mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
refactor to enum typing and many other fixes fix tests attempt to fix some typescript more typescript fixes more typescript test fixes revert all API changes update to pydcs mypy fixes Use properties to check if player is blue/red/neutral update requirements.txt black -_- bump pydcs and fix mypy add opponent property bump pydcs
288 lines
12 KiB
Python
288 lines
12 KiB
Python
from __future__ import annotations
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import logging
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import pickle
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from datetime import datetime
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from pathlib import Path
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from typing import TYPE_CHECKING
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import dcs.lua
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from dcs import Point
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from dcs.coalition import Coalition
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from dcs.countries import (
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country_dict,
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CombinedJointTaskForcesBlue,
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CombinedJointTaskForcesRed,
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)
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from dcs.task import AFAC, FAC, SetInvisibleCommand, SetImmortalCommand, OrbitAction
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from game.missiongenerator.convoygenerator import ConvoyGenerator
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from game.missiongenerator.environmentgenerator import EnvironmentGenerator
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from game.missiongenerator.forcedoptionsgenerator import ForcedOptionsGenerator
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from game.missiongenerator.frontlineconflictdescription import (
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FrontLineConflictDescription,
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)
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from game.missiongenerator.missiondata import JtacInfo
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from game.missiongenerator.tgogenerator import TgoGenerator
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from game.missiongenerator.visualsgenerator import VisualsGenerator
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from game.naming import namegen
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from game.persistency import pre_pretense_backups_dir
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from game.pretense.pretenseaircraftgenerator import PretenseAircraftGenerator
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from game.theater import Player
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from game.theater.bullseye import Bullseye
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from game.unitmap import UnitMap
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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from .pretenseluagenerator import PretenseLuaGenerator
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from .pretensetgogenerator import PretenseTgoGenerator
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from .pretensetriggergenerator import PretenseTriggerGenerator
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from ..ato.airtaaskingorder import AirTaskingOrder
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from ..callsigns import callsign_for_support_unit
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from ..dcs.aircrafttype import AircraftType
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from ..lasercodes import LaserCodeRegistry
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from ..missiongenerator import MissionGenerator
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from ..theater import Airfield
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if TYPE_CHECKING:
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from game import Game
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class PretenseMissionGenerator(MissionGenerator):
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def __init__(self, game: Game, time: datetime) -> None:
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super().__init__(game, time)
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self.laser_code_registry = LaserCodeRegistry()
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with open("resources/default_options.lua", "r", encoding="utf-8") as f:
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options = dcs.lua.loads(f.read())["options"]
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ext_view = game.settings.external_views_allowed
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options["miscellaneous"]["f11_free_camera"] = ext_view
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options["difficulty"]["spectatorExternalViews"] = ext_view
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self.mission.options.load_from_dict(options)
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def generate_miz(self, output: Path) -> UnitMap:
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game_backup_pickle = pickle.dumps(self.game)
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path = pre_pretense_backups_dir()
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path /= f".pre-pretense-backup.retribution"
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try:
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with open(path, "wb") as f:
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pickle.dump(self.game, f)
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except:
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logging.error(f"Unable to save Pretense pre-generation backup to {path}")
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if self.generation_started:
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raise RuntimeError(
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"Mission has already begun generating. To reset, create a new "
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"MissionSimulation."
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)
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self.generation_started = True
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self.game.pretense_ground_supply = {1: {}, 2: {}}
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self.game.pretense_ground_assault = {1: {}, 2: {}}
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self.game.pretense_air = {1: {}, 2: {}}
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self.setup_mission_coalitions()
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self.add_airfields_to_unit_map()
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self.initialize_registries()
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auto_fog = self.game.settings.use_auto_fog
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EnvironmentGenerator(
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self.mission, self.game.conditions, self.time, auto_fog
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).generate()
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tgo_generator = PretenseTgoGenerator(
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self.mission,
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self.game,
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self.radio_registry,
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self.tacan_registry,
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self.unit_map,
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self.mission_data,
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)
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tgo_generator.generate()
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ConvoyGenerator(self.mission, self.game, self.unit_map).generate()
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# Generate ground conflicts first so the JTACs get the first laser code (1688)
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# rather than the first player flight with a TGP.
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self.generate_ground_conflicts()
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self.generate_air_units(tgo_generator)
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for cp in self.game.theater.controlpoints:
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if (
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self.game.settings.ground_start_airbase_statics_farps_remove
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and isinstance(cp, Airfield)
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):
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while len(tgo_generator.ground_spawns[cp]) > 0:
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ground_spawn = tgo_generator.ground_spawns[cp].pop()
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# Remove invisible FARPs from airfields because they are unnecessary
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neutral_country = self.mission.country(
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cp.coalition.game.neutral_country.name
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)
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neutral_country.remove_static_group(ground_spawn[0])
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while len(tgo_generator.ground_spawns_roadbase[cp]) > 0:
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ground_spawn = tgo_generator.ground_spawns_roadbase[cp].pop()
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# Remove invisible FARPs from airfields because they are unnecessary
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neutral_country = self.mission.country(
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cp.coalition.game.neutral_country.name
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)
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neutral_country.remove_static_group(ground_spawn[0])
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self.mission.triggerrules.triggers.clear()
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PretenseTriggerGenerator(self.mission, self.game).generate()
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ForcedOptionsGenerator(self.mission, self.game).generate()
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VisualsGenerator(self.mission, self.game).generate()
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PretenseLuaGenerator(self.game, self.mission, self.mission_data).generate()
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self.setup_combined_arms()
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self.notify_info_generators()
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# TODO: Shouldn't this be first?
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namegen.reset_numbers()
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self.generate_warehouses()
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self.mission.save(output)
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print(
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f"Loading pre-pretense save, number of BLUFOR squadrons: {len(self.game.blue.air_wing.squadrons)}"
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)
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self.game = pickle.loads(game_backup_pickle)
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print(
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f"Loaded pre-pretense save, number of BLUFOR squadrons: {len(self.game.blue.air_wing.squadrons)}"
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)
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GameUpdateSignal.get_instance().game_loaded.emit(self.game)
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return self.unit_map
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def setup_mission_coalitions(self) -> None:
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self.mission.coalition["blue"] = Coalition(
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"blue", bullseye=self.game.blue.bullseye.to_pydcs()
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)
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self.mission.coalition["red"] = Coalition(
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"red", bullseye=self.game.red.bullseye.to_pydcs()
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)
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self.mission.coalition["neutrals"] = Coalition(
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"neutrals", bullseye=Bullseye(Point(0, 0, self.mission.terrain)).to_pydcs()
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)
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self.mission.coalition["blue"].add_country(self.p_country)
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self.mission.coalition["red"].add_country(self.e_country)
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# Add CJTF factions to the coalitions, if they're not being used in the campaign
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if CombinedJointTaskForcesBlue.id not in {self.p_country.id, self.e_country.id}:
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self.mission.coalition["blue"].add_country(CombinedJointTaskForcesBlue())
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if CombinedJointTaskForcesRed.id not in {self.p_country.id, self.e_country.id}:
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self.mission.coalition["red"].add_country(CombinedJointTaskForcesRed())
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belligerents = {self.p_country.id, self.e_country.id}
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for country_id in country_dict.keys():
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if country_id not in belligerents:
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c = country_dict[country_id]()
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self.mission.coalition["neutrals"].add_country(c)
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def generate_ground_conflicts(self) -> None:
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"""Generate FLOTs and JTACs for each active front line."""
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for front_line in self.game.theater.conflicts():
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player_cp = front_line.blue_cp
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enemy_cp = front_line.red_cp
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# Add JTAC
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if self.game.blue.faction.has_jtac:
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freq = self.radio_registry.alloc_uhf()
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# If the option fc3LaserCode is enabled, force all JTAC
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# laser codes to 1113 to allow lasing for Su-25 Frogfoots and A-10A Warthogs.
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# Otherwise use 1688 for the first JTAC, 1687 for the second etc.
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if self.game.settings.plugins.get("ctld.fc3LaserCode"):
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code = self.game.laser_code_registry.fc3_code
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else:
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code = front_line.laser_code
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utype = self.game.blue.faction.jtac_unit
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if utype is None:
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utype = AircraftType.named("MQ-9 Reaper")
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country = self.mission.country(self.game.blue.faction.country.name)
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position = FrontLineConflictDescription.frontline_position(
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front_line, self.game.theater, self.game.settings
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)
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jtac = self.mission.flight_group(
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country=country,
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name=namegen.next_jtac_name(),
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aircraft_type=utype.dcs_unit_type,
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position=position[0],
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airport=None,
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altitude=5000,
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maintask=AFAC,
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)
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jtac.points[0].tasks.append(
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FAC(
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callsign=len(self.mission_data.jtacs) + 1,
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frequency=int(freq.mhz),
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modulation=freq.modulation,
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)
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)
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jtac.points[0].tasks.append(SetInvisibleCommand(True))
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jtac.points[0].tasks.append(SetImmortalCommand(True))
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jtac.points[0].tasks.append(
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OrbitAction(5000, 300, OrbitAction.OrbitPattern.Circle)
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)
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frontline = f"Frontline {player_cp.name}/{enemy_cp.name}"
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# Note: Will need to change if we ever add ground based JTAC.
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callsign = callsign_for_support_unit(jtac)
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self.mission_data.jtacs.append(
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JtacInfo(
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group_name=jtac.name,
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unit_name=jtac.units[0].name,
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callsign=callsign,
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region=frontline,
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code=str(code),
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blue=Player.BLUE,
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freq=freq,
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)
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)
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def generate_air_units(self, tgo_generator: TgoGenerator) -> None:
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"""Generate the air units for the Operation"""
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# Generate Aircraft Activity on the map
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aircraft_generator = PretenseAircraftGenerator(
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self.mission,
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self.game.settings,
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self.game,
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self.time,
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self.radio_registry,
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self.tacan_registry,
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self.datalink_registry,
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self.laser_code_registry,
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self.unit_map,
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mission_data=self.mission_data,
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helipads=tgo_generator.helipads,
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ground_spawns_roadbase=tgo_generator.ground_spawns_roadbase,
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ground_spawns_large=tgo_generator.ground_spawns_large,
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ground_spawns=tgo_generator.ground_spawns,
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)
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# Clear parking slots and ATOs
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aircraft_generator.clear_parking_slots()
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self.game.blue.ato.clear()
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self.game.red.ato.clear()
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for cp in self.game.theater.controlpoints:
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for country in (self.p_country, self.e_country):
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ato = AirTaskingOrder()
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aircraft_generator.generate_flights(
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country,
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cp,
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ato,
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)
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aircraft_generator.generate_packages(
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country,
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ato,
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tgo_generator.runways,
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)
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self.mission_data.flights = aircraft_generator.flights
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for flight in aircraft_generator.flights:
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if not flight.client_units:
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continue
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flight.aircraft_type.assign_channels_for_flight(flight, self.mission_data)
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