.game.aircraft_inventory.for_control_point(control_point)
|
||||
squadrons = self.game.air_wing_for(control_point.captured).squadrons_for_task(
|
||||
FlightType.TRANSPORT
|
||||
)
|
||||
unit_types = {s.aircraft for s in squadrons}.intersection(TRANSPORT_CAPABLE)
|
||||
squadrons = self.game.air_wing_for(
|
||||
control_point.captured
|
||||
).auto_assignable_for_task(FlightType.TRANSPORT)
|
||||
unit_types = {s.aircraft for s in squadrons}
|
||||
return sum(
|
||||
count
|
||||
for unit_type, count in inventory.all_aircraft
|
||||
|
||||
@@ -3,7 +3,7 @@ from __future__ import annotations
|
||||
import logging
|
||||
from collections import defaultdict
|
||||
from dataclasses import dataclass
|
||||
from typing import Dict, Optional, TYPE_CHECKING, Any
|
||||
from typing import Optional, TYPE_CHECKING, Any
|
||||
|
||||
from game.theater import ControlPoint
|
||||
from .dcs.groundunittype import GroundUnitType
|
||||
@@ -28,16 +28,16 @@ class PendingUnitDeliveries:
|
||||
self.destination = destination
|
||||
|
||||
# Maps unit type to order quantity.
|
||||
self.units: Dict[UnitType, int] = defaultdict(int)
|
||||
self.units: dict[UnitType, int] = defaultdict(int)
|
||||
|
||||
def __str__(self) -> str:
|
||||
return f"Pending delivery to {self.destination}"
|
||||
|
||||
def order(self, units: Dict[UnitType, int]) -> None:
|
||||
def order(self, units: dict[UnitType, int]) -> None:
|
||||
for k, v in units.items():
|
||||
self.units[k] += v
|
||||
|
||||
def sell(self, units: Dict[UnitType, int]) -> None:
|
||||
def sell(self, units: dict[UnitType, int]) -> None:
|
||||
for k, v in units.items():
|
||||
self.units[k] -= v
|
||||
|
||||
@@ -45,7 +45,15 @@ class PendingUnitDeliveries:
|
||||
self.refund(game, self.units)
|
||||
self.units = defaultdict(int)
|
||||
|
||||
def refund(self, game: Game, units: Dict[UnitType, int]) -> None:
|
||||
def refund_ground_units(self, game: Game) -> None:
|
||||
ground_units: dict[UnitType[Any], int] = {
|
||||
u: self.units[u] for u in self.units.keys() if isinstance(u, GroundUnitType)
|
||||
}
|
||||
self.refund(game, ground_units)
|
||||
for gu in ground_units.keys():
|
||||
del self.units[gu]
|
||||
|
||||
def refund(self, game: Game, units: dict[UnitType, int]) -> None:
|
||||
for unit_type, count in units.items():
|
||||
logging.info(f"Refunding {count} {unit_type} at {self.destination.name}")
|
||||
game.adjust_budget(
|
||||
@@ -69,12 +77,11 @@ class PendingUnitDeliveries:
|
||||
f"{self.destination.name} lost its source for ground unit "
|
||||
"reinforcements. Refunding purchase price."
|
||||
)
|
||||
self.refund_all(game)
|
||||
return
|
||||
self.refund_ground_units(game)
|
||||
|
||||
bought_units: Dict[UnitType, int] = {}
|
||||
units_needing_transfer: Dict[GroundUnitType, int] = {}
|
||||
sold_units: Dict[UnitType, int] = {}
|
||||
bought_units: dict[UnitType, int] = {}
|
||||
units_needing_transfer: dict[GroundUnitType, int] = {}
|
||||
sold_units: dict[UnitType, int] = {}
|
||||
for unit_type, count in self.units.items():
|
||||
coalition = "Ally" if self.destination.captured else "Enemy"
|
||||
d: dict[Any, int]
|
||||
@@ -102,11 +109,16 @@ class PendingUnitDeliveries:
|
||||
self.destination.base.commit_losses(sold_units)
|
||||
|
||||
if units_needing_transfer:
|
||||
if ground_unit_source is None:
|
||||
raise RuntimeError(
|
||||
f"ground unit source could not be found for {self.destination} but still tried to "
|
||||
f"transfer units to there"
|
||||
)
|
||||
ground_unit_source.base.commission_units(units_needing_transfer)
|
||||
self.create_transfer(game, ground_unit_source, units_needing_transfer)
|
||||
|
||||
def create_transfer(
|
||||
self, game: Game, source: ControlPoint, units: Dict[GroundUnitType, int]
|
||||
self, game: Game, source: ControlPoint, units: dict[GroundUnitType, int]
|
||||
) -> None:
|
||||
game.transfers.new_transfer(TransferOrder(source, self.destination, units))
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@ from pathlib import Path
|
||||
|
||||
|
||||
def _build_version_string() -> str:
|
||||
components = ["4.0.0"]
|
||||
components = ["5.0.0"]
|
||||
build_number_path = Path("resources/buildnumber")
|
||||
if build_number_path.exists():
|
||||
with build_number_path.open("r") as build_number_file:
|
||||
@@ -90,4 +90,10 @@ VERSION = _build_version_string()
|
||||
#:
|
||||
#: Version 6.1
|
||||
#: * Support for new Syrian airfields in DCS 2.7.2.7910.1 (Cyprus update).
|
||||
CAMPAIGN_FORMAT_VERSION = (6, 1)
|
||||
#:
|
||||
#: Version 7.0
|
||||
#: * DCS 2.7.2.7910.1 (Cyprus update) changed the IDs of scenery strike targets. Any
|
||||
#: mission using map buildings as strike targets must check and potentially recreate
|
||||
#: all those objectives. This definitely affects all Syria campaigns, other maps are
|
||||
#: not yet verified.
|
||||
CAMPAIGN_FORMAT_VERSION = (7, 0)
|
||||
|
||||
Reference in New Issue
Block a user