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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Added a new option in settings: Convert untasked OPFOR aircraft into client slots. This option will essentially convert the campaign into a sort of team vs. team engagement. There is still no way to plan the OPFOR missions, and there are no guarantees that there even will be any untasked aircraft available for players. Split the Disable idle aircraft at airfields setting into Disable untasked BLUFOR aircraft at airfields and Disable untasked OPFOR aircraft at airfields.
297 lines
11 KiB
Python
297 lines
11 KiB
Python
from __future__ import annotations
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import logging
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from datetime import datetime
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from functools import cached_property
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from typing import Any, Dict, List, TYPE_CHECKING, Tuple
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from dcs import Point
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from dcs.action import AITaskPush
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from dcs.condition import FlagIsTrue, GroupDead, Or, FlagIsFalse
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from dcs.country import Country
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from dcs.mission import Mission
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from dcs.terrain.terrain import NoParkingSlotError
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from dcs.triggers import TriggerOnce, Event
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from dcs.unit import Skill
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from dcs.unitgroup import FlyingGroup, StaticGroup
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from game.ato.airtaaskingorder import AirTaskingOrder
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from game.ato.flight import Flight
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from game.ato.flightstate import Completed, WaitingForStart
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from game.ato.flighttype import FlightType
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from game.ato.package import Package
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from game.ato.starttype import StartType
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from game.missiongenerator.lasercoderegistry import LaserCodeRegistry
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from game.missiongenerator.missiondata import MissionData
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from game.radio.radios import RadioRegistry
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from game.radio.tacan import TacanRegistry
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from game.runways import RunwayData
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from game.settings import Settings
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from game.theater.controlpoint import (
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Airfield,
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ControlPoint,
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Fob,
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)
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from game.unitmap import UnitMap
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from .aircraftpainter import AircraftPainter
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from .flightdata import FlightData
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from .flightgroupconfigurator import FlightGroupConfigurator
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from .flightgroupspawner import FlightGroupSpawner
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from ...data.weapons import WeaponType
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if TYPE_CHECKING:
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from game import Game
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from game.squadrons import Squadron
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class AircraftGenerator:
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def __init__(
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self,
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mission: Mission,
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settings: Settings,
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game: Game,
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time: datetime,
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radio_registry: RadioRegistry,
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tacan_registry: TacanRegistry,
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laser_code_registry: LaserCodeRegistry,
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unit_map: UnitMap,
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mission_data: MissionData,
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helipads: dict[ControlPoint, list[StaticGroup]],
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ground_spawns_roadbase: dict[ControlPoint, list[Tuple[StaticGroup, Point]]],
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ground_spawns: dict[ControlPoint, list[Tuple[StaticGroup, Point]]],
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) -> None:
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self.mission = mission
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self.settings = settings
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self.game = game
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self.time = time
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self.radio_registry = radio_registry
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self.tacan_registy = tacan_registry
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self.laser_code_registry = laser_code_registry
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self.unit_map = unit_map
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self.flights: List[FlightData] = []
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self.mission_data = mission_data
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self.helipads = helipads
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self.ground_spawns_roadbase = ground_spawns_roadbase
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self.ground_spawns = ground_spawns
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self.ewrj_package_dict: Dict[int, List[FlyingGroup[Any]]] = {}
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self.ewrj = settings.plugins.get("ewrj")
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self.need_ecm = settings.plugin_option("ewrj.ecm_required")
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@cached_property
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def use_client(self) -> bool:
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"""True if Client should be used instead of Player."""
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blue_clients = self.client_slots_in_ato(self.game.blue.ato)
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red_clients = self.client_slots_in_ato(self.game.red.ato)
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return blue_clients + red_clients > 1
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@staticmethod
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def client_slots_in_ato(ato: AirTaskingOrder) -> int:
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total = 0
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for package in ato.packages:
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for flight in package.flights:
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total += flight.client_count
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return total
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def clear_parking_slots(self) -> None:
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for cp in self.game.theater.controlpoints:
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for parking_slot in cp.parking_slots:
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parking_slot.unit_id = None
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def generate_flights(
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self,
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country: Country,
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ato: AirTaskingOrder,
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dynamic_runways: Dict[str, RunwayData],
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) -> None:
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"""Adds aircraft to the mission for every flight in the ATO.
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Aircraft generation is done by walking the ATO and spawning each flight in turn.
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After the flight is generated the group is added to the UnitMap so aircraft
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deaths can be tracked.
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Args:
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country: The country from the mission to use for this ATO.
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ato: The ATO to spawn aircraft for.
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dynamic_runways: Runway data for carriers and FARPs.
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"""
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self._reserve_frequencies_and_tacan(ato)
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for package in reversed(sorted(ato.packages, key=lambda x: x.time_over_target)):
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logging.info(f"Generating package for target: {package.target.name}")
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if not package.flights:
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continue
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for flight in package.flights:
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if flight.alive:
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if not flight.squadron.location.runway_is_operational():
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logging.warning(
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f"Runway not operational, skipping flight: {flight.flight_type}"
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)
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flight.return_pilots_and_aircraft()
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continue
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logging.info(f"Generating flight: {flight.unit_type}")
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group = self.create_and_configure_flight(
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flight, country, dynamic_runways
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)
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self.unit_map.add_aircraft(group, flight)
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if (
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package.primary_flight is not None
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and package.primary_flight.flight_plan.is_formation(
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package.primary_flight.flight_plan
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)
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):
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splittrigger = TriggerOnce(Event.NoEvent, f"Split-{id(package)}")
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splittrigger.add_condition(FlagIsTrue(flag=f"split-{id(package)}"))
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splittrigger.add_condition(Or())
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splittrigger.add_condition(FlagIsFalse(flag=f"split-{id(package)}"))
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splittrigger.add_condition(GroupDead(package.primary_flight.group_id))
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for flight in package.flights:
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if flight.flight_type in [
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FlightType.ESCORT,
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FlightType.SEAD_ESCORT,
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]:
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splittrigger.add_action(AITaskPush(flight.group_id, 1))
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if len(splittrigger.actions) > 0:
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self.mission.triggerrules.triggers.append(splittrigger)
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def spawn_unused_aircraft(
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self, player_country: Country, enemy_country: Country
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) -> None:
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for control_point in self.game.theater.controlpoints:
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if not (
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isinstance(control_point, Airfield) or isinstance(control_point, Fob)
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):
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continue
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if control_point.captured:
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country = player_country
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else:
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country = enemy_country
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for squadron in control_point.squadrons:
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try:
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self._spawn_unused_for(squadron, country)
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except NoParkingSlotError:
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# If we run out of parking, stop spawning aircraft at this base.
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break
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def _spawn_unused_for(self, squadron: Squadron, country: Country) -> None:
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assert isinstance(squadron.location, Airfield) or isinstance(
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squadron.location, Fob
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)
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if (
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squadron.coalition.player
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and self.game.settings.perf_disable_untasked_blufor_aircraft
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):
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return
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elif (
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not squadron.coalition.player
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and self.game.settings.perf_disable_untasked_opfor_aircraft
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):
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return
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for _ in range(squadron.untasked_aircraft):
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# Creating a flight even those this isn't a fragged mission lets us
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# reuse the existing debriefing code.
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# TODO: Special flight type?
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flight = Flight(
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Package(squadron.location, self.game.db.flights),
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squadron,
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1,
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FlightType.BARCAP,
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StartType.COLD,
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divert=None,
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claim_inv=False,
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)
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flight.state = Completed(flight, self.game.settings)
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group = FlightGroupSpawner(
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flight,
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country,
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self.mission,
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self.helipads,
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self.ground_spawns_roadbase,
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self.ground_spawns,
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self.mission_data,
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).create_idle_aircraft()
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if group:
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if (
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not squadron.coalition.player
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and squadron.aircraft.flyable
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and (
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self.game.settings.enable_squadron_pilot_limits
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or squadron.number_of_available_pilots > 0
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)
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and self.game.settings.untasked_opfor_client_slots
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):
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flight.state = WaitingForStart(
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flight, self.game.settings, self.game.conditions.start_time
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)
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group.uncontrolled = False
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group.units[0].skill = Skill.Client
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AircraftPainter(flight, group).apply_livery()
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self.unit_map.add_aircraft(group, flight)
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def create_and_configure_flight(
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self, flight: Flight, country: Country, dynamic_runways: Dict[str, RunwayData]
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) -> FlyingGroup[Any]:
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"""Creates and configures the flight group in the mission."""
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group = FlightGroupSpawner(
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flight,
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country,
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self.mission,
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self.helipads,
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self.ground_spawns_roadbase,
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self.ground_spawns,
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self.mission_data,
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).create_flight_group()
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self.flights.append(
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FlightGroupConfigurator(
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flight,
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group,
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self.game,
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self.mission,
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self.time,
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self.radio_registry,
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self.tacan_registy,
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self.laser_code_registry,
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self.mission_data,
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dynamic_runways,
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self.use_client,
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).configure()
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)
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if self.ewrj:
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self._track_ewrj_flight(flight, group)
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return group
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def _track_ewrj_flight(self, flight: Flight, group: FlyingGroup[Any]) -> None:
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if not self.ewrj_package_dict.get(id(flight.package)):
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self.ewrj_package_dict[id(flight.package)] = []
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if (
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flight.package.primary_flight
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and flight is flight.package.primary_flight
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or flight.client_count
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and (
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not self.need_ecm
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or flight.loadout.has_weapon_of_type(WeaponType.JAMMER)
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)
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):
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self.ewrj_package_dict[id(flight.package)].append(group)
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def _reserve_frequencies_and_tacan(self, ato: AirTaskingOrder) -> None:
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for package in ato.packages:
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if package.frequency is None:
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continue
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if package.frequency not in self.radio_registry.allocated_channels:
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self.radio_registry.reserve(package.frequency)
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for f in package.flights:
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if (
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f.frequency
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and f.frequency not in self.radio_registry.allocated_channels
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):
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self.radio_registry.reserve(f.frequency)
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if f.tacan and f.tacan not in self.tacan_registy.allocated_channels:
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self.tacan_registy.mark_unavailable(f.tacan)
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