from dcs.lua.parse import loads from userdata.debriefing import * from gen 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 aagen = None # type: AAConflictGenerator extra_aagen = None # type: ExtraAAConflictGenerator shipgen = None # type: ShipGenerator 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, to_cp: ControlPoint = None): self.game = game self.attacker_name = attacker_name self.defender_name = defender_name self.from_cp = from_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 def initialize(self, mission: Mission, conflict: Conflict): self.current_mission = mission self.conflict = conflict self.armorgen = ArmorConflictGenerator(mission, conflict) self.airgen = AircraftConflictGenerator(mission, conflict, self.game.settings) self.aagen = AAConflictGenerator(mission, conflict) self.shipgen = ShipGenerator(mission, conflict) 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_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: 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) 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.from_cp.at self.defenders_starting_position = self.to_cp.at def prepare_carriers(self, for_units: db.UnitsDict): for global_cp in self.game.theater.controlpoints: if not global_cp.is_global: continue ship = self.shipgen.generate_carrier(for_units=[t for t, c in for_units.items() if c > 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 generate(self): self.visualgen.generate() # air support self.airsupportgen.generate(self.is_awacs_enabled) 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") # combined arms self.current_mission.groundControl.pilot_can_control_vehicles = self.ca_slots > 0 if self.game.player 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 # ground infrastructure self.groundobjectgen.generate() self.extra_aagen.generate() # triggers if self.game.is_player_attack(self.conflict.attackers_side): cp = self.conflict.from_cp else: cp = self.conflict.to_cp self.triggersgen.generate(player_cp=cp, is_quick=self.is_quick, activation_trigger_radius=self.trigger_radius, awacs_enabled=self.is_awacs_enabled) # env settings if self.environment_settings is None: self.environment_settings = self.envgen.generate() else: self.envgen.load(self.environment_settings) self.forcedoptionsgen.generate() # main frequencies self.briefinggen.append_frequency("Flight", "251 MHz AM") if self.conflict.from_cp.is_global or self.conflict.to_cp.is_global: self.briefinggen.append_frequency("Carrier", "20X/ICLS CHAN1") # briefing self.briefinggen.generate()