RndName 244425381d
Fix incorrect forcegroup loading
Forcegroups were not loaded correctly from preset groups during faction initialization. When a user created a new game and directly after that created another game with different factions the Forcegroups for the preset groups were still reused and therefore units which were not accessible by the faction were accidently available to the new faction.
closes #2186
2022-05-06 19:31:40 +02:00

383 lines
14 KiB
Python

from __future__ import annotations
import itertools
import logging
from dataclasses import dataclass, field
from functools import cached_property
from typing import Optional, Dict, Type, List, Any, Iterator, TYPE_CHECKING
import dcs
from dcs.countries import country_dict
from dcs.unittype import ShipType, StaticType
from dcs.unittype import UnitType as DcsUnitType
from game.data.building_data import (
WW2_ALLIES_BUILDINGS,
DEFAULT_AVAILABLE_BUILDINGS,
WW2_GERMANY_BUILDINGS,
WW2_FREE,
REQUIRED_BUILDINGS,
IADS_BUILDINGS,
)
from game.data.doctrine import (
Doctrine,
MODERN_DOCTRINE,
COLDWAR_DOCTRINE,
WWII_DOCTRINE,
)
from game.data.units import UnitClass
from game.data.groups import GroupRole
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.dcs.shipunittype import ShipUnitType
from game.armedforces.forcegroup import ForceGroup
from game.dcs.unittype import UnitType
if TYPE_CHECKING:
from game.theater.start_generator import ModSettings
@dataclass
class Faction:
#: List of locales to use when generating random names. If not set, Faker will
#: choose the default locale.
locales: Optional[List[str]]
# Country used by this faction
country: str = field(default="")
# Nice name of the faction
name: str = field(default="")
# List of faction file authors
authors: str = field(default="")
# A description of the faction
description: str = field(default="")
# Available aircraft
aircrafts: List[AircraftType] = field(default_factory=list)
# Available awacs aircraft
awacs: List[AircraftType] = field(default_factory=list)
# Available tanker aircraft
tankers: List[AircraftType] = field(default_factory=list)
# Available frontline units
frontline_units: List[GroundUnitType] = field(default_factory=list)
# Available artillery units
artillery_units: List[GroundUnitType] = field(default_factory=list)
# Infantry units used
infantry_units: List[GroundUnitType] = field(default_factory=list)
# Logistics units used
logistics_units: List[GroundUnitType] = field(default_factory=list)
# Possible Air Defence units, Like EWRs
air_defense_units: List[GroundUnitType] = field(default_factory=list)
# A list of all supported sets of units
preset_groups: list[ForceGroup] = field(default_factory=list)
# Possible Missile site generators for this faction
missiles: List[GroundUnitType] = field(default_factory=list)
# Required mods or asset packs
requirements: Dict[str, str] = field(default_factory=dict)
# Possible carrier names
carrier_names: List[str] = field(default_factory=list)
# Possible helicopter carrier names
helicopter_carrier_names: List[str] = field(default_factory=list)
# Available Naval Units
naval_units: List[ShipUnitType] = field(default_factory=list)
# Whether this faction has JTAC access
has_jtac: bool = field(default=False)
# Unit to use as JTAC for this faction
jtac_unit: Optional[AircraftType] = field(default=None)
# doctrine
doctrine: Doctrine = field(default=MODERN_DOCTRINE)
# List of available building layouts for this faction
building_set: List[str] = field(default_factory=list)
# List of default livery overrides
liveries_overrides: Dict[AircraftType, List[str]] = field(default_factory=dict)
#: Set to True if the faction should force the "Unrestricted satnav" option
#: for the mission. This option enables GPS for capable aircraft regardless
#: of the time period or operator. For example, the CJTF "countries" don't
#: appear to have GPS capability, so they need this.
#:
#: Note that this option cannot be set per-side. If either faction needs it,
#: both will use it.
unrestricted_satnav: bool = False
def has_access_to_dcs_type(self, unit_type: Type[DcsUnitType]) -> bool:
# Vehicle and Ship Units
if any(unit_type == u.dcs_unit_type for u in self.accessible_units):
return True
# Statics
if issubclass(unit_type, StaticType):
# TODO Improve the statics checking
# We currently do not have any list or similar to check if a faction has
# access to a specific static. There we accept any static here
return True
return False
def has_access_to_unit_class(self, unit_class: UnitClass) -> bool:
return any(unit.unit_class is unit_class for unit in self.accessible_units)
@cached_property
def accessible_units(self) -> list[UnitType[Any]]:
all_units: Iterator[UnitType[Any]] = itertools.chain(
self.ground_units,
self.infantry_units,
self.air_defense_units,
self.naval_units,
self.missiles,
(
unit
for preset_group in self.preset_groups
for unit in preset_group.units
),
)
return list(set(all_units))
@property
def air_defenses(self) -> list[str]:
"""Returns the Air Defense types"""
# This is used for the faction overview in NewGameWizard
air_defenses = [a.name for a in self.air_defense_units]
air_defenses.extend(
[
pg.name
for pg in self.preset_groups
if any(task.role == GroupRole.AIR_DEFENSE for task in pg.tasks)
]
)
return sorted(air_defenses)
@classmethod
def from_json(cls: Type[Faction], json: Dict[str, Any]) -> Faction:
faction = Faction(locales=json.get("locales"))
faction.country = json.get("country", "/")
if faction.country not in [c.name for c in country_dict.values()]:
raise AssertionError(
'Faction\'s country ("{}") is not a valid DCS country ID'.format(
faction.country
)
)
faction.name = json.get("name", "")
if not faction.name:
raise AssertionError("Faction has no valid name")
faction.authors = json.get("authors", "")
faction.description = json.get("description", "")
faction.aircrafts = [AircraftType.named(n) for n in json.get("aircrafts", [])]
faction.awacs = [AircraftType.named(n) for n in json.get("awacs", [])]
faction.tankers = [AircraftType.named(n) for n in json.get("tankers", [])]
faction.aircrafts = list(
set(faction.aircrafts + faction.awacs + faction.tankers)
)
faction.frontline_units = [
GroundUnitType.named(n) for n in json.get("frontline_units", [])
]
faction.artillery_units = [
GroundUnitType.named(n) for n in json.get("artillery_units", [])
]
faction.infantry_units = [
GroundUnitType.named(n) for n in json.get("infantry_units", [])
]
faction.logistics_units = [
GroundUnitType.named(n) for n in json.get("logistics_units", [])
]
faction.air_defense_units = [
GroundUnitType.named(n) for n in json.get("air_defense_units", [])
]
faction.missiles = [GroundUnitType.named(n) for n in json.get("missiles", [])]
faction.naval_units = [
ShipUnitType.named(n) for n in json.get("naval_units", [])
]
faction.preset_groups = [
ForceGroup.from_preset_group(g) for g in json.get("preset_groups", [])
]
faction.requirements = json.get("requirements", {})
faction.carrier_names = json.get("carrier_names", [])
faction.helicopter_carrier_names = json.get("helicopter_carrier_names", [])
faction.has_jtac = json.get("has_jtac", False)
jtac_name = json.get("jtac_unit", None)
if jtac_name is not None:
faction.jtac_unit = AircraftType.named(jtac_name)
else:
faction.jtac_unit = None
# Load doctrine
doctrine = json.get("doctrine", "modern")
if doctrine == "modern":
faction.doctrine = MODERN_DOCTRINE
elif doctrine == "coldwar":
faction.doctrine = COLDWAR_DOCTRINE
elif doctrine == "ww2":
faction.doctrine = WWII_DOCTRINE
else:
faction.doctrine = MODERN_DOCTRINE
# Load the building set
faction.building_set = []
building_set = json.get("building_set", "default")
if building_set == "default":
faction.building_set.extend(DEFAULT_AVAILABLE_BUILDINGS)
elif building_set == "ww2free":
faction.building_set.extend(WW2_FREE)
elif building_set == "ww2ally":
faction.building_set.extend(WW2_ALLIES_BUILDINGS)
elif building_set == "ww2germany":
faction.building_set.extend(WW2_GERMANY_BUILDINGS)
else:
faction.building_set.extend(DEFAULT_AVAILABLE_BUILDINGS)
# Add required buildings for the game logic (e.g. ammo, factory..)
faction.building_set.extend(REQUIRED_BUILDINGS)
faction.building_set.extend(IADS_BUILDINGS)
# Load liveries override
faction.liveries_overrides = {}
liveries_overrides = json.get("liveries_overrides", {})
for name, livery in liveries_overrides.items():
aircraft = AircraftType.named(name)
faction.liveries_overrides[aircraft] = [s.lower() for s in livery]
faction.unrestricted_satnav = json.get("unrestricted_satnav", False)
return faction
@property
def ground_units(self) -> Iterator[GroundUnitType]:
yield from self.artillery_units
yield from self.frontline_units
yield from self.logistics_units
def infantry_with_class(self, unit_class: UnitClass) -> Iterator[GroundUnitType]:
for unit in self.infantry_units:
if unit.unit_class is unit_class:
yield unit
def apply_mod_settings(self, mod_settings: ModSettings) -> None:
# aircraft
if not mod_settings.a4_skyhawk:
self.remove_aircraft("A-4E-C")
if not mod_settings.hercules:
self.remove_aircraft("Hercules")
if not mod_settings.uh_60l:
self.remove_aircraft("UH-60L")
self.remove_aircraft("KC130J")
if not mod_settings.f22_raptor:
self.remove_aircraft("F-22A")
if not mod_settings.f104_starfighter:
self.remove_aircraft("VSN_F104G")
self.remove_aircraft("VSN_F104S")
self.remove_aircraft("VSN_F104S_AG")
if not mod_settings.jas39_gripen:
self.remove_aircraft("JAS39Gripen")
self.remove_aircraft("JAS39Gripen_AG")
if not mod_settings.su57_felon:
self.remove_aircraft("Su-57")
# frenchpack
if not mod_settings.frenchpack:
self.remove_vehicle("AMX10RCR")
self.remove_vehicle("SEPAR")
self.remove_vehicle("ERC")
self.remove_vehicle("M120")
self.remove_vehicle("AA20")
self.remove_vehicle("TRM2000")
self.remove_vehicle("TRM2000_Citerne")
self.remove_vehicle("TRM2000_AA20")
self.remove_vehicle("TRMMISTRAL")
self.remove_vehicle("VABH")
self.remove_vehicle("VAB_RADIO")
self.remove_vehicle("VAB_50")
self.remove_vehicle("VIB_VBR")
self.remove_vehicle("VAB_HOT")
self.remove_vehicle("VAB_MORTIER")
self.remove_vehicle("VBL50")
self.remove_vehicle("VBLANF1")
self.remove_vehicle("VBL-radio")
self.remove_vehicle("VBAE")
self.remove_vehicle("VBAE_MMP")
self.remove_vehicle("AMX-30B2")
self.remove_vehicle("Tracma")
self.remove_vehicle("JTACFP")
self.remove_vehicle("SHERIDAN")
self.remove_vehicle("Leclerc_XXI")
self.remove_vehicle("Toyota_bleu")
self.remove_vehicle("Toyota_vert")
self.remove_vehicle("Toyota_desert")
self.remove_vehicle("Kamikaze")
self.remove_vehicle("AMX1375")
self.remove_vehicle("AMX1390")
self.remove_vehicle("VBCI")
self.remove_vehicle("T62")
self.remove_vehicle("T64BV")
self.remove_vehicle("T72M")
self.remove_vehicle("KORNET")
# high digit sams
if not mod_settings.high_digit_sams:
self.remove_preset("SA-10B/S-300PS")
self.remove_preset("SA-12/S-300V")
self.remove_preset("SA-20/S-300PMU-1")
self.remove_preset("SA-20B/S-300PMU-2")
self.remove_preset("SA-23/S-300VM")
self.remove_preset("SA-17")
self.remove_preset("KS-19")
def remove_aircraft(self, name: str) -> None:
for i in self.aircrafts:
if i.dcs_unit_type.id == name:
self.aircrafts.remove(i)
def remove_preset(self, name: str) -> None:
for pg in self.preset_groups:
if pg.name == name:
self.preset_groups.remove(pg)
def remove_vehicle(self, name: str) -> None:
for i in self.frontline_units:
if i.dcs_unit_type.id == name:
self.frontline_units.remove(i)
def load_ship(name: str) -> Optional[Type[ShipType]]:
if (ship := getattr(dcs.ships, name, None)) is not None:
return ship
logging.error(f"FACTION ERROR : Unable to find {name} in dcs.ships")
return None
def load_all_ships(data: list[str]) -> List[Type[ShipType]]:
items = []
for name in data:
item = load_ship(name)
if item is not None:
items.append(item)
return items