MetalStormGhost 07cc85f6fa
Large aircraft ground spawns (#237)
* Large aircraft ground spawns

Added the ability to add separate ground spawns for C-130 and other large aircraft to campaigns. Implemented on @holyorangejuice 's request.

Large aircraft ground spawns are added to the campaign by placing a C-130 on the ramp, just like an A-10 or AJS37 previously. Note: use the stock DCS C-130, so the campaign miz can be safely opened without the C-130 mod (or any other mod) installed. Not the C-130J player-flyable transport, not the KC-130J tanker included in the UH-60L mod etc.

Large planes (wingspan more than 40 meters, such as the C-130):
- First try spawning on large ground spawns
- Then try the regular airfield ramp spawns

Below 40 meter wingspan aircraft:
- First try spawning on regular or roadbase ground spawns
- Then try the regular airfield ramp spawns
- Then, if both of the above fail, use the large ground spawns

* Specify explicit black version 23.9.1 to fix lint error.

* Update lint.yml

---------

Co-authored-by: Raffson <Raffson@users.noreply.github.com>
2024-07-01 20:26:50 +00:00

296 lines
11 KiB
Python

from __future__ import annotations
import logging
from datetime import datetime
from functools import cached_property
from typing import Any, Dict, List, TYPE_CHECKING, Tuple
from dcs import Point
from dcs.action import AITaskPush
from dcs.condition import FlagIsTrue, GroupDead, Or, FlagIsFalse
from dcs.country import Country
from dcs.mission import Mission
from dcs.terrain.terrain import NoParkingSlotError
from dcs.triggers import TriggerOnce, Event
from dcs.unit import Skill
from dcs.unitgroup import FlyingGroup, StaticGroup
from game.ato.airtaaskingorder import AirTaskingOrder
from game.ato.flight import Flight
from game.ato.flightstate import Completed, WaitingForStart
from game.ato.flighttype import FlightType
from game.ato.package import Package
from game.ato.starttype import StartType
from game.missiongenerator.missiondata import MissionData
from game.radio.radios import RadioRegistry
from game.radio.tacan import TacanRegistry
from game.runways import RunwayData
from game.settings import Settings
from game.theater.controlpoint import (
Airfield,
ControlPoint,
Fob,
)
from game.unitmap import UnitMap
from .aircraftpainter import AircraftPainter
from .flightdata import FlightData
from .flightgroupconfigurator import FlightGroupConfigurator
from .flightgroupspawner import FlightGroupSpawner
from ...data.weapons import WeaponType
if TYPE_CHECKING:
from game import Game
from game.squadrons import Squadron
class AircraftGenerator:
def __init__(
self,
mission: Mission,
settings: Settings,
game: Game,
time: datetime,
radio_registry: RadioRegistry,
tacan_registry: TacanRegistry,
unit_map: UnitMap,
mission_data: MissionData,
helipads: dict[ControlPoint, list[StaticGroup]],
ground_spawns_roadbase: dict[ControlPoint, list[Tuple[StaticGroup, Point]]],
ground_spawns_large: dict[ControlPoint, list[Tuple[StaticGroup, Point]]],
ground_spawns: dict[ControlPoint, list[Tuple[StaticGroup, Point]]],
) -> None:
self.mission = mission
self.settings = settings
self.game = game
self.time = time
self.radio_registry = radio_registry
self.tacan_registy = tacan_registry
self.unit_map = unit_map
self.flights: List[FlightData] = []
self.mission_data = mission_data
self.helipads = helipads
self.ground_spawns_roadbase = ground_spawns_roadbase
self.ground_spawns_large = ground_spawns_large
self.ground_spawns = ground_spawns
self.ewrj_package_dict: Dict[int, List[FlyingGroup[Any]]] = {}
self.ewrj = settings.plugins.get("ewrj")
self.need_ecm = settings.plugin_option("ewrj.ecm_required")
@cached_property
def use_client(self) -> bool:
"""True if Client should be used instead of Player."""
blue_clients = self.client_slots_in_ato(self.game.blue.ato)
red_clients = self.client_slots_in_ato(self.game.red.ato)
return blue_clients + red_clients > 1
@staticmethod
def client_slots_in_ato(ato: AirTaskingOrder) -> int:
total = 0
for package in ato.packages:
for flight in package.flights:
total += flight.client_count
return total
def clear_parking_slots(self) -> None:
for cp in self.game.theater.controlpoints:
for parking_slot in cp.parking_slots:
parking_slot.unit_id = None
def generate_flights(
self,
country: Country,
ato: AirTaskingOrder,
dynamic_runways: Dict[str, RunwayData],
) -> None:
"""Adds aircraft to the mission for every flight in the ATO.
Aircraft generation is done by walking the ATO and spawning each flight in turn.
After the flight is generated the group is added to the UnitMap so aircraft
deaths can be tracked.
Args:
country: The country from the mission to use for this ATO.
ato: The ATO to spawn aircraft for.
dynamic_runways: Runway data for carriers and FARPs.
"""
self._reserve_frequencies_and_tacan(ato)
for package in reversed(sorted(ato.packages, key=lambda x: x.time_over_target)):
logging.info(f"Generating package for target: {package.target.name}")
if not package.flights:
continue
for flight in package.flights:
if flight.alive and not isinstance(flight.state, Completed):
if not flight.squadron.location.runway_is_operational():
logging.warning(
f"Runway not operational, skipping flight: {flight.flight_type}"
)
flight.return_pilots_and_aircraft()
continue
logging.info(f"Generating flight: {flight.unit_type}")
group = self.create_and_configure_flight(
flight, country, dynamic_runways
)
self.unit_map.add_aircraft(group, flight)
if (
package.primary_flight is not None
and package.primary_flight.flight_plan.is_formation(
package.primary_flight.flight_plan
)
):
splittrigger = TriggerOnce(Event.NoEvent, f"Split-{id(package)}")
splittrigger.add_condition(FlagIsTrue(flag=f"split-{id(package)}"))
splittrigger.add_condition(Or())
splittrigger.add_condition(FlagIsFalse(flag=f"split-{id(package)}"))
splittrigger.add_condition(GroupDead(package.primary_flight.group_id))
for flight in package.flights:
if flight.flight_type in [
FlightType.ESCORT,
FlightType.SEAD_ESCORT,
]:
splittrigger.add_action(AITaskPush(flight.group_id, 1))
if len(splittrigger.actions) > 0:
self.mission.triggerrules.triggers.append(splittrigger)
def spawn_unused_aircraft(
self, player_country: Country, enemy_country: Country
) -> None:
for control_point in self.game.theater.controlpoints:
if not (
isinstance(control_point, Airfield) or isinstance(control_point, Fob)
):
continue
if control_point.captured:
country = player_country
else:
country = enemy_country
for squadron in control_point.squadrons:
try:
self._spawn_unused_for(squadron, country)
except NoParkingSlotError:
# If we run out of parking, stop spawning aircraft at this base.
break
def _spawn_unused_for(self, squadron: Squadron, country: Country) -> None:
assert isinstance(squadron.location, Airfield) or isinstance(
squadron.location, Fob
)
if (
squadron.coalition.player
and self.game.settings.perf_disable_untasked_blufor_aircraft
):
return
elif (
not squadron.coalition.player
and self.game.settings.perf_disable_untasked_opfor_aircraft
):
return
for _ in range(squadron.untasked_aircraft):
# Creating a flight even those this isn't a fragged mission lets us
# reuse the existing debriefing code.
# TODO: Special flight type?
flight = Flight(
Package(squadron.location, self.game.db.flights),
squadron,
1,
FlightType.BARCAP,
StartType.COLD,
divert=None,
claim_inv=False,
)
flight.state = Completed(flight, self.game.settings)
group = FlightGroupSpawner(
flight,
country,
self.mission,
self.helipads,
self.ground_spawns_roadbase,
self.ground_spawns_large,
self.ground_spawns,
self.mission_data,
).create_idle_aircraft()
if group:
if (
not squadron.coalition.player
and squadron.aircraft.flyable
and (
self.game.settings.enable_squadron_pilot_limits
or squadron.number_of_available_pilots > 0
)
and self.game.settings.untasked_opfor_client_slots
):
flight.state = WaitingForStart(
flight, self.game.settings, self.game.conditions.start_time
)
group.uncontrolled = False
group.units[0].skill = Skill.Client
AircraftPainter(flight, group).apply_livery()
self.unit_map.add_aircraft(group, flight)
def create_and_configure_flight(
self, flight: Flight, country: Country, dynamic_runways: Dict[str, RunwayData]
) -> FlyingGroup[Any]:
"""Creates and configures the flight group in the mission."""
group = FlightGroupSpawner(
flight,
country,
self.mission,
self.helipads,
self.ground_spawns_roadbase,
self.ground_spawns_large,
self.ground_spawns,
self.mission_data,
).create_flight_group()
self.flights.append(
FlightGroupConfigurator(
flight,
group,
self.game,
self.mission,
self.time,
self.radio_registry,
self.tacan_registy,
self.mission_data,
dynamic_runways,
self.use_client,
).configure()
)
if self.ewrj:
self._track_ewrj_flight(flight, group)
return group
def _track_ewrj_flight(self, flight: Flight, group: FlyingGroup[Any]) -> None:
if not self.ewrj_package_dict.get(id(flight.package)):
self.ewrj_package_dict[id(flight.package)] = []
if (
flight.package.primary_flight
and flight is flight.package.primary_flight
or flight.client_count
and (
not self.need_ecm
or flight.any_member_has_weapon_of_type(WeaponType.JAMMER)
)
):
self.ewrj_package_dict[id(flight.package)].append(group)
def _reserve_frequencies_and_tacan(self, ato: AirTaskingOrder) -> None:
for package in ato.packages:
pfreq = package.frequency
if pfreq and pfreq not in self.radio_registry.allocated_channels:
self.radio_registry.reserve(pfreq)
for f in package.flights:
if (
f.frequency
and f.frequency not in self.radio_registry.allocated_channels
):
self.radio_registry.reserve(f.frequency)
if f.tacan and f.tacan not in self.tacan_registy.allocated_channels:
self.tacan_registy.mark_unavailable(f.tacan)