RndName 138e48dc2d Refactor luagenerator
- cleaned up the generation
- created special class to handle the serialization
- improved string escaping: Replace OS Path separator with normal slash and allow the usage of a single quote in unit names by changing the delimiter to double quote instead (1797)
- adjusted unit_name generation to prevent scripting errors with unescaped characters
2022-04-19 10:41:16 +02:00

325 lines
12 KiB
Python

from __future__ import annotations
import logging
import os
from abc import ABC, abstractmethod
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 game.ato import FlightType
from game.plugins import LuaPluginManager
from game.theater import TheaterGroundObject
from game.utils import escape_string_for_lua
from .aircraft.flightdata import FlightData
from .airsupport import AirSupport
if TYPE_CHECKING:
from game import Game
class LuaGenerator:
def __init__(
self,
game: Game,
mission: Mission,
air_support: AirSupport,
flights: list[FlightData],
) -> None:
self.game = game
self.mission = mission
self.air_support = air_support
self.flights = flights
self.plugin_scripts: list[str] = []
def generate(self) -> None:
self.generate_plugin_data()
self.inject_plugins()
def generate_plugin_data(self) -> None:
lua_data = LuaData("dcsLiberation")
install_path = lua_data.add_item("installPath")
install_path.set_value(os.path.abspath("."))
lua_data.add_item("Airbases")
lua_data.add_item("Carriers")
tankers_object = lua_data.add_item("Tankers")
for tanker in self.air_support.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))
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.air_support.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.air_support.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)
target_points = lua_data.add_item("TargetPoints")
for flight in self.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:
if ground_object.might_have_aa and not ground_object.is_dead:
for g in ground_object.groups:
threat_range = ground_object.threat_range(g)
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)
)
trigger = TriggerStart(comment="Set DCS Liberation data")
trigger.add_action(DoScript(String(lua_data.create_operations_lua())))
self.mission.triggerrules.triggers.append(trigger)
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 _escape_value(self, value: str) -> str:
value = value.replace('"', "'") # Replace Double Quote as this is the delimiter
value = value.replace(os.sep, "/") # Replace Backslash as path separator
return '"{0}"'.format(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 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:
"""adds a new item to the LuaArray without checking the existence"""
item = LuaData(item_name, False)
self.objects.append(item)
return item
def get_item(self, item_name: str) -> Optional[LuaItem]:
"""gets item from LuaArray. Returns None if it does not exist"""
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:
"""gets item from the LuaArray or creates one if it does not exist already"""
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("DCSLiberation|: setting configuration table")
"""
return lua_prefix + self.serialize()