from dcs.countries import country_dict from dcs.lua.parse import loads from dcs.terrain import Terrain from gen import * from userdata.debriefing import * TANKER_CALLSIGNS = ["Texaco", "Arco", "Shell"] class Operation: attackers_starting_position = None # type: db.StartingPosition defenders_starting_position = None # type: db.StartingPosition current_mission = None # type: dcs.Mission regular_mission = None # type: dcs.Mission quick_mission = None # type: dcs.Mission conflict = None # type: Conflict armorgen = None # type: ArmorConflictGenerator airgen = None # type: AircraftConflictGenerator triggersgen = None # type: TriggersGenerator airsupportgen = None # type: AirSupportConflictGenerator visualgen = None # type: VisualGenerator envgen = None # type: EnvironmentGenerator groundobjectgen = None # type: GroundObjectsGenerator briefinggen = None # type: BriefingGenerator forcedoptionsgen = None # type: ForcedOptionsGenerator environment_settings = None trigger_radius = TRIGGER_RADIUS_MEDIUM is_quick = None is_awacs_enabled = False ca_slots = 0 def __init__(self, game, attacker_name: str, defender_name: str, from_cp: ControlPoint, departure_cp: ControlPoint, to_cp: ControlPoint = None): self.game = game self.attacker_name = attacker_name self.attacker_country = db.FACTIONS[attacker_name]["country"] self.defender_name = defender_name self.defender_country = db.FACTIONS[defender_name]["country"] print(self.defender_country, self.attacker_country) self.from_cp = from_cp self.departure_cp = departure_cp self.to_cp = to_cp self.is_quick = False def units_of(self, country_name: str) -> typing.Collection[UnitType]: return [] def is_successfull(self, debriefing: Debriefing) -> bool: return True @property def is_player_attack(self) -> bool: return self.from_cp.captured def initialize(self, mission: Mission, conflict: Conflict): self.current_mission = mission self.conflict = conflict self.airgen = AircraftConflictGenerator(mission, conflict, self.game.settings, self.game) self.airsupportgen = AirSupportConflictGenerator(mission, conflict, self.game) self.triggersgen = TriggersGenerator(mission, conflict, self.game) self.visualgen = VisualGenerator(mission, conflict, self.game) self.envgen = EnviromentGenerator(mission, conflict, self.game) self.forcedoptionsgen = ForcedOptionsGenerator(mission, conflict, self.game) self.groundobjectgen = GroundObjectsGenerator(mission, conflict, self.game) self.briefinggen = BriefingGenerator(mission, conflict, self.game) player_country = self.from_cp.captured and self.attacker_country or self.defender_country enemy_country = self.from_cp.captured and self.defender_country or self.attacker_country def prepare(self, terrain: Terrain, is_quick: bool): with open("resources/default_options.lua", "r") as f: options_dict = loads(f.read())["options"] self.current_mission = dcs.Mission(terrain) print(self.game.player_country) print(country_dict[db.country_id_from_name(self.game.player_country)]) print(country_dict[db.country_id_from_name(self.game.player_country)]()) # Setup coalition : self.current_mission.coalition["blue"] = Coalition("blue") self.current_mission.coalition["red"] = Coalition("red") p_country = self.game.player_country e_country = self.game.enemy_country self.current_mission.coalition["blue"].add_country(country_dict[db.country_id_from_name(p_country)]()) self.current_mission.coalition["red"].add_country(country_dict[db.country_id_from_name(e_country)]()) print([c for c in self.current_mission.coalition["blue"].countries.keys()]) print([c for c in self.current_mission.coalition["red"].countries.keys()]) if is_quick: self.quick_mission = self.current_mission else: self.regular_mission = self.current_mission self.current_mission.options.load_from_dict(options_dict) self.is_quick = is_quick if is_quick: self.attackers_starting_position = None self.defenders_starting_position = None else: self.attackers_starting_position = self.departure_cp.at self.defenders_starting_position = self.to_cp.at def generate(self): # Generate meteo if self.environment_settings is None: self.environment_settings = self.envgen.generate() else: self.envgen.load(self.environment_settings) # Generate ground object first self.groundobjectgen.generate() # Generate destroyed units for d in self.game.get_destroyed_units(): try: utype = db.unit_type_from_name(d["type"]) except KeyError: continue pos = Point(d["x"], d["z"]) if utype is not None and not self.game.position_culled(pos) and self.game.settings.perf_destroyed_units: self.current_mission.static_group( country=self.current_mission.country(self.game.player_country), name="", _type=utype, hidden=True, position=pos, heading=d["orientation"], dead=True, ) # Air Support (Tanker & Awacs) self.airsupportgen.generate(self.is_awacs_enabled) # Generate Activity on the map for cp in self.game.theater.controlpoints: side = cp.captured if side: country = self.current_mission.country(self.game.player_country) else: country = self.current_mission.country(self.game.enemy_country) if cp.id in self.game.planners.keys(): self.airgen.generate_flights(cp, country, self.game.planners[cp.id]) # Generate ground units on frontline everywhere for player_cp, enemy_cp in self.game.theater.conflicts(True): conflict = Conflict.frontline_cas_conflict(self.attacker_name, self.defender_name, self.current_mission.country(self.attacker_country), self.current_mission.country(self.defender_country), player_cp, enemy_cp, self.game.theater) # Generate frontline ops player_gp = self.game.ground_planners[player_cp.id].units_per_cp[enemy_cp.id] enemy_gp = self.game.ground_planners[enemy_cp.id].units_per_cp[player_cp.id] groundConflictGen = GroundConflictGenerator(self.current_mission, conflict, self.game, player_gp, enemy_gp, player_cp.stances[enemy_cp.id]) groundConflictGen.generate() # Setup combined arms parameters self.current_mission.groundControl.pilot_can_control_vehicles = self.ca_slots > 0 if self.game.player_country in [country.name for country in self.current_mission.coalition["blue"].countries.values()]: self.current_mission.groundControl.blue_tactical_commander = self.ca_slots else: self.current_mission.groundControl.red_tactical_commander = self.ca_slots # triggers if self.game.is_player_attack(self.conflict.attackers_country): cp = self.conflict.from_cp else: cp = self.conflict.to_cp self.triggersgen.generate() # options self.forcedoptionsgen.generate() # Generate Visuals Smoke Effects if self.game.settings.perf_smoke_gen: self.visualgen.generate() # Inject Lua Scripts load_mist = TriggerStart(comment="Load Mist Lua Framework") with open("./resources/scripts/mist_4_3_74.lua") as f: load_mist.add_action(DoScript(String(f.read()))) self.current_mission.triggerrules.triggers.append(load_mist) load_dcs_libe = TriggerStart(comment="Load DCS Liberation Script") with open("./resources/scripts/dcs_liberation.lua") as f: script = f.read() json_location = "[["+os.path.abspath("resources\\scripts\\json.lua")+"]]" state_location = "[[" + os.path.abspath("state.json") + "]]" script = script.replace("{{json_file_abs_location}}", json_location) script = script.replace("{{debriefing_file_location}}", state_location) load_dcs_libe.add_action(DoScript(String(script))) self.current_mission.triggerrules.triggers.append(load_dcs_libe) # Briefing Generation for i, tanker_type in enumerate(self.airsupportgen.generated_tankers): self.briefinggen.append_frequency("Tanker {} ({})".format(TANKER_CALLSIGNS[i], tanker_type), "{}X/{} MHz AM".format(97+i, 130+i)) if self.is_awacs_enabled: self.briefinggen.append_frequency("AWACS", "133 MHz AM") self.briefinggen.append_frequency("Flight", "251 MHz AM") # Generate the briefing self.briefinggen.generate()