2022-10-15 12:57:43 +02:00

378 lines
13 KiB
Python

import argparse
import logging
import os
import sys
from datetime import datetime
from pathlib import Path
from typing import Optional
from PySide2 import QtWidgets
from PySide2.QtCore import Qt
from PySide2.QtGui import QPixmap
from PySide2.QtWidgets import QApplication, QCheckBox, QSplashScreen
from dcs.payloads import PayloadDirectories
from game import Game, VERSION, logging_config, persistency
from game.campaignloader.campaign import Campaign, DEFAULT_BUDGET
from game.data.weapons import Pylon, Weapon, WeaponGroup
from game.dcs.aircrafttype import AircraftType
from game.factions import FACTIONS
from game.profiling import logged_duration
from game.server import EventStream, Server
from game.settings import Settings
from game.sim import GameUpdateEvents
from game.theater.start_generator import GameGenerator, GeneratorSettings, ModSettings
from pydcs_extensions import load_mods
from qt_ui import (
liberation_install,
liberation_theme,
uiconstants,
)
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.QLiberationWindow import QLiberationWindow
from qt_ui.windows.preferences.QLiberationFirstStartWindow import (
QLiberationFirstStartWindow,
)
THIS_DIR = Path(__file__).parent
def inject_custom_payloads(user_path: Path) -> None:
dev_payloads = THIS_DIR.parent / "resources/customized_payloads"
# The packaged release rearranges the file locations, so the release has the
# customized payloads in a different location.
release_payloads = THIS_DIR / "resources/customized_payloads"
if dev_payloads.exists():
payloads = dev_payloads
elif release_payloads.exists():
payloads = release_payloads
else:
raise RuntimeError(
f"Could not find customized payloads at {release_payloads} or "
f"{dev_payloads}. Aircraft will have no payloads."
)
# We configure these as fallbacks so that the user's payloads override ours.
PayloadDirectories.set_fallback(payloads)
PayloadDirectories.set_preferred(user_path / "MissionEditor" / "UnitPayloads")
def on_game_load(game: Game | None) -> None:
EventStream.drain()
EventStream.put_nowait(GameUpdateEvents().game_loaded(game))
def run_ui(game: Game | None, dev: bool) -> None:
os.environ["QT_ENABLE_HIGHDPI_SCALING"] = "1" # Potential fix for 4K screens
QApplication.setHighDpiScaleFactorRoundingPolicy(
Qt.HighDpiScaleFactorRoundingPolicy.PassThrough
)
app = QApplication(sys.argv)
app.setAttribute(Qt.AA_DisableWindowContextHelpButton)
app.setAttribute(Qt.AA_EnableHighDpiScaling, True) # enable highdpi scaling
app.setAttribute(Qt.AA_UseHighDpiPixmaps, True) # use highdpi icons
# init the theme and load the stylesheet based on the theme index
liberation_theme.init()
with open(
"./resources/stylesheets/" + liberation_theme.get_theme_css_file(),
encoding="utf-8",
) as stylesheet:
logging.info("Loading stylesheet: %s", liberation_theme.get_theme_css_file())
app.setStyleSheet(stylesheet.read())
first_start = liberation_install.init()
if first_start:
window = QLiberationFirstStartWindow()
window.exec_()
logging.info("Using {} as 'Saved Game Folder'".format(persistency.base_path()))
logging.info(
"Using {} as 'DCS installation folder'".format(
liberation_install.get_dcs_install_directory()
)
)
inject_custom_payloads(Path(persistency.base_path()))
# Splash screen setup
pixmap = QPixmap("./resources/ui/splash_screen.png")
splash = QSplashScreen(pixmap)
splash.show()
# Once splash screen is up : load resources & setup stuff
uiconstants.load_icons()
uiconstants.load_event_icons()
uiconstants.load_aircraft_icons()
uiconstants.load_vehicle_icons()
uiconstants.load_aircraft_banners()
uiconstants.load_vehicle_banners()
# Show warning if no DCS Installation directory was set
if liberation_install.get_dcs_install_directory() == "":
logging.warning(
"DCS Installation directory is empty. MissionScripting file will not be replaced!"
)
if not liberation_install.ignore_empty_install_directory():
ignore_checkbox = QCheckBox("Do not show again")
ignore_checkbox.stateChanged.connect(set_ignore_empty_install_directory)
message_box = QtWidgets.QMessageBox(parent=splash)
message_box.setIcon(QtWidgets.QMessageBox.Icon.Warning)
message_box.setWindowTitle("No DCS installation directory.")
message_box.setText(
"The DCS Installation directory is not set correctly. "
"This will prevent DCS Retribution from working properly, as the MissionScripting "
"file will not be modified."
"<br/><br/>To solve this problem, you can set the Installation directory "
"within the preferences menu. You can also manually edit or replace the "
"following file:"
"<br/><br/><strong>&lt;dcs_installation_directory&gt;/Scripts/MissionScripting.lua</strong>"
"<br/><br/>The easiest way to do it is to replace the original file with the file in dcs-retribution "
"distribution (&lt;dcs_retribution_installation&gt;/resources/scripts/MissionScripting.lua)."
"<br/><br/>You can find more information on how to manually change this file in the Liberation Wiki "
"(Page: Dedicated Server Guide) on GitHub.</p>"
)
message_box.setDefaultButton(QtWidgets.QMessageBox.StandardButton.Ok)
message_box.setCheckBox(ignore_checkbox)
message_box.exec_()
# Replace DCS Mission scripting file to allow DCS Liberation to work
try:
liberation_install.replace_mission_scripting_file()
except:
error_dialog = QtWidgets.QErrorMessage()
error_dialog.setWindowTitle("Wrong DCS installation directory.")
error_dialog.showMessage(
"Unable to modify Mission Scripting file. Possible issues with rights. "
"Try running as admin, or please perform the modification of the MissionScripting file manually."
)
error_dialog.exec_()
# Apply CSS (need works)
GameUpdateSignal()
GameUpdateSignal.get_instance().game_loaded.connect(on_game_load)
# Start window
window = QLiberationWindow(game, dev)
window.showMaximized()
splash.finish(window)
qt_execution_code = app.exec_()
# Restore Mission Scripting file
logging.info("QT App terminated with status code : " + str(qt_execution_code))
logging.info("Attempt to restore original mission scripting file")
liberation_install.restore_original_mission_scripting()
logging.info("QT process exited with code : " + str(qt_execution_code))
def parse_args() -> argparse.Namespace:
parser = argparse.ArgumentParser()
subparsers = parser.add_subparsers(dest="subcommand")
def path_arg(arg: str) -> Path:
path = Path(arg)
if not path.exists():
raise argparse.ArgumentTypeError("path does not exist")
return path
parser.add_argument(
"--warn-missing-weapon-data",
action="store_true",
help="Emits a warning for weapons without date or fallback information.",
)
parser.add_argument("--dev", action="store_true", help="Enable development mode.")
parser.add_argument("--new-map", help="Deprecated. Does nothing.")
parser.add_argument("--old-map", help="Deprecated. Does nothing.")
new_game = subparsers.add_parser("new-game")
new_game.add_argument(
"campaign", type=path_arg, help="Path to the campaign to start."
)
new_game.add_argument(
"--blue", default="USA 2005", help="Name of the blue faction."
)
new_game.add_argument(
"--red", default="Russia 1990", help="Name of the red faction."
)
new_game.add_argument(
"--supercarrier", action="store_true", help="Use the supercarrier module."
)
new_game.add_argument(
"--auto-procurement", action="store_true", help="Automate bluefor procurement."
)
new_game.add_argument(
"--inverted", action="store_true", help="Invert the campaign."
)
new_game.add_argument(
"--date",
type=datetime.fromisoformat,
default=datetime.today(),
help="Start date of the campaign.",
)
new_game.add_argument(
"--restrict-weapons-by-date",
action="store_true",
help="Enable campaign date restricted weapons.",
)
new_game.add_argument("--cheats", action="store_true", help="Enable cheats.")
new_game.add_argument(
"--advanced-iads", action="store_true", help="Enable advanced IADS."
)
lint_weapons = subparsers.add_parser("lint-weapons")
lint_weapons.add_argument("aircraft", help="Name of the aircraft variant to lint.")
return parser.parse_args()
def create_game(
campaign_path: Path,
blue: str,
red: str,
supercarrier: bool,
auto_procurement: bool,
inverted: bool,
cheats: bool,
start_date: datetime,
restrict_weapons_by_date: bool,
advanced_iads: bool,
) -> Game:
first_start = liberation_install.init()
if first_start:
sys.exit(
"Cannot generate campaign without configuring DCS Retribution. Start the UI "
"for the first run configuration."
)
# This needs to run before the pydcs payload cache is created, which happens
# extremely early. It's not a problem that we inject these paths twice because we'll
# get the same answers each time.
#
# Without this, it is not possible to use next turn (or anything that needs to check
# for loadouts) without saving the generated campaign and reloading it the normal
# way.
inject_custom_payloads(Path(persistency.base_path()))
campaign = Campaign.from_file(campaign_path)
theater = campaign.load_theater(advanced_iads)
generator = GameGenerator(
FACTIONS[blue],
FACTIONS[red],
theater,
campaign.load_air_wing_config(theater),
Settings(
supercarrier=supercarrier,
automate_runway_repair=auto_procurement,
automate_front_line_reinforcements=auto_procurement,
automate_aircraft_reinforcements=auto_procurement,
enable_frontline_cheats=cheats,
enable_base_capture_cheat=cheats,
restrict_weapons_by_date=restrict_weapons_by_date,
),
GeneratorSettings(
start_date=start_date,
start_time=campaign.recommended_start_time,
player_budget=DEFAULT_BUDGET,
enemy_budget=DEFAULT_BUDGET,
inverted=inverted,
advanced_iads=theater.iads_network.advanced_iads,
no_carrier=False,
no_lha=False,
no_player_navy=False,
no_enemy_navy=False,
),
ModSettings(
a4_skyhawk=False,
f22_raptor=False,
f100_supersabre=False,
f104_starfighter=False,
f105_thunderchief=False,
hercules=False,
jas39_gripen=False,
su30_flanker_h=False,
su57_felon=False,
frenchpack=False,
high_digit_sams=False,
),
)
game = generator.generate()
game.begin_turn_0()
return game
def set_ignore_empty_install_directory(value: bool) -> None:
liberation_install.set_ignore_empty_install_directory(value)
liberation_install.save_config()
def lint_all_weapon_data() -> None:
for weapon in WeaponGroup.named("Unknown").weapons:
logging.warning(f"No weapon data for {weapon}: {weapon.clsid}")
def lint_weapon_data_for_aircraft(aircraft: AircraftType) -> None:
all_weapons: set[Weapon] = set()
for pylon in Pylon.iter_pylons(aircraft):
all_weapons |= pylon.allowed
for weapon in all_weapons:
if weapon.weapon_group.name == "Unknown":
logging.warning(f'{weapon.clsid} "{weapon.name}" has no weapon data')
def main():
logging_config.init_logging(VERSION)
logging.debug("Python version %s", sys.version)
if not str(Path(__file__)).isascii():
logging.warning(
"Installation path contains non-ASCII characters. This is known to cause problems."
)
game: Optional[Game] = None
args = parse_args()
# TODO: Flesh out data and then make unconditional.
if args.warn_missing_weapon_data:
lint_all_weapon_data()
load_mods()
if args.subcommand == "new-game":
with logged_duration("New game creation"):
game = create_game(
args.campaign,
args.blue,
args.red,
args.supercarrier,
args.auto_procurement,
args.inverted,
args.cheats,
args.date,
args.restrict_weapons_by_date,
args.advanced_iads,
)
if args.subcommand == "lint-weapons":
lint_weapon_data_for_aircraft(AircraftType.named(args.aircraft))
return
with Server().run_in_thread():
run_ui(game, args.dev)
if __name__ == "__main__":
main()