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https://github.com/dcs-retribution/dcs-retribution.git
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* Unlimited fuel for AI flights. For player flights, included at startup, for AI flights with join/split, applied at join/split. * Unlimited fuel for AI flights. For player flights, included at startup, for AI flights with join/split, applied at join/split. * Corrected default value of ai_unlimited_fuel to False in configure_behavior * ai_unlimited_fuel : set argument based on setting and simplify activation section * AI Unlimited Fuel : enable at start, disable at racetrack start/join, enable at racetrack end/split * Correct typing : bool to Optional[bool] --------- Co-authored-by: tmz42 <thomas.monnzie@gmail.com>
1070 lines
37 KiB
Python
1070 lines
37 KiB
Python
from collections.abc import Iterator
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from dataclasses import Field, dataclass, field, fields
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from datetime import timedelta
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from enum import Enum, unique
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from typing import Any, Dict, Optional
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from dcs.forcedoptions import ForcedOptions
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from .booleanoption import boolean_option
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from .boundedfloatoption import bounded_float_option
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from .boundedintoption import bounded_int_option
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from .choicesoption import choices_option
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from .minutesoption import minutes_option
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from .optiondescription import OptionDescription, SETTING_DESCRIPTION_KEY
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from .skilloption import skill_option
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from ..ato.starttype import StartType
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Views = ForcedOptions.Views
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@unique
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class AutoAtoBehavior(Enum):
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Disabled = "Disabled"
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Never = "Never assign player pilots"
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Default = "No preference"
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Prefer = "Prefer player pilots"
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@unique
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class NightMissions(Enum):
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DayAndNight = "nightmissions_nightandday"
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OnlyDay = "nightmissions_onlyday"
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OnlyNight = "nightmissions_onlynight"
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DIFFICULTY_PAGE = "Difficulty"
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AI_DIFFICULTY_SECTION = "AI Difficulty"
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MISSION_DIFFICULTY_SECTION = "Mission Difficulty"
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MISSION_RESTRICTIONS_SECTION = "Mission Restrictions"
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CAMPAIGN_MANAGEMENT_PAGE = "Campaign Management"
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GENERAL_SECTION = "General"
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PILOTS_AND_SQUADRONS_SECTION = "Pilots and Squadrons"
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HQ_AUTOMATION_SECTION = "HQ Automation"
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FLIGHT_PLANNER_AUTOMATION = "Flight Planner Automation"
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CAMPAIGN_DOCTRINE_PAGE = "Campaign Doctrine"
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DOCTRINE_DISTANCES_SECTION = "Doctrine distances"
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MISSION_GENERATOR_PAGE = "Mission Generator"
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GAMEPLAY_SECTION = "Gameplay"
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# TODO: Make sections a type and add headers.
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# This section had the header: "Disabling settings below may improve performance, but
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# will impact the overall quality of the experience."
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PERFORMANCE_SECTION = "Performance"
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@dataclass
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class Settings:
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version: Optional[str] = None
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# Difficulty settings
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# AI Difficulty
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player_skill: str = skill_option(
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"Player coalition skill",
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page=DIFFICULTY_PAGE,
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section=AI_DIFFICULTY_SECTION,
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default="High",
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)
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enemy_skill: str = skill_option(
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"Enemy coalition skill",
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page=DIFFICULTY_PAGE,
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section=AI_DIFFICULTY_SECTION,
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default="High",
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)
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enemy_vehicle_skill: str = skill_option(
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"Enemy AA and vehicles skill",
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page=DIFFICULTY_PAGE,
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section=AI_DIFFICULTY_SECTION,
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default="High",
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)
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player_income_multiplier: float = bounded_float_option(
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"Player income multiplier",
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page=DIFFICULTY_PAGE,
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section=AI_DIFFICULTY_SECTION,
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min=0,
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max=5,
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divisor=10,
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default=1.0,
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)
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enemy_income_multiplier: float = bounded_float_option(
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"Enemy income multiplier",
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page=DIFFICULTY_PAGE,
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section=AI_DIFFICULTY_SECTION,
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min=0,
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max=5,
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divisor=10,
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default=1.0,
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)
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invulnerable_player_pilots: bool = boolean_option(
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"Player pilots cannot be killed",
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page=DIFFICULTY_PAGE,
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section=AI_DIFFICULTY_SECTION,
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detail=(
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"Aircraft are vulnerable, but the player's pilot will be returned to the "
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"squadron at the end of the mission"
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),
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default=True,
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)
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# Mission Difficulty
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manpads: bool = boolean_option(
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"Manpads on frontlines",
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page=DIFFICULTY_PAGE,
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section=MISSION_DIFFICULTY_SECTION,
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default=True,
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)
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night_day_missions: NightMissions = choices_option(
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"Night/day mission options",
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page=DIFFICULTY_PAGE,
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section=MISSION_DIFFICULTY_SECTION,
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choices={
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"Generate night and day missions": NightMissions.DayAndNight,
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"Only generate day missions": NightMissions.OnlyDay,
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"Only generate night missions": NightMissions.OnlyNight,
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},
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default=NightMissions.DayAndNight,
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)
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# Mission Restrictions
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labels: str = choices_option(
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"In game labels",
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page=DIFFICULTY_PAGE,
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section=MISSION_RESTRICTIONS_SECTION,
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choices=["Full", "Abbreviated", "Dot Only", "Neutral Dot", "Off"],
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default="Full",
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)
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map_coalition_visibility: Views = choices_option(
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"Map visibility options",
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page=DIFFICULTY_PAGE,
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section=MISSION_RESTRICTIONS_SECTION,
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choices={
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"All": Views.All,
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"Fog of war": Views.Allies,
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"Allies only": Views.OnlyAllies,
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"Own aircraft only": Views.MyAircraft,
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"Map only": Views.OnlyMap,
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},
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default=Views.All,
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)
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external_views_allowed: bool = boolean_option(
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"Allow external views",
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DIFFICULTY_PAGE,
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MISSION_RESTRICTIONS_SECTION,
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default=True,
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)
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easy_communication: Optional[bool] = choices_option(
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"Easy Communication",
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page=DIFFICULTY_PAGE,
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section=MISSION_RESTRICTIONS_SECTION,
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choices={"Player preference": None, "Enforced on": True, "Enforced off": False},
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default=None,
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)
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battle_damage_assessment: Optional[bool] = choices_option(
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"Battle damage assessment",
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page=DIFFICULTY_PAGE,
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section=MISSION_RESTRICTIONS_SECTION,
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choices={"Player preference": None, "Enforced on": True, "Enforced off": False},
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default=None,
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)
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# Campaign management
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# General
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restrict_weapons_by_date: bool = boolean_option(
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"Restrict weapons by date (WIP)",
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page=CAMPAIGN_MANAGEMENT_PAGE,
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section=GENERAL_SECTION,
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default=False,
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detail=(
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"Restricts weapon availability based on the campaign date. Data is "
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"extremely incomplete so does not affect all weapons."
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),
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)
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prefer_squadrons_with_matching_primary_task: bool = boolean_option(
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"Prefer squadrons with matching primary task when planning missions",
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page=CAMPAIGN_MANAGEMENT_PAGE,
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section=GENERAL_SECTION,
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default=False,
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detail=(
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"If checked, squadrons with a primary task matching the mission will be "
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"preferred even if there is a closer squadron capable of the mission as a"
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"secondary task. Expect longer flights, but squadrons will be more often "
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"assigned to their primary task."
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),
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)
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autoplan_tankers_for_strike: bool = boolean_option(
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"Auto-planner plans refueling flights for Strike packages",
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page=CAMPAIGN_DOCTRINE_PAGE,
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section=GENERAL_SECTION,
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default=True,
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invert=False,
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detail=(
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"If checked, the auto-planner will include tankers in Strike packages, "
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"provided the faction has access to them."
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),
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)
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autoplan_tankers_for_oca: bool = boolean_option(
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"Auto-planner plans refueling flights for OCA packages",
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page=CAMPAIGN_DOCTRINE_PAGE,
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section=GENERAL_SECTION,
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default=True,
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invert=False,
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detail=(
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"If checked, the auto-planner will include tankers in OCA packages, "
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"provided the faction has access to them."
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),
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)
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autoplan_tankers_for_dead: bool = boolean_option(
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"Auto-planner plans refueling flights for DEAD packages",
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page=CAMPAIGN_DOCTRINE_PAGE,
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section=GENERAL_SECTION,
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default=True,
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invert=False,
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detail=(
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"If checked, the auto-planner will include tankers in DEAD packages, "
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"provided the faction has access to them."
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),
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)
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oca_target_autoplanner_min_aircraft_count: int = bounded_int_option(
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"Minimum number of aircraft (at vulnerable airfields) for auto-planner to plan OCA packages against",
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page=CAMPAIGN_DOCTRINE_PAGE,
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section=GENERAL_SECTION,
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default=20,
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min=0,
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max=100,
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detail=(
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"How many aircraft there has to be at an airfield for "
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"the auto-planner to plan an OCA strike against it."
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),
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)
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opfor_autoplanner_aggressiveness: int = bounded_int_option(
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"OPFOR auto-planner aggressiveness (%)",
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page=CAMPAIGN_DOCTRINE_PAGE,
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section=GENERAL_SECTION,
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default=20,
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min=0,
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max=100,
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detail=(
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"Chance (larger number -> higher chance) that the OPFOR AI "
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"auto-planner will take risks and plan flights against targets "
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"within threatened airspace."
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),
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)
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heli_combat_alt_agl: int = bounded_int_option(
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"Helicopter combat altitude (feet AGL)",
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page=CAMPAIGN_DOCTRINE_PAGE,
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section=GENERAL_SECTION,
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default=200,
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min=1,
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max=10000,
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detail=(
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"Altitude for helicopters in feet AGL while flying between combat waypoints."
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" Combat waypoints are considered INGRESS, CAS, TGT, EGRESS & SPLIT."
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" In campaigns in more mountainous areas, you might want to increase this "
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"setting to avoid the AI flying into the terrain."
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),
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)
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heli_cruise_alt_agl: int = bounded_int_option(
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"Helicopter cruise altitude (feet AGL)",
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page=CAMPAIGN_DOCTRINE_PAGE,
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section=GENERAL_SECTION,
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default=500,
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min=1,
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max=10000,
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detail=(
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"Altitude for helicopters in feet AGL while flying between non-combat waypoints."
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" In campaigns in more mountainous areas, you might want to increase this "
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"setting to avoid the AI flying into the terrain."
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),
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)
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airbase_threat_range: int = bounded_int_option(
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"Airbase threat range (nmi)",
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page=CAMPAIGN_DOCTRINE_PAGE,
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section=DOCTRINE_DISTANCES_SECTION,
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default=100,
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min=0,
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max=300,
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detail=(
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"Will impact both defensive (BARCAP) and offensive flights. Also has a performance impact,"
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"lower threat range generally means less BARCAPs are planned."
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),
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)
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cas_engagement_range_distance: int = bounded_int_option(
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"CAS engagement range (nmi)",
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page=CAMPAIGN_DOCTRINE_PAGE,
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section=DOCTRINE_DISTANCES_SECTION,
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default=10,
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min=0,
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max=100,
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)
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sead_sweep_engagement_range_distance: int = bounded_int_option(
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"SEAD Sweep engagement range (nmi)",
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page=CAMPAIGN_DOCTRINE_PAGE,
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section=DOCTRINE_DISTANCES_SECTION,
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default=30,
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min=0,
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max=100,
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)
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sead_threat_buffer_min_distance: int = bounded_int_option(
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"SEAD Escort/Sweep threat buffer distance (nmi)",
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page=CAMPAIGN_DOCTRINE_PAGE,
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section=DOCTRINE_DISTANCES_SECTION,
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default=5,
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min=0,
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max=100,
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detail=(
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"How close to known threats will the SEAD Escort / SEAD Sweep engagement zone extend."
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),
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)
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tarcap_threat_buffer_min_distance: int = bounded_int_option(
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"TARCAP threat buffer distance (nmi)",
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page=CAMPAIGN_DOCTRINE_PAGE,
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section=DOCTRINE_DISTANCES_SECTION,
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default=20,
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min=0,
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max=100,
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detail=("How close to known threats will the TARCAP racetrack extend."),
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)
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aewc_threat_buffer_min_distance: int = bounded_int_option(
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"AEW&C threat buffer distance (nmi)",
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page=CAMPAIGN_DOCTRINE_PAGE,
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section=DOCTRINE_DISTANCES_SECTION,
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default=80,
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min=0,
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max=300,
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detail=(
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"How far, at minimum, will AEW&C racetracks be planned"
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"to known threat zones."
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),
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)
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tanker_threat_buffer_min_distance: int = bounded_int_option(
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"Theater tanker threat buffer distance (nmi)",
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page=CAMPAIGN_DOCTRINE_PAGE,
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section=DOCTRINE_DISTANCES_SECTION,
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default=70,
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min=0,
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max=300,
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detail=(
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"How far, at minimum, will theater tanker racetracks be "
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"planned to known threat zones."
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),
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)
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# Pilots and Squadrons
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ai_pilot_levelling: bool = boolean_option(
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"Allow AI pilot leveling",
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CAMPAIGN_MANAGEMENT_PAGE,
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PILOTS_AND_SQUADRONS_SECTION,
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default=True,
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detail=(
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"Set whether or not AI pilots will level up after completing a number of"
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" sorties. Since pilot level affects the AI skill, you may wish to disable"
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" this, lest you face an Ace!"
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),
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)
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#: Feature flag for squadron limits.
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enable_squadron_pilot_limits: bool = boolean_option(
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"Enable per-squadron pilot limits",
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CAMPAIGN_MANAGEMENT_PAGE,
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PILOTS_AND_SQUADRONS_SECTION,
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default=True,
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detail=(
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"If set, squadrons will be limited to a maximum number of pilots and dead "
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"pilots will replenish at a fixed rate, each defined with the settings"
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"below. Auto-purchase may buy aircraft for which there are no pilots"
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"available, so this feature is still a work-in-progress."
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),
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)
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#: The maximum number of pilots a squadron can have at one time. Changing this after
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#: the campaign has started will have no immediate effect; pilots already in the
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#: squadron will not be removed if the limit is lowered and pilots will not be
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#: immediately created if the limit is raised.
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squadron_pilot_limit: int = bounded_int_option(
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"Maximum number of pilots per squadron",
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CAMPAIGN_MANAGEMENT_PAGE,
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PILOTS_AND_SQUADRONS_SECTION,
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default=16,
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min=6,
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max=72,
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detail=(
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"Sets the maximum number of pilots a squadron may have active. "
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"Changing this value will not have an immediate effect, but will alter "
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"replenishment for future turns."
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),
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)
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#: The number of pilots a squadron can replace per turn.
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squadron_replenishment_rate: int = bounded_int_option(
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"Squadron pilot replenishment rate",
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CAMPAIGN_MANAGEMENT_PAGE,
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PILOTS_AND_SQUADRONS_SECTION,
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default=4,
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min=1,
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max=20,
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detail=(
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"Sets the maximum number of pilots that will be recruited to each squadron "
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"at the end of each turn. Squadrons will not recruit new pilots beyond the "
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"pilot limit, but each squadron with room for more pilots will recruit "
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"this many pilots each turn up to the limit."
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),
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)
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# Feature flag for squadron limits.
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enable_squadron_aircraft_limits: bool = boolean_option(
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"Enable per-squadron aircraft limits",
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CAMPAIGN_MANAGEMENT_PAGE,
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PILOTS_AND_SQUADRONS_SECTION,
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default=False,
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detail=(
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"If set, squadrons will not be able to buy more aircraft than the configured maximum."
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),
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)
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# HQ Automation
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automate_runway_repair: bool = boolean_option(
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"Automate runway repairs",
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CAMPAIGN_MANAGEMENT_PAGE,
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HQ_AUTOMATION_SECTION,
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default=False,
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)
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automate_front_line_reinforcements: bool = boolean_option(
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"Automate front-line purchases",
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CAMPAIGN_MANAGEMENT_PAGE,
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HQ_AUTOMATION_SECTION,
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default=False,
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)
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automate_aircraft_reinforcements: bool = boolean_option(
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"Automate aircraft purchases",
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CAMPAIGN_MANAGEMENT_PAGE,
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HQ_AUTOMATION_SECTION,
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default=False,
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)
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auto_ato_behavior: AutoAtoBehavior = choices_option(
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"Automatic package planning behavior",
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CAMPAIGN_MANAGEMENT_PAGE,
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HQ_AUTOMATION_SECTION,
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default=AutoAtoBehavior.Default,
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choices={v.value: v for v in AutoAtoBehavior},
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detail=(
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"Aircraft auto-purchase is directed by the auto-planner, so disabling "
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"auto-planning disables auto-purchase."
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),
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)
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auto_ato_behavior_awacs: bool = boolean_option(
|
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"Automatic AWACS package planning",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
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HQ_AUTOMATION_SECTION,
|
|
default=True,
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)
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auto_ato_behavior_tankers: bool = boolean_option(
|
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"Automatic Theater tanker package planning",
|
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CAMPAIGN_MANAGEMENT_PAGE,
|
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HQ_AUTOMATION_SECTION,
|
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default=False,
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)
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auto_ato_player_missions_asap: bool = boolean_option(
|
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"Automatically generated packages with players are scheduled ASAP",
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CAMPAIGN_MANAGEMENT_PAGE,
|
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HQ_AUTOMATION_SECTION,
|
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default=True,
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)
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automate_front_line_stance: bool = boolean_option(
|
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"Automatically manage front line stances",
|
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CAMPAIGN_MANAGEMENT_PAGE,
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HQ_AUTOMATION_SECTION,
|
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default=True,
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)
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auto_procurement_balance: int = bounded_int_option(
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"AI ground unit procurement budget ratio (%) for BLUE",
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CAMPAIGN_MANAGEMENT_PAGE,
|
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HQ_AUTOMATION_SECTION,
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min=0,
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max=100,
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default=50,
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detail=(
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"Ratio (larger number -> more budget for ground units) "
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"that indicates how the AI procurement planner should "
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"spend its budget."
|
|
),
|
|
)
|
|
frontline_reserves_factor: int = bounded_int_option(
|
|
"AI ground unit front-line reserves factor (%) for BLUE",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
|
HQ_AUTOMATION_SECTION,
|
|
min=0,
|
|
max=1000,
|
|
default=130,
|
|
detail=(
|
|
"Factor to be multiplied with the control point's unit count limit "
|
|
"to calculate the procurement target for reserve troops at front-lines."
|
|
),
|
|
)
|
|
reserves_procurement_target: int = bounded_int_option(
|
|
"AI ground unit reserves procurement target for BLUE",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
|
HQ_AUTOMATION_SECTION,
|
|
min=0,
|
|
max=1000,
|
|
default=10,
|
|
detail=(
|
|
"The number of units that will be bought as reserves for applicable control points"
|
|
),
|
|
)
|
|
auto_procurement_balance_red: int = bounded_int_option(
|
|
"AI ground unit procurement budget ratio (%) for RED",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
|
HQ_AUTOMATION_SECTION,
|
|
min=0,
|
|
max=100,
|
|
default=50,
|
|
detail=(
|
|
"Ratio (larger number -> more budget for ground units) "
|
|
"that indicates how the AI procurement planner should "
|
|
"spend its budget."
|
|
),
|
|
)
|
|
frontline_reserves_factor_red: int = bounded_int_option(
|
|
"AI ground unit front-line reserves factor (%) for RED",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
|
HQ_AUTOMATION_SECTION,
|
|
min=0,
|
|
max=1000,
|
|
default=130,
|
|
detail=(
|
|
"Factor to be multiplied with the control point's unit count limit "
|
|
"to calculate the procurement target for reserve troops at front-lines."
|
|
),
|
|
)
|
|
reserves_procurement_target_red: int = bounded_int_option(
|
|
"AI ground unit reserves procurement target for RED",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
|
HQ_AUTOMATION_SECTION,
|
|
min=0,
|
|
max=1000,
|
|
default=10,
|
|
detail=(
|
|
"The number of units that will be bought as reserves for applicable control points"
|
|
),
|
|
)
|
|
|
|
# Flight Planner Automation
|
|
#: The weight used for 2-ships.
|
|
fpa_2ship_weight: int = bounded_int_option(
|
|
"2-ship weight factor (WF2)",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
|
FLIGHT_PLANNER_AUTOMATION,
|
|
default=50,
|
|
min=0,
|
|
max=100,
|
|
detail=(
|
|
"Used as a distribution to randomize 2/3/4-ships for BARCAP, CAS, OCA & ANTI-SHIP flights. "
|
|
"The weight W_i is calculated according to the following formula: "
|
|
"W_i = WF_i / (WF2 + WF3 + WF4)"
|
|
),
|
|
)
|
|
#: The weight used for 3-ships.
|
|
fpa_3ship_weight: int = bounded_int_option(
|
|
"3-ship weight factor (WF3)",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
|
FLIGHT_PLANNER_AUTOMATION,
|
|
default=35,
|
|
min=0,
|
|
max=100,
|
|
detail="See 2-ship weight factor (WF2)",
|
|
)
|
|
fpa_4ship_weight: int = bounded_int_option(
|
|
"4-ship weight factor (WF4)",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
|
FLIGHT_PLANNER_AUTOMATION,
|
|
default=15,
|
|
min=0,
|
|
max=100,
|
|
detail="See 2-ship weight factor (WF2)",
|
|
)
|
|
|
|
# Mission Generator
|
|
# Gameplay
|
|
fast_forward_to_first_contact: bool = boolean_option(
|
|
"Fast forward mission to first contact (WIP)",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=GAMEPLAY_SECTION,
|
|
default=False,
|
|
detail=(
|
|
"If enabled, the mission will be generated at the point of first contact."
|
|
),
|
|
)
|
|
player_mission_interrupts_sim_at: Optional[StartType] = choices_option(
|
|
"Player missions interrupt fast forward",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=GAMEPLAY_SECTION,
|
|
default=StartType.COLD,
|
|
choices={
|
|
"Never": None,
|
|
"At startup time": StartType.COLD,
|
|
"At taxi time": StartType.WARM,
|
|
"At takeoff time": StartType.RUNWAY,
|
|
},
|
|
detail=(
|
|
"Determines what player mission states will interrupt fast-forwarding to "
|
|
"first contact, if enabled. If never is selected player missions will not "
|
|
"impact simulation and player missions may be generated mid-flight. The "
|
|
"other options will cause the mission to be generated as soon as a player "
|
|
"mission reaches the set state or at first contact, whichever comes first."
|
|
),
|
|
)
|
|
auto_resolve_combat: bool = boolean_option(
|
|
"Auto-resolve combat during fast-forward (WIP)",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=GAMEPLAY_SECTION,
|
|
default=False,
|
|
detail=(
|
|
"If enabled, aircraft entering combat during fast forward will have their "
|
|
"combat auto-resolved after a period of time. This allows the simulation "
|
|
"to advance further into the mission before requiring mission generation, "
|
|
"but simulation is currently very rudimentary so may result in huge losses."
|
|
),
|
|
)
|
|
supercarrier: bool = boolean_option(
|
|
"Use supercarrier module",
|
|
MISSION_GENERATOR_PAGE,
|
|
GAMEPLAY_SECTION,
|
|
default=False,
|
|
)
|
|
generate_marks: bool = boolean_option(
|
|
"Put objective markers on the map",
|
|
MISSION_GENERATOR_PAGE,
|
|
GAMEPLAY_SECTION,
|
|
default=True,
|
|
)
|
|
generate_dark_kneeboard: bool = boolean_option(
|
|
"Generate dark kneeboard",
|
|
MISSION_GENERATOR_PAGE,
|
|
GAMEPLAY_SECTION,
|
|
default=False,
|
|
detail=(
|
|
"Dark kneeboard for night missions. This will likely make the kneeboard on "
|
|
"the pilot leg unreadable."
|
|
),
|
|
)
|
|
never_delay_player_flights: bool = boolean_option(
|
|
"Player flights ignore TOT and spawn immediately",
|
|
MISSION_GENERATOR_PAGE,
|
|
GAMEPLAY_SECTION,
|
|
default=True,
|
|
detail=(
|
|
"Does not adjust package waypoint times. Should not be used if players "
|
|
"have runway or in-air starts."
|
|
),
|
|
tooltip=(
|
|
"Always spawns player aircraft immediately, even if their start time is "
|
|
"more than 10 minutes after the start of the mission. <strong>This does "
|
|
"not alter the timing of your mission. Your TOT will not change. This "
|
|
"option only allows the player to wait on the ground.</strong>"
|
|
),
|
|
)
|
|
untasked_opfor_client_slots: bool = boolean_option(
|
|
"Convert untasked OPFOR aircraft into client slots",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=GAMEPLAY_SECTION,
|
|
default=False,
|
|
detail=(
|
|
"Warning: Enabling this will significantly reduce the number of "
|
|
"targets available for OCA/Aircraft missions."
|
|
),
|
|
)
|
|
atflir_autoswap: bool = boolean_option(
|
|
"Auto-swap ATFLIR to LITENING",
|
|
MISSION_GENERATOR_PAGE,
|
|
GAMEPLAY_SECTION,
|
|
default=True,
|
|
detail=(
|
|
"Automatically swaps ATFLIR to LITENING pod for newly generated land-based F-18 flights "
|
|
"without having to change the payload. <u>Takes effect after current turn!</u>"
|
|
),
|
|
)
|
|
default_start_type: StartType = choices_option(
|
|
"Default start type for AI aircraft",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=GAMEPLAY_SECTION,
|
|
choices={v.value: v for v in StartType},
|
|
default=StartType.COLD,
|
|
detail=(
|
|
"Warning: Options other than Cold will significantly reduce the number of "
|
|
"targets available for OCA/Aircraft missions, and OCA/Aircraft flights "
|
|
"will not be included in automatically planned OCA packages."
|
|
),
|
|
)
|
|
# Mission specific
|
|
desired_player_mission_duration: timedelta = minutes_option(
|
|
"Desired mission duration",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=GAMEPLAY_SECTION,
|
|
default=timedelta(minutes=60),
|
|
min=30,
|
|
max=150,
|
|
)
|
|
desired_tanker_on_station_time: timedelta = minutes_option(
|
|
"Desired tanker on-station time",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=GAMEPLAY_SECTION,
|
|
default=timedelta(minutes=60),
|
|
min=30,
|
|
max=150,
|
|
)
|
|
# Mission specific
|
|
max_frontline_width: int = bounded_int_option(
|
|
"Maximum frontline width (km)",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=GAMEPLAY_SECTION,
|
|
default=80,
|
|
min=1,
|
|
max=100,
|
|
)
|
|
game_masters_count: int = bounded_int_option(
|
|
"Number of game masters",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=GAMEPLAY_SECTION,
|
|
default=1,
|
|
min=0,
|
|
max=10,
|
|
detail=(
|
|
"The number of game master slots to generate for each side. "
|
|
"Game masters can see, control & direct all units in the mission."
|
|
),
|
|
)
|
|
tactical_commander_count: int = bounded_int_option(
|
|
"Number of tactical commands",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=GAMEPLAY_SECTION,
|
|
default=3,
|
|
min=0,
|
|
max=10,
|
|
detail=(
|
|
"The number of tactical commander slots to generate for each side. "
|
|
"Tactical commanders can control & direct friendly units."
|
|
),
|
|
)
|
|
jtac_count: int = bounded_int_option(
|
|
"Number of JTAC controllers",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=GAMEPLAY_SECTION,
|
|
default=3,
|
|
min=0,
|
|
max=10,
|
|
detail=(
|
|
"The number of JTAC controller slots to generate for each side. "
|
|
"JTAC operators can only control friendly units."
|
|
),
|
|
)
|
|
observer_count: int = bounded_int_option(
|
|
"Number of observers",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=GAMEPLAY_SECTION,
|
|
default=0,
|
|
min=0,
|
|
max=10,
|
|
detail=(
|
|
"The number of observers slots to generate for each side. "
|
|
'Use this to allow spectators when disabling "Allow external views".'
|
|
),
|
|
)
|
|
ground_start_ai_planes: bool = boolean_option(
|
|
"AI fixed-wing aircraft can use roadbases / bases with only ground spawns",
|
|
MISSION_GENERATOR_PAGE,
|
|
GAMEPLAY_SECTION,
|
|
default=False,
|
|
detail=(
|
|
"If enabled, AI can use roadbases or airbases which only have ground spawns."
|
|
"AI will always air-start from these bases (due to DCS limitation)."
|
|
),
|
|
)
|
|
ground_start_scenery_remove_triggers: bool = boolean_option(
|
|
"Generate SCENERY REMOVE OBJECTS ZONE triggers at roadbase first waypoints",
|
|
MISSION_GENERATOR_PAGE,
|
|
GAMEPLAY_SECTION,
|
|
default=True,
|
|
detail=(
|
|
"Can be used to remove lightposts and other obstacles from roadbase runways."
|
|
"Might not work in DCS multiplayer."
|
|
),
|
|
)
|
|
ground_start_trucks: bool = boolean_option(
|
|
"Spawn trucks at ground spawns in airbases instead of FARP statics",
|
|
MISSION_GENERATOR_PAGE,
|
|
GAMEPLAY_SECTION,
|
|
default=False,
|
|
detail=("Might have a negative performance impact."),
|
|
)
|
|
ground_start_trucks_roadbase: bool = boolean_option(
|
|
"Spawn trucks at ground spawns in roadbases instead of FARP statics",
|
|
MISSION_GENERATOR_PAGE,
|
|
GAMEPLAY_SECTION,
|
|
default=False,
|
|
detail=("Might have a negative performance impact."),
|
|
)
|
|
ground_start_ground_power_trucks: bool = boolean_option(
|
|
"Spawn ground power trucks at ground starts in airbases",
|
|
MISSION_GENERATOR_PAGE,
|
|
GAMEPLAY_SECTION,
|
|
default=True,
|
|
detail=(
|
|
"Needed to cold-start some aircraft types. Might have a performance impact."
|
|
),
|
|
)
|
|
ground_start_ground_power_trucks_roadbase: bool = boolean_option(
|
|
"Spawn ground power trucks at ground starts in roadbases",
|
|
MISSION_GENERATOR_PAGE,
|
|
GAMEPLAY_SECTION,
|
|
default=True,
|
|
detail=(
|
|
"Needed to cold-start some aircraft types. Might have a performance impact."
|
|
),
|
|
)
|
|
|
|
ai_unlimited_fuel: bool = boolean_option(
|
|
"AI flights have unlimited fuel",
|
|
MISSION_GENERATOR_PAGE,
|
|
GAMEPLAY_SECTION,
|
|
default=True,
|
|
detail=(
|
|
"AI aircraft have unlimited fuel applied at start, removed at join/racetrack start, and reapplied at split/racetrack end for applicable flights. "
|
|
),
|
|
)
|
|
|
|
# Performance
|
|
perf_smoke_gen: bool = boolean_option(
|
|
"Smoke visual effect on the front line",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
default=True,
|
|
)
|
|
perf_smoke_spacing: int = bounded_int_option(
|
|
"Smoke generator spacing (higher means less smoke)",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
default=1600,
|
|
min=800,
|
|
max=24000,
|
|
)
|
|
perf_red_alert_state: bool = boolean_option(
|
|
"SAM starts in red alert mode",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
default=True,
|
|
)
|
|
perf_artillery: bool = boolean_option(
|
|
"Artillery strikes",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
default=True,
|
|
)
|
|
generate_fire_tasks_for_missile_sites: bool = boolean_option(
|
|
"Generate fire tasks for missile sites",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
detail=(
|
|
"If enabled, missile sites like V2s and Scuds will fire on random targets "
|
|
"at the start of the mission."
|
|
),
|
|
default=True,
|
|
)
|
|
perf_moving_units: bool = boolean_option(
|
|
"Moving ground units",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
default=True,
|
|
)
|
|
convoys_travel_full_distance: bool = boolean_option(
|
|
"Convoys drive the full distance between control points",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
default=True,
|
|
)
|
|
perf_disable_convoys: bool = boolean_option(
|
|
"Disable convoys",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
default=False,
|
|
)
|
|
perf_disable_cargo_ships: bool = boolean_option(
|
|
"Disable shipping-convoys",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
default=False,
|
|
)
|
|
perf_frontline_units_prefer_roads: bool = boolean_option(
|
|
"Front line troops prefer roads",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
default=False,
|
|
)
|
|
perf_frontline_units_max_supply: int = bounded_int_option(
|
|
"Maximum frontline unit supply per control point",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
default=60,
|
|
min=10,
|
|
max=300,
|
|
causes_expensive_game_update=True,
|
|
)
|
|
perf_infantry: bool = boolean_option(
|
|
"Generate infantry squads alongside vehicles",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
default=True,
|
|
)
|
|
perf_destroyed_units: bool = boolean_option(
|
|
"Generate carcasses for units destroyed in previous turns",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
default=True,
|
|
)
|
|
perf_disable_untasked_blufor_aircraft: bool = boolean_option(
|
|
"Disable untasked BLUFOR aircraft at airfields",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
default=False,
|
|
)
|
|
perf_disable_untasked_opfor_aircraft: bool = boolean_option(
|
|
"Disable untasked OPFOR aircraft at airfields",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
default=False,
|
|
)
|
|
# Performance culling
|
|
perf_culling: bool = boolean_option(
|
|
"Culling of distant units enabled",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
default=False,
|
|
)
|
|
perf_culling_distance: int = bounded_int_option(
|
|
"Culling distance (km)",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
default=100,
|
|
min=10,
|
|
max=10000,
|
|
causes_expensive_game_update=True,
|
|
)
|
|
perf_do_not_cull_threatening_iads: bool = boolean_option(
|
|
"Do not cull threatening IADS",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
default=True,
|
|
)
|
|
perf_do_not_cull_carrier: bool = boolean_option(
|
|
"Do not cull carrier's surroundings",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=PERFORMANCE_SECTION,
|
|
default=True,
|
|
causes_expensive_game_update=True,
|
|
)
|
|
|
|
# Cheating. Not using auto settings because the same page also has buttons which do
|
|
# not alter settings.
|
|
show_red_ato: bool = False
|
|
enable_frontline_cheats: bool = False
|
|
enable_base_capture_cheat: bool = False
|
|
enable_transfer_cheat: bool = False
|
|
enable_runway_state_cheat: bool = False
|
|
enable_air_wing_adjustments: bool = False
|
|
|
|
# LUA Plugins system
|
|
plugins: Dict[str, bool] = field(default_factory=dict)
|
|
|
|
only_player_takeoff: bool = True # Legacy parameter do not use
|
|
|
|
@staticmethod
|
|
def plugin_settings_key(identifier: str) -> str:
|
|
return f"{identifier}"
|
|
|
|
def initialize_plugin_option(self, identifier: str, default_value: Any) -> None:
|
|
try:
|
|
self.plugin_option(identifier)
|
|
except KeyError:
|
|
self.set_plugin_option(identifier, default_value)
|
|
|
|
def plugin_option(self, identifier: str) -> Any:
|
|
return self.plugins[self.plugin_settings_key(identifier)]
|
|
|
|
def set_plugin_option(self, identifier: str, value: Any) -> None:
|
|
self.plugins[self.plugin_settings_key(identifier)] = value
|
|
|
|
def __setstate__(self, state: dict[str, Any]) -> None:
|
|
# restore Enum & timedelta types
|
|
for key, value in state.items():
|
|
if isinstance(self.__dict__.get(key), timedelta) and isinstance(value, int):
|
|
state[key] = timedelta(minutes=value)
|
|
elif isinstance(self.__dict__.get(key), Enum) and isinstance(value, str):
|
|
state[key] = eval(value)
|
|
elif isinstance(value, dict):
|
|
state[key] = self.obj_hook(value)
|
|
|
|
# __setstate__ is called with the dict of the object being unpickled. We
|
|
# can provide save compatibility for new settings options (which
|
|
# normally would not be present in the unpickled object) by creating a
|
|
# new settings object, updating it with the unpickled state, and
|
|
# updating our dict with that.
|
|
new_state = Settings().__dict__
|
|
new_state.update(state)
|
|
self.__dict__.update(new_state)
|
|
from game.plugins import LuaPluginManager
|
|
|
|
LuaPluginManager().load_settings(self)
|
|
|
|
@classmethod
|
|
def _field_description(cls, settings_field: Field[Any]) -> OptionDescription:
|
|
return settings_field.metadata[SETTING_DESCRIPTION_KEY]
|
|
|
|
@classmethod
|
|
def pages(cls) -> Iterator[str]:
|
|
seen: set[str] = set()
|
|
for settings_field in cls._user_fields():
|
|
description = cls._field_description(settings_field)
|
|
if description.page not in seen:
|
|
yield description.page
|
|
seen.add(description.page)
|
|
|
|
@classmethod
|
|
def sections(cls, page: str) -> Iterator[str]:
|
|
seen: set[str] = set()
|
|
for settings_field in cls._user_fields():
|
|
description = cls._field_description(settings_field)
|
|
if description.page == page and description.section not in seen:
|
|
yield description.section
|
|
seen.add(description.section)
|
|
|
|
@classmethod
|
|
def fields(cls, page: str, section: str) -> Iterator[tuple[str, OptionDescription]]:
|
|
for settings_field in cls._user_fields():
|
|
description = cls._field_description(settings_field)
|
|
if description.page == page and description.section == section:
|
|
yield settings_field.name, description
|
|
|
|
@classmethod
|
|
def _user_fields(cls) -> Iterator[Field[Any]]:
|
|
for settings_field in fields(cls):
|
|
if SETTING_DESCRIPTION_KEY in settings_field.metadata:
|
|
yield settings_field
|
|
|
|
@staticmethod
|
|
def default_json(obj: Any) -> Any:
|
|
# Known types that don't like being serialized,
|
|
# so we introduce our own implementation...
|
|
if isinstance(obj, Enum):
|
|
return {"Enum": str(obj)}
|
|
elif isinstance(obj, timedelta):
|
|
return {"timedelta": round(obj.seconds / 60)}
|
|
return obj
|
|
|
|
@staticmethod
|
|
def obj_hook(obj: Any) -> Any:
|
|
if (value := obj.get("Enum")) is not None:
|
|
return eval(value)
|
|
elif (value := obj.get("timedelta")) is not None:
|
|
return timedelta(minutes=value)
|
|
else:
|
|
return obj
|