MetalStormGhost 223d70e15f Merge remote-tracking branch 'remotes/MetalStormGhost/dcs_liberation/f16i-mod-support-v2.2' into f16i-mod-support-v2.2
Added a pydcs extension for the IDF Mods Project F-16I mod version 2.2, utilizing the pylon_injector written for the CJS Superbug mod support. Includes banner by Schmokedpancake.

The mod alters the stock F-16C aircraft, which requires a different approach when injecting the mod information to pydcs. The extension changes the F-16C parameters by setattr(F_16C_50, "fuel_max", 2585.48), adds new weapons to the existing pylons and adds five new ones (for example, the mod allows internal ECM equipment in the dorsal spine, freeing the central hardpoint for a fuel tank).

The mod also adds additional Vipers: F-16D (both with and without the dorsal spine, GE and P&W engines) and the stock F-16C Block 50 under a different DCS unit ID.

Also added a separate mod_payloads directory under resources which can be used when aircraft added by mods use the same "unitType" in the loadout lua files. The loadouts are only loaded if the mod is enabled (uses the existing inject_custom_payloads function).

The mod settings are now saved in the Liberation save inside the Faction, so loading the aircraft icons, banners, loadouts etc and the pydcs injection can be re-applied on game load.
2022-10-23 20:54:23 +03:00

442 lines
16 KiB
Python

from __future__ import annotations
import itertools
import logging
from dataclasses import dataclass, field
from functools import cached_property
from typing import Optional, Dict, Type, List, Any, Iterator, TYPE_CHECKING
import dcs
from dcs.countries import country_dict
from dcs.unittype import ShipType, StaticType
from dcs.unittype import UnitType as DcsUnitType
from game.data.building_data import (
WW2_ALLIES_BUILDINGS,
DEFAULT_AVAILABLE_BUILDINGS,
WW2_GERMANY_BUILDINGS,
WW2_FREE,
REQUIRED_BUILDINGS,
IADS_BUILDINGS,
)
from game.data.doctrine import (
Doctrine,
MODERN_DOCTRINE,
COLDWAR_DOCTRINE,
WWII_DOCTRINE,
)
from game.data.units import UnitClass
from game.data.groups import GroupRole
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.dcs.shipunittype import ShipUnitType
from game.armedforces.forcegroup import ForceGroup
from game.dcs.unittype import UnitType
from pydcs_extensions.f16i_idf.f16i_idf import inject_F16I
if TYPE_CHECKING:
from game.theater.start_generator import ModSettings
@dataclass
class Faction:
#: List of locales to use when generating random names. If not set, Faker will
#: choose the default locale.
locales: Optional[List[str]]
# Country used by this faction
country: str = field(default="")
# Country's short name used by this faction
country_shortname: str = field(default="")
# Nice name of the faction
name: str = field(default="")
# List of faction file authors
authors: str = field(default="")
# A description of the faction
description: str = field(default="")
# Available aircraft
aircrafts: List[AircraftType] = field(default_factory=list)
# Available awacs aircraft
awacs: List[AircraftType] = field(default_factory=list)
# Available tanker aircraft
tankers: List[AircraftType] = field(default_factory=list)
# Available frontline units
frontline_units: List[GroundUnitType] = field(default_factory=list)
# Available artillery units
artillery_units: List[GroundUnitType] = field(default_factory=list)
# Infantry units used
infantry_units: List[GroundUnitType] = field(default_factory=list)
# Logistics units used
logistics_units: List[GroundUnitType] = field(default_factory=list)
# Possible Air Defence units, Like EWRs
air_defense_units: List[GroundUnitType] = field(default_factory=list)
# A list of all supported sets of units
preset_groups: list[ForceGroup] = field(default_factory=list)
# Possible Missile site generators for this faction
missiles: List[GroundUnitType] = field(default_factory=list)
# Required mods or asset packs
requirements: Dict[str, str] = field(default_factory=dict)
# Possible carrier names
carrier_names: List[str] = field(default_factory=list)
# Possible helicopter carrier names
helicopter_carrier_names: List[str] = field(default_factory=list)
# Available Naval Units
naval_units: List[ShipUnitType] = field(default_factory=list)
# Whether this faction has JTAC access
has_jtac: bool = field(default=False)
# Unit to use as JTAC for this faction
jtac_unit: Optional[AircraftType] = field(default=None)
# doctrine
doctrine: Doctrine = field(default=MODERN_DOCTRINE)
# List of available building layouts for this faction
building_set: List[str] = field(default_factory=list)
# List of default livery overrides
liveries_overrides: Dict[AircraftType, List[str]] = field(default_factory=dict)
#: Set to True if the faction should force the "Unrestricted satnav" option
#: for the mission. This option enables GPS for capable aircraft regardless
#: of the time period or operator. For example, the CJTF "countries" don't
#: appear to have GPS capability, so they need this.
#:
#: Note that this option cannot be set per-side. If either faction needs it,
#: both will use it.
unrestricted_satnav: bool = False
# Store mod settings so mod properties can be injected again on game load,
# in case mods like CJS F/A-18E/F/G or IDF F-16I are selected by the player
mod_settings: Optional[ModSettings] = field(default=None)
def has_access_to_dcs_type(self, unit_type: Type[DcsUnitType]) -> bool:
# Vehicle and Ship Units
if any(unit_type == u.dcs_unit_type for u in self.accessible_units):
return True
# Statics
if issubclass(unit_type, StaticType):
# TODO Improve the statics checking
# We currently do not have any list or similar to check if a faction has
# access to a specific static. There we accept any static here
return True
return False
def has_access_to_unit_class(self, unit_class: UnitClass) -> bool:
return any(unit.unit_class is unit_class for unit in self.accessible_units)
@cached_property
def accessible_units(self) -> list[UnitType[Any]]:
all_units: Iterator[UnitType[Any]] = itertools.chain(
self.ground_units,
self.infantry_units,
self.air_defense_units,
self.naval_units,
self.missiles,
(
unit
for preset_group in self.preset_groups
for unit in preset_group.units
),
)
return list(set(all_units))
@property
def air_defenses(self) -> list[str]:
"""Returns the Air Defense types"""
# This is used for the faction overview in NewGameWizard
air_defenses = [a.name for a in self.air_defense_units]
air_defenses.extend(
[
pg.name
for pg in self.preset_groups
if any(task.role == GroupRole.AIR_DEFENSE for task in pg.tasks)
]
)
return sorted(air_defenses)
@classmethod
def from_json(cls: Type[Faction], json: Dict[str, Any]) -> Faction:
faction = Faction(locales=json.get("locales"))
faction.country = json.get("country", "/")
country = None
for c in country_dict.values():
if c.name == faction.country:
country = c
break
if country is None:
raise AssertionError(
'Faction\'s country ("{}") is not a valid DCS country ID'.format(
faction.country
)
)
faction.country_shortname = country.shortname
faction.name = json.get("name", "")
if not faction.name:
raise AssertionError("Faction has no valid name")
faction.authors = json.get("authors", "")
faction.description = json.get("description", "")
faction.aircrafts = [AircraftType.named(n) for n in json.get("aircrafts", [])]
faction.awacs = [AircraftType.named(n) for n in json.get("awacs", [])]
faction.tankers = [AircraftType.named(n) for n in json.get("tankers", [])]
faction.aircrafts = list(
set(faction.aircrafts + faction.awacs + faction.tankers)
)
faction.frontline_units = [
GroundUnitType.named(n) for n in json.get("frontline_units", [])
]
faction.artillery_units = [
GroundUnitType.named(n) for n in json.get("artillery_units", [])
]
faction.infantry_units = [
GroundUnitType.named(n) for n in json.get("infantry_units", [])
]
faction.logistics_units = [
GroundUnitType.named(n) for n in json.get("logistics_units", [])
]
faction.air_defense_units = [
GroundUnitType.named(n) for n in json.get("air_defense_units", [])
]
faction.missiles = [GroundUnitType.named(n) for n in json.get("missiles", [])]
faction.naval_units = [
ShipUnitType.named(n) for n in json.get("naval_units", [])
]
faction.preset_groups = [
ForceGroup.from_preset_group(g) for g in json.get("preset_groups", [])
]
faction.requirements = json.get("requirements", {})
faction.carrier_names = json.get("carrier_names", [])
faction.helicopter_carrier_names = json.get("helicopter_carrier_names", [])
faction.has_jtac = json.get("has_jtac", False)
jtac_name = json.get("jtac_unit", None)
if jtac_name is not None:
faction.jtac_unit = AircraftType.named(jtac_name)
else:
faction.jtac_unit = None
# Load doctrine
doctrine = json.get("doctrine", "modern")
if doctrine == "modern":
faction.doctrine = MODERN_DOCTRINE
elif doctrine == "coldwar":
faction.doctrine = COLDWAR_DOCTRINE
elif doctrine == "ww2":
faction.doctrine = WWII_DOCTRINE
else:
faction.doctrine = MODERN_DOCTRINE
# Load the building set
faction.building_set = []
building_set = json.get("building_set", "default")
if building_set == "default":
faction.building_set.extend(DEFAULT_AVAILABLE_BUILDINGS)
elif building_set == "ww2free":
faction.building_set.extend(WW2_FREE)
elif building_set == "ww2ally":
faction.building_set.extend(WW2_ALLIES_BUILDINGS)
elif building_set == "ww2germany":
faction.building_set.extend(WW2_GERMANY_BUILDINGS)
else:
faction.building_set.extend(DEFAULT_AVAILABLE_BUILDINGS)
# Add required buildings for the game logic (e.g. ammo, factory..)
faction.building_set.extend(REQUIRED_BUILDINGS)
faction.building_set.extend(IADS_BUILDINGS)
# Load liveries override
faction.liveries_overrides = {}
liveries_overrides = json.get("liveries_overrides", {})
for name, livery in liveries_overrides.items():
aircraft = AircraftType.named(name)
faction.liveries_overrides[aircraft] = [s.lower() for s in livery]
faction.unrestricted_satnav = json.get("unrestricted_satnav", False)
return faction
@property
def ground_units(self) -> Iterator[GroundUnitType]:
yield from self.artillery_units
yield from self.frontline_units
yield from self.logistics_units
def infantry_with_class(self, unit_class: UnitClass) -> Iterator[GroundUnitType]:
for unit in self.infantry_units:
if unit.unit_class is unit_class:
yield unit
def apply_mod_settings(self, mod_settings: Optional[ModSettings] = None) -> None:
if mod_settings is None:
if self.mod_settings is None:
# No mod settings were provided and none were saved for this faction
# so stop here
return
elif self.mod_settings is not None:
# Saved mod settings were found for this faction,
# so load them for use
mod_settings = self.mod_settings
else:
# Update the mod settings of this faction
# so the settings can be applied again on load, if needed
self.mod_settings = mod_settings
# aircraft
if not mod_settings.a4_skyhawk:
self.remove_aircraft("A-4E-C")
if not mod_settings.hercules:
self.remove_aircraft("Hercules")
if not mod_settings.uh_60l:
self.remove_aircraft("UH-60L")
self.remove_aircraft("KC130J")
if not mod_settings.f4b_phantom:
self.remove_aircraft("VSN_F4B")
if not mod_settings.f15d_baz:
self.remove_aircraft("F-15D")
if not mod_settings.f_16_idf:
self.remove_aircraft("F-16I")
self.remove_aircraft("F_16D_52")
self.remove_aircraft("F_16D_50")
self.remove_aircraft("F_16D_50_NS")
self.remove_aircraft("F_16D_52_NS")
else:
inject_F16I()
if not mod_settings.f22_raptor:
self.remove_aircraft("F-22A")
if not mod_settings.f100_supersabre:
self.remove_aircraft("VSN_F100")
if not mod_settings.f104_starfighter:
self.remove_aircraft("VSN_F104G")
self.remove_aircraft("VSN_F104S")
self.remove_aircraft("VSN_F104S_AG")
if not mod_settings.f105_thunderchief:
self.remove_aircraft("VSN_F105D")
self.remove_aircraft("VSN_F105G")
if not mod_settings.jas39_gripen:
self.remove_aircraft("JAS39Gripen")
self.remove_aircraft("JAS39Gripen_AG")
if not mod_settings.su30_flanker_h:
self.remove_aircraft("Su-30MKA")
self.remove_aircraft("Su-30MKI")
self.remove_aircraft("Su-30MKM")
self.remove_aircraft("Su-30SM")
if not mod_settings.su57_felon:
self.remove_aircraft("Su-57")
# frenchpack
if not mod_settings.frenchpack:
self.remove_vehicle("AMX10RCR")
self.remove_vehicle("SEPAR")
self.remove_vehicle("ERC")
self.remove_vehicle("M120")
self.remove_vehicle("AA20")
self.remove_vehicle("TRM2000")
self.remove_vehicle("TRM2000_Citerne")
self.remove_vehicle("TRM2000_AA20")
self.remove_vehicle("TRMMISTRAL")
self.remove_vehicle("VABH")
self.remove_vehicle("VAB_RADIO")
self.remove_vehicle("VAB_50")
self.remove_vehicle("VIB_VBR")
self.remove_vehicle("VAB_HOT")
self.remove_vehicle("VAB_MORTIER")
self.remove_vehicle("VBL50")
self.remove_vehicle("VBLANF1")
self.remove_vehicle("VBL-radio")
self.remove_vehicle("VBAE")
self.remove_vehicle("VBAE_MMP")
self.remove_vehicle("AMX-30B2")
self.remove_vehicle("Tracma")
self.remove_vehicle("JTACFP")
self.remove_vehicle("SHERIDAN")
self.remove_vehicle("Leclerc_XXI")
self.remove_vehicle("Toyota_bleu")
self.remove_vehicle("Toyota_vert")
self.remove_vehicle("Toyota_desert")
self.remove_vehicle("Kamikaze")
self.remove_vehicle("AMX1375")
self.remove_vehicle("AMX1390")
self.remove_vehicle("VBCI")
self.remove_vehicle("T62")
self.remove_vehicle("T64BV")
self.remove_vehicle("T72M")
self.remove_vehicle("KORNET")
# high digit sams
if not mod_settings.high_digit_sams:
self.remove_preset("SA-10B/S-300PS")
self.remove_preset("SA-12/S-300V")
self.remove_preset("SA-20/S-300PMU-1")
self.remove_preset("SA-20B/S-300PMU-2")
self.remove_preset("SA-23/S-300VM")
self.remove_preset("SA-17")
self.remove_preset("KS-19")
self.remove_preset("HQ-2")
self.remove_preset("SA-2/S-75 V-759/5V23")
self.remove_preset("SA-3/S-125 V-601P/5V27")
self.remove_vehicle("SAM SA-14 Strela-3 manpad")
self.remove_vehicle("SAM SA-24 Igla-S manpad")
self.remove_vehicle("Polyana-D4M1 C2 node")
def remove_aircraft(self, name: str) -> None:
for i in self.aircrafts:
if i.dcs_unit_type.id == name:
self.aircrafts.remove(i)
def remove_preset(self, name: str) -> None:
for pg in self.preset_groups:
if pg.name == name:
self.preset_groups.remove(pg)
def remove_vehicle(self, name: str) -> None:
for i in self.frontline_units:
if i.dcs_unit_type.id == name:
self.frontline_units.remove(i)
def load_ship(name: str) -> Optional[Type[ShipType]]:
if (ship := getattr(dcs.ships, name, None)) is not None:
return ship
logging.error(f"FACTION ERROR : Unable to find {name} in dcs.ships")
return None
def load_all_ships(data: list[str]) -> List[Type[ShipType]]:
items = []
for name in data:
item = load_ship(name)
if item is not None:
items.append(item)
return items