from __future__ import annotations import logging from datetime import datetime from pathlib import Path from typing import TYPE_CHECKING, cast import dcs.lua from dcs import Mission, Point from dcs.coalition import Coalition from dcs.countries import country_dict from game.atcdata import AtcData from game.dcs.beacons import Beacons from game.dcs.helpers import unit_type_from_name from game.missiongenerator.aircraft.aircraftgenerator import ( AircraftGenerator, ) from game.naming import namegen from game.radio.radios import RadioFrequency, RadioRegistry, MHz from game.radio.tacan import TacanRegistry from game.theater import Airfield from game.theater.bullseye import Bullseye from game.unitmap import UnitMap from .briefinggenerator import BriefingGenerator, MissionInfoGenerator from .cargoshipgenerator import CargoShipGenerator from .convoygenerator import ConvoyGenerator from .drawingsgenerator import DrawingsGenerator from .environmentgenerator import EnvironmentGenerator from .flotgenerator import FlotGenerator from .forcedoptionsgenerator import ForcedOptionsGenerator from .frontlineconflictdescription import FrontLineConflictDescription from .kneeboard import KneeboardGenerator from .lasercoderegistry import LaserCodeRegistry from .luagenerator import LuaGenerator from .missiondata import MissionData from .tgogenerator import TgoGenerator from .triggergenerator import TriggerGenerator from .visualsgenerator import VisualsGenerator if TYPE_CHECKING: from game import Game COMBINED_ARMS_SLOTS = 3 def country_id_from_name(name: str) -> int: for k, v in country_dict.items(): if v.name == name: return k return -1 class MissionGenerator: def __init__(self, game: Game, time: datetime) -> None: self.game = game self.time = time self.mission = Mission(game.theater.terrain) self.unit_map = UnitMap() self.mission_data = MissionData() self.laser_code_registry = LaserCodeRegistry() self.radio_registry = RadioRegistry() self.tacan_registry = TacanRegistry() self.generation_started = False with open("resources/default_options.lua", "r", encoding="utf-8") as f: self.mission.options.load_from_dict(dcs.lua.loads(f.read())["options"]) def generate_miz(self, output: Path) -> UnitMap: if self.generation_started: raise RuntimeError( "Mission has already begun generating. To reset, create a new " "MissionSimulation." ) self.generation_started = True self.setup_mission_coalitions() self.add_airfields_to_unit_map() self.initialize_registries() EnvironmentGenerator(self.mission, self.game.conditions, self.time).generate() tgo_generator = TgoGenerator( self.mission, self.game, self.radio_registry, self.tacan_registry, self.unit_map, self.mission_data, ) tgo_generator.generate() ConvoyGenerator(self.mission, self.game, self.unit_map).generate() CargoShipGenerator(self.mission, self.game, self.unit_map).generate() self.generate_destroyed_units() # Generate ground conflicts first so the JTACs get the first laser code (1688) # rather than the first player flight with a TGP. self.generate_ground_conflicts() self.generate_air_units(tgo_generator) TriggerGenerator(self.mission, self.game).generate() ForcedOptionsGenerator(self.mission, self.game).generate() VisualsGenerator(self.mission, self.game).generate() LuaGenerator(self.game, self.mission, self.mission_data).generate() DrawingsGenerator(self.mission, self.game).generate() self.setup_combined_arms() self.notify_info_generators() # TODO: Shouldn't this be first? namegen.reset_numbers() self.mission.save(output) return self.unit_map def setup_mission_coalitions(self) -> None: self.mission.coalition["blue"] = Coalition( "blue", bullseye=self.game.blue.bullseye.to_pydcs() ) self.mission.coalition["red"] = Coalition( "red", bullseye=self.game.red.bullseye.to_pydcs() ) self.mission.coalition["neutrals"] = Coalition( "neutrals", bullseye=Bullseye(Point(0, 0, self.mission.terrain)).to_pydcs() ) p_country = self.game.blue.country_name e_country = self.game.red.country_name self.mission.coalition["blue"].add_country( country_dict[country_id_from_name(p_country)]() ) self.mission.coalition["red"].add_country( country_dict[country_id_from_name(e_country)]() ) belligerents = [ country_id_from_name(p_country), country_id_from_name(e_country), ] for country in country_dict.keys(): if country not in belligerents: self.mission.coalition["neutrals"].add_country(country_dict[country]()) def add_airfields_to_unit_map(self) -> None: for control_point in self.game.theater.controlpoints: if isinstance(control_point, Airfield): self.unit_map.add_airfield(control_point) def initialize_registries(self) -> None: unique_map_frequencies: set[RadioFrequency] = set() self.initialize_tacan_registry(unique_map_frequencies) self.initialize_radio_registry(unique_map_frequencies) # Allocate UHF/VHF Guard Freq first! self.radio_registry.reserve(MHz(243)) self.radio_registry.reserve(MHz(121, 500)) for frequency in unique_map_frequencies: self.radio_registry.reserve(frequency) def initialize_tacan_registry( self, unique_map_frequencies: set[RadioFrequency] ) -> None: """ Dedup beacon/radio frequencies, since some maps have some frequencies used multiple times. """ for beacon in Beacons.iter_theater(self.game.theater): unique_map_frequencies.add(beacon.frequency) if beacon.is_tacan: if beacon.channel is None: logging.warning(f"TACAN beacon has no channel: {beacon.callsign}") else: self.tacan_registry.mark_unavailable(beacon.tacan_channel) def initialize_radio_registry( self, unique_map_frequencies: set[RadioFrequency] ) -> None: for airport in self.game.theater.terrain.airport_list(): if (atc := AtcData.from_pydcs(airport)) is not None: unique_map_frequencies.add(atc.hf) unique_map_frequencies.add(atc.vhf_fm) unique_map_frequencies.add(atc.vhf_am) unique_map_frequencies.add(atc.uhf) # No need to reserve ILS or TACAN because those are in the # beacon list. def generate_ground_conflicts(self) -> None: """Generate FLOTs and JTACs for each active front line.""" for front_line in self.game.theater.conflicts(): player_cp = front_line.blue_cp enemy_cp = front_line.red_cp conflict = FrontLineConflictDescription.frontline_cas_conflict( front_line, self.game.theater, self.game.settings ) # 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] ground_conflict_gen = FlotGenerator( self.mission, conflict, self.game, player_gp, enemy_gp, player_cp.stances[enemy_cp.id], enemy_cp.stances[player_cp.id], self.unit_map, self.radio_registry, self.mission_data, self.laser_code_registry, ) ground_conflict_gen.generate() def generate_air_units(self, tgo_generator: TgoGenerator) -> None: """Generate the air units for the Operation""" # Generate Aircraft Activity on the map aircraft_generator = AircraftGenerator( self.mission, self.game.settings, self.game, self.time, self.radio_registry, self.tacan_registry, self.laser_code_registry, self.unit_map, mission_data=self.mission_data, helipads=tgo_generator.helipads, ) aircraft_generator.clear_parking_slots() aircraft_generator.generate_flights( self.mission.country(self.game.blue.country_name), self.game.blue.ato, tgo_generator.runways, ) aircraft_generator.generate_flights( self.mission.country(self.game.red.country_name), self.game.red.ato, tgo_generator.runways, ) if not self.game.settings.perf_disable_idle_aircraft: aircraft_generator.spawn_unused_aircraft( self.mission.country(self.game.blue.country_name), self.mission.country(self.game.red.country_name), ) self.mission_data.flights = aircraft_generator.flights for flight in aircraft_generator.flights: if not flight.client_units: continue flight.aircraft_type.assign_channels_for_flight(flight, self.mission_data) def generate_destroyed_units(self) -> None: """Add destroyed units to the Mission""" if not self.game.settings.perf_destroyed_units: return for d in self.game.get_destroyed_units(): try: type_name = d["type"] if not isinstance(type_name, str): raise TypeError( "Expected the type of the destroyed static to be a string" ) utype = unit_type_from_name(type_name) except KeyError: logging.warning(f"Destroyed unit has no type: {d}") continue pos = Point(cast(float, d["x"]), cast(float, d["z"]), self.mission.terrain) if utype is not None and not self.game.position_culled(pos): self.mission.static_group( country=self.mission.country(self.game.blue.country_name), name="", _type=utype, hidden=True, position=pos, heading=d["orientation"], dead=True, ) def notify_info_generators( self, ) -> None: """Generates subscribed MissionInfoGenerator objects.""" mission_data = self.mission_data gens: list[MissionInfoGenerator] = [ KneeboardGenerator(self.mission, self.game), BriefingGenerator(self.mission, self.game), ] for gen in gens: for dynamic_runway in mission_data.runways: gen.add_dynamic_runway(dynamic_runway) for tanker in mission_data.tankers: if tanker.blue: gen.add_tanker(tanker) for aewc in mission_data.awacs: if aewc.blue: gen.add_awacs(aewc) for jtac in mission_data.jtacs: if jtac.blue: gen.add_jtac(jtac) for flight in mission_data.flights: gen.add_flight(flight) gen.generate() def setup_combined_arms(self) -> None: observers = 3 self.mission.groundControl.pilot_can_control_vehicles = COMBINED_ARMS_SLOTS > 0 self.mission.groundControl.blue_game_masters = 1 self.mission.groundControl.blue_tactical_commander = COMBINED_ARMS_SLOTS self.mission.groundControl.blue_observer = observers self.mission.groundControl.red_game_masters = 1 self.mission.groundControl.red_tactical_commander = COMBINED_ARMS_SLOTS self.mission.groundControl.red_observer = observers self.mission.groundControl.neutrals_observer = observers