2020-10-06 17:01:37 -07:00

380 lines
16 KiB
Python

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