import argparse import logging import ntpath import sys from datetime import datetime from pathlib import Path from typing import Optional import yaml from PySide6 import QtWidgets from PySide6.QtCore import Qt from PySide6.QtGui import QPixmap from PySide6.QtWidgets import QApplication, QCheckBox, QSplashScreen from dcs.liveries.liverycache import LiveryCache from dcs.payloads import PayloadDirectories from game import Game, VERSION, logging_config, persistency from game.ato import FlightType from game.campaignloader.campaign import Campaign, DEFAULT_BUDGET from game.data.weapons import Pylon, Weapon, WeaponGroup from game.dcs.aircrafttype import AircraftType from game.factions import FACTIONS from game.persistency import base_path from game.profiling import logged_duration from game.server import EventStream, Server from game.settings import Settings from game.sim import GameUpdateEvents from game.theater.start_generator import GameGenerator, GeneratorSettings, ModSettings from pydcs_extensions import load_mods from qt_ui import ( liberation_install, liberation_theme, uiconstants, ) from qt_ui.uiflags import UiFlags from qt_ui.windows.GameUpdateSignal import GameUpdateSignal from qt_ui.windows.QLiberationWindow import QLiberationWindow from qt_ui.windows.preferences.QLiberationFirstStartWindow import ( QLiberationFirstStartWindow, ) THIS_DIR = Path(__file__).parent def inject_custom_payloads(user_path: Path) -> None: dev_payloads = THIS_DIR.parent / "resources/customized_payloads" # The packaged release rearranges the file locations, so the release has the # customized payloads in a different location. release_payloads = THIS_DIR / "resources/customized_payloads" if dev_payloads.exists(): payloads = dev_payloads elif release_payloads.exists(): payloads = release_payloads else: raise RuntimeError( f"Could not find customized payloads at {release_payloads} or " f"{dev_payloads}. Aircraft will have no payloads." ) # We configure these as fallbacks so that the user's payloads override ours. PayloadDirectories.set_fallback(payloads) PayloadDirectories.set_preferred(user_path / "MissionEditor" / "UnitPayloads") def inject_mod_payloads(mod_path: Path) -> None: if mod_path.exists(): payloads = mod_path else: raise RuntimeError( f"Could not find mod payloads at {mod_path}." f"Aircraft will have no payloads." ) # We configure these as preferred so the mod's loadouts override the stock ones. PayloadDirectories.set_preferred(payloads) def on_game_load(game: Optional[Game]) -> None: EventStream.drain() EventStream.put_nowait(GameUpdateEvents().game_loaded(game)) def run_ui(game: Optional[Game], ui_flags: UiFlags) -> None: QApplication.setHighDpiScaleFactorRoundingPolicy( Qt.HighDpiScaleFactorRoundingPolicy.PassThrough ) app = QApplication(sys.argv) # init the theme and load the stylesheet based on the theme index liberation_theme.init() with open( "./resources/stylesheets/" + liberation_theme.get_theme_css_file(), encoding="utf-8", ) as stylesheet: logging.info("Loading stylesheet: %s", liberation_theme.get_theme_css_file()) app.setStyleSheet(stylesheet.read()) first_start = liberation_install.init() if first_start: window = QLiberationFirstStartWindow() window.exec_() logging.info("Using {} as 'Saved Game Folder'".format(persistency.base_path())) logging.info( "Using {} as 'DCS installation folder'".format( liberation_install.get_dcs_install_directory() ) ) inject_custom_payloads(persistency.base_path()) # Splash screen setup pixmap = QPixmap("./resources/ui/splash_screen.png") splash = QSplashScreen(pixmap) splash.show() # Once splash screen is up : load resources & setup stuff uiconstants.load_icons() uiconstants.load_event_icons() uiconstants.load_aircraft_icons() uiconstants.load_vehicle_icons() # Show warning if no DCS Installation directory was set if liberation_install.get_dcs_install_directory() == "": logging.warning( "DCS Installation directory is empty. MissionScripting file will not be replaced!" ) if not liberation_install.ignore_empty_install_directory(): ignore_checkbox = QCheckBox("Do not show again") ignore_checkbox.stateChanged.connect(set_ignore_empty_install_directory) message_box = QtWidgets.QMessageBox(parent=splash) message_box.setIcon(QtWidgets.QMessageBox.Icon.Warning) message_box.setWindowTitle("No DCS installation directory.") message_box.setText( "The DCS Installation directory is not set correctly. " "This will prevent DCS Retribution from working properly, as the MissionScripting " "file will not be modified." "

To solve this problem, you can set the Installation directory " "within the preferences menu. You can also manually edit or replace the " "following file:" "

<dcs_installation_directory>/Scripts/MissionScripting.lua" "

The easiest way to do it is to replace the original file with the file in dcs-retribution " "distribution (<dcs_retribution_installation>/resources/scripts/MissionScripting.lua)." "

You can find more information on how to manually change this file in the Retribution Wiki " "(Page: Dedicated Server Guide) on GitHub.

" ) message_box.setDefaultButton(QtWidgets.QMessageBox.StandardButton.Ok) message_box.setCheckBox(ignore_checkbox) message_box.exec_() # Replace DCS Mission scripting file to allow DCS Retribution to work try: liberation_install.replace_mission_scripting_file() except: error_dialog = QtWidgets.QErrorMessage() error_dialog.setWindowTitle("Wrong DCS installation directory.") error_dialog.showMessage( "Unable to modify Mission Scripting file. Possible issues with rights. " "Try running as admin, or please perform the modification of the MissionScripting file manually." ) error_dialog.exec() # Apply CSS (need works) GameUpdateSignal() GameUpdateSignal.get_instance().game_loaded.connect(on_game_load) # Start window window = QLiberationWindow(game, ui_flags) window.showMaximized() splash.finish(window) qt_execution_code = app.exec() # Restore Mission Scripting file logging.info("QT App terminated with status code : " + str(qt_execution_code)) logging.info("Attempt to restore original mission scripting file") liberation_install.restore_original_mission_scripting() logging.info("QT process exited with code : " + str(qt_execution_code)) def parse_args() -> argparse.Namespace: parser = argparse.ArgumentParser() subparsers = parser.add_subparsers(dest="subcommand") def path_arg(arg: str) -> Path: path = Path(arg) if not path.exists(): raise argparse.ArgumentTypeError("path does not exist") return path parser.add_argument( "--warn-missing-weapon-data", action="store_true", help="Emits a warning for weapons without date or fallback information.", ) parser.add_argument("--dev", action="store_true", help="Enable development mode.") speed_controls_group = parser.add_argument_group() speed_controls_group.add_argument( "--show-sim-speed-controls", action="store_true", help="Shows the sim speed controls in the top panel.", ) speed_controls_group.add_argument( "--no-show-sim-speed-controls", dest="show_sim_speed_controls", action="store_false", help="Hides the sim speed controls in the top panel (default).", ) parser.add_argument("--new-map", help="Deprecated. Does nothing.") parser.add_argument("--old-map", help="Deprecated. Does nothing.") new_game = subparsers.add_parser("new-game") new_game.add_argument( "campaign", type=path_arg, help="Path to the campaign to start." ) new_game.add_argument( "--blue", default="USA 2005", help="Name of the blue faction." ) new_game.add_argument( "--red", default="Russia 1990", help="Name of the red faction." ) new_game.add_argument( "--supercarrier", action="store_true", help="Use the supercarrier module." ) new_game.add_argument( "--auto-procurement", action="store_true", help="Automate bluefor procurement." ) new_game.add_argument( "--use-new-squadron-rules", action="store_true", help=( "Limit the number of aircraft per squadron and begin the campaign with " "them at full strength." ), ) new_game.add_argument( "--inverted", action="store_true", help="Invert the campaign." ) new_game.add_argument( "--date", type=datetime.fromisoformat, default=datetime.today(), help="Start date of the campaign.", ) new_game.add_argument( "--restrict-weapons-by-date", action="store_true", help="Enable campaign date restricted weapons.", ) new_game.add_argument("--cheats", action="store_true", help="Enable cheats.") new_game.add_argument( "--advanced-iads", action="store_true", help="Enable advanced IADS." ) lint_weapons = subparsers.add_parser("lint-weapons") lint_weapons.add_argument("aircraft", help="Name of the aircraft variant to lint.") subparsers.add_parser("dump-task-priorities") return parser.parse_args() def create_game( campaign_path: Path, blue: str, red: str, supercarrier: bool, auto_procurement: bool, inverted: bool, cheats: bool, start_date: datetime, restrict_weapons_by_date: bool, advanced_iads: bool, use_new_squadron_rules: bool, ) -> Game: first_start = liberation_install.init() if first_start: sys.exit( "Cannot generate campaign without configuring DCS Retribution. Start the UI " "for the first run configuration." ) # This needs to run before the pydcs payload cache is created, which happens # extremely early. It's not a problem that we inject these paths twice because we'll # get the same answers each time. # # Without this, it is not possible to use next turn (or anything that needs to check # for loadouts) without saving the generated campaign and reloading it the normal # way. inject_custom_payloads(persistency.base_path()) campaign = Campaign.from_file(campaign_path) theater = campaign.load_theater(advanced_iads) generator = GameGenerator( FACTIONS[blue], FACTIONS[red], theater, campaign.load_air_wing_config(theater), Settings( supercarrier=supercarrier, automate_runway_repair=auto_procurement, automate_front_line_reinforcements=auto_procurement, automate_aircraft_reinforcements=auto_procurement, enable_frontline_cheats=cheats, enable_base_capture_cheat=cheats, enable_transfer_cheat=cheats, restrict_weapons_by_date=restrict_weapons_by_date, enable_squadron_aircraft_limits=use_new_squadron_rules, ), GeneratorSettings( start_date=start_date, start_time=campaign.recommended_start_time, player_budget=DEFAULT_BUDGET, enemy_budget=DEFAULT_BUDGET, inverted=inverted, advanced_iads=theater.iads_network.advanced_iads, no_carrier=False, no_lha=False, no_player_navy=False, no_enemy_navy=False, tgo_config=campaign.load_ground_forces_config(), ), ModSettings( a4_skyhawk=False, a6a_intruder=False, a7e_corsair2=False, fa_18efg=False, fa18ef_tanker=False, f4bc_phantom=False, f22_raptor=False, f84g_thunderjet=False, f100_supersabre=False, f104_starfighter=False, f105_thunderchief=False, hercules=False, jas39_gripen=False, su30_flanker_h=False, su57_felon=False, frenchpack=False, high_digit_sams=False, ), ) game = generator.generate() game.begin_turn_0(squadrons_start_full=use_new_squadron_rules) return game def set_ignore_empty_install_directory(value: bool) -> None: liberation_install.set_ignore_empty_install_directory(value) liberation_install.save_config() def lint_all_weapon_data() -> None: for weapon in WeaponGroup.named("Unknown").weapons: logging.warning(f"No weapon data for {weapon}: {weapon.clsid}") def lint_weapon_data_for_aircraft(aircraft: AircraftType) -> None: all_weapons: set[Weapon] = set() for pylon in Pylon.iter_pylons(aircraft): all_weapons |= pylon.allowed for weapon in all_weapons: if weapon.weapon_group.name == "Unknown": logging.warning(f'{weapon.clsid} "{weapon.name}" has no weapon data') def fix_pycharm_debugger_if_needed() -> None: """Applies workaround for a pycharm debugger bug. https://youtrack.jetbrains.com/issue/PY-53232/Debugger-doesnt-work-when-pyproj-is-imported """ # sys.gettrace() will return something whenever *some* debugger is being used. The # pdb module will be loaded if that debugger is the built-in python debugger. if sys.gettrace() is not None and "pdb" not in sys.modules: logging.debug( "Applying workaround for https://youtrack.jetbrains.com/issue/PY-53232/Debugger-doesnt-work-when-pyproj-is-imported" ) ntpath.sep = "\\" def dump_task_priorities() -> None: first_start = liberation_install.init() if first_start: sys.exit( "Cannot dump task priorities without configuring DCS Liberation. Start the" "UI for the first run configuration." ) data: dict[str, dict[str, int]] = {} for task in FlightType: data[task.value] = { a.name: a.task_priority(task) for a in AircraftType.priority_list_for_task(task) } debug_path = base_path() / "Debug" / "priorities.yaml" debug_path.parent.mkdir(parents=True, exist_ok=True) with debug_path.open("w", encoding="utf-8") as output: yaml.dump(data, output, sort_keys=False, allow_unicode=True) def main(): logging_config.init_logging(VERSION) logging.debug("Python version %s", sys.version) if not str(Path(__file__)).isascii(): logging.warning( "Installation path contains non-ASCII characters. This is known to cause problems." ) game: Optional[Game] = None args = parse_args() # TODO: Flesh out data and then make unconditional. if args.warn_missing_weapon_data: lint_all_weapon_data() load_mods() LiveryCache.cache() if args.subcommand == "new-game": with logged_duration("New game creation"): game = create_game( args.campaign, args.blue, args.red, args.supercarrier, args.auto_procurement, args.inverted, args.cheats, args.date, args.restrict_weapons_by_date, args.advanced_iads, args.use_new_squadron_rules, ) if args.subcommand == "lint-weapons": lint_weapon_data_for_aircraft(AircraftType.named(args.aircraft)) return if args.subcommand == "dump-task-priorities": dump_task_priorities() return with Server().run_in_thread(): run_ui(game, UiFlags(args.dev, args.show_sim_speed_controls)) if __name__ == "__main__": main()