mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Change squadrons to operate out of a single base.
https://github.com/dcs-liberation/dcs_liberation/issues/1145 Currently this is fixed at the start of the campaign. The squadron locations are defined by the campaign file. Follow up work: * Track aircraft ownership per-squadron rather than per-airbase. * UI for relocating squadrons. * Ferry missions for squadrons that are relocating. * Auto-relocation (probably only for retreat handling). Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1138
This commit is contained in:
3
game/squadrons/__init__.py
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3
game/squadrons/__init__.py
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@@ -0,0 +1,3 @@
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from .airwing import AirWing
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from .pilot import Pilot
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from .squadron import Squadron
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74
game/squadrons/airwing.py
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74
game/squadrons/airwing.py
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from __future__ import annotations
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import itertools
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from collections import defaultdict
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from typing import Sequence, Iterator, TYPE_CHECKING
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from game.dcs.aircrafttype import AircraftType
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from gen.flights.flight import FlightType
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from .squadron import Squadron
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from ..theater import ControlPoint
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if TYPE_CHECKING:
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from game import Game
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class AirWing:
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def __init__(self, game: Game) -> None:
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self.game = game
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self.squadrons: dict[AircraftType, list[Squadron]] = defaultdict(list)
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def add_squadron(self, squadron: Squadron) -> None:
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squadron.location.squadrons.append(squadron)
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self.squadrons[squadron.aircraft].append(squadron)
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def squadrons_for(self, aircraft: AircraftType) -> Sequence[Squadron]:
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return self.squadrons[aircraft]
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def can_auto_plan(self, task: FlightType) -> bool:
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try:
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next(self.auto_assignable_for_task(task))
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return True
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except StopIteration:
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return False
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def auto_assignable_for_task(self, task: FlightType) -> Iterator[Squadron]:
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for squadron in self.iter_squadrons():
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if squadron.can_auto_assign(task):
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yield squadron
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def auto_assignable_for_task_with_type(
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self, aircraft: AircraftType, task: FlightType, base: ControlPoint
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) -> Iterator[Squadron]:
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for squadron in self.squadrons_for(aircraft):
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if (
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squadron.location == base
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and squadron.can_auto_assign(task)
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and squadron.has_available_pilots
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):
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yield squadron
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def squadron_for(self, aircraft: AircraftType) -> Squadron:
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return self.squadrons_for(aircraft)[0]
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def iter_squadrons(self) -> Iterator[Squadron]:
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return itertools.chain.from_iterable(self.squadrons.values())
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def squadron_at_index(self, index: int) -> Squadron:
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return list(self.iter_squadrons())[index]
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def populate_for_turn_0(self) -> None:
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for squadron in self.iter_squadrons():
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squadron.populate_for_turn_0()
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def replenish(self) -> None:
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for squadron in self.iter_squadrons():
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squadron.replenish_lost_pilots()
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def reset(self) -> None:
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for squadron in self.iter_squadrons():
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squadron.return_all_pilots()
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@property
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def size(self) -> int:
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return sum(len(s) for s in self.squadrons.values())
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33
game/squadrons/operatingbases.py
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33
game/squadrons/operatingbases.py
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@@ -0,0 +1,33 @@
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from __future__ import annotations
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import dataclasses
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from dataclasses import dataclass
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from game.dcs.aircrafttype import AircraftType
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@dataclass(frozen=True)
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class OperatingBases:
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shore: bool
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carrier: bool
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lha: bool
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@classmethod
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def default_for_aircraft(cls, aircraft: AircraftType) -> OperatingBases:
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if aircraft.dcs_unit_type.helicopter:
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# Helicopters operate from anywhere by default.
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return OperatingBases(shore=True, carrier=True, lha=True)
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if aircraft.lha_capable:
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# Marine aircraft operate from LHAs and the shore by default.
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return OperatingBases(shore=True, carrier=False, lha=True)
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if aircraft.carrier_capable:
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# Carrier aircraft operate from carriers by default.
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return OperatingBases(shore=False, carrier=True, lha=False)
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# And the rest are only capable of shore operation.
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return OperatingBases(shore=True, carrier=False, lha=False)
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@classmethod
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def from_yaml(cls, aircraft: AircraftType, data: dict[str, bool]) -> OperatingBases:
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return dataclasses.replace(
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OperatingBases.default_for_aircraft(aircraft), **data
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)
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51
game/squadrons/pilot.py
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51
game/squadrons/pilot.py
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@@ -0,0 +1,51 @@
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from __future__ import annotations
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from dataclasses import dataclass, field
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from enum import unique, Enum
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from faker import Faker
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@dataclass
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class PilotRecord:
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missions_flown: int = field(default=0)
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@unique
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class PilotStatus(Enum):
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Active = "Active"
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OnLeave = "On leave"
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Dead = "Dead"
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@dataclass
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class Pilot:
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name: str
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player: bool = field(default=False)
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status: PilotStatus = field(default=PilotStatus.Active)
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record: PilotRecord = field(default_factory=PilotRecord)
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@property
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def alive(self) -> bool:
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return self.status is not PilotStatus.Dead
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@property
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def on_leave(self) -> bool:
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return self.status is PilotStatus.OnLeave
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def send_on_leave(self) -> None:
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if self.status is not PilotStatus.Active:
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raise RuntimeError("Only active pilots may be sent on leave")
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self.status = PilotStatus.OnLeave
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def return_from_leave(self) -> None:
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if self.status is not PilotStatus.OnLeave:
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raise RuntimeError("Only pilots on leave may be returned from leave")
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self.status = PilotStatus.Active
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def kill(self) -> None:
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self.status = PilotStatus.Dead
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@classmethod
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def random(cls, faker: Faker) -> Pilot:
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return Pilot(faker.name())
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262
game/squadrons/squadron.py
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262
game/squadrons/squadron.py
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@@ -0,0 +1,262 @@
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from __future__ import annotations
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import logging
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from collections import Iterable
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from dataclasses import dataclass, field
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from typing import (
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TYPE_CHECKING,
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Optional,
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Sequence,
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)
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from faker import Faker
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from game.dcs.aircrafttype import AircraftType
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from game.settings import AutoAtoBehavior, Settings
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from game.squadrons.operatingbases import OperatingBases
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from game.squadrons.pilot import Pilot, PilotStatus
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from game.squadrons.squadrondef import SquadronDef
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if TYPE_CHECKING:
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from game import Game
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from game.coalition import Coalition
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from gen.flights.flight import FlightType
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from game.theater import ControlPoint
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@dataclass
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class Squadron:
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name: str
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nickname: Optional[str]
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country: str
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role: str
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aircraft: AircraftType
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livery: Optional[str]
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mission_types: tuple[FlightType, ...]
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operating_bases: OperatingBases
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#: The pool of pilots that have not yet been assigned to the squadron. This only
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#: happens when a preset squadron defines more preset pilots than the squadron limit
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#: allows. This pool will be consumed before random pilots are generated.
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pilot_pool: list[Pilot]
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current_roster: list[Pilot] = field(default_factory=list, init=False, hash=False)
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available_pilots: list[Pilot] = field(
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default_factory=list, init=False, hash=False, compare=False
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)
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auto_assignable_mission_types: set[FlightType] = field(
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init=False, hash=False, compare=False
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)
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coalition: Coalition = field(hash=False, compare=False)
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settings: Settings = field(hash=False, compare=False)
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location: ControlPoint
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def __post_init__(self) -> None:
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self.auto_assignable_mission_types = set(self.mission_types)
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def __str__(self) -> str:
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if self.nickname is None:
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return self.name
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return f'{self.name} "{self.nickname}"'
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@property
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def player(self) -> bool:
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return self.coalition.player
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def assign_to_base(self, base: ControlPoint) -> None:
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self.location.squadrons.remove(self)
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self.location = base
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self.location.squadrons.append(self)
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logging.debug(f"Assigned {self} to {base}")
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@property
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def pilot_limits_enabled(self) -> bool:
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return self.settings.enable_squadron_pilot_limits
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def set_allowed_mission_types(self, mission_types: Iterable[FlightType]) -> None:
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self.mission_types = tuple(mission_types)
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self.auto_assignable_mission_types.intersection_update(self.mission_types)
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def set_auto_assignable_mission_types(
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self, mission_types: Iterable[FlightType]
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) -> None:
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self.auto_assignable_mission_types = set(self.mission_types).intersection(
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mission_types
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)
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def claim_new_pilot_if_allowed(self) -> Optional[Pilot]:
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if self.pilot_limits_enabled:
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return None
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self._recruit_pilots(1)
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return self.available_pilots.pop()
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def claim_available_pilot(self) -> Optional[Pilot]:
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if not self.available_pilots:
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return self.claim_new_pilot_if_allowed()
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# For opfor, so player/AI option is irrelevant.
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if not self.player:
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return self.available_pilots.pop()
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preference = self.settings.auto_ato_behavior
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# No preference, so the first pilot is fine.
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if preference is AutoAtoBehavior.Default:
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return self.available_pilots.pop()
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prefer_players = preference is AutoAtoBehavior.Prefer
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for pilot in self.available_pilots:
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if pilot.player == prefer_players:
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self.available_pilots.remove(pilot)
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return pilot
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# No pilot was found that matched the user's preference.
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#
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# If they chose to *never* assign players and only players remain in the pool,
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# we cannot fill the slot with the available pilots.
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#
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# If they only *prefer* players and we're out of players, just return an AI
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# pilot.
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if not prefer_players:
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return self.claim_new_pilot_if_allowed()
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return self.available_pilots.pop()
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def claim_pilot(self, pilot: Pilot) -> None:
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if pilot not in self.available_pilots:
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raise ValueError(
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f"Cannot assign {pilot} to {self} because they are not available"
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)
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self.available_pilots.remove(pilot)
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def return_pilot(self, pilot: Pilot) -> None:
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self.available_pilots.append(pilot)
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def return_pilots(self, pilots: Sequence[Pilot]) -> None:
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# Return in reverse so that returning two pilots and then getting two more
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# results in the same ordering. This happens commonly when resetting rosters in
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# the UI, when we clear the roster because the UI is updating, then end up
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# repopulating the same size flight from the same squadron.
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self.available_pilots.extend(reversed(pilots))
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def _recruit_pilots(self, count: int) -> None:
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new_pilots = self.pilot_pool[:count]
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self.pilot_pool = self.pilot_pool[count:]
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count -= len(new_pilots)
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new_pilots.extend([Pilot(self.faker.name()) for _ in range(count)])
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self.current_roster.extend(new_pilots)
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self.available_pilots.extend(new_pilots)
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def populate_for_turn_0(self) -> None:
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if any(p.status is not PilotStatus.Active for p in self.pilot_pool):
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raise ValueError("Squadrons can only be created with active pilots.")
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self._recruit_pilots(self.settings.squadron_pilot_limit)
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def replenish_lost_pilots(self) -> None:
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if not self.pilot_limits_enabled:
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return
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replenish_count = min(
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self.settings.squadron_replenishment_rate,
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self._number_of_unfilled_pilot_slots,
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)
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if replenish_count > 0:
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self._recruit_pilots(replenish_count)
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def return_all_pilots(self) -> None:
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self.available_pilots = list(self.active_pilots)
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@staticmethod
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def send_on_leave(pilot: Pilot) -> None:
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pilot.send_on_leave()
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def return_from_leave(self, pilot: Pilot) -> None:
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if not self.has_unfilled_pilot_slots:
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raise RuntimeError(
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f"Cannot return {pilot} from leave because {self} is full"
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)
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pilot.return_from_leave()
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@property
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def faker(self) -> Faker:
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return self.coalition.faker
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def _pilots_with_status(self, status: PilotStatus) -> list[Pilot]:
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return [p for p in self.current_roster if p.status == status]
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def _pilots_without_status(self, status: PilotStatus) -> list[Pilot]:
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return [p for p in self.current_roster if p.status != status]
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@property
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def max_size(self) -> int:
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return self.settings.squadron_pilot_limit
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@property
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def active_pilots(self) -> list[Pilot]:
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return self._pilots_with_status(PilotStatus.Active)
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@property
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def pilots_on_leave(self) -> list[Pilot]:
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return self._pilots_with_status(PilotStatus.OnLeave)
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@property
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def number_of_pilots_including_inactive(self) -> int:
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return len(self.current_roster)
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@property
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def _number_of_unfilled_pilot_slots(self) -> int:
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return self.max_size - len(self.active_pilots)
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@property
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def number_of_available_pilots(self) -> int:
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return len(self.available_pilots)
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def can_provide_pilots(self, count: int) -> bool:
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return not self.pilot_limits_enabled or self.number_of_available_pilots >= count
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@property
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def has_available_pilots(self) -> bool:
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return not self.pilot_limits_enabled or bool(self.available_pilots)
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@property
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def has_unfilled_pilot_slots(self) -> bool:
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return not self.pilot_limits_enabled or self._number_of_unfilled_pilot_slots > 0
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def can_auto_assign(self, task: FlightType) -> bool:
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return task in self.auto_assignable_mission_types
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def operates_from(self, control_point: ControlPoint) -> bool:
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if control_point.is_carrier:
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return self.operating_bases.carrier
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elif control_point.is_lha:
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return self.operating_bases.lha
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else:
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return self.operating_bases.shore
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def pilot_at_index(self, index: int) -> Pilot:
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return self.current_roster[index]
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@classmethod
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def create_from(
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cls,
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squadron_def: SquadronDef,
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base: ControlPoint,
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coalition: Coalition,
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game: Game,
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) -> Squadron:
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return Squadron(
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squadron_def.name,
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squadron_def.nickname,
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squadron_def.country,
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squadron_def.role,
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squadron_def.aircraft,
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squadron_def.livery,
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squadron_def.mission_types,
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squadron_def.operating_bases,
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squadron_def.pilot_pool,
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coalition,
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game.settings,
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base,
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)
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99
game/squadrons/squadrondef.py
Normal file
99
game/squadrons/squadrondef.py
Normal file
@@ -0,0 +1,99 @@
|
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from __future__ import annotations
|
||||
|
||||
import logging
|
||||
from collections import Iterable
|
||||
from dataclasses import dataclass, field
|
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from pathlib import Path
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from typing import (
|
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TYPE_CHECKING,
|
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Optional,
|
||||
)
|
||||
|
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import yaml
|
||||
|
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from game.dcs.aircrafttype import AircraftType
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from game.squadrons.operatingbases import OperatingBases
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from game.squadrons.pilot import Pilot
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if TYPE_CHECKING:
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from gen.flights.flight import FlightType
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from game.theater import ControlPoint
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|
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|
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@dataclass
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class SquadronDef:
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name: str
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nickname: Optional[str]
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country: str
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role: str
|
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aircraft: AircraftType
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livery: Optional[str]
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mission_types: tuple[FlightType, ...]
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operating_bases: OperatingBases
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pilot_pool: list[Pilot]
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|
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auto_assignable_mission_types: set[FlightType] = field(
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init=False, hash=False, compare=False
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||||
)
|
||||
|
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def __post_init__(self) -> None:
|
||||
self.auto_assignable_mission_types = set(self.mission_types)
|
||||
|
||||
def __str__(self) -> str:
|
||||
if self.nickname is None:
|
||||
return self.name
|
||||
return f'{self.name} "{self.nickname}"'
|
||||
|
||||
def set_allowed_mission_types(self, mission_types: Iterable[FlightType]) -> None:
|
||||
self.mission_types = tuple(mission_types)
|
||||
self.auto_assignable_mission_types.intersection_update(self.mission_types)
|
||||
|
||||
def can_auto_assign(self, task: FlightType) -> bool:
|
||||
return task in self.auto_assignable_mission_types
|
||||
|
||||
def operates_from(self, control_point: ControlPoint) -> bool:
|
||||
if control_point.is_carrier:
|
||||
return self.operating_bases.carrier
|
||||
elif control_point.is_lha:
|
||||
return self.operating_bases.lha
|
||||
else:
|
||||
return self.operating_bases.shore
|
||||
|
||||
@classmethod
|
||||
def from_yaml(cls, path: Path) -> SquadronDef:
|
||||
from gen.flights.ai_flight_planner_db import tasks_for_aircraft
|
||||
from gen.flights.flight import FlightType
|
||||
|
||||
with path.open(encoding="utf8") as squadron_file:
|
||||
data = yaml.safe_load(squadron_file)
|
||||
|
||||
name = data["aircraft"]
|
||||
try:
|
||||
unit_type = AircraftType.named(name)
|
||||
except KeyError as ex:
|
||||
raise KeyError(f"Could not find any aircraft named {name}") from ex
|
||||
|
||||
pilots = [Pilot(n, player=False) for n in data.get("pilots", [])]
|
||||
pilots.extend([Pilot(n, player=True) for n in data.get("players", [])])
|
||||
|
||||
mission_types = [FlightType.from_name(n) for n in data["mission_types"]]
|
||||
tasks = tasks_for_aircraft(unit_type)
|
||||
for mission_type in list(mission_types):
|
||||
if mission_type not in tasks:
|
||||
logging.error(
|
||||
f"Squadron has mission type {mission_type} but {unit_type} is not "
|
||||
f"capable of that task: {path}"
|
||||
)
|
||||
mission_types.remove(mission_type)
|
||||
|
||||
return SquadronDef(
|
||||
name=data["name"],
|
||||
nickname=data.get("nickname"),
|
||||
country=data["country"],
|
||||
role=data["role"],
|
||||
aircraft=unit_type,
|
||||
livery=data.get("livery"),
|
||||
mission_types=tuple(mission_types),
|
||||
operating_bases=OperatingBases.from_yaml(unit_type, data.get("bases", {})),
|
||||
pilot_pool=pilots,
|
||||
)
|
||||
68
game/squadrons/squadrondefloader.py
Normal file
68
game/squadrons/squadrondefloader.py
Normal file
@@ -0,0 +1,68 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import logging
|
||||
from collections import defaultdict
|
||||
from pathlib import Path
|
||||
from typing import Iterator, Tuple, TYPE_CHECKING
|
||||
|
||||
from game.dcs.aircrafttype import AircraftType
|
||||
from .squadrondef import SquadronDef
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
from game.coalition import Coalition
|
||||
|
||||
|
||||
class SquadronDefLoader:
|
||||
def __init__(self, game: Game, coalition: Coalition) -> None:
|
||||
self.game = game
|
||||
self.coalition = coalition
|
||||
|
||||
@staticmethod
|
||||
def squadron_directories() -> Iterator[Path]:
|
||||
from game import persistency
|
||||
|
||||
yield Path(persistency.base_path()) / "Liberation/Squadrons"
|
||||
yield Path("resources/squadrons")
|
||||
|
||||
def load(self) -> dict[AircraftType, list[SquadronDef]]:
|
||||
squadrons: dict[AircraftType, list[SquadronDef]] = defaultdict(list)
|
||||
country = self.coalition.country_name
|
||||
faction = self.coalition.faction
|
||||
any_country = country.startswith("Combined Joint Task Forces ")
|
||||
for directory in self.squadron_directories():
|
||||
for path, squadron_def in self.load_squadrons_from(directory):
|
||||
if not any_country and squadron_def.country != country:
|
||||
logging.debug(
|
||||
"Not using squadron for non-matching country (is "
|
||||
f"{squadron_def.country}, need {country}: {path}"
|
||||
)
|
||||
continue
|
||||
if squadron_def.aircraft not in faction.aircrafts:
|
||||
logging.debug(
|
||||
f"Not using squadron because {faction.name} cannot use "
|
||||
f"{squadron_def.aircraft}: {path}"
|
||||
)
|
||||
continue
|
||||
logging.debug(
|
||||
f"Found {squadron_def.name} {squadron_def.aircraft} "
|
||||
f"{squadron_def.role} compatible with {faction.name}"
|
||||
)
|
||||
|
||||
squadrons[squadron_def.aircraft].append(squadron_def)
|
||||
return squadrons
|
||||
|
||||
@staticmethod
|
||||
def load_squadrons_from(directory: Path) -> Iterator[Tuple[Path, SquadronDef]]:
|
||||
logging.debug(f"Looking for factions in {directory}")
|
||||
# First directory level is the aircraft type so that historical squadrons that
|
||||
# have flown multiple airframes can be defined as many times as needed. The main
|
||||
# load() method is responsible for filtering out squadrons that aren't
|
||||
# compatible with the faction.
|
||||
for squadron_path in directory.glob("*/*.yaml"):
|
||||
try:
|
||||
yield squadron_path, SquadronDef.from_yaml(squadron_path)
|
||||
except Exception as ex:
|
||||
raise RuntimeError(
|
||||
f"Failed to load squadron defined by {squadron_path}"
|
||||
) from ex
|
||||
Reference in New Issue
Block a user