dcs-retribution/game/pretense/pretenseluagenerator.py
MetalStormGhost f4e8e30cb1 Implemented new options in settings:
- Pretense: Extra friendly zone connections - Add connections from each zone to this many closest friendly zones, which don't have an existing supply route defined in the campaign.
- Number of cargo planes per side
- Number of AI SEAD flights per control point / zone
- Number of AI CAS flights per control point / zone
- Number of AI BAI flights per control point / zone
- Number of AI Strike flights per control point / zone
- Number of AI BARCAP flights per control point / zone
- Number of AI aircraft per flight
- Number of player flights per aircraft type at each base
- Number of AI cargo planes per side

Implemented CAS helo mission handling for Pretense. Implemented separate pretense_air_groups container for storing/referencing Flight objects. Tweaked the supply costs of SAM sites and Command centers. Will no longer generate player air starts at roadbases either. Restored the missing DEAD flights to Pretense. Removed spawning of frontline units and moved the JTAC spawning to pretensemissiongenerator.py
2024-02-25 12:40:44 +02:00

1207 lines
49 KiB
Python

from __future__ import annotations
import logging
import os
import random
from abc import ABC, abstractmethod
from dataclasses import dataclass
from pathlib import Path
from typing import TYPE_CHECKING, Optional
from dcs import Mission
from dcs.action import DoScript, DoScriptFile
from dcs.translation import String
from dcs.triggers import TriggerStart
from dcs.vehicles import AirDefence
from game.ato import FlightType
from game.dcs.aircrafttype import AircraftType
from game.missiongenerator.luagenerator import LuaGenerator
from game.missiongenerator.missiondata import MissionData
from game.plugins import LuaPluginManager
from game.theater import Airfield, OffMapSpawn, TheaterGroundObject
from game.theater.iadsnetwork.iadsrole import IadsRole
from game.utils import escape_string_for_lua
if TYPE_CHECKING:
from game import Game
PRETENSE_RED_SIDE = 1
PRETENSE_BLUE_SIDE = 2
PRETENSE_NUMBER_OF_ZONES_TO_CONNECT_CARRIERS_TO = 2
@dataclass
class PretenseSam:
name: str
enabled: bool
def __init__(
self,
name: str,
) -> None:
self.name = name
self.enabled = False
class PretenseLuaGenerator(LuaGenerator):
def __init__(
self,
game: Game,
mission: Mission,
mission_data: MissionData,
) -> None:
super().__init__(
game,
mission,
mission_data,
)
self.game = game
self.mission = mission
self.mission_data = mission_data
self.plugin_scripts: list[str] = []
def generate(self) -> None:
ewrj_triggers = [
x for x in self.mission.triggerrules.triggers if isinstance(x, TriggerStart)
]
self.generate_pretense_plugin_data()
self.generate_plugin_data()
self.inject_plugins()
for t in ewrj_triggers:
self.mission.triggerrules.triggers.remove(t)
self.mission.triggerrules.triggers.append(t)
def generate_plugin_data(self) -> None:
lua_data = LuaData("dcsRetribution")
install_path = lua_data.add_item("installPath")
install_path.set_value(os.path.abspath("."))
lua_data.add_item("Airbases")
carriers_object = lua_data.add_item("Carriers")
for carrier in self.mission_data.carriers:
carrier_item = carriers_object.add_item()
carrier_item.add_key_value("dcsGroupName", carrier.group_name)
carrier_item.add_key_value("unit_name", carrier.unit_name)
carrier_item.add_key_value("callsign", carrier.callsign)
carrier_item.add_key_value("radio", str(carrier.freq.mhz))
carrier_item.add_key_value(
"tacan", str(carrier.tacan.number) + carrier.tacan.band.name
)
tankers_object = lua_data.add_item("Tankers")
for tanker in self.mission_data.tankers:
tanker_item = tankers_object.add_item()
tanker_item.add_key_value("dcsGroupName", tanker.group_name)
tanker_item.add_key_value("callsign", tanker.callsign)
tanker_item.add_key_value("variant", tanker.variant)
tanker_item.add_key_value("radio", str(tanker.freq.mhz))
if tanker.tacan is not None:
tanker_item.add_key_value(
"tacan", str(tanker.tacan.number) + tanker.tacan.band.name
)
awacs_object = lua_data.add_item("AWACs")
for awacs in self.mission_data.awacs:
awacs_item = awacs_object.add_item()
awacs_item.add_key_value("dcsGroupName", awacs.group_name)
awacs_item.add_key_value("callsign", awacs.callsign)
awacs_item.add_key_value("radio", str(awacs.freq.mhz))
jtacs_object = lua_data.add_item("JTACs")
for jtac in self.mission_data.jtacs:
jtac_item = jtacs_object.add_item()
jtac_item.add_key_value("dcsGroupName", jtac.group_name)
jtac_item.add_key_value("callsign", jtac.callsign)
jtac_item.add_key_value("zone", jtac.region)
jtac_item.add_key_value("dcsUnit", jtac.unit_name)
jtac_item.add_key_value("laserCode", jtac.code)
jtac_item.add_key_value("radio", str(jtac.freq.mhz))
jtac_item.add_key_value("modulation", jtac.freq.modulation.name)
logistics_object = lua_data.add_item("Logistics")
logistics_flights = logistics_object.add_item("flights")
crates_object = logistics_object.add_item("crates")
spawnable_crates: dict[str, str] = {}
transports: list[AircraftType] = []
for logistic_info in self.mission_data.logistics:
if logistic_info.transport not in transports:
transports.append(logistic_info.transport)
coalition_color = "blue" if logistic_info.blue else "red"
logistics_item = logistics_flights.add_item()
logistics_item.add_data_array("pilot_names", logistic_info.pilot_names)
logistics_item.add_key_value("pickup_zone", logistic_info.pickup_zone)
logistics_item.add_key_value("drop_off_zone", logistic_info.drop_off_zone)
logistics_item.add_key_value("target_zone", logistic_info.target_zone)
logistics_item.add_key_value("side", str(2 if logistic_info.blue else 1))
logistics_item.add_key_value("logistic_unit", logistic_info.logistic_unit)
logistics_item.add_key_value(
"aircraft_type", logistic_info.transport.dcs_id
)
logistics_item.add_key_value(
"preload", "true" if logistic_info.preload else "false"
)
for cargo in logistic_info.cargo:
if cargo.unit_type not in spawnable_crates:
spawnable_crates[cargo.unit_type] = str(200 + len(spawnable_crates))
crate_weight = spawnable_crates[cargo.unit_type]
for i in range(cargo.amount):
cargo_item = crates_object.add_item()
cargo_item.add_key_value("weight", crate_weight)
cargo_item.add_key_value("coalition", coalition_color)
cargo_item.add_key_value("zone", cargo.spawn_zone)
transport_object = logistics_object.add_item("transports")
for transport in transports:
transport_item = transport_object.add_item()
transport_item.add_key_value("aircraft_type", transport.dcs_id)
transport_item.add_key_value("cabin_size", str(transport.cabin_size))
transport_item.add_key_value(
"troops", "true" if transport.cabin_size > 0 else "false"
)
transport_item.add_key_value(
"crates", "true" if transport.can_carry_crates else "false"
)
spawnable_crates_object = logistics_object.add_item("spawnable_crates")
for unit, weight in spawnable_crates.items():
crate_item = spawnable_crates_object.add_item()
crate_item.add_key_value("unit", unit)
crate_item.add_key_value("weight", weight)
target_points = lua_data.add_item("TargetPoints")
for flight in self.mission_data.flights:
if flight.friendly and flight.flight_type in [
FlightType.ANTISHIP,
FlightType.DEAD,
FlightType.SEAD,
FlightType.STRIKE,
]:
flight_type = str(flight.flight_type)
flight_target = flight.package.target
if flight_target:
flight_target_name = None
flight_target_type = None
if isinstance(flight_target, TheaterGroundObject):
flight_target_name = flight_target.obj_name
flight_target_type = (
flight_type + f" TGT ({flight_target.category})"
)
elif hasattr(flight_target, "name"):
flight_target_name = flight_target.name
flight_target_type = flight_type + " TGT (Airbase)"
target_item = target_points.add_item()
if flight_target_name:
target_item.add_key_value("name", flight_target_name)
if flight_target_type:
target_item.add_key_value("type", flight_target_type)
target_item.add_key_value(
"positionX", str(flight_target.position.x)
)
target_item.add_key_value(
"positionY", str(flight_target.position.y)
)
for cp in self.game.theater.controlpoints:
coalition_object = (
lua_data.get_or_create_item("BlueAA")
if cp.captured
else lua_data.get_or_create_item("RedAA")
)
for ground_object in cp.ground_objects:
for g in ground_object.groups:
threat_range = g.max_threat_range()
if not threat_range:
continue
aa_item = coalition_object.add_item()
aa_item.add_key_value("name", ground_object.name)
aa_item.add_key_value("range", str(threat_range.meters))
aa_item.add_key_value("positionX", str(ground_object.position.x))
aa_item.add_key_value("positionY", str(ground_object.position.y))
# Generate IADS Lua Item
iads_object = lua_data.add_item("IADS")
for node in self.game.theater.iads_network.skynet_nodes(self.game):
coalition = iads_object.get_or_create_item("BLUE" if node.player else "RED")
iads_type = coalition.get_or_create_item(node.iads_role.value)
iads_element = iads_type.add_item()
iads_element.add_key_value("dcsGroupName", node.dcs_name)
if node.iads_role in [IadsRole.SAM, IadsRole.SAM_AS_EWR]:
# add additional SkynetProperties to SAM Sites
for property, value in node.properties.items():
iads_element.add_key_value(property, value)
for role, connections in node.connections.items():
iads_element.add_data_array(role, connections)
trigger = TriggerStart(comment="Set DCS Retribution data")
trigger.add_action(DoScript(String(lua_data.create_operations_lua())))
self.mission.triggerrules.triggers.append(trigger)
@staticmethod
def generate_sam_from_preset(
preset: str, cp_side_str: str, cp_name_trimmed: str
) -> str:
lua_string_zones = (
" presets.defenses."
+ cp_side_str
+ "."
+ preset
+ ":extend({ name='"
+ cp_name_trimmed
+ f"-{preset}-"
+ cp_side_str
+ "' }),\n"
)
return lua_string_zones
def generate_pretense_land_upgrade_supply(self, cp_name: str, cp_side: int) -> str:
lua_string_zones = ""
cp_name_trimmed = "".join([i for i in cp_name.lower() if i.isalpha()])
cp_side_str = "blue" if cp_side == PRETENSE_BLUE_SIDE else "red"
cp = self.game.theater.controlpoints[0]
for loop_cp in self.game.theater.controlpoints:
if loop_cp.name == cp_name:
cp = loop_cp
sam_presets: dict[str, PretenseSam] = {}
for sam_name in [
"sa2",
"sa3",
"sa5",
"sa6",
"sa10",
"sa11",
"hawk",
"patriot",
"nasams",
]:
sam_presets[sam_name] = PretenseSam(sam_name)
lua_string_zones += " presets.upgrades.supply.fuelTank:extend({\n"
lua_string_zones += (
" name = '"
+ cp_name_trimmed
+ "-fueltank-"
+ cp_side_str
+ "',\n"
)
lua_string_zones += " products = {\n"
for ground_group in self.game.pretense_ground_supply[cp_side][cp_name_trimmed]:
lua_string_zones += (
" presets.missions.supply.convoy:extend({ name='"
+ ground_group
+ "'}),\n"
)
for ground_group in self.game.pretense_ground_assault[cp_side][cp_name_trimmed]:
lua_string_zones += (
" presets.missions.attack.surface:extend({ name='"
+ ground_group
+ "'}),\n"
)
for mission_type in self.game.pretense_air[cp_side][cp_name_trimmed]:
if mission_type == FlightType.AIR_ASSAULT:
mission_name = "supply.helo"
for air_group in self.game.pretense_air[cp_side][cp_name_trimmed][
mission_type
]:
lua_string_zones += (
f" presets.missions.{mission_name}:extend"
+ "({name='"
+ air_group
+ "'}),\n"
)
lua_string_zones += " }\n"
lua_string_zones += " }),\n"
lua_string_zones += " presets.upgrades.airdef.bunker:extend({\n"
lua_string_zones += (
f" name = '{cp_name_trimmed}-shorad-command-"
+ cp_side_str
+ "',\n"
)
lua_string_zones += " products = {\n"
lua_string_zones += (
" presets.defenses."
+ cp_side_str
+ ".shorad:extend({ name='"
+ cp_name_trimmed
+ "-shorad-"
+ cp_side_str
+ "' }),\n"
)
lua_string_zones += " }\n"
lua_string_zones += " }),\n"
for ground_object in cp.ground_objects:
for ground_unit in ground_object.units:
if ground_unit.unit_type is not None:
if ground_unit.unit_type.dcs_unit_type == AirDefence.S_75M_Volhov:
sam_presets["sa2"].enabled = True
if (
ground_unit.unit_type.dcs_unit_type
== AirDefence.X_5p73_s_125_ln
):
sam_presets["sa3"].enabled = True
if ground_unit.unit_type.dcs_unit_type == AirDefence.S_200_Launcher:
sam_presets["sa5"].enabled = True
if ground_unit.unit_type.dcs_unit_type == AirDefence.Kub_2P25_ln:
sam_presets["sa6"].enabled = True
if (
ground_unit.unit_type.dcs_unit_type
== AirDefence.S_300PS_5P85C_ln
or ground_unit.unit_type.dcs_unit_type
== AirDefence.S_300PS_5P85D_ln
):
sam_presets["sa10"].enabled = True
if (
ground_unit.unit_type.dcs_unit_type
== AirDefence.SA_11_Buk_LN_9A310M1
):
sam_presets["sa11"].enabled = True
if ground_unit.unit_type.dcs_unit_type == AirDefence.Hawk_ln:
sam_presets["hawk"].enabled = True
if ground_unit.unit_type.dcs_unit_type == AirDefence.Patriot_ln:
sam_presets["patriot"].enabled = True
if (
ground_unit.unit_type.dcs_unit_type == AirDefence.NASAMS_LN_B
or ground_unit.unit_type.dcs_unit_type == AirDefence.NASAMS_LN_C
):
sam_presets["nasams"].enabled = True
cp_has_sams = False
for sam_name in sam_presets:
if sam_presets[sam_name].enabled:
cp_has_sams = True
break
if cp_has_sams:
lua_string_zones += " presets.upgrades.airdef.comCenter:extend({\n"
lua_string_zones += (
f" name = '{cp_name_trimmed}-sam-command-"
+ cp_side_str
+ "',\n"
)
lua_string_zones += " products = {\n"
for sam_name in sam_presets:
if sam_presets[sam_name].enabled:
lua_string_zones += self.generate_sam_from_preset(
sam_name, cp_side_str, cp_name_trimmed
)
lua_string_zones += " }\n"
lua_string_zones += " }),\n"
lua_string_zones += " presets.upgrades.supply.hangar:extend({\n"
lua_string_zones += (
f" name = '{cp_name_trimmed}-aircraft-command-"
+ cp_side_str
+ "',\n"
)
lua_string_zones += " products = {\n"
for mission_type in self.game.pretense_air[cp_side][cp_name_trimmed]:
if mission_type in (FlightType.SEAD, FlightType.DEAD):
mission_name = "attack.sead"
for air_group in self.game.pretense_air[cp_side][cp_name_trimmed][
mission_type
]:
lua_string_zones += (
f" presets.missions.{mission_name}:extend"
+ "({name='"
+ air_group
+ "', altitude=25000, expend=AI.Task.WeaponExpend.ALL}),\n"
)
elif mission_type == FlightType.CAS:
mission_name = "attack.cas"
for air_group in self.game.pretense_air[cp_side][cp_name_trimmed][
mission_type
]:
flight = self.game.pretense_air_groups[air_group]
if flight.is_helo:
mission_name = "attack.helo"
lua_string_zones += (
f" presets.missions.{mission_name}:extend"
+ "({name='"
+ air_group
+ "', altitude=15000, expend=AI.Task.WeaponExpend.ONE}),\n"
)
elif mission_type == FlightType.BAI:
mission_name = "attack.bai"
for air_group in self.game.pretense_air[cp_side][cp_name_trimmed][
mission_type
]:
lua_string_zones += (
f" presets.missions.{mission_name}:extend"
+ "({name='"
+ air_group
+ "', altitude=10000, expend=AI.Task.WeaponExpend.ONE}),\n"
)
elif mission_type == FlightType.STRIKE:
mission_name = "attack.strike"
for air_group in self.game.pretense_air[cp_side][cp_name_trimmed][
mission_type
]:
lua_string_zones += (
f" presets.missions.{mission_name}:extend"
+ "({name='"
+ air_group
+ "', altitude=20000, expend=AI.Task.WeaponExpend.ALL}),\n"
)
elif mission_type == FlightType.BARCAP:
mission_name = "patrol.aircraft"
for air_group in self.game.pretense_air[cp_side][cp_name_trimmed][
mission_type
]:
lua_string_zones += (
f" presets.missions.{mission_name}:extend"
+ "({name='"
+ air_group
+ "', altitude=25000, range=25}),\n"
)
elif mission_type == FlightType.REFUELING:
mission_name = "support.tanker"
for air_group in self.game.pretense_air[cp_side][cp_name_trimmed][
mission_type
]:
tanker_freq = 257.0
tanker_tacan = 37.0
tanker_variant = "Drogue"
for tanker in self.mission_data.tankers:
if tanker.group_name == air_group:
tanker_freq = tanker.freq.hertz / 1000000
tanker_tacan = tanker.tacan.number if tanker.tacan else 0.0
if tanker.variant == "KC-135 Stratotanker":
tanker_variant = "Boom"
lua_string_zones += (
f" presets.missions.{mission_name}:extend"
+ "({name='"
+ air_group
+ "', freq='"
+ str(tanker_freq)
+ "', tacan='"
+ str(tanker_tacan)
+ "', variant='"
+ tanker_variant
+ "'}),\n"
)
elif mission_type == FlightType.AEWC:
mission_name = "support.awacs"
for air_group in self.game.pretense_air[cp_side][cp_name_trimmed][
mission_type
]:
awacs_freq = 257.5
for awacs in self.mission_data.awacs:
if awacs.group_name == air_group:
awacs_freq = awacs.freq.hertz / 1000000
lua_string_zones += (
f" presets.missions.{mission_name}:extend"
+ "({name='"
+ air_group
+ "', freq="
+ str(awacs_freq)
+ "}),\n"
)
lua_string_zones += " }\n"
lua_string_zones += " })\n"
return lua_string_zones
def generate_pretense_sea_upgrade_supply(self, cp_name: str, cp_side: int) -> str:
lua_string_zones = ""
cp_name_trimmed = "".join([i for i in cp_name.lower() if i.isalpha()])
cp_side_str = "blue" if cp_side == PRETENSE_BLUE_SIDE else "red"
if cp_side == PRETENSE_BLUE_SIDE:
if random.randint(0, 1):
supply_ship = "shipSupplyTilde"
else:
supply_ship = "shipLandingShipLstMk2"
tanker_ship = "shipTankerSeawisegiant"
command_ship = "shipLandingShipSamuelChase"
ship_group = "blueShipGroup"
else:
if random.randint(0, 1):
supply_ship = "shipBulkerYakushev"
else:
supply_ship = "shipCargoIvanov"
tanker_ship = "shipTankerElnya"
command_ship = "shipLandingShipRopucha"
ship_group = "redShipGroup"
lua_string_zones += (
" presets.upgrades.supply." + supply_ship + ":extend({\n"
)
lua_string_zones += (
" name = '"
+ cp_name_trimmed
+ f"-{supply_ship}-"
+ cp_side_str
+ "',\n"
)
lua_string_zones += " products = {\n"
for ground_group in self.game.pretense_ground_supply[cp_side][cp_name_trimmed]:
lua_string_zones += (
" presets.missions.supply.convoy:extend({ name='"
+ ground_group
+ "'}),\n"
)
for ground_group in self.game.pretense_ground_assault[cp_side][cp_name_trimmed]:
lua_string_zones += (
" presets.missions.attack.surface:extend({ name='"
+ ground_group
+ "'}),\n"
)
for mission_type in self.game.pretense_air[cp_side][cp_name_trimmed]:
if mission_type == FlightType.AIR_ASSAULT:
mission_name = "supply.helo"
for air_group in self.game.pretense_air[cp_side][cp_name_trimmed][
mission_type
]:
lua_string_zones += (
f" presets.missions.{mission_name}:extend"
+ "({name='"
+ air_group
+ "'}),\n"
)
lua_string_zones += " }\n"
lua_string_zones += " }),\n"
lua_string_zones += (
" presets.upgrades.attack." + command_ship + ":extend({\n"
)
lua_string_zones += (
f" name = '{cp_name_trimmed}-mission-command-"
+ cp_side_str
+ "',\n"
)
lua_string_zones += " products = {\n"
lua_string_zones += (
" presets.defenses."
+ cp_side_str
+ "."
+ ship_group
+ ":extend({ name='"
+ cp_name_trimmed
+ "-sam-"
+ cp_side_str
+ "' }),\n"
)
lua_string_zones += " }\n"
lua_string_zones += " }),\n"
lua_string_zones += (
" presets.upgrades.attack." + tanker_ship + ":extend({\n"
)
lua_string_zones += (
f" name = '{cp_name_trimmed}-aircraft-command-"
+ cp_side_str
+ "',\n"
)
lua_string_zones += " products = {\n"
for mission_type in self.game.pretense_air[cp_side][cp_name_trimmed]:
if mission_type == FlightType.SEAD:
mission_name = "attack.sead"
for air_group in self.game.pretense_air[cp_side][cp_name_trimmed][
mission_type
]:
lua_string_zones += (
f" presets.missions.{mission_name}:extend"
+ "({name='"
+ air_group
+ "', altitude=25000, expend=AI.Task.WeaponExpend.ALL}),\n"
)
elif mission_type == FlightType.CAS:
mission_name = "attack.cas"
for air_group in self.game.pretense_air[cp_side][cp_name_trimmed][
mission_type
]:
flight = self.game.pretense_air_groups[air_group]
if flight.is_helo:
mission_name = "attack.helo"
lua_string_zones += (
f" presets.missions.{mission_name}:extend"
+ "({name='"
+ air_group
+ "', altitude=15000, expend=AI.Task.WeaponExpend.ONE}),\n"
)
elif mission_type == FlightType.BAI:
mission_name = "attack.bai"
for air_group in self.game.pretense_air[cp_side][cp_name_trimmed][
mission_type
]:
lua_string_zones += (
f" presets.missions.{mission_name}:extend"
+ "({name='"
+ air_group
+ "', altitude=10000, expend=AI.Task.WeaponExpend.ONE}),\n"
)
elif mission_type == FlightType.STRIKE:
mission_name = "attack.strike"
for air_group in self.game.pretense_air[cp_side][cp_name_trimmed][
mission_type
]:
lua_string_zones += (
f" presets.missions.{mission_name}:extend"
+ "({name='"
+ air_group
+ "', altitude=20000, expend=AI.Task.WeaponExpend.ALL}),\n"
)
elif mission_type == FlightType.BARCAP:
mission_name = "patrol.aircraft"
for air_group in self.game.pretense_air[cp_side][cp_name_trimmed][
mission_type
]:
lua_string_zones += (
f" presets.missions.{mission_name}:extend"
+ "({name='"
+ air_group
+ "', altitude=25000, range=25}),\n"
)
elif mission_type == FlightType.REFUELING:
mission_name = "support.tanker"
for air_group in self.game.pretense_air[cp_side][cp_name_trimmed][
mission_type
]:
tanker_freq = 257.0
tanker_tacan = 37.0
tanker_variant = "Drogue"
for tanker in self.mission_data.tankers:
if tanker.group_name == air_group:
tanker_freq = tanker.freq.hertz / 1000000
tanker_tacan = tanker.tacan.number if tanker.tacan else 0.0
if tanker.variant == "KC-135 Stratotanker":
tanker_variant = "Boom"
lua_string_zones += (
f" presets.missions.{mission_name}:extend"
+ "({name='"
+ air_group
+ "', freq='"
+ str(tanker_freq)
+ "', tacan='"
+ str(tanker_tacan)
+ "', variant='"
+ tanker_variant
+ "'}),\n"
)
elif mission_type == FlightType.AEWC:
mission_name = "support.awacs"
for air_group in self.game.pretense_air[cp_side][cp_name_trimmed][
mission_type
]:
awacs_freq = 257.5
for awacs in self.mission_data.awacs:
if awacs.group_name == air_group:
awacs_freq = awacs.freq.hertz / 1000000
lua_string_zones += (
f" presets.missions.{mission_name}:extend"
+ "({name='"
+ air_group
+ "', freq="
+ str(awacs_freq)
+ "}),\n"
)
lua_string_zones += " }\n"
lua_string_zones += " })\n"
return lua_string_zones
def generate_pretense_zone_land(self, cp_name: str) -> str:
lua_string_zones = ""
cp_name_trimmed = "".join([i for i in cp_name.lower() if i.isalpha()])
lua_string_zones += f"zones.{cp_name_trimmed}:defineUpgrades(" + "{\n"
lua_string_zones += " [1] = { --red side\n"
lua_string_zones += " presets.upgrades.basic.tent:extend({\n"
lua_string_zones += f" name='{cp_name_trimmed}-tent-red',\n"
lua_string_zones += " products = {\n"
lua_string_zones += (
" presets.special.red.infantry:extend({ name='"
+ cp_name_trimmed
+ "-defense-red'})\n"
)
lua_string_zones += " }\n"
lua_string_zones += " }),\n"
lua_string_zones += " presets.upgrades.basic.comPost:extend({\n"
lua_string_zones += f" name = '{cp_name_trimmed}-com-red',\n"
lua_string_zones += " products = {\n"
lua_string_zones += (
" presets.special.red.infantry:extend({ name='"
+ cp_name_trimmed
+ "-defense-red'}),\n"
)
lua_string_zones += (
" presets.defenses.red.infantry:extend({ name='"
+ cp_name_trimmed
+ "-garrison-red' })\n"
)
lua_string_zones += " }\n"
lua_string_zones += " }),\n"
lua_string_zones += self.generate_pretense_land_upgrade_supply(
cp_name, PRETENSE_RED_SIDE
)
lua_string_zones += " },\n"
lua_string_zones += " [2] = --blue side\n"
lua_string_zones += " {\n"
lua_string_zones += " presets.upgrades.basic.tent:extend({\n"
lua_string_zones += f" name='{cp_name_trimmed}-tent-blue',\n"
lua_string_zones += " products = {\n"
lua_string_zones += (
" presets.special.blue.infantry:extend({ name='"
+ cp_name_trimmed
+ "-defense-blue'})\n"
)
lua_string_zones += " }\n"
lua_string_zones += " }),\n"
lua_string_zones += " presets.upgrades.basic.comPost:extend({\n"
lua_string_zones += f" name = '{cp_name_trimmed}-com-blue',\n"
lua_string_zones += " products = {\n"
lua_string_zones += (
" presets.special.blue.infantry:extend({ name='"
+ cp_name_trimmed
+ "-defense-blue'}),\n"
)
lua_string_zones += (
" presets.defenses.blue.infantry:extend({ name='"
+ cp_name_trimmed
+ "-garrison-blue' })\n"
)
lua_string_zones += " }\n"
lua_string_zones += " }),\n"
lua_string_zones += self.generate_pretense_land_upgrade_supply(
cp_name, PRETENSE_BLUE_SIDE
)
lua_string_zones += " }\n"
lua_string_zones += "})\n"
return lua_string_zones
def generate_pretense_zone_sea(self, cp_name: str) -> str:
lua_string_zones = ""
cp_name_trimmed = "".join([i for i in cp_name.lower() if i.isalpha()])
lua_string_zones += f"zones.{cp_name_trimmed}:defineUpgrades(" + "{\n"
lua_string_zones += " [1] = { --red side\n"
lua_string_zones += self.generate_pretense_sea_upgrade_supply(
cp_name, PRETENSE_RED_SIDE
)
lua_string_zones += " },\n"
lua_string_zones += " [2] = --blue side\n"
lua_string_zones += " {\n"
lua_string_zones += self.generate_pretense_sea_upgrade_supply(
cp_name, PRETENSE_BLUE_SIDE
)
lua_string_zones += " }\n"
lua_string_zones += "})\n"
return lua_string_zones
@staticmethod
def generate_pretense_zone_connection(
connected_points: dict[str, list[str]],
cp_name: str,
other_cp_name: str,
) -> str:
lua_string_connman = ""
try:
connected_points[cp_name]
except KeyError:
connected_points[cp_name] = list()
try:
connected_points[other_cp_name]
except KeyError:
connected_points[other_cp_name] = list()
if (
other_cp_name not in connected_points[cp_name]
and cp_name not in connected_points[other_cp_name]
):
lua_string_connman = (
f" cm: addConnection('{cp_name}', '{other_cp_name}')\n"
)
connected_points[cp_name].append(other_cp_name)
connected_points[other_cp_name].append(cp_name)
return lua_string_connman
def generate_pretense_plugin_data(self) -> None:
self.inject_plugin_script("base", "mist_4_5_107.lua", "mist_4_5_107")
lua_string_config = "Config = Config or {}\n"
lua_string_config += (
f"Config.maxDistFromFront = "
+ str(self.game.settings.pretense_maxdistfromfront_distance * 1000)
+ "\n"
)
if self.game.settings.pretense_do_not_generate_sead_missions:
lua_string_config += "Config.disablePlayerSead = true\n"
else:
lua_string_config += "Config.disablePlayerSead = false\n"
trigger = TriggerStart(comment="Pretense config")
trigger.add_action(DoScript(String(lua_string_config)))
self.mission.triggerrules.triggers.append(trigger)
self.inject_plugin_script(
"pretense", "pretense_compiled.lua", "pretense_compiled"
)
trigger = TriggerStart(comment="Pretense init")
init_header_file = open("./resources/plugins/pretense/init_header.lua", "r")
init_header = init_header_file.read()
lua_string_zones = ""
for cp in self.game.theater.controlpoints:
if isinstance(cp, OffMapSpawn):
continue
cp_name_trimmed = "".join([i for i in cp.name.lower() if i.isalpha()])
cp_side = 2 if cp.captured else 1
for side in range(1, 3):
if cp_name_trimmed not in self.game.pretense_air[cp_side]:
self.game.pretense_air[side][cp_name_trimmed] = {}
if cp_name_trimmed not in self.game.pretense_ground_supply[cp_side]:
self.game.pretense_ground_supply[side][cp_name_trimmed] = list()
if cp_name_trimmed not in self.game.pretense_ground_assault[cp_side]:
self.game.pretense_ground_assault[side][cp_name_trimmed] = list()
lua_string_zones += (
f"zones.{cp_name_trimmed} = ZoneCommand:new('{cp.name}')\n"
)
lua_string_zones += (
f"zones.{cp_name_trimmed}.initialState = "
+ "{ side="
+ str(cp_side)
+ " }\n"
)
max_resource = 20000
is_helo_spawn = "false"
is_plane_spawn = "false"
is_keep_active = "false"
if cp.has_helipads:
is_helo_spawn = "true"
max_resource = 30000
if isinstance(cp, Airfield) or cp.has_ground_spawns:
is_helo_spawn = "true"
is_plane_spawn = "true"
if cp.has_ground_spawns or cp.is_lha:
is_helo_spawn = "true"
is_plane_spawn = "true"
max_resource = 40000
if cp.is_lha:
is_keep_active = "true"
if isinstance(cp, Airfield) or cp.is_carrier:
is_helo_spawn = "true"
is_plane_spawn = "true"
is_keep_active = "true"
max_resource = 50000
lua_string_zones += (
f"zones.{cp_name_trimmed}.maxResource = {max_resource}\n"
)
lua_string_zones += (
f"zones.{cp_name_trimmed}.isHeloSpawn = " + is_helo_spawn + "\n"
)
lua_string_zones += (
f"zones.{cp_name_trimmed}.isPlaneSpawn = " + is_plane_spawn + "\n"
)
lua_string_zones += (
f"zones.{cp_name_trimmed}.keepActive = " + is_keep_active + "\n"
)
if cp.is_fleet:
lua_string_zones += self.generate_pretense_zone_sea(cp.name)
else:
lua_string_zones += self.generate_pretense_zone_land(cp.name)
lua_string_connman = " cm = ConnectionManager:new()\n"
# Generate ConnectionManager connections
connected_points: dict[str, list[str]] = {}
for cp in self.game.theater.controlpoints:
for other_cp in cp.connected_points:
lua_string_connman += self.generate_pretense_zone_connection(
connected_points, cp.name, other_cp.name
)
for sea_connection in cp.shipping_lanes:
if sea_connection.is_friendly_to(cp):
lua_string_connman += self.generate_pretense_zone_connection(
connected_points,
cp.name,
sea_connection.name,
)
if len(cp.connected_points) == 0 and len(cp.shipping_lanes) == 0:
# Also connect carrier and LHA control points to adjacent friendly points
if cp.is_fleet:
num_of_carrier_connections = 0
for (
other_cp
) in self.game.theater.closest_friendly_control_points_to(cp):
num_of_carrier_connections += 1
if (
num_of_carrier_connections
> PRETENSE_NUMBER_OF_ZONES_TO_CONNECT_CARRIERS_TO
):
break
lua_string_connman += self.generate_pretense_zone_connection(
connected_points, cp.name, other_cp.name
)
else:
# Finally, connect remaining non-connected points
closest_cps = self.game.theater.closest_friendly_control_points_to(cp)
for extra_connection in range(
self.game.settings.pretense_extra_zone_connections
):
if len(closest_cps) > extra_connection:
lua_string_connman += self.generate_pretense_zone_connection(
connected_points,
cp.name,
closest_cps[extra_connection].name,
)
else:
break
lua_string_supply = "local redSupply = {\n"
# Generate supply
for cp_side in range(1, 3):
for cp in self.game.theater.controlpoints:
if isinstance(cp, OffMapSpawn):
continue
cp_side_captured = cp_side == 2
if cp_side_captured != cp.captured:
continue
cp_name_trimmed = "".join([i for i in cp.name.lower() if i.isalpha()])
for mission_type in self.game.pretense_air[cp_side][cp_name_trimmed]:
if mission_type == FlightType.PRETENSE_CARGO:
for air_group in self.game.pretense_air[cp_side][
cp_name_trimmed
][mission_type]:
lua_string_supply += f"'{air_group}',"
lua_string_supply += "}\n"
if cp_side < 2:
lua_string_supply += "local blueSupply = {\n"
lua_string_supply += "local offmapZones = {\n"
for cp in self.game.theater.controlpoints:
if isinstance(cp, Airfield):
cp_name_trimmed = "".join([i for i in cp.name.lower() if i.isalpha()])
lua_string_supply += f" zones.{cp_name_trimmed},\n"
lua_string_supply += "}\n"
init_body_1_file = open("./resources/plugins/pretense/init_body_1.lua", "r")
init_body_1 = init_body_1_file.read()
lua_string_jtac = ""
for jtac in self.mission_data.jtacs:
lua_string_jtac = f"Group.getByName('{jtac.group_name}'): destroy()"
lua_string_jtac += (
"CommandFunctions.jtac = JTAC:new({name = '" + jtac.group_name + "'})"
)
init_body_2_file = open("./resources/plugins/pretense/init_body_2.lua", "r")
init_body_2 = init_body_2_file.read()
init_footer_file = open("./resources/plugins/pretense/init_footer.lua", "r")
init_footer = init_footer_file.read()
lua_string = (
init_header
+ lua_string_zones
+ lua_string_connman
+ init_body_1
+ lua_string_jtac
+ init_body_2
+ lua_string_supply
+ init_footer
)
trigger.add_action(DoScript(String(lua_string)))
self.mission.triggerrules.triggers.append(trigger)
file1 = open(Path("./resources/plugins/pretense", "pretense_output.lua"), "w")
file1.write(lua_string)
file1.close()
def inject_lua_trigger(self, contents: str, comment: str) -> None:
trigger = TriggerStart(comment=comment)
trigger.add_action(DoScript(String(contents)))
self.mission.triggerrules.triggers.append(trigger)
def bypass_plugin_script(self, mnemonic: str) -> None:
self.plugin_scripts.append(mnemonic)
def inject_plugin_script(
self, plugin_mnemonic: str, script: str, script_mnemonic: str
) -> None:
if script_mnemonic in self.plugin_scripts:
logging.debug(f"Skipping already loaded {script} for {plugin_mnemonic}")
return
self.plugin_scripts.append(script_mnemonic)
plugin_path = Path("./resources/plugins", plugin_mnemonic)
script_path = Path(plugin_path, script)
if not script_path.exists():
logging.error(f"Cannot find {script_path} for plugin {plugin_mnemonic}")
return
trigger = TriggerStart(comment=f"Load {script_mnemonic}")
filename = script_path.resolve()
fileref = self.mission.map_resource.add_resource_file(filename)
trigger.add_action(DoScriptFile(fileref))
self.mission.triggerrules.triggers.append(trigger)
def inject_plugins(self) -> None:
for plugin in LuaPluginManager.plugins():
if plugin.enabled:
plugin.inject_scripts(self)
plugin.inject_configuration(self)
class LuaValue:
key: Optional[str]
value: str | list[str]
def __init__(self, key: Optional[str], value: str | list[str]):
self.key = key
self.value = value
def serialize(self) -> str:
serialized_value = self.key + " = " if self.key else ""
if isinstance(self.value, str):
serialized_value += f'"{escape_string_for_lua(self.value)}"'
else:
escaped_values = [f'"{escape_string_for_lua(v)}"' for v in self.value]
serialized_value += "{" + ", ".join(escaped_values) + "}"
return serialized_value
class LuaItem(ABC):
value: LuaValue | list[LuaValue]
name: Optional[str]
def __init__(self, name: Optional[str]):
self.value = []
self.name = name
def set_value(self, value: str) -> None:
self.value = LuaValue(None, value)
def set_data_array(self, values: list[str]) -> None:
self.value = LuaValue(None, values)
def add_data_array(self, key: str, values: list[str]) -> None:
self._add_value(LuaValue(key, values))
def add_key_value(self, key: str, value: str) -> None:
self._add_value(LuaValue(key, value))
def _add_value(self, value: LuaValue) -> None:
if isinstance(self.value, list):
self.value.append(value)
else:
self.value = value
@abstractmethod
def add_item(self, item_name: Optional[str] = None) -> LuaItem:
"""adds a new item to the LuaArray without checking the existence"""
raise NotImplementedError
@abstractmethod
def get_item(self, item_name: str) -> Optional[LuaItem]:
"""gets item from LuaArray. Returns None if it does not exist"""
raise NotImplementedError
@abstractmethod
def get_or_create_item(self, item_name: Optional[str] = None) -> LuaItem:
"""gets item from the LuaArray or creates one if it does not exist already"""
raise NotImplementedError
@abstractmethod
def serialize(self) -> str:
if isinstance(self.value, LuaValue):
return self.value.serialize()
else:
serialized_data = [d.serialize() for d in self.value]
return "{" + ", ".join(serialized_data) + "}"
class LuaData(LuaItem):
objects: list[LuaData]
base_name: Optional[str]
def __init__(self, name: Optional[str], is_base_name: bool = True):
self.objects = []
self.base_name = name if is_base_name else None
super().__init__(name)
def add_item(self, item_name: Optional[str] = None) -> LuaItem:
item = LuaData(item_name, False)
self.objects.append(item)
return item
def get_item(self, item_name: str) -> Optional[LuaItem]:
for lua_object in self.objects:
if lua_object.name == item_name:
return lua_object
return None
def get_or_create_item(self, item_name: Optional[str] = None) -> LuaItem:
if item_name:
item = self.get_item(item_name)
if item:
return item
return self.add_item(item_name)
def serialize(self, level: int = 0) -> str:
"""serialize the LuaData to a string"""
serialized_data: list[str] = []
serialized_name = ""
linebreak = "\n"
tab = "\t"
tab_end = ""
for _ in range(level):
tab += "\t"
tab_end += "\t"
if self.base_name:
# Only used for initialization of the object in lua
serialized_name += self.base_name + " = "
if self.objects:
# nested objects
serialized_objects = [o.serialize(level + 1) for o in self.objects]
if self.name:
if self.name is not self.base_name:
serialized_name += self.name + " = "
serialized_data.append(
serialized_name
+ "{"
+ linebreak
+ tab
+ ("," + linebreak + tab).join(serialized_objects)
+ linebreak
+ tab_end
+ "}"
)
else:
# key with value
if self.name:
serialized_data.append(self.name + " = " + super().serialize())
# only value
else:
serialized_data.append(super().serialize())
return "\n".join(serialized_data)
def create_operations_lua(self) -> str:
"""crates the liberation lua script for the dcs mission"""
lua_prefix = """
-- setting configuration table
env.info("DCSRetribution|: setting configuration table")
"""
return lua_prefix + self.serialize()