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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Weather and exact time of day information is helpful during mission planning, so generate it at the start of the turn rather than at takeoff time. Another advantage aside from planning is that we can now use the wind information to set carrier headings and takeoff runways appropriately.
401 lines
17 KiB
Python
401 lines
17 KiB
Python
import logging
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import os
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from pathlib import Path
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from typing import List, Optional, Set
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from dcs import Mission
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from dcs.action import DoScript, DoScriptFile
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from dcs.coalition import Coalition
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from dcs.countries import country_dict
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from dcs.lua.parse import loads
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from dcs.mapping import Point
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from dcs.terrain.terrain import Terrain
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from dcs.translation import String
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from dcs.triggers import TriggerStart
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from dcs.unittype import UnitType
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from gen import Conflict, VisualGenerator
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from gen.aircraft import AIRCRAFT_DATA, AircraftConflictGenerator, FlightData
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from gen.airfields import AIRFIELD_DATA
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from gen.airsupportgen import AirSupport, AirSupportConflictGenerator
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from gen.armor import GroundConflictGenerator, JtacInfo
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from gen.beacons import load_beacons_for_terrain
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from gen.briefinggen import BriefingGenerator
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from gen.environmentgen import EnvironmentGenerator
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from gen.forcedoptionsgen import ForcedOptionsGenerator
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from gen.groundobjectsgen import GroundObjectsGenerator
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from gen.kneeboard import KneeboardGenerator
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from gen.radios import RadioFrequency, RadioRegistry
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from gen.tacan import TacanRegistry
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from gen.triggergen import TRIGGER_RADIUS_MEDIUM, TriggersGenerator
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from theater import ControlPoint
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from .. import db
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from ..debriefing import Debriefing
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class Operation:
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attackers_starting_position = None # type: db.StartingPosition
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defenders_starting_position = None # type: db.StartingPosition
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current_mission = None # type: Mission
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regular_mission = None # type: Mission
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quick_mission = None # type: Mission
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conflict = None # type: Conflict
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airgen = None # type: AircraftConflictGenerator
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triggersgen = None # type: TriggersGenerator
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airsupportgen = None # type: AirSupportConflictGenerator
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visualgen = None # type: VisualGenerator
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groundobjectgen = None # type: GroundObjectsGenerator
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briefinggen = None # type: BriefingGenerator
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forcedoptionsgen = None # type: ForcedOptionsGenerator
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radio_registry: Optional[RadioRegistry] = None
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tacan_registry: Optional[TacanRegistry] = None
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environment_settings = None
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trigger_radius = TRIGGER_RADIUS_MEDIUM
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is_quick = None
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is_awacs_enabled = False
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ca_slots = 0
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def __init__(self,
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game,
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attacker_name: str,
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defender_name: str,
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from_cp: ControlPoint,
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departure_cp: ControlPoint,
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to_cp: ControlPoint):
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self.game = game
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self.attacker_name = attacker_name
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self.attacker_country = db.FACTIONS[attacker_name]["country"]
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self.defender_name = defender_name
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self.defender_country = db.FACTIONS[defender_name]["country"]
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print(self.defender_country, self.attacker_country)
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self.from_cp = from_cp
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self.departure_cp = departure_cp
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self.to_cp = to_cp
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self.is_quick = False
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def units_of(self, country_name: str) -> List[UnitType]:
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return []
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def is_successfull(self, debriefing: Debriefing) -> bool:
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return True
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@property
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def is_player_attack(self) -> bool:
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return self.from_cp.captured
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def initialize(self, mission: Mission, conflict: Conflict):
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self.current_mission = mission
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self.conflict = conflict
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self.briefinggen = BriefingGenerator(self.current_mission,
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self.conflict, self.game)
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def prepare(self, terrain: Terrain, is_quick: bool):
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with open("resources/default_options.lua", "r") as f:
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options_dict = loads(f.read())["options"]
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self.current_mission = Mission(terrain)
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print(self.game.player_country)
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print(country_dict[db.country_id_from_name(self.game.player_country)])
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print(country_dict[db.country_id_from_name(self.game.player_country)]())
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# Setup coalition :
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self.current_mission.coalition["blue"] = Coalition("blue")
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self.current_mission.coalition["red"] = Coalition("red")
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p_country = self.game.player_country
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e_country = self.game.enemy_country
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self.current_mission.coalition["blue"].add_country(country_dict[db.country_id_from_name(p_country)]())
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self.current_mission.coalition["red"].add_country(country_dict[db.country_id_from_name(e_country)]())
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print([c for c in self.current_mission.coalition["blue"].countries.keys()])
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print([c for c in self.current_mission.coalition["red"].countries.keys()])
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if is_quick:
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self.quick_mission = self.current_mission
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else:
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self.regular_mission = self.current_mission
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self.current_mission.options.load_from_dict(options_dict)
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self.is_quick = is_quick
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if is_quick:
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self.attackers_starting_position = None
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self.defenders_starting_position = None
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else:
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self.attackers_starting_position = self.departure_cp.at
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# TODO: Is this possible?
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if self.to_cp is not None:
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self.defenders_starting_position = self.to_cp.at
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else:
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self.defenders_starting_position = None
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def generate(self):
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radio_registry = RadioRegistry()
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tacan_registry = TacanRegistry()
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# Dedup beacon/radio frequencies, since some maps have some frequencies
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# used multiple times.
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beacons = load_beacons_for_terrain(self.game.theater.terrain.name)
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unique_map_frequencies: Set[RadioFrequency] = set()
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for beacon in beacons:
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unique_map_frequencies.add(beacon.frequency)
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if beacon.is_tacan:
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if beacon.channel is None:
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logging.error(
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f"TACAN beacon has no channel: {beacon.callsign}")
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else:
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tacan_registry.reserve(beacon.tacan_channel)
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for airfield, data in AIRFIELD_DATA.items():
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if data.theater == self.game.theater.terrain.name:
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unique_map_frequencies.add(data.atc.hf)
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unique_map_frequencies.add(data.atc.vhf_fm)
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unique_map_frequencies.add(data.atc.vhf_am)
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unique_map_frequencies.add(data.atc.uhf)
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# No need to reserve ILS or TACAN because those are in the
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# beacon list.
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for frequency in unique_map_frequencies:
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radio_registry.reserve(frequency)
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# Set mission time and weather conditions.
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EnvironmentGenerator(self.current_mission,
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self.game.conditions).generate()
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# Generate ground object first
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groundobjectgen = GroundObjectsGenerator(
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self.current_mission,
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self.conflict,
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self.game,
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radio_registry,
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tacan_registry
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)
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groundobjectgen.generate()
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# Generate destroyed units
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for d in self.game.get_destroyed_units():
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try:
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utype = db.unit_type_from_name(d["type"])
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except KeyError:
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continue
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pos = Point(d["x"], d["z"])
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if utype is not None and not self.game.position_culled(pos) and self.game.settings.perf_destroyed_units:
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self.current_mission.static_group(
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country=self.current_mission.country(self.game.player_country),
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name="",
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_type=utype,
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hidden=True,
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position=pos,
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heading=d["orientation"],
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dead=True,
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)
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# Air Support (Tanker & Awacs)
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airsupportgen = AirSupportConflictGenerator(
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self.current_mission, self.conflict, self.game, radio_registry,
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tacan_registry)
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airsupportgen.generate(self.is_awacs_enabled)
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# Generate Activity on the map
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airgen = AircraftConflictGenerator(
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self.current_mission, self.conflict, self.game.settings, self.game,
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radio_registry)
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airgen.generate_flights(
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self.current_mission.country(self.game.player_country),
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self.game.blue_ato,
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groundobjectgen.runways
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)
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airgen.generate_flights(
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self.current_mission.country(self.game.enemy_country),
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self.game.red_ato,
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groundobjectgen.runways
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)
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# Generate ground units on frontline everywhere
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jtacs: List[JtacInfo] = []
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for player_cp, enemy_cp in self.game.theater.conflicts(True):
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conflict = Conflict.frontline_cas_conflict(self.attacker_name, self.defender_name,
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self.current_mission.country(self.attacker_country),
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self.current_mission.country(self.defender_country),
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player_cp, enemy_cp, self.game.theater)
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# Generate frontline ops
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player_gp = self.game.ground_planners[player_cp.id].units_per_cp[enemy_cp.id]
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enemy_gp = self.game.ground_planners[enemy_cp.id].units_per_cp[player_cp.id]
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groundConflictGen = GroundConflictGenerator(self.current_mission, conflict, self.game, player_gp, enemy_gp, player_cp.stances[enemy_cp.id])
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groundConflictGen.generate()
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jtacs.extend(groundConflictGen.jtacs)
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# Setup combined arms parameters
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self.current_mission.groundControl.pilot_can_control_vehicles = self.ca_slots > 0
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if self.game.player_country in [country.name for country in self.current_mission.coalition["blue"].countries.values()]:
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self.current_mission.groundControl.blue_tactical_commander = self.ca_slots
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else:
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self.current_mission.groundControl.red_tactical_commander = self.ca_slots
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# Triggers
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triggersgen = TriggersGenerator(self.current_mission, self.conflict,
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self.game)
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triggersgen.generate()
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# Options
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forcedoptionsgen = ForcedOptionsGenerator(self.current_mission,
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self.conflict, self.game)
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forcedoptionsgen.generate()
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# Generate Visuals Smoke Effects
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visualgen = VisualGenerator(self.current_mission, self.conflict,
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self.game)
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if self.game.settings.perf_smoke_gen:
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visualgen.generate()
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# Inject Plugins Lua Scripts
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listOfPluginsScripts = []
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plugin_file_path = Path("./resources/scripts/plugins/__plugins.lst")
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if plugin_file_path.exists():
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for line in plugin_file_path.read_text().splitlines():
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name = line.strip()
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if not name.startswith( '#' ):
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trigger = TriggerStart(comment="Load " + name)
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listOfPluginsScripts.append(name)
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fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/plugins/" + name)
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trigger.add_action(DoScriptFile(fileref))
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self.current_mission.triggerrules.triggers.append(trigger)
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else:
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logging.info(
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f"Not loading plugins, {plugin_file_path} does not exist")
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# Inject Mist Script if not done already in the plugins
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if not "mist.lua" in listOfPluginsScripts and not "mist_4_3_74.lua" in listOfPluginsScripts: # don't load the script twice
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trigger = TriggerStart(comment="Load Mist Lua framework")
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fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/mist_4_3_74.lua")
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trigger.add_action(DoScriptFile(fileref))
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self.current_mission.triggerrules.triggers.append(trigger)
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# Inject JSON library if not done already in the plugins
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if not "json.lua" in listOfPluginsScripts : # don't load the script twice
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trigger = TriggerStart(comment="Load JSON Lua library")
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fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/json.lua")
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trigger.add_action(DoScriptFile(fileref))
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self.current_mission.triggerrules.triggers.append(trigger)
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# Inject Ciribob's JTACAutoLase if not done already in the plugins
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if not "JTACAutoLase.lua" in listOfPluginsScripts : # don't load the script twice
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trigger = TriggerStart(comment="Load JTACAutoLase.lua script")
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fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/JTACAutoLase.lua")
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trigger.add_action(DoScriptFile(fileref))
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self.current_mission.triggerrules.triggers.append(trigger)
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# set a LUA table with data from Liberation that we want to set
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# at the moment it contains Liberation's install path, and an overridable definition for the JTACAutoLase function
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# later, we'll add data about the units and points having been generated, in order to facilitate the configuration of the plugin lua scripts
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state_location = "[[" + os.path.abspath("state.json") + "]]"
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lua = """
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-- setting configuration table
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env.info("DCSLiberation|: setting configuration table")
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-- all data in this table is overridable.
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dcsLiberation = {}
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-- the base location for state.json; if non-existent, it'll be replaced with LIBERATION_EXPORT_DIR, TEMP, or DCS working directory
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dcsLiberation.installPath=""" + state_location + """
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-- you can override dcsLiberation.JTACAutoLase to make it use your own function ; it will be called with these parameters : ({jtac.unit_name}, {jtac.code}, {smoke}, 'vehicle') for all JTACs
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if ctld then
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dcsLiberation.JTACAutoLase=ctld.JTACAutoLase
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elseif JTACAutoLase then
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dcsLiberation.JTACAutoLase=JTACAutoLase
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end
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-- later, we'll add more data to the table
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--dcsLiberation.POIs = {}
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--dcsLiberation.BASEs = {}
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--dcsLiberation.JTACs = {}
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"""
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trigger = TriggerStart(comment="Set DCS Liberation data")
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trigger.add_action(DoScript(String(lua)))
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self.current_mission.triggerrules.triggers.append(trigger)
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# Inject DCS-Liberation script if not done already in the plugins
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if not "dcs_liberation.lua" in listOfPluginsScripts : # don't load the script twice
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trigger = TriggerStart(comment="Load DCS Liberation script")
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fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/dcs_liberation.lua")
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trigger.add_action(DoScriptFile(fileref))
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self.current_mission.triggerrules.triggers.append(trigger)
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# add a configuration for JTACAutoLase and start lasing for all JTACs
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smoke = "true"
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if hasattr(self.game.settings, "jtac_smoke_on"):
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if not self.game.settings.jtac_smoke_on:
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smoke = "false"
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lua = """
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-- setting and starting JTACs
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env.info("DCSLiberation|: setting and starting JTACs")
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"""
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for jtac in jtacs:
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lua += f"if dcsLiberation.JTACAutoLase then dcsLiberation.JTACAutoLase('{jtac.unit_name}', {jtac.code}, {smoke}, 'vehicle') end\n"
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trigger = TriggerStart(comment="Start JTACs")
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trigger.add_action(DoScript(String(lua)))
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self.current_mission.triggerrules.triggers.append(trigger)
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self.assign_channels_to_flights(airgen.flights,
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airsupportgen.air_support)
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kneeboard_generator = KneeboardGenerator(self.current_mission)
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for dynamic_runway in groundobjectgen.runways.values():
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self.briefinggen.add_dynamic_runway(dynamic_runway)
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for tanker in airsupportgen.air_support.tankers:
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self.briefinggen.add_tanker(tanker)
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kneeboard_generator.add_tanker(tanker)
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if self.is_awacs_enabled:
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for awacs in airsupportgen.air_support.awacs:
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self.briefinggen.add_awacs(awacs)
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kneeboard_generator.add_awacs(awacs)
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for jtac in jtacs:
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self.briefinggen.add_jtac(jtac)
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kneeboard_generator.add_jtac(jtac)
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for flight in airgen.flights:
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self.briefinggen.add_flight(flight)
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kneeboard_generator.add_flight(flight)
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self.briefinggen.generate()
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kneeboard_generator.generate()
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def assign_channels_to_flights(self, flights: List[FlightData],
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air_support: AirSupport) -> None:
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"""Assigns preset radio channels for client flights."""
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for flight in flights:
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if not flight.client_units:
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continue
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self.assign_channels_to_flight(flight, air_support)
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def assign_channels_to_flight(self, flight: FlightData,
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air_support: AirSupport) -> None:
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"""Assigns preset radio channels for a client flight."""
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airframe = flight.aircraft_type
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try:
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aircraft_data = AIRCRAFT_DATA[airframe.id]
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except KeyError:
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logging.warning(f"No aircraft data for {airframe.id}")
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return
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if aircraft_data.channel_allocator is not None:
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aircraft_data.channel_allocator.assign_channels_for_flight(
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flight, air_support
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)
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