from __future__ import annotations from datetime import datetime from pathlib import Path from typing import TYPE_CHECKING import dcs.lua from dcs import Mission, Point from dcs.coalition import Coalition from dcs.countries import ( country_dict, CombinedJointTaskForcesBlue, CombinedJointTaskForcesRed, ) from dcs.task import AFAC, FAC, SetInvisibleCommand, SetImmortalCommand, OrbitAction from game.lasercodes.lasercoderegistry import LaserCodeRegistry from game.missiongenerator.convoygenerator import ConvoyGenerator from game.missiongenerator.environmentgenerator import EnvironmentGenerator from game.missiongenerator.flotgenerator import FlotGenerator from game.missiongenerator.forcedoptionsgenerator import ForcedOptionsGenerator from game.missiongenerator.frontlineconflictdescription import ( FrontLineConflictDescription, ) from game.missiongenerator.missiondata import MissionData, JtacInfo from game.missiongenerator.tgogenerator import TgoGenerator from game.missiongenerator.visualsgenerator import VisualsGenerator from game.naming import namegen from game.pretense.pretenseaircraftgenerator import PretenseAircraftGenerator from game.radio.radios import RadioRegistry from game.radio.tacan import TacanRegistry from game.theater.bullseye import Bullseye from game.unitmap import UnitMap from .pretenseluagenerator import PretenseLuaGenerator from .pretensetgogenerator import PretenseTgoGenerator from .pretensetriggergenerator import PretenseTriggerGenerator from ..ato.airtaaskingorder import AirTaskingOrder from ..callsigns import callsign_for_support_unit from ..dcs.aircrafttype import AircraftType from ..missiongenerator import MissionGenerator if TYPE_CHECKING: from game import Game class PretenseMissionGenerator(MissionGenerator): def __init__(self, game: Game, time: datetime) -> None: super().__init__(game, time) self.game = game self.time = time self.mission = Mission(game.theater.terrain) self.unit_map = UnitMap() self.mission_data = MissionData() self.laser_code_registry = LaserCodeRegistry() self.radio_registry = RadioRegistry() self.tacan_registry = TacanRegistry() self.generation_started = False self.p_country = country_dict[self.game.blue.faction.country.id]() self.e_country = country_dict[self.game.red.faction.country.id]() with open("resources/default_options.lua", "r", encoding="utf-8") as f: options = dcs.lua.loads(f.read())["options"] ext_view = game.settings.external_views_allowed options["miscellaneous"]["f11_free_camera"] = ext_view options["difficulty"]["spectatorExternalViews"] = ext_view self.mission.options.load_from_dict(options) def generate_miz(self, output: Path) -> UnitMap: if self.generation_started: raise RuntimeError( "Mission has already begun generating. To reset, create a new " "MissionSimulation." ) self.generation_started = True self.game.pretense_ground_supply = {1: {}, 2: {}} self.game.pretense_ground_assault = {1: {}, 2: {}} self.game.pretense_air = {1: {}, 2: {}} self.setup_mission_coalitions() self.add_airfields_to_unit_map() self.initialize_registries() EnvironmentGenerator(self.mission, self.game.conditions, self.time).generate() tgo_generator = PretenseTgoGenerator( self.mission, self.game, self.radio_registry, self.tacan_registry, self.unit_map, self.mission_data, ) tgo_generator.generate() ConvoyGenerator(self.mission, self.game, self.unit_map).generate() # Generate ground conflicts first so the JTACs get the first laser code (1688) # rather than the first player flight with a TGP. self.generate_ground_conflicts() self.generate_air_units(tgo_generator) self.mission.triggerrules.triggers.clear() PretenseTriggerGenerator(self.mission, self.game).generate() ForcedOptionsGenerator(self.mission, self.game).generate() VisualsGenerator(self.mission, self.game).generate() PretenseLuaGenerator(self.game, self.mission, self.mission_data).generate() self.setup_combined_arms() self.notify_info_generators() # TODO: Shouldn't this be first? namegen.reset_numbers() self.mission.save(output) return self.unit_map def setup_mission_coalitions(self) -> None: self.mission.coalition["blue"] = Coalition( "blue", bullseye=self.game.blue.bullseye.to_pydcs() ) self.mission.coalition["red"] = Coalition( "red", bullseye=self.game.red.bullseye.to_pydcs() ) self.mission.coalition["neutrals"] = Coalition( "neutrals", bullseye=Bullseye(Point(0, 0, self.mission.terrain)).to_pydcs() ) self.mission.coalition["blue"].add_country(self.p_country) self.mission.coalition["red"].add_country(self.e_country) # Add CJTF factions to the coalitions, if they're not being used in the campaign if CombinedJointTaskForcesBlue.id not in {self.p_country.id, self.e_country.id}: self.mission.coalition["blue"].add_country(CombinedJointTaskForcesBlue()) if CombinedJointTaskForcesRed.id not in {self.p_country.id, self.e_country.id}: self.mission.coalition["red"].add_country(CombinedJointTaskForcesRed()) belligerents = {self.p_country.id, self.e_country.id} for country_id in country_dict.keys(): if country_id not in belligerents: c = country_dict[country_id]() self.mission.coalition["neutrals"].add_country(c) def generate_ground_conflicts(self) -> None: """Generate FLOTs and JTACs for each active front line.""" for front_line in self.game.theater.conflicts(): player_cp = front_line.blue_cp enemy_cp = front_line.red_cp # Add JTAC if self.game.blue.faction.has_jtac: freq = self.radio_registry.alloc_uhf() # If the option fc3LaserCode is enabled, force all JTAC # laser codes to 1113 to allow lasing for Su-25 Frogfoots and A-10A Warthogs. # Otherwise use 1688 for the first JTAC, 1687 for the second etc. if self.game.settings.plugins.get("ctld.fc3LaserCode"): code = self.game.laser_code_registry.fc3_code else: code = front_line.laser_code utype = self.game.blue.faction.jtac_unit if utype is None: utype = AircraftType.named("MQ-9 Reaper") country = self.mission.country(self.game.blue.faction.country.name) position = FrontLineConflictDescription.frontline_position( front_line, self.game.theater, self.game.settings ) jtac = self.mission.flight_group( country=country, name=namegen.next_jtac_name(), aircraft_type=utype.dcs_unit_type, position=position[0], airport=None, altitude=5000, maintask=AFAC, ) jtac.points[0].tasks.append( FAC( callsign=len(self.mission_data.jtacs) + 1, frequency=int(freq.mhz), modulation=freq.modulation, ) ) jtac.points[0].tasks.append(SetInvisibleCommand(True)) jtac.points[0].tasks.append(SetImmortalCommand(True)) jtac.points[0].tasks.append( OrbitAction(5000, 300, OrbitAction.OrbitPattern.Circle) ) frontline = f"Frontline {player_cp.name}/{enemy_cp.name}" # Note: Will need to change if we ever add ground based JTAC. callsign = callsign_for_support_unit(jtac) self.mission_data.jtacs.append( JtacInfo( group_name=jtac.name, unit_name=jtac.units[0].name, callsign=callsign, region=frontline, code=str(code), blue=True, freq=freq, ) ) def generate_air_units(self, tgo_generator: TgoGenerator) -> None: """Generate the air units for the Operation""" # Generate Aircraft Activity on the map aircraft_generator = PretenseAircraftGenerator( self.mission, self.game.settings, self.game, self.time, self.radio_registry, self.tacan_registry, self.laser_code_registry, self.unit_map, mission_data=self.mission_data, helipads=tgo_generator.helipads, ground_spawns_roadbase=tgo_generator.ground_spawns_roadbase, ground_spawns=tgo_generator.ground_spawns, ) # Clear parking slots and ATOs aircraft_generator.clear_parking_slots() self.game.blue.ato.clear() self.game.red.ato.clear() for cp in self.game.theater.controlpoints: for country in (self.p_country, self.e_country): ato = AirTaskingOrder() aircraft_generator.generate_flights( country, cp, ato, ) aircraft_generator.generate_packages( country, ato, tgo_generator.runways, ) self.mission_data.flights = aircraft_generator.flights for flight in aircraft_generator.flights: if not flight.client_units: continue flight.aircraft_type.assign_channels_for_flight(flight, self.mission_data)