dcs-retribution/game/persistency.py
MetalStormGhost 4d4f4d1930
F-4B/C mod support v2.8.7.204 (#217)
* Rename     pydcs_extensions/f4/__init__.py (from pydcs_extensions/f4b/__init__.py)
Rename     pydcs_extensions/f4/f4b.py (from pydcs_extensions/f4b/f4b.py)

* Rename     pydcs_extensions/f4/f4.py (from pydcs_extensions/f4/f4b.py)

* Support for the updated F-4B/C mod

Updated the F4.py pydcs extension to match the updated F-4B/C mod and
reworked the standard payloads to add "clean" to new F-4B pylons 11 and
12.

This includes a workaround to allow Liberation to use the new VSN F-4B
weapons with combined 2x Aim-9js on pylons 3 and 9 underslung with bombs
on ters on new pylons 11 and 12. In mission editor the combined weapons
are selected in pylons 3 and 9 and their under-slung counterparts are
forced onto 11 and 12 using "required" arguments in the mod's lua. All
other pylon 3 and 9 weapons use "required clean" arguments. Liberation
doesn't have a way to force these linkages onto pylons 11 and 12 and
without them, even without clean, no weapons will load on 3 and 9 or 11
and 12.

The workaround for normal weapons on the F-4B is to set the standard
load-outs to "clean" on pylons 11 and 12. This allows all normal weapons
to work on pylons 3 and 9 so long as pylons 11 and 12 are left as Clean.
It also allows Clean into the Liberation dropdown so it can be selected
later if necessary.

The workaround for the 4 new weapons that combines pylons 3 with 11 and
9 with 12 is that the user has to use the matching pair on each set of
pylons. For example - if F4B_LAU105_AIM9J_2_BRU42A_MK82_3 is selected
for pylon 3, BRU 42A MK823 LAU105 AIM9J2 must be selected for pylon 11.
Failure to do this correctly doesn't crash liberation or DCS, the result
will just be either no weapons at all on either pylon or the underslung
weapons on 11 and 12 floating without a pylon attaching it to the plane.

When updating f4.py in the future, note that running the pydcs database
export doesn't pull any data for Pylons 11 and 12. Those matching
weapons / classes have to be manually defined in those pylons for the
F-4B. This is noted in f4.py.

* F-4 mod support update to 2.8.7.201

* Updated QGeneratorSettings.py and the changelog.

* Updated F-4B and F-4C loadouts.

* Added the Phantom to some additional factions.

* Changelog updated: Updated support for F-4B/C Phantom mod to 2.8.7.204

The pydcs export for the latest patch was identical, which means it's also supported.

* Migrator change for renamed F-4B/C folder

---------

Co-authored-by: Nosajthedevil <78634843+Nosajthedevil@users.noreply.github.com>
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
2023-12-28 12:50:24 +01:00

157 lines
4.3 KiB
Python

from __future__ import annotations
import logging
import pickle
import shutil
from pathlib import Path
from typing import Optional, TYPE_CHECKING, Any
import dcs.terrain.falklands.airports
import pydcs_extensions
from game.profiling import logged_duration
if TYPE_CHECKING:
from game import Game
_dcs_saved_game_folder: Optional[str] = None
# fmt: off
class DummyObject:
def __setstate__(self, state: dict[str, Any]) -> None:
self.__dict__.update(state)
class MigrationUnpickler(pickle.Unpickler):
"""Custom unpickler to migrate campaign save-files for when components have been moved"""
def find_class(self, module: Any, name: str) -> Any:
if name == "NightMissions":
from game.settings import NightMissions
return NightMissions
if name == "Conditions":
from game.weather.conditions import Conditions
return Conditions
if name == "AtmosphericConditions":
from game.weather.atmosphericconditions import AtmosphericConditions
return AtmosphericConditions
if name == "WindConditions":
from game.weather.wind import WindConditions
return WindConditions
if name == "Clouds":
from game.weather.clouds import Clouds
return Clouds
if name == "Fog":
from game.weather.fog import Fog
return Fog
if name == "ClearSkies":
from game.weather.weather import ClearSkies
return ClearSkies
if name == "Cloudy":
from game.weather.weather import Cloudy
return Cloudy
if name == "Raining":
from game.weather.weather import Raining
return Raining
if name == "Thunderstorm":
from game.weather.weather import Thunderstorm
return Thunderstorm
if name == "Hipico":
return dcs.terrain.falklands.airports.Hipico_Flying_Club
if name in ["SaveManager", "SaveGameBundle"]:
return DummyObject
if module == "pydcs_extensions.f4b.f4b":
return pydcs_extensions.f4
return super().find_class(module, name)
# fmt: on
def setup(user_folder: str) -> None:
global _dcs_saved_game_folder
_dcs_saved_game_folder = user_folder
if not save_dir().exists():
save_dir().mkdir(parents=True)
def base_path() -> Path:
global _dcs_saved_game_folder
assert _dcs_saved_game_folder
return Path(_dcs_saved_game_folder)
def debug_dir() -> Path:
return base_path() / "Retribution" / "Debug"
def waypoint_debug_directory() -> Path:
return debug_dir() / "Waypoints"
def settings_dir() -> Path:
return base_path() / "Retribution" / "Settings"
def payloads_dir(backup: bool = False) -> Path:
payloads = base_path() / "MissionEditor" / "UnitPayloads"
if backup:
return payloads / "_retribution_backups"
return payloads
def user_custom_weapon_injections_dir() -> Path:
return base_path() / "Retribution" / "WeaponInjections"
def save_dir() -> Path:
return base_path() / "Retribution" / "Saves"
def _temporary_save_file() -> str:
return str(save_dir() / "tmpsave.retribution")
def _autosave_path() -> str:
return str(save_dir() / "autosave.retribution")
def mission_path_for(name: str) -> Path:
return base_path() / "Missions" / name
def load_game(path: str) -> Optional[Game]:
with open(path, "rb") as f:
try:
save = MigrationUnpickler(f).load()
save.savepath = path
return save
except Exception:
logging.exception("Invalid Save game")
return None
def save_game(game: Game) -> bool:
with logged_duration("Saving game"):
try:
with open(_temporary_save_file(), "wb") as f:
pickle.dump(game, f)
shutil.copy(_temporary_save_file(), game.savepath)
return True
except Exception:
logging.exception("Could not save game")
return False
def autosave(game: Game) -> bool:
"""
Autosave to the autosave location
:param game: Game to save
:return: True if saved successfully
"""
try:
with open(_autosave_path(), "wb") as f:
pickle.dump(game, f)
return True
except Exception:
logging.exception("Could not save game")
return False