from userdata.debriefing import * from theater.conflicttheater import * from theater.base import * from gen.armor import * from gen.aircraft import * from gen.aaa import * from gen.shipgen import * from gen.conflictgen import * from gen.settingsgen import * from gen.awacsgen import * from gen.visualgen import * class Operation: attackers_starting_position = None # type: db.StartingPosition defenders_starting_position = None # type: db.StartingPosition mission = None # type: dcs.Mission conflict = None # type: Conflict armorgen = None # type: ArmorConflictGenerator airgen = None # type: AircraftConflictGenerator aagen = None # type: AAConflictGenerator extra_aagen = None # type: ExtraAAConflictGenerator shipgen = None # type: ShipGenerator envgen = None # type: SettingsGenerator awacsgen = None # type: AWACSConflictGenerator visualgen = None # type: VisualGenerator is_awacs_enabled = False def __init__(self, game, attacker_name: str, defender_name: str, attacker_clients: db.PlaneDict, defender_clients: db.PlaneDict, from_cp: ControlPoint, to_cp: ControlPoint = None): self.game = game self.attacker_name = attacker_name self.defender_name = defender_name self.attacker_clients = attacker_clients self.defender_clients = defender_clients self.from_cp = from_cp self.to_cp = to_cp self.is_quick = False def initialize(self, mission: Mission, conflict: Conflict): self.mission = mission self.conflict = conflict self.armorgen = ArmorConflictGenerator(mission, conflict) self.airgen = AircraftConflictGenerator(mission, conflict) self.aagen = AAConflictGenerator(mission, conflict) self.shipgen = ShipGenerator(mission, conflict) self.awacsgen = AWACSConflictGenerator(mission, conflict, self.game) self.envgen = SettingsGenerator(mission, conflict, self.game) self.visualgen = VisualGenerator(mission, conflict, self.game) player_name = self.from_cp.captured and self.attacker_name or self.defender_name enemy_name = self.from_cp.captured and self.defender_name or self.attacker_name self.extra_aagen = ExtraAAConflictGenerator(mission, conflict, self.game, player_name, enemy_name) def prepare(self, terrain: dcs.terrain.Terrain, is_quick: bool): self.mission = dcs.Mission(terrain) self.is_quick = is_quick if is_quick: self.attackers_starting_position = None self.defenders_starting_position = None else: self.attackers_starting_position = self.from_cp.at self.defenders_starting_position = self.to_cp.at def generate(self): self.visualgen.generate() if self.is_awacs_enabled: self.awacsgen.generate() self.extra_aagen.generate() self.envgen.generate(self.is_quick) for global_cp in self.game.theater.controlpoints: if not global_cp.is_global: continue ship = self.shipgen.generate(type=db.find_unittype(Carriage, self.game.player)[0], country=self.game.player, at=global_cp.at) if global_cp == self.from_cp and not self.is_quick: self.attackers_starting_position = ship def units_of(self, country_name: str) -> typing.Collection[UnitType]: return [] def is_successfull(self, debriefing: Debriefing) -> bool: return True class CaptureOperation(Operation): cas = None # type: db.PlaneDict escort = None # type: db.PlaneDict intercept = None # type: db.PlaneDict attack = None # type: db.ArmorDict defense = None # type: db.ArmorDict aa = None # type: db.AirDefenseDict def setup(self, cas: db.PlaneDict, escort: db.PlaneDict, attack: db.ArmorDict, intercept: db.PlaneDict, defense: db.ArmorDict, aa: db.AirDefenseDict): self.cas = cas self.escort = escort self.intercept = intercept self.attack = attack self.defense = defense self.aa = aa def prepare(self, terrain: dcs.terrain.Terrain, is_quick: bool): super(CaptureOperation, self).prepare(terrain, is_quick) self.defenders_starting_position = None if self.game.player == self.defender_name: self.attackers_starting_position = None conflict = Conflict.capture_conflict( attacker=self.mission.country(self.attacker_name), defender=self.mission.country(self.defender_name), from_cp=self.from_cp, to_cp=self.to_cp ) self.initialize(mission=self.mission, conflict=conflict) def generate(self): self.armorgen.generate(self.attack, self.defense) self.aagen.generate(self.aa) self.airgen.generate_defense(self.intercept, clients=self.defender_clients, at=self.defenders_starting_position) self.airgen.generate_cas(self.cas, clients=self.attacker_clients, at=self.attackers_starting_position) self.airgen.generate_cas_escort(self.escort, clients=self.attacker_clients, at=self.attackers_starting_position) self.visualgen.generate_target_smokes(self.to_cp) super(CaptureOperation, self).generate() class InterceptOperation(Operation): escort = None # type: db.PlaneDict transport = None # type: db.PlaneDict interceptors = None # type: db.PlaneDict airdefense = None # type: db.AirDefenseDict def setup(self, escort: db.PlaneDict, transport: db.PlaneDict, airdefense: db.AirDefenseDict, interceptors: db.PlaneDict): self.escort = escort self.transport = transport self.airdefense = airdefense self.interceptors = interceptors def prepare(self, terrain: dcs.terrain.Terrain, is_quick: bool): super(InterceptOperation, self).prepare(terrain, is_quick) self.defenders_starting_position = None if self.defender_name == self.game.player: self.attackers_starting_position = None conflict = Conflict.intercept_conflict( attacker=self.mission.country(self.attacker_name), defender=self.mission.country(self.defender_name), from_cp=self.from_cp, to_cp=self.to_cp ) self.initialize(mission=self.mission, conflict=conflict) def generate(self): self.airgen.generate_transport(self.transport, self.to_cp.at) self.airgen.generate_transport_escort(self.escort, clients=self.defender_clients) if self.from_cp.is_global: super(InterceptOperation, self).generate() self.airgen.generate_interception(self.interceptors, clients=self.attacker_clients, at=self.attackers_starting_position) else: self.airgen.generate_interception(self.interceptors, clients=self.attacker_clients, at=self.attackers_starting_position) super(InterceptOperation, self).generate() class GroundInterceptOperation(Operation): def setup(self, target: db.ArmorDict, strikegroup: db.PlaneDict): self.strikegroup = strikegroup self.target = target def prepare(self, terrain: dcs.terrain.Terrain, is_quick: bool): super(GroundInterceptOperation, self).prepare(terrain, is_quick) conflict = Conflict.ground_intercept_conflict( attacker=self.mission.country(self.attacker_name), defender=self.mission.country(self.defender_name), heading=self.to_cp.position.heading_between_point(self.from_cp.position), from_cp=self.from_cp, to_cp=self.to_cp ) self.initialize(mission=self.mission, conflict=conflict) def generate(self): self.airgen.generate_cas(self.strikegroup, clients=self.attacker_clients, at=self.attackers_starting_position) self.armorgen.generate({}, self.target) super(GroundInterceptOperation, self).generate()