mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Apparently we were already getting this info because it's a unit like any other according to the event system, so if runways were actually sufficiently damaged we'd emit a ton of exceptions. This doesn't do anything yet, but tracks the damage state. Will add the ability to repair them next, and then finally make the damage render the runway inoperable.
550 lines
22 KiB
Python
550 lines
22 KiB
Python
from __future__ import annotations
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from game.theater.theatergroundobject import TheaterGroundObject
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import logging
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import os
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from pathlib import Path
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from typing import TYPE_CHECKING, Iterable, List, Optional, Set
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from dcs import Mission
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from dcs.action import DoScript, DoScriptFile
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from dcs.coalition import Coalition
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from dcs.countries import country_dict
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from dcs.lua.parse import loads
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from dcs.mapping import Point
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from dcs.translation import String
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from dcs.triggers import TriggerStart
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from game.plugins import LuaPluginManager
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from gen import Conflict, FlightType, VisualGenerator
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from gen.aircraft import AIRCRAFT_DATA, AircraftConflictGenerator, FlightData
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from gen.airfields import AIRFIELD_DATA
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from gen.airsupportgen import AirSupport, AirSupportConflictGenerator
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from gen.armor import GroundConflictGenerator, JtacInfo
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from gen.beacons import load_beacons_for_terrain
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from gen.briefinggen import BriefingGenerator, MissionInfoGenerator
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from gen.environmentgen import EnvironmentGenerator
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from gen.forcedoptionsgen import ForcedOptionsGenerator
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from gen.groundobjectsgen import GroundObjectsGenerator
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from gen.kneeboard import KneeboardGenerator
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from gen.radios import RadioFrequency, RadioRegistry
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from gen.tacan import TacanRegistry
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from gen.triggergen import TRIGGER_RADIUS_MEDIUM, TriggersGenerator
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from .. import db
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from ..debriefing import Debriefing
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from ..theater import Airfield
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from ..unitmap import UnitMap
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if TYPE_CHECKING:
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from game import Game
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class Operation:
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"""Static class for managing the final Mission generation"""
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current_mission = None # type: Mission
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airgen = None # type: AircraftConflictGenerator
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triggersgen = None # type: TriggersGenerator
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airsupportgen = None # type: AirSupportConflictGenerator
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visualgen = None # type: VisualGenerator
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groundobjectgen = None # type: GroundObjectsGenerator
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briefinggen = None # type: BriefingGenerator
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forcedoptionsgen = None # type: ForcedOptionsGenerator
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radio_registry: Optional[RadioRegistry] = None
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tacan_registry: Optional[TacanRegistry] = None
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game = None # type: Game
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environment_settings = None
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trigger_radius = TRIGGER_RADIUS_MEDIUM
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is_quick = None
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player_awacs_enabled = True
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# TODO: #436 Generate Air Support for red
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enemy_awacs_enabled = True
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ca_slots = 1
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unit_map: UnitMap
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jtacs: List[JtacInfo] = []
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plugin_scripts: List[str] = []
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@classmethod
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def prepare(cls, game: Game):
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with open("resources/default_options.lua", "r") as f:
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options_dict = loads(f.read())["options"]
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cls._set_mission(Mission(game.theater.terrain))
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cls.game = game
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cls._setup_mission_coalitions()
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cls.current_mission.options.load_from_dict(options_dict)
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@classmethod
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def conflicts(cls) -> Iterable[Conflict]:
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assert cls.game
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for frontline in cls.game.theater.conflicts():
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yield Conflict(
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cls.game.theater,
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frontline.control_point_a,
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frontline.control_point_b,
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cls.game.player_name,
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cls.game.enemy_name,
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cls.game.player_country,
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cls.game.enemy_country,
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frontline.position
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)
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@classmethod
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def _set_mission(cls, mission: Mission) -> None:
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cls.current_mission = mission
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@classmethod
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def _setup_mission_coalitions(cls):
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cls.current_mission.coalition["blue"] = Coalition("blue")
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cls.current_mission.coalition["red"] = Coalition("red")
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p_country = cls.game.player_country
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e_country = cls.game.enemy_country
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cls.current_mission.coalition["blue"].add_country(
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country_dict[db.country_id_from_name(p_country)]())
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cls.current_mission.coalition["red"].add_country(
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country_dict[db.country_id_from_name(e_country)]())
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@classmethod
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def inject_lua_trigger(cls, contents: str, comment: str) -> None:
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trigger = TriggerStart(comment=comment)
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trigger.add_action(DoScript(String(contents)))
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cls.current_mission.triggerrules.triggers.append(trigger)
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@classmethod
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def bypass_plugin_script(cls, mnemonic: str) -> None:
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cls.plugin_scripts.append(mnemonic)
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@classmethod
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def inject_plugin_script(cls, plugin_mnemonic: str, script: str,
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script_mnemonic: str) -> None:
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if script_mnemonic in cls.plugin_scripts:
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logging.debug(
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f"Skipping already loaded {script} for {plugin_mnemonic}"
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)
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else:
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cls.plugin_scripts.append(script_mnemonic)
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plugin_path = Path("./resources/plugins", plugin_mnemonic)
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script_path = Path(plugin_path, script)
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if not script_path.exists():
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logging.error(
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f"Cannot find {script_path} for plugin {plugin_mnemonic}"
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)
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return
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trigger = TriggerStart(comment=f"Load {script_mnemonic}")
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filename = script_path.resolve()
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fileref = cls.current_mission.map_resource.add_resource_file(
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filename)
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trigger.add_action(DoScriptFile(fileref))
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cls.current_mission.triggerrules.triggers.append(trigger)
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@classmethod
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def notify_info_generators(
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cls,
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groundobjectgen: GroundObjectsGenerator,
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airsupportgen: AirSupportConflictGenerator,
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jtacs: List[JtacInfo],
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airgen: AircraftConflictGenerator,
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):
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"""Generates subscribed MissionInfoGenerator objects (currently kneeboards and briefings)
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"""
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gens: List[MissionInfoGenerator] = [
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KneeboardGenerator(cls.current_mission, cls.game),
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BriefingGenerator(cls.current_mission, cls.game)
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]
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for gen in gens:
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for dynamic_runway in groundobjectgen.runways.values():
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gen.add_dynamic_runway(dynamic_runway)
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for tanker in airsupportgen.air_support.tankers:
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gen.add_tanker(tanker)
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if cls.player_awacs_enabled:
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for awacs in airsupportgen.air_support.awacs:
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gen.add_awacs(awacs)
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for jtac in jtacs:
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gen.add_jtac(jtac)
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for flight in airgen.flights:
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gen.add_flight(flight)
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gen.generate()
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@classmethod
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def create_unit_map(cls) -> None:
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cls.unit_map = UnitMap()
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for control_point in cls.game.theater.controlpoints:
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if isinstance(control_point, Airfield):
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cls.unit_map.add_airfield(control_point)
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@classmethod
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def create_radio_registries(cls) -> None:
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unique_map_frequencies = set() # type: Set[RadioFrequency]
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cls._create_tacan_registry(unique_map_frequencies)
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cls._create_radio_registry(unique_map_frequencies)
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@classmethod
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def assign_channels_to_flights(cls, flights: List[FlightData],
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air_support: AirSupport) -> None:
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"""Assigns preset radio channels for client flights."""
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for flight in flights:
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if not flight.client_units:
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continue
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cls.assign_channels_to_flight(flight, air_support)
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@staticmethod
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def assign_channels_to_flight(flight: FlightData,
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air_support: AirSupport) -> None:
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"""Assigns preset radio channels for a client flight."""
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airframe = flight.aircraft_type
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try:
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aircraft_data = AIRCRAFT_DATA[airframe.id]
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except KeyError:
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logging.warning(f"No aircraft data for {airframe.id}")
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return
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if aircraft_data.channel_allocator is not None:
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aircraft_data.channel_allocator.assign_channels_for_flight(
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flight, air_support
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)
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@classmethod
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def _create_tacan_registry(cls, unique_map_frequencies: Set[RadioFrequency]) -> None:
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"""
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Dedup beacon/radio frequencies, since some maps have some frequencies
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used multiple times.
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"""
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cls.tacan_registry = TacanRegistry()
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beacons = load_beacons_for_terrain(cls.game.theater.terrain.name)
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for beacon in beacons:
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unique_map_frequencies.add(beacon.frequency)
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if beacon.is_tacan:
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if beacon.channel is None:
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logging.error(
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f"TACAN beacon has no channel: {beacon.callsign}")
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else:
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cls.tacan_registry.reserve(beacon.tacan_channel)
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@classmethod
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def _create_radio_registry(cls, unique_map_frequencies: Set[RadioFrequency]) -> None:
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cls.radio_registry = RadioRegistry()
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for data in AIRFIELD_DATA.values():
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if data.theater == cls.game.theater.terrain.name and data.atc:
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unique_map_frequencies.add(data.atc.hf)
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unique_map_frequencies.add(data.atc.vhf_fm)
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unique_map_frequencies.add(data.atc.vhf_am)
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unique_map_frequencies.add(data.atc.uhf)
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# No need to reserve ILS or TACAN because those are in the
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# beacon list.
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@classmethod
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def _generate_ground_units(cls):
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cls.groundobjectgen = GroundObjectsGenerator(
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cls.current_mission,
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cls.game,
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cls.radio_registry,
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cls.tacan_registry
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)
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cls.groundobjectgen.generate()
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@classmethod
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def _generate_destroyed_units(cls) -> None:
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"""Add destroyed units to the Mission"""
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for d in cls.game.get_destroyed_units():
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try:
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utype = db.unit_type_from_name(d["type"])
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except KeyError:
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continue
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pos = Point(d["x"], d["z"])
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if utype is not None and not cls.game.position_culled(pos) and cls.game.settings.perf_destroyed_units:
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cls.current_mission.static_group(
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country=cls.current_mission.country(
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cls.game.player_country),
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name="",
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_type=utype,
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hidden=True,
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position=pos,
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heading=d["orientation"],
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dead=True,
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)
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@classmethod
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def generate(cls) -> UnitMap:
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"""Build the final Mission to be exported"""
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cls.create_unit_map()
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cls.create_radio_registries()
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# Set mission time and weather conditions.
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EnvironmentGenerator(cls.current_mission,
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cls.game.conditions).generate()
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cls._generate_ground_units()
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cls._generate_destroyed_units()
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cls._generate_air_units()
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cls.assign_channels_to_flights(cls.airgen.flights,
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cls.airsupportgen.air_support)
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cls._generate_ground_conflicts()
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# TODO: This is silly, once Bulls position is defined without Conflict this should be removed.
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default_conflict = [i for i in cls.conflicts()][0]
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# Triggers
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triggersgen = TriggersGenerator(cls.current_mission, default_conflict,
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cls.game)
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triggersgen.generate()
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# Setup combined arms parameters
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cls.current_mission.groundControl.pilot_can_control_vehicles = cls.ca_slots > 0
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if cls.game.player_country in [country.name for country in cls.current_mission.coalition["blue"].countries.values()]:
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cls.current_mission.groundControl.blue_tactical_commander = cls.ca_slots
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else:
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cls.current_mission.groundControl.red_tactical_commander = cls.ca_slots
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# Options
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forcedoptionsgen = ForcedOptionsGenerator(
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cls.current_mission, cls.game)
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forcedoptionsgen.generate()
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# Generate Visuals Smoke Effects
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visualgen = VisualGenerator(cls.current_mission, cls.game)
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if cls.game.settings.perf_smoke_gen:
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visualgen.generate()
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cls.generate_lua(cls.airgen, cls.airsupportgen, cls.jtacs)
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# Inject Plugins Lua Scripts and data
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for plugin in LuaPluginManager.plugins():
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if plugin.enabled:
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plugin.inject_scripts(cls)
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plugin.inject_configuration(cls)
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cls.assign_channels_to_flights(cls.airgen.flights,
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cls.airsupportgen.air_support)
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cls.notify_info_generators(
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cls.groundobjectgen,
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cls.airsupportgen,
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cls.jtacs,
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cls.airgen
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)
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return cls.unit_map
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@classmethod
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def _generate_air_units(cls) -> None:
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"""Generate the air units for the Operation"""
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# TODO: this is silly, once AirSupportConflictGenerator doesn't require Conflict this can be removed.
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default_conflict = [i for i in cls.conflicts()][0]
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# Air Support (Tanker & Awacs)
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assert cls.radio_registry and cls.tacan_registry
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cls.airsupportgen = AirSupportConflictGenerator(
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cls.current_mission, default_conflict, cls.game, cls.radio_registry,
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cls.tacan_registry)
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cls.airsupportgen.generate()
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# Generate Aircraft Activity on the map
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cls.airgen = AircraftConflictGenerator(
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cls.current_mission, cls.game.settings, cls.game,
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cls.radio_registry, cls.unit_map)
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cls.airgen.generate_flights(
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cls.current_mission.country(cls.game.player_country),
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cls.game.blue_ato,
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cls.groundobjectgen.runways
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)
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cls.airgen.generate_flights(
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cls.current_mission.country(cls.game.enemy_country),
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cls.game.red_ato,
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cls.groundobjectgen.runways
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)
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cls.airgen.spawn_unused_aircraft(
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cls.current_mission.country(cls.game.player_country),
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cls.current_mission.country(cls.game.enemy_country))
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@classmethod
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def _generate_ground_conflicts(cls) -> None:
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"""For each frontline in the Operation, generate the ground conflicts and JTACs"""
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for front_line in cls.game.theater.conflicts(True):
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player_cp = front_line.control_point_a
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enemy_cp = front_line.control_point_b
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conflict = Conflict.frontline_cas_conflict(
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cls.game.player_name,
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cls.game.enemy_name,
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cls.current_mission.country(cls.game.player_country),
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cls.current_mission.country(cls.game.enemy_country),
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player_cp,
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enemy_cp,
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cls.game.theater
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)
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# Generate frontline ops
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player_gp = cls.game.ground_planners[player_cp.id].units_per_cp[enemy_cp.id]
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enemy_gp = cls.game.ground_planners[enemy_cp.id].units_per_cp[player_cp.id]
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ground_conflict_gen = GroundConflictGenerator(
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cls.current_mission,
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conflict, cls.game,
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player_gp, enemy_gp,
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player_cp.stances[enemy_cp.id]
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)
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ground_conflict_gen.generate()
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cls.jtacs.extend(ground_conflict_gen.jtacs)
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@classmethod
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def generate_lua(cls, airgen: AircraftConflictGenerator,
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airsupportgen: AirSupportConflictGenerator,
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jtacs: List[JtacInfo]) -> None:
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# TODO: Refactor this
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luaData = {
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"AircraftCarriers": {},
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"Tankers": {},
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"AWACs": {},
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"JTACs": {},
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"TargetPoints": {},
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} # type: ignore
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for tanker in airsupportgen.air_support.tankers:
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luaData["Tankers"][tanker.callsign] = {
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"dcsGroupName": tanker.dcsGroupName,
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"callsign": tanker.callsign,
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"variant": tanker.variant,
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"radio": tanker.freq.mhz,
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"tacan": str(tanker.tacan.number) + tanker.tacan.band.name
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}
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if airsupportgen.air_support.awacs:
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for awacs in airsupportgen.air_support.awacs:
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luaData["AWACs"][awacs.callsign] = {
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"dcsGroupName": awacs.dcsGroupName,
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"callsign": awacs.callsign,
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"radio": awacs.freq.mhz
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}
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for jtac in jtacs:
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luaData["JTACs"][jtac.callsign] = {
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"dcsGroupName": jtac.dcsGroupName,
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"callsign": jtac.callsign,
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"zone": jtac.region,
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"dcsUnit": jtac.unit_name,
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"laserCode": jtac.code
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}
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for flight in airgen.flights:
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if flight.friendly and flight.flight_type in [FlightType.ANTISHIP,
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FlightType.DEAD,
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FlightType.SEAD,
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FlightType.STRIKE]:
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flightType = str(flight.flight_type)
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flightTarget = flight.package.target
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if flightTarget:
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flightTargetName = None
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flightTargetType = None
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if isinstance(flightTarget, TheaterGroundObject):
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flightTargetName = flightTarget.obj_name
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flightTargetType = flightType + \
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f" TGT ({flightTarget.category})"
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elif hasattr(flightTarget, 'name'):
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flightTargetName = flightTarget.name
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flightTargetType = flightType + " TGT (Airbase)"
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luaData["TargetPoints"][flightTargetName] = {
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"name": flightTargetName,
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"type": flightTargetType,
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"position": {"x": flightTarget.position.x,
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"y": flightTarget.position.y}
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}
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# set a LUA table with data from Liberation that we want to set
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# at the moment it contains Liberation's install path, and an overridable definition for the JTACAutoLase function
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# later, we'll add data about the units and points having been generated, in order to facilitate the configuration of the plugin lua scripts
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state_location = "[[" + os.path.abspath(".") + "]]"
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lua = """
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-- setting configuration table
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env.info("DCSLiberation|: setting configuration table")
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-- all data in this table is overridable.
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dcsLiberation = {}
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-- the base location for state.json; if non-existent, it'll be replaced with LIBERATION_EXPORT_DIR, TEMP, or DCS working directory
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dcsLiberation.installPath=""" + state_location + """
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"""
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# Process the tankers
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lua += """
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-- list the tankers generated by Liberation
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dcsLiberation.Tankers = {
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"""
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for key in luaData["Tankers"]:
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data = luaData["Tankers"][key]
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dcsGroupName = data["dcsGroupName"]
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|
callsign = data["callsign"]
|
|
variant = data["variant"]
|
|
tacan = data["tacan"]
|
|
radio = data["radio"]
|
|
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', variant='{variant}', tacan='{tacan}', radio='{radio}' }}, \n"
|
|
# lua += f" {{name='{dcsGroupName}', description='{callsign} ({variant})', information='Tacan:{tacan} Radio:{radio}' }}, \n"
|
|
lua += "}"
|
|
|
|
# Process the AWACSes
|
|
lua += """
|
|
|
|
-- list the AWACs generated by Liberation
|
|
dcsLiberation.AWACs = {
|
|
"""
|
|
for key in luaData["AWACs"]:
|
|
data = luaData["AWACs"][key]
|
|
dcsGroupName = data["dcsGroupName"]
|
|
callsign = data["callsign"]
|
|
radio = data["radio"]
|
|
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', radio='{radio}' }}, \n"
|
|
# lua += f" {{name='{dcsGroupName}', description='{callsign} (AWACS)', information='Radio:{radio}' }}, \n"
|
|
lua += "}"
|
|
|
|
# Process the JTACs
|
|
lua += """
|
|
|
|
-- list the JTACs generated by Liberation
|
|
dcsLiberation.JTACs = {
|
|
"""
|
|
for key in luaData["JTACs"]:
|
|
data = luaData["JTACs"][key]
|
|
dcsGroupName = data["dcsGroupName"]
|
|
callsign = data["callsign"]
|
|
zone = data["zone"]
|
|
laserCode = data["laserCode"]
|
|
dcsUnit = data["dcsUnit"]
|
|
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', zone='{zone}', laserCode='{laserCode}', dcsUnit='{dcsUnit}' }}, \n"
|
|
# lua += f" {{name='{dcsGroupName}', description='JTAC {callsign} ', information='Laser:{laserCode}', jtac={laserCode} }}, \n"
|
|
lua += "}"
|
|
|
|
# Process the Target Points
|
|
lua += """
|
|
|
|
-- list the target points generated by Liberation
|
|
dcsLiberation.TargetPoints = {
|
|
"""
|
|
for key in luaData["TargetPoints"]:
|
|
data = luaData["TargetPoints"][key]
|
|
name = data["name"]
|
|
pointType = data["type"]
|
|
positionX = data["position"]["x"]
|
|
positionY = data["position"]["y"]
|
|
lua += f" {{name='{name}', pointType='{pointType}', positionX='{positionX}', positionY='{positionY}' }}, \n"
|
|
# lua += f" {{name='{pointType} {name}', point{{x={positionX}, z={positionY} }} }}, \n"
|
|
lua += "}"
|
|
|
|
lua += """
|
|
|
|
-- list the airbases generated by Liberation
|
|
-- dcsLiberation.Airbases = {}
|
|
|
|
-- list the aircraft carriers generated by Liberation
|
|
-- dcsLiberation.Carriers = {}
|
|
|
|
-- later, we'll add more data to the table
|
|
|
|
"""
|
|
|
|
trigger = TriggerStart(comment="Set DCS Liberation data")
|
|
trigger.add_action(DoScript(String(lua)))
|
|
Operation.current_mission.triggerrules.triggers.append(trigger)
|