mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
F-16I mod v2.2 support (by IDF Mods Project) (#9)
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@@ -126,6 +126,14 @@ from pydcs_extensions.f100.f100 import VSN_F100
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from pydcs_extensions.f104.f104 import VSN_F104C, VSN_F104G, VSN_F104S, VSN_F104S_AG
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from pydcs_extensions.f105.f105 import VSN_F105D, VSN_F105G
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from pydcs_extensions.f15d.f15d import F_15D
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from pydcs_extensions.f16i_idf.f16i_idf import (
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F_16D_50,
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F_16D_52,
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F_16D_50_NS,
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F_16D_52_NS,
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F_16D_Barak,
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F_16I,
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)
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from pydcs_extensions.f22a.f22a import F_22A
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from pydcs_extensions.f4b.f4b import VSN_F4B
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from pydcs_extensions.f84g.f84g import VSN_F84G
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@@ -160,6 +168,12 @@ CAP_CAPABLE = [
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Su_27,
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MiG_29S,
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F_16C_50,
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F_16I,
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F_16D_Barak,
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F_16D_50,
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F_16D_50_NS,
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F_16D_52,
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F_16D_52_NS,
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FA_18C_hornet,
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JF_17,
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JAS39Gripen,
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@@ -224,6 +238,12 @@ CAS_CAPABLE = [
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F_15E,
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F_16A,
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F_16C_50,
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F_16I,
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F_16D_Barak,
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F_16D_50,
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F_16D_50_NS,
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F_16D_52,
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F_16D_52_NS,
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FA_18C_hornet,
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Tornado_GR4,
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Tornado_IDS,
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@@ -312,6 +332,12 @@ CAS_CAPABLE = [
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SEAD_CAPABLE = [
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JF_17,
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F_16C_50,
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F_16I,
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F_16D_Barak,
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F_16D_50,
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F_16D_50_NS,
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F_16D_52,
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F_16D_52_NS,
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FA_18C_hornet,
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Tornado_IDS,
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Su_25T,
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@@ -385,6 +411,12 @@ STRIKE_CAPABLE = [
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AJS37,
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Tornado_GR4,
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F_16C_50,
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F_16I,
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F_16D_Barak,
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F_16D_50,
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F_16D_50_NS,
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F_16D_52,
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F_16D_52_NS,
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FA_18C_hornet,
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AV8BNA,
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JF_17,
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@@ -500,6 +532,12 @@ RUNWAY_ATTACK_CAPABLE = [
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F_15E,
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AJS37,
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F_16C_50,
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F_16I,
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F_16D_Barak,
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F_16D_50,
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F_16D_50_NS,
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F_16D_52,
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F_16D_52_NS,
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FA_18C_hornet,
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AV8BNA,
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JF_17,
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@@ -151,10 +151,10 @@ class Loadout:
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# names, so those have been included here too. The priority goes from first to
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# last - the first element in the tuple will be tried first, then the second,
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# etc.
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loadout_names = {t: [f"Liberation {t.value}"] for t in FlightType}
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loadout_names = {t: [f"Retribution {t.value}"] for t in FlightType}
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legacy_names = {
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FlightType.TARCAP: ("CAP HEAVY", "CAP", "Liberation BARCAP"),
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FlightType.BARCAP: ("CAP HEAVY", "CAP", "Liberation TARCAP"),
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FlightType.TARCAP: ("CAP HEAVY", "CAP", "Retribution BARCAP"),
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FlightType.BARCAP: ("CAP HEAVY", "CAP", "Retribution TARCAP"),
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FlightType.CAS: ("CAS MAVERICK F", "CAS"),
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FlightType.STRIKE: ("STRIKE",),
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FlightType.ANTISHIP: ("ANTISHIP",),
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@@ -32,6 +32,7 @@ from game.dcs.aircrafttype import AircraftType
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from game.dcs.groundunittype import GroundUnitType
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from game.dcs.shipunittype import ShipUnitType
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from game.dcs.unittype import UnitType
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from pydcs_extensions.f16i_idf.f16i_idf import inject_F16I
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if TYPE_CHECKING:
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from game.theater.start_generator import ModSettings
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@@ -124,6 +125,10 @@ class Faction:
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#: both will use it.
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unrestricted_satnav: bool = False
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# Store mod settings so mod properties can be injected again on game load,
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# in case mods like CJS F/A-18E/F/G or IDF F-16I are selected by the player
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mod_settings: Optional[ModSettings] = field(default=None)
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def has_access_to_dcs_type(self, unit_type: Type[DcsUnitType]) -> bool:
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# Vehicle and Ship Units
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if any(unit_type == u.dcs_unit_type for u in self.accessible_units):
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@@ -294,7 +299,21 @@ 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: ModSettings) -> None:
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def apply_mod_settings(self, mod_settings: Optional[ModSettings] = None) -> None:
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if mod_settings is None:
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if self.mod_settings is None:
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# No mod settings were provided and none were saved for this faction
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# so stop here
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return
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elif self.mod_settings is not None:
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# Saved mod settings were found for this faction,
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# so load them for use
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mod_settings = self.mod_settings
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else:
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# Update the mod settings of this faction
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# so the settings can be applied again on load, if needed
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self.mod_settings = mod_settings
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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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@@ -307,6 +326,16 @@ class Faction:
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self.remove_aircraft("VSN_F4B")
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if not mod_settings.f15d_baz:
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self.remove_aircraft("F-15D")
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if not mod_settings.f_16_idf:
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self.remove_aircraft("F-16I")
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self.remove_aircraft("F_16D_52")
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self.remove_aircraft("F_16D_50")
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self.remove_aircraft("F_16D_50_NS")
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self.remove_aircraft("F_16D_52_NS")
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else:
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inject_F16I()
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# Remove the stock Viper because that DCS ID is now used by the Sufa
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self.remove_aircraft_by_name("F-16CM Fighting Falcon (Block 50)")
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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.f84g_thunderjet:
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@@ -391,6 +420,11 @@ class Faction:
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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_aircraft_by_name(self, name: str) -> None:
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for i in self.aircrafts:
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if i.name == name:
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self.aircrafts.remove(i)
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def remove_preset(self, name: str) -> None:
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for pg in self.preset_groups:
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if pg.name == name:
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@@ -232,6 +232,10 @@ class Game:
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LuaPluginManager.load_settings(self.settings)
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ObjectiveDistanceCache.set_theater(self.theater)
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self.compute_unculled_zones(GameUpdateEvents())
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# Apply mod settings again so mod properties get injected again,
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# in case mods like CJS F/A-18E/F/G or IDF F-16I are selected by the player
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self.blue.faction.apply_mod_settings()
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self.red.faction.apply_mod_settings()
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if not game_still_initializing:
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# We don't need to push events that happen during load. The UI will fully
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# reset when we're done.
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@@ -55,6 +55,7 @@ class ModSettings:
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a6a_intruder: bool = False
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f4b_phantom: bool = False
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f15d_baz: bool = False
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f_16_idf: bool = False
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f22_raptor: bool = False
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f84g_thunderjet: bool = False
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f100_supersabre: bool = False
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