mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
- Factored out the current generators to use a better approach with Templates build from the dcs mission editor. - This information is extended with a template-mapping in a json file which allows to logically group together multiple dcs groups and even statics to one template - The combination of mapping and miz will be serialized to a template.json which is only used for loading. - Factions now load templates during initialization and hold all the templates they can really use. This is based around the faction file. - Implemented a template randomizer which allows to add some randomization to templates - Each Template Group can have 1 randomizer which randomizes unit_type and size based on the mapping definition. Larger groups need to be devided in more fine detailed groups as we can now handle them better due to the change from dcs group types to our own classes. - Rewritten the ArmorGroup, Naval and EWR template handling Rework GroundObjectBuyMenu to support templates
421 lines
16 KiB
Python
421 lines
16 KiB
Python
from __future__ import annotations
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import copy
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import itertools
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import logging
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from dataclasses import dataclass, field
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from typing import Optional, Dict, Type, List, Any, Iterator, TYPE_CHECKING
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import dcs
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from dcs.countries import country_dict
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from dcs.unittype import ShipType, UnitType
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from game.data.building_data import (
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WW2_ALLIES_BUILDINGS,
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DEFAULT_AVAILABLE_BUILDINGS,
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WW2_GERMANY_BUILDINGS,
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WW2_FREE,
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)
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from game.data.doctrine import (
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Doctrine,
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MODERN_DOCTRINE,
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COLDWAR_DOCTRINE,
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WWII_DOCTRINE,
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)
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from game.data.groundunitclass import GroundUnitClass
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from game.dcs.aircrafttype import AircraftType
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from game.dcs.groundunittype import GroundUnitType
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from gen.templates import GroundObjectTemplates, TemplateCategory
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if TYPE_CHECKING:
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from game.theater.start_generator import ModSettings
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@dataclass
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class Faction:
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#: List of locales to use when generating random names. If not set, Faker will
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#: choose the default locale.
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locales: Optional[List[str]]
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# Country used by this faction
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country: str = field(default="")
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# Nice name of the faction
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name: str = field(default="")
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# List of faction file authors
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authors: str = field(default="")
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# A description of the faction
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description: str = field(default="")
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# Available aircraft
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aircrafts: List[AircraftType] = field(default_factory=list)
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# Available awacs aircraft
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awacs: List[AircraftType] = field(default_factory=list)
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# Available tanker aircraft
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tankers: List[AircraftType] = field(default_factory=list)
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# Available frontline units
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frontline_units: List[GroundUnitType] = field(default_factory=list)
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# Available artillery units
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artillery_units: List[GroundUnitType] = field(default_factory=list)
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# Infantry units used
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infantry_units: List[GroundUnitType] = field(default_factory=list)
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# Logistics units used
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logistics_units: List[GroundUnitType] = field(default_factory=list)
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# Possible SAMS site generators for this faction
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air_defenses: List[str] = field(default_factory=list)
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# Possible EWR generators for this faction.
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ewrs: List[GroundUnitType] = field(default_factory=list)
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# Possible Missile site generators for this faction
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missiles: List[str] = field(default_factory=list)
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# Possible costal site generators for this faction
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coastal_defenses: List[str] = field(default_factory=list)
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# Required mods or asset packs
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requirements: Dict[str, str] = field(default_factory=dict)
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# possible aircraft carrier units
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aircraft_carrier: List[Type[ShipType]] = field(default_factory=list)
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# possible helicopter carrier units
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helicopter_carrier: List[Type[ShipType]] = field(default_factory=list)
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# Possible carrier names
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carrier_names: List[str] = field(default_factory=list)
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# Possible helicopter carrier names
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helicopter_carrier_names: List[str] = field(default_factory=list)
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# Navy group generators
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navy_generators: List[str] = field(default_factory=list)
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# Available destroyers
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destroyers: List[Type[ShipType]] = field(default_factory=list)
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# Available cruisers
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cruisers: List[Type[ShipType]] = field(default_factory=list)
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# How many navy group should we try to generate per CP on startup for this faction
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navy_group_count: int = field(default=1)
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# How many missiles group should we try to generate per CP on startup for this faction
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missiles_group_count: int = field(default=1)
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# How many coastal group should we try to generate per CP on startup for this faction
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coastal_group_count: int = field(default=1)
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# Whether this faction has JTAC access
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has_jtac: bool = field(default=False)
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# Unit to use as JTAC for this faction
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jtac_unit: Optional[AircraftType] = field(default=None)
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# doctrine
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doctrine: Doctrine = field(default=MODERN_DOCTRINE)
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# List of available buildings for this faction
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building_set: List[str] = field(default_factory=list)
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# List of default livery overrides
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liveries_overrides: Dict[AircraftType, List[str]] = field(default_factory=dict)
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#: Set to True if the faction should force the "Unrestricted satnav" option
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#: for the mission. This option enables GPS for capable aircraft regardless
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#: of the time period or operator. For example, the CJTF "countries" don't
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#: appear to have GPS capability, so they need this.
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#:
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#: Note that this option cannot be set per-side. If either faction needs it,
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#: both will use it.
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unrestricted_satnav: bool = False
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# All possible templates which can be generated by the faction
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templates: GroundObjectTemplates = field(default=GroundObjectTemplates())
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def __getitem__(self, item: str) -> Any:
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return getattr(self, item)
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def has_access_to_unit_type(self, unit_type: str) -> bool:
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# Supports all GroundUnit lists and AirDefenses
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for unit in self.ground_units:
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if unit_type == unit.dcs_id:
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return True
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return unit_type in self.air_defenses
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def has_access_to_unit_class(self, unit_class: GroundUnitClass) -> bool:
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for vehicle in itertools.chain(self.frontline_units, self.artillery_units):
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if vehicle.unit_class is unit_class:
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return True
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return False
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def load_templates(self, all_templates: GroundObjectTemplates) -> None:
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# This loads all faction possible sam templates and the default ones
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# For legacy reasons this allows to check for template names. This can be
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# improved in the future to have more control about the possible Templates.
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# For example it can be possible to define the unit_types and check if all
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# requirements for the template are fulfilled.
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for category, template in all_templates.templates:
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if (
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(
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category == TemplateCategory.AirDefence
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and (
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# Check if faction has the template name or ALL required
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# unit_types in the list air_defenses. For legacy reasons this
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# allows both and also the EWR template
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template.name in self.air_defenses
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or all(
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self.has_access_to_unit_type(required_unit)
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for required_unit in template.required_units
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)
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or template.template_type == "EWR"
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)
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)
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or template.name in self.navy_generators
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or template.name in self.missiles
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or template.name in self.coastal_defenses
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or (
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template.template_type
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in self.building_set + ["fob", "ammo", "factory"]
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)
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or (template.template_type == "carrier" and self.aircraft_carrier)
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or (template.template_type == "lha" and self.helicopter_carrier)
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or category == TemplateCategory.Armor
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):
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# Make a deep copy of a template and add it to the template_list.
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# This is required to have faction independent templates. Otherwise
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# the reference would be the same and changes would affect all.
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faction_template = copy.deepcopy(template)
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# Initialize all randomizers
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for group_template in faction_template.groups:
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if group_template.randomizer:
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group_template.randomizer.init_randomization_for_faction(self)
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self.templates.add_template(category, faction_template)
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@classmethod
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def from_json(cls: Type[Faction], json: Dict[str, Any]) -> Faction:
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faction = Faction(locales=json.get("locales"))
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faction.country = json.get("country", "/")
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if faction.country not in [c.name for c in country_dict.values()]:
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raise AssertionError(
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'Faction\'s country ("{}") is not a valid DCS country ID'.format(
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faction.country
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)
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)
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faction.name = json.get("name", "")
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if not faction.name:
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raise AssertionError("Faction has no valid name")
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faction.authors = json.get("authors", "")
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faction.description = json.get("description", "")
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faction.aircrafts = [AircraftType.named(n) for n in json.get("aircrafts", [])]
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faction.awacs = [AircraftType.named(n) for n in json.get("awacs", [])]
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faction.tankers = [AircraftType.named(n) for n in json.get("tankers", [])]
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faction.aircrafts = list(
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set(faction.aircrafts + faction.awacs + faction.tankers)
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)
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faction.frontline_units = [
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GroundUnitType.named(n) for n in json.get("frontline_units", [])
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]
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faction.artillery_units = [
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GroundUnitType.named(n) for n in json.get("artillery_units", [])
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]
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faction.infantry_units = [
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GroundUnitType.named(n) for n in json.get("infantry_units", [])
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]
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faction.logistics_units = [
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GroundUnitType.named(n) for n in json.get("logistics_units", [])
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]
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faction.ewrs = [GroundUnitType.named(n) for n in json.get("ewrs", [])]
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faction.air_defenses = json.get("air_defenses", [])
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# Compatibility for older factions. All air defenses now belong to a
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# single group and the generator decides what belongs where.
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faction.air_defenses.extend(json.get("sams", []))
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faction.air_defenses.extend(json.get("shorads", []))
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faction.missiles = json.get("missiles", [])
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faction.coastal_defenses = json.get("coastal_defenses", [])
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faction.requirements = json.get("requirements", {})
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faction.carrier_names = json.get("carrier_names", [])
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faction.helicopter_carrier_names = json.get("helicopter_carrier_names", [])
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faction.navy_generators = json.get("navy_generators", [])
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faction.aircraft_carrier = load_all_ships(json.get("aircraft_carrier", []))
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faction.helicopter_carrier = load_all_ships(json.get("helicopter_carrier", []))
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faction.destroyers = load_all_ships(json.get("destroyers", []))
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faction.cruisers = load_all_ships(json.get("cruisers", []))
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faction.has_jtac = json.get("has_jtac", False)
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jtac_name = json.get("jtac_unit", None)
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if jtac_name is not None:
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faction.jtac_unit = AircraftType.named(jtac_name)
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else:
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faction.jtac_unit = None
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faction.navy_group_count = int(json.get("navy_group_count", 1))
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faction.missiles_group_count = int(json.get("missiles_group_count", 0))
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faction.coastal_group_count = int(json.get("coastal_group_count", 0))
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# Load doctrine
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doctrine = json.get("doctrine", "modern")
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if doctrine == "modern":
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faction.doctrine = MODERN_DOCTRINE
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elif doctrine == "coldwar":
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faction.doctrine = COLDWAR_DOCTRINE
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elif doctrine == "ww2":
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faction.doctrine = WWII_DOCTRINE
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else:
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faction.doctrine = MODERN_DOCTRINE
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# Load the building set
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building_set = json.get("building_set", "default")
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if building_set == "default":
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faction.building_set = DEFAULT_AVAILABLE_BUILDINGS
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elif building_set == "ww2free":
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faction.building_set = WW2_FREE
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elif building_set == "ww2ally":
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faction.building_set = WW2_ALLIES_BUILDINGS
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elif building_set == "ww2germany":
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faction.building_set = WW2_GERMANY_BUILDINGS
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else:
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faction.building_set = DEFAULT_AVAILABLE_BUILDINGS
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# Load liveries override
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faction.liveries_overrides = {}
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liveries_overrides = json.get("liveries_overrides", {})
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for name, livery in liveries_overrides.items():
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aircraft = AircraftType.named(name)
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faction.liveries_overrides[aircraft] = [s.lower() for s in livery]
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faction.unrestricted_satnav = json.get("unrestricted_satnav", False)
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# Templates
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faction.templates = GroundObjectTemplates()
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return faction
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@property
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def ground_units(self) -> Iterator[GroundUnitType]:
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yield from self.artillery_units
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yield from self.frontline_units
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yield from self.logistics_units
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def infantry_with_class(
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self, unit_class: GroundUnitClass
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) -> Iterator[GroundUnitType]:
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for unit in self.infantry_units:
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if unit.unit_class is unit_class:
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yield unit
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def apply_mod_settings(self, mod_settings: ModSettings) -> Faction:
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# aircraft
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if not mod_settings.a4_skyhawk:
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self.remove_aircraft("A-4E-C")
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if not mod_settings.hercules:
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self.remove_aircraft("Hercules")
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if not mod_settings.uh_60l:
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self.remove_aircraft("UH-60L")
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self.remove_aircraft("KC130J")
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if not mod_settings.f22_raptor:
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self.remove_aircraft("F-22A")
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if not mod_settings.f104_starfighter:
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self.remove_aircraft("VSN_F104G")
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self.remove_aircraft("VSN_F104S")
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self.remove_aircraft("VSN_F104S_AG")
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if not mod_settings.jas39_gripen:
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self.remove_aircraft("JAS39Gripen")
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self.remove_aircraft("JAS39Gripen_AG")
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if not mod_settings.su57_felon:
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self.remove_aircraft("Su-57")
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# frenchpack
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if not mod_settings.frenchpack:
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self.remove_vehicle("AMX10RCR")
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self.remove_vehicle("SEPAR")
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self.remove_vehicle("ERC")
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self.remove_vehicle("M120")
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self.remove_vehicle("AA20")
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self.remove_vehicle("TRM2000")
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self.remove_vehicle("TRM2000_Citerne")
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self.remove_vehicle("TRM2000_AA20")
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self.remove_vehicle("TRMMISTRAL")
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self.remove_vehicle("VABH")
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self.remove_vehicle("VAB_RADIO")
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self.remove_vehicle("VAB_50")
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self.remove_vehicle("VIB_VBR")
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self.remove_vehicle("VAB_HOT")
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self.remove_vehicle("VAB_MORTIER")
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self.remove_vehicle("VBL50")
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self.remove_vehicle("VBLANF1")
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self.remove_vehicle("VBL-radio")
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self.remove_vehicle("VBAE")
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self.remove_vehicle("VBAE_MMP")
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self.remove_vehicle("AMX-30B2")
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self.remove_vehicle("Tracma")
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self.remove_vehicle("JTACFP")
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self.remove_vehicle("SHERIDAN")
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self.remove_vehicle("Leclerc_XXI")
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self.remove_vehicle("Toyota_bleu")
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self.remove_vehicle("Toyota_vert")
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self.remove_vehicle("Toyota_desert")
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self.remove_vehicle("Kamikaze")
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self.remove_vehicle("AMX1375")
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self.remove_vehicle("AMX1390")
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self.remove_vehicle("VBCI")
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self.remove_vehicle("T62")
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self.remove_vehicle("T64BV")
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self.remove_vehicle("T72M")
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self.remove_vehicle("KORNET")
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# high digit sams
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if not mod_settings.high_digit_sams:
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self.remove_air_defenses("SA-10B/S-300PS Battery")
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self.remove_air_defenses("SA-12/S-300V Battery")
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self.remove_air_defenses("SA-20/S-300PMU-1 Battery")
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self.remove_air_defenses("SA-20B/S-300PMU-2 Battery")
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self.remove_air_defenses("SA-23/S-300VM Battery")
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self.remove_air_defenses("SA-17 Grizzly Battery")
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self.remove_air_defenses("KS-19 AAA Site")
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return self
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def remove_aircraft(self, name: str) -> None:
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for i in self.aircrafts:
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if i.dcs_unit_type.id == name:
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self.aircrafts.remove(i)
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def remove_air_defenses(self, name: str) -> None:
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for i in self.air_defenses:
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if i == name:
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self.air_defenses.remove(i)
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def remove_vehicle(self, name: str) -> None:
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for i in self.frontline_units:
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if i.dcs_unit_type.id == name:
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self.frontline_units.remove(i)
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def load_ship(name: str) -> Optional[Type[ShipType]]:
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if (ship := getattr(dcs.ships, name, None)) is not None:
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return ship
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logging.error(f"FACTION ERROR : Unable to find {name} in dcs.ships")
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return None
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def load_all_ships(data: list[str]) -> List[Type[ShipType]]:
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items = []
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for name in data:
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item = load_ship(name)
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if item is not None:
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items.append(item)
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return items
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