from collections import Iterator from dataclasses import Field, dataclass, field, fields from datetime import timedelta from enum import Enum, unique from typing import Any, Dict, Optional from dcs.forcedoptions import ForcedOptions from .booleanoption import boolean_option from .boundedfloatoption import bounded_float_option from .boundedintoption import bounded_int_option from .choicesoption import choices_option from .optiondescription import OptionDescription, SETTING_DESCRIPTION_KEY from .skilloption import skill_option @unique class AutoAtoBehavior(Enum): Disabled = "Disabled" Never = "Never assign player pilots" Default = "No preference" Prefer = "Prefer player pilots" DIFFICULTY_PAGE = "Difficulty" AI_DIFFICULTY_SECTION = "AI Difficulty" MISSION_DIFFICULTY_SECTION = "Mission Difficulty" MISSION_RESTRICTIONS_SECTION = "Mission Restrictions" CAMPAIGN_MANAGEMENT_PAGE = "Campaign Management" GENERAL_SECTION = "General" PILOTS_AND_SQUADRONS_SECTION = "Pilots and Squadrons" HQ_AUTOMATION_SECTION = "HQ Automation" @dataclass class Settings: version: Optional[str] = None # Difficulty settings # AI Difficulty player_skill: str = skill_option( "Player coalition skill", page=DIFFICULTY_PAGE, section=AI_DIFFICULTY_SECTION, default="Good", ) enemy_skill: str = skill_option( "Enemy coalition skill", page=DIFFICULTY_PAGE, section=AI_DIFFICULTY_SECTION, default="Average", ) enemy_vehicle_skill: str = skill_option( "Enemy AA and vehicles skill", page=DIFFICULTY_PAGE, section=AI_DIFFICULTY_SECTION, default="Average", ) player_income_multiplier: float = bounded_float_option( "Player income multiplier", page=DIFFICULTY_PAGE, section=AI_DIFFICULTY_SECTION, min=0, max=5, divisor=10, default=1.0, ) enemy_income_multiplier: float = bounded_float_option( "Enemy income multiplier", page=DIFFICULTY_PAGE, section=AI_DIFFICULTY_SECTION, min=0, max=5, divisor=10, default=1.0, ) invulnerable_player_pilots: bool = boolean_option( "Player pilots cannot be killed", page=DIFFICULTY_PAGE, section=AI_DIFFICULTY_SECTION, detail=( "Aircraft are vulnerable, but the player's pilot will be returned to the " "squadron at the end of the mission" ), default=True, ) # Mission Difficulty manpads: bool = boolean_option( "Manpads on frontlines", page=DIFFICULTY_PAGE, section=MISSION_DIFFICULTY_SECTION, default=True, ) night_disabled: bool = boolean_option( "No night missions", page=DIFFICULTY_PAGE, section=MISSION_DIFFICULTY_SECTION, default=False, ) # Mission Restrictions labels: str = choices_option( "In game labels", page=DIFFICULTY_PAGE, section=MISSION_RESTRICTIONS_SECTION, choices=["Full", "Abbreviated", "Dot Only", "Neutral Dot", "Off"], default="Full", ) map_coalition_visibility: ForcedOptions.Views = choices_option( "Map visibility options", page=DIFFICULTY_PAGE, section=MISSION_RESTRICTIONS_SECTION, choices={ "All": ForcedOptions.Views.All, "Fog of war": ForcedOptions.Views.Allies, "Allies only": ForcedOptions.Views.OnlyAllies, "Own aircraft only": ForcedOptions.Views.MyAircraft, "Map only": ForcedOptions.Views.OnlyMap, }, default=ForcedOptions.Views.All, ) external_views_allowed: bool = boolean_option( "Allow external views", DIFFICULTY_PAGE, MISSION_RESTRICTIONS_SECTION, default=True, ) battle_damage_assessment: Optional[bool] = choices_option( "Battle damage assessment", page=DIFFICULTY_PAGE, section=MISSION_RESTRICTIONS_SECTION, choices={"Player preference": None, "Enforced on": True, "Enforced off": False}, default=None, ) # Campaign management # General restrict_weapons_by_date: bool = boolean_option( "Restrict weapons by date (WIP)", page=CAMPAIGN_MANAGEMENT_PAGE, section=GENERAL_SECTION, default=False, detail=( "Restricts weapon availability based on the campaign date. Data is " "extremely incomplete so does not affect all weapons." ), ) disable_legacy_aewc: bool = boolean_option( "Spawn invulnerable, always-available AEW&C aircraft (deprecated)", page=CAMPAIGN_MANAGEMENT_PAGE, section=GENERAL_SECTION, default=True, invert=True, detail=( "If checked, an invulnerable friendly AEW&C aircraft that begins the " "mission on station will be be spawned. This behavior will be removed in a " "future release." ), ) disable_legacy_tanker: bool = boolean_option( "Spawn invulnerable, always-available tanker aircraft (deprecated)", page=CAMPAIGN_MANAGEMENT_PAGE, section=GENERAL_SECTION, default=True, invert=True, detail=( "If checked, an invulnerable friendly tanker aircraft that begins the " "mission on station will be be spawned. This behavior will be removed in a " "future release." ), ) # Pilots and Squadrons ai_pilot_levelling: bool = boolean_option( "Allow AI pilot leveling", CAMPAIGN_MANAGEMENT_PAGE, PILOTS_AND_SQUADRONS_SECTION, default=True, detail=( "Set whether or not AI pilots will level up after completing a number of" " sorties. Since pilot level affects the AI skill, you may wish to disable" " this, lest you face an Ace!" ), ) #: Feature flag for squadron limits. enable_squadron_pilot_limits: bool = boolean_option( "Enable per-squadron pilot limits (WIP)", CAMPAIGN_MANAGEMENT_PAGE, PILOTS_AND_SQUADRONS_SECTION, default=False, detail=( "If set, squadrons will be limited to a maximum number of pilots and dead " "pilots will replenish at a fixed rate, each defined with the settings" "below. Auto-purchase may buy aircraft for which there are no pilots" "available, so this feature is still a work-in-progress." ), ) #: The maximum number of pilots a squadron can have at one time. Changing this after #: the campaign has started will have no immediate effect; pilots already in the #: squadron will not be removed if the limit is lowered and pilots will not be #: immediately created if the limit is raised. squadron_pilot_limit: int = bounded_int_option( "Maximum number of pilots per squadron", CAMPAIGN_MANAGEMENT_PAGE, PILOTS_AND_SQUADRONS_SECTION, default=12, min=12, max=72, detail=( "Sets the maximum number of pilots a squadron may have active. " "Changing this value will not have an immediate effect, but will alter " "replenishment for future turns." ), ) #: The number of pilots a squadron can replace per turn. squadron_replenishment_rate: int = bounded_int_option( "Squadron pilot replenishment rate", CAMPAIGN_MANAGEMENT_PAGE, PILOTS_AND_SQUADRONS_SECTION, default=4, min=1, max=20, detail=( "Sets the maximum number of pilots that will be recruited to each squadron " "at the end of each turn. Squadrons will not recruit new pilots beyond the " "pilot limit, but each squadron with room for more pilots will recruit " "this many pilots each turn up to the limit." ), ) # HQ Automation automate_runway_repair: bool = boolean_option( "Automate runway repairs", CAMPAIGN_MANAGEMENT_PAGE, HQ_AUTOMATION_SECTION, default=False, ) automate_front_line_reinforcements: bool = boolean_option( "Automate front-line purchases", CAMPAIGN_MANAGEMENT_PAGE, HQ_AUTOMATION_SECTION, default=False, ) automate_aircraft_reinforcements: bool = boolean_option( "Automate aircraft purchases", CAMPAIGN_MANAGEMENT_PAGE, HQ_AUTOMATION_SECTION, default=False, ) auto_ato_behavior: AutoAtoBehavior = choices_option( "Automatic package planning behavior", CAMPAIGN_MANAGEMENT_PAGE, HQ_AUTOMATION_SECTION, default=AutoAtoBehavior.Default, choices={v.value: v for v in AutoAtoBehavior}, detail=( "Aircraft auto-purchase is directed by the auto-planner, so disabling " "auto-planning disables auto-purchase." ), ) auto_ato_player_missions_asap: bool = boolean_option( "Automatically generated packages with players are scheduled ASAP", CAMPAIGN_MANAGEMENT_PAGE, HQ_AUTOMATION_SECTION, default=True, ) automate_front_line_stance: bool = boolean_option( "Automatically manage front line stances", CAMPAIGN_MANAGEMENT_PAGE, HQ_AUTOMATION_SECTION, default=True, ) reserves_procurement_target: int = 10 # Mission Generator # Gameplay supercarrier: bool = False generate_marks: bool = True generate_dark_kneeboard: bool = False never_delay_player_flights: bool = False default_start_type: str = "Cold" # Mission specific desired_player_mission_duration: timedelta = timedelta(minutes=60) # Performance perf_smoke_gen: bool = True perf_smoke_spacing = 1600 perf_red_alert_state: bool = True perf_artillery: bool = True perf_moving_units: bool = True perf_infantry: bool = True perf_destroyed_units: bool = True # Performance culling perf_culling: bool = False perf_culling_distance: int = 100 perf_do_not_cull_carrier = True # Cheating show_red_ato: bool = False enable_frontline_cheats: bool = False enable_base_capture_cheat: bool = False # LUA Plugins system plugins: Dict[str, bool] = field(default_factory=dict) only_player_takeoff: bool = True # Legacy parameter do not use @staticmethod def plugin_settings_key(identifier: str) -> str: return f"plugins.{identifier}" def initialize_plugin_option(self, identifier: str, default_value: bool) -> None: try: self.plugin_option(identifier) except KeyError: self.set_plugin_option(identifier, default_value) def plugin_option(self, identifier: str) -> bool: return self.plugins[self.plugin_settings_key(identifier)] def set_plugin_option(self, identifier: str, enabled: bool) -> None: self.plugins[self.plugin_settings_key(identifier)] = enabled def __setstate__(self, state: dict[str, Any]) -> None: # __setstate__ is called with the dict of the object being unpickled. We # can provide save compatibility for new settings options (which # normally would not be present in the unpickled object) by creating a # new settings object, updating it with the unpickled state, and # updating our dict with that. new_state = Settings().__dict__ new_state.update(state) self.__dict__.update(new_state) @classmethod def _field_description(cls, settings_field: Field[Any]) -> OptionDescription: return settings_field.metadata[SETTING_DESCRIPTION_KEY] @classmethod def pages(cls) -> Iterator[str]: seen: set[str] = set() for settings_field in cls._user_fields(): description = cls._field_description(settings_field) if description.page not in seen: yield description.page seen.add(description.page) @classmethod def sections(cls, page: str) -> Iterator[str]: seen: set[str] = set() for settings_field in cls._user_fields(): description = cls._field_description(settings_field) if description.page == page and description.section not in seen: yield description.section seen.add(description.section) @classmethod def fields(cls, page: str, section: str) -> Iterator[tuple[str, OptionDescription]]: for settings_field in cls._user_fields(): description = cls._field_description(settings_field) if description.page == page and description.section == section: yield settings_field.name, description @classmethod def _user_fields(cls) -> Iterator[Field[Any]]: for settings_field in fields(cls): if SETTING_DESCRIPTION_KEY in settings_field.metadata: yield settings_field