mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Replaces the existing checkbox to disable night missions with a selector that allows you to choose between Day/Night/Day&Night
586 lines
20 KiB
Python
586 lines
20 KiB
Python
from collections.abc import Iterator
|
|
from dataclasses import Field, dataclass, field, fields
|
|
from datetime import timedelta
|
|
from enum import Enum, unique
|
|
from typing import Any, Dict, Optional
|
|
|
|
from dcs.forcedoptions import ForcedOptions
|
|
|
|
from .booleanoption import boolean_option
|
|
from .boundedfloatoption import bounded_float_option
|
|
from .boundedintoption import bounded_int_option
|
|
from .choicesoption import choices_option
|
|
from .minutesoption import minutes_option
|
|
from .optiondescription import OptionDescription, SETTING_DESCRIPTION_KEY
|
|
from .skilloption import skill_option
|
|
from ..ato.starttype import StartType
|
|
from ..weather import NightMissions
|
|
|
|
|
|
@unique
|
|
class AutoAtoBehavior(Enum):
|
|
Disabled = "Disabled"
|
|
Never = "Never assign player pilots"
|
|
Default = "No preference"
|
|
Prefer = "Prefer player pilots"
|
|
|
|
|
|
DIFFICULTY_PAGE = "Difficulty"
|
|
|
|
AI_DIFFICULTY_SECTION = "AI Difficulty"
|
|
MISSION_DIFFICULTY_SECTION = "Mission Difficulty"
|
|
MISSION_RESTRICTIONS_SECTION = "Mission Restrictions"
|
|
|
|
CAMPAIGN_MANAGEMENT_PAGE = "Campaign Management"
|
|
|
|
GENERAL_SECTION = "General"
|
|
PILOTS_AND_SQUADRONS_SECTION = "Pilots and Squadrons"
|
|
HQ_AUTOMATION_SECTION = "HQ Automation"
|
|
|
|
MISSION_GENERATOR_PAGE = "Mission Generator"
|
|
|
|
GAMEPLAY_SECTION = "Gameplay"
|
|
|
|
# TODO: Make sections a type and add headers.
|
|
# This section had the header: "Disabling settings below may improve performance, but
|
|
# will impact the overall quality of the experience."
|
|
PERFORMANCE_SECTION = "Performance"
|
|
|
|
|
|
@dataclass
|
|
class Settings:
|
|
version: Optional[str] = None
|
|
|
|
# Difficulty settings
|
|
# AI Difficulty
|
|
player_skill: str = skill_option(
|
|
"Player coalition skill",
|
|
page=DIFFICULTY_PAGE,
|
|
section=AI_DIFFICULTY_SECTION,
|
|
default="High",
|
|
)
|
|
enemy_skill: str = skill_option(
|
|
"Enemy coalition skill",
|
|
page=DIFFICULTY_PAGE,
|
|
section=AI_DIFFICULTY_SECTION,
|
|
default="High",
|
|
)
|
|
enemy_vehicle_skill: str = skill_option(
|
|
"Enemy AA and vehicles skill",
|
|
page=DIFFICULTY_PAGE,
|
|
section=AI_DIFFICULTY_SECTION,
|
|
default="High",
|
|
)
|
|
player_income_multiplier: float = bounded_float_option(
|
|
"Player income multiplier",
|
|
page=DIFFICULTY_PAGE,
|
|
section=AI_DIFFICULTY_SECTION,
|
|
min=0,
|
|
max=5,
|
|
divisor=10,
|
|
default=1.0,
|
|
)
|
|
enemy_income_multiplier: float = bounded_float_option(
|
|
"Enemy income multiplier",
|
|
page=DIFFICULTY_PAGE,
|
|
section=AI_DIFFICULTY_SECTION,
|
|
min=0,
|
|
max=5,
|
|
divisor=10,
|
|
default=1.0,
|
|
)
|
|
invulnerable_player_pilots: bool = boolean_option(
|
|
"Player pilots cannot be killed",
|
|
page=DIFFICULTY_PAGE,
|
|
section=AI_DIFFICULTY_SECTION,
|
|
detail=(
|
|
"Aircraft are vulnerable, but the player's pilot will be returned to the "
|
|
"squadron at the end of the mission"
|
|
),
|
|
default=True,
|
|
)
|
|
# Mission Difficulty
|
|
manpads: bool = boolean_option(
|
|
"Manpads on frontlines",
|
|
page=DIFFICULTY_PAGE,
|
|
section=MISSION_DIFFICULTY_SECTION,
|
|
default=True,
|
|
)
|
|
night_day_missions: NightMissions = choices_option(
|
|
"Night/day mission options",
|
|
page=DIFFICULTY_PAGE,
|
|
section=MISSION_DIFFICULTY_SECTION,
|
|
choices={
|
|
"Generate night and day missions": NightMissions.DayAndNight,
|
|
"Only generate day missions": NightMissions.OnlyDay,
|
|
"Only generate night missions": NightMissions.OnlyNight,
|
|
},
|
|
default=NightMissions.DayAndNight,
|
|
)
|
|
# Mission Restrictions
|
|
labels: str = choices_option(
|
|
"In game labels",
|
|
page=DIFFICULTY_PAGE,
|
|
section=MISSION_RESTRICTIONS_SECTION,
|
|
choices=["Full", "Abbreviated", "Dot Only", "Neutral Dot", "Off"],
|
|
default="Full",
|
|
)
|
|
map_coalition_visibility: ForcedOptions.Views = choices_option(
|
|
"Map visibility options",
|
|
page=DIFFICULTY_PAGE,
|
|
section=MISSION_RESTRICTIONS_SECTION,
|
|
choices={
|
|
"All": ForcedOptions.Views.All,
|
|
"Fog of war": ForcedOptions.Views.Allies,
|
|
"Allies only": ForcedOptions.Views.OnlyAllies,
|
|
"Own aircraft only": ForcedOptions.Views.MyAircraft,
|
|
"Map only": ForcedOptions.Views.OnlyMap,
|
|
},
|
|
default=ForcedOptions.Views.All,
|
|
)
|
|
external_views_allowed: bool = boolean_option(
|
|
"Allow external views",
|
|
DIFFICULTY_PAGE,
|
|
MISSION_RESTRICTIONS_SECTION,
|
|
default=True,
|
|
)
|
|
|
|
easy_communication: Optional[bool] = choices_option(
|
|
"Easy Communication",
|
|
page=DIFFICULTY_PAGE,
|
|
section=MISSION_RESTRICTIONS_SECTION,
|
|
choices={"Player preference": None, "Enforced on": True, "Enforced off": False},
|
|
default=None,
|
|
)
|
|
|
|
battle_damage_assessment: Optional[bool] = choices_option(
|
|
"Battle damage assessment",
|
|
page=DIFFICULTY_PAGE,
|
|
section=MISSION_RESTRICTIONS_SECTION,
|
|
choices={"Player preference": None, "Enforced on": True, "Enforced off": False},
|
|
default=None,
|
|
)
|
|
|
|
# Campaign management
|
|
# General
|
|
restrict_weapons_by_date: bool = boolean_option(
|
|
"Restrict weapons by date (WIP)",
|
|
page=CAMPAIGN_MANAGEMENT_PAGE,
|
|
section=GENERAL_SECTION,
|
|
default=False,
|
|
detail=(
|
|
"Restricts weapon availability based on the campaign date. Data is "
|
|
"extremely incomplete so does not affect all weapons."
|
|
),
|
|
)
|
|
disable_legacy_aewc: bool = boolean_option(
|
|
"Spawn invulnerable, always-available AEW&C aircraft (deprecated)",
|
|
page=CAMPAIGN_MANAGEMENT_PAGE,
|
|
section=GENERAL_SECTION,
|
|
default=True,
|
|
invert=True,
|
|
detail=(
|
|
"If checked, an invulnerable friendly AEW&C aircraft that begins the "
|
|
"mission on station will be be spawned. This behavior will be removed in a "
|
|
"future release."
|
|
),
|
|
)
|
|
disable_legacy_tanker: bool = boolean_option(
|
|
"Spawn invulnerable, always-available tanker aircraft (deprecated)",
|
|
page=CAMPAIGN_MANAGEMENT_PAGE,
|
|
section=GENERAL_SECTION,
|
|
default=True,
|
|
invert=True,
|
|
detail=(
|
|
"If checked, an invulnerable friendly tanker aircraft that begins the "
|
|
"mission on station will be be spawned. This behavior will be removed in a "
|
|
"future release."
|
|
),
|
|
)
|
|
# Pilots and Squadrons
|
|
ai_pilot_levelling: bool = boolean_option(
|
|
"Allow AI pilot leveling",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
|
PILOTS_AND_SQUADRONS_SECTION,
|
|
default=True,
|
|
detail=(
|
|
"Set whether or not AI pilots will level up after completing a number of"
|
|
" sorties. Since pilot level affects the AI skill, you may wish to disable"
|
|
" this, lest you face an Ace!"
|
|
),
|
|
)
|
|
#: Feature flag for squadron limits.
|
|
enable_squadron_pilot_limits: bool = boolean_option(
|
|
"Enable per-squadron pilot limits",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
|
PILOTS_AND_SQUADRONS_SECTION,
|
|
default=True,
|
|
detail=(
|
|
"If set, squadrons will be limited to a maximum number of pilots and dead "
|
|
"pilots will replenish at a fixed rate, each defined with the settings"
|
|
"below. Auto-purchase may buy aircraft for which there are no pilots"
|
|
"available, so this feature is still a work-in-progress."
|
|
),
|
|
)
|
|
#: The maximum number of pilots a squadron can have at one time. Changing this after
|
|
#: the campaign has started will have no immediate effect; pilots already in the
|
|
#: squadron will not be removed if the limit is lowered and pilots will not be
|
|
#: immediately created if the limit is raised.
|
|
squadron_pilot_limit: int = bounded_int_option(
|
|
"Maximum number of pilots per squadron",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
|
PILOTS_AND_SQUADRONS_SECTION,
|
|
default=12,
|
|
min=6,
|
|
max=72,
|
|
detail=(
|
|
"Sets the maximum number of pilots a squadron may have active. "
|
|
"Changing this value will not have an immediate effect, but will alter "
|
|
"replenishment for future turns."
|
|
),
|
|
)
|
|
#: The number of pilots a squadron can replace per turn.
|
|
squadron_replenishment_rate: int = bounded_int_option(
|
|
"Squadron pilot replenishment rate",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
|
PILOTS_AND_SQUADRONS_SECTION,
|
|
default=4,
|
|
min=1,
|
|
max=20,
|
|
detail=(
|
|
"Sets the maximum number of pilots that will be recruited to each squadron "
|
|
"at the end of each turn. Squadrons will not recruit new pilots beyond the "
|
|
"pilot limit, but each squadron with room for more pilots will recruit "
|
|
"this many pilots each turn up to the limit."
|
|
),
|
|
)
|
|
|
|
# HQ Automation
|
|
automate_runway_repair: bool = boolean_option(
|
|
"Automate runway repairs",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
|
HQ_AUTOMATION_SECTION,
|
|
default=False,
|
|
)
|
|
automate_front_line_reinforcements: bool = boolean_option(
|
|
"Automate front-line purchases",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
|
HQ_AUTOMATION_SECTION,
|
|
default=False,
|
|
)
|
|
automate_aircraft_reinforcements: bool = boolean_option(
|
|
"Automate aircraft purchases",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
|
HQ_AUTOMATION_SECTION,
|
|
default=False,
|
|
)
|
|
auto_ato_behavior: AutoAtoBehavior = choices_option(
|
|
"Automatic package planning behavior",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
|
HQ_AUTOMATION_SECTION,
|
|
default=AutoAtoBehavior.Default,
|
|
choices={v.value: v for v in AutoAtoBehavior},
|
|
detail=(
|
|
"Aircraft auto-purchase is directed by the auto-planner, so disabling "
|
|
"auto-planning disables auto-purchase."
|
|
),
|
|
)
|
|
auto_ato_player_missions_asap: bool = boolean_option(
|
|
"Automatically generated packages with players are scheduled ASAP",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
|
HQ_AUTOMATION_SECTION,
|
|
default=True,
|
|
)
|
|
automate_front_line_stance: bool = boolean_option(
|
|
"Automatically manage front line stances",
|
|
CAMPAIGN_MANAGEMENT_PAGE,
|
|
HQ_AUTOMATION_SECTION,
|
|
default=True,
|
|
)
|
|
reserves_procurement_target: int = 10
|
|
|
|
# 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=None,
|
|
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=False,
|
|
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>"
|
|
),
|
|
)
|
|
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,
|
|
)
|
|
# Mission specific
|
|
max_frontline_length: int = bounded_int_option(
|
|
"Maximum frontline length (km)",
|
|
page=MISSION_GENERATOR_PAGE,
|
|
section=GAMEPLAY_SECTION,
|
|
default=80,
|
|
min=1,
|
|
max=100,
|
|
)
|
|
|
|
# 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,
|
|
)
|
|
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_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,
|
|
)
|
|
# 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
|
|
|
|
# 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"plugins.{identifier}"
|
|
|
|
def initialize_plugin_option(self, identifier: str, default_value: bool) -> None:
|
|
try:
|
|
self.plugin_option(identifier)
|
|
except KeyError:
|
|
self.set_plugin_option(identifier, default_value)
|
|
|
|
def plugin_option(self, identifier: str) -> bool:
|
|
return self.plugins[self.plugin_settings_key(identifier)]
|
|
|
|
def set_plugin_option(self, identifier: str, enabled: bool) -> None:
|
|
self.plugins[self.plugin_settings_key(identifier)] = enabled
|
|
|
|
def __setstate__(self, state: dict[str, Any]) -> None:
|
|
# __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)
|
|
|
|
@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
|