Dan Albert b10e86e484 Add support for user faction directory.
This allows users to install custom factions to their home directory
rather than the Liberation install directory. Makes it easier to keep
mods across Liberation downloads, and easier for us devs to keep custom
factions without git always wanting us to add them.
2021-05-02 14:35:21 -07:00

240 lines
7.1 KiB
Python

import argparse
import logging
import os
import sys
from datetime import datetime
from pathlib import Path
from typing import Optional
import dcs
from dcs.weapons_data import weapon_ids
from PySide2 import QtWidgets
from PySide2.QtGui import QPixmap
from PySide2.QtWidgets import QApplication, QSplashScreen
from game import Game, db, persistency, VERSION
from game.data.weapons import (
WEAPON_FALLBACK_MAP,
WEAPON_INTRODUCTION_YEARS,
Weapon,
)
from game.settings import Settings
from game.theater.start_generator import GameGenerator, GeneratorSettings
from qt_ui import (
liberation_install,
liberation_theme,
logging_config,
uiconstants,
)
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.QLiberationWindow import QLiberationWindow
from qt_ui.windows.newgame.QCampaignList import Campaign
from qt_ui.windows.newgame.QNewGameWizard import DEFAULT_BUDGET
from qt_ui.windows.preferences.QLiberationFirstStartWindow import (
QLiberationFirstStartWindow,
)
def run_ui(game: Optional[Game] = None) -> None:
os.environ["QT_AUTO_SCREEN_SCALE_FACTOR"] = "1" # Potential fix for 4K screens
app = QApplication(sys.argv)
# init the theme and load the stylesheet based on the theme index
liberation_theme.init()
with open(
"./resources/stylesheets/" + liberation_theme.get_theme_css_file()
) as stylesheet:
logging.info("Loading stylesheet: %s", liberation_theme.get_theme_css_file())
app.setStyleSheet(stylesheet.read())
# Inject custom payload in pydcs framework
custom_payloads = os.path.join(
os.path.dirname(os.path.realpath(__file__)),
"..\\resources\\customized_payloads",
)
if os.path.exists(custom_payloads):
dcs.unittype.FlyingType.payload_dirs.append(custom_payloads)
else:
# For release version the path is different.
custom_payloads = os.path.join(
os.path.dirname(os.path.realpath(__file__)),
"resources\\customized_payloads",
)
if os.path.exists(custom_payloads):
dcs.unittype.FlyingType.payload_dirs.append(custom_payloads)
first_start = liberation_install.init()
if first_start:
window = QLiberationFirstStartWindow()
window.exec_()
logging.info("Using {} as 'Saved Game Folder'".format(persistency.base_path()))
logging.info(
"Using {} as 'DCS installation folder'".format(
liberation_install.get_dcs_install_directory()
)
)
# Splash screen setup
pixmap = QPixmap("./resources/ui/splash_screen.png")
splash = QSplashScreen(pixmap)
splash.show()
# Once splash screen is up : load resources & setup stuff
uiconstants.load_icons()
uiconstants.load_event_icons()
uiconstants.load_aircraft_icons()
uiconstants.load_vehicle_icons()
uiconstants.load_aircraft_banners()
uiconstants.load_vehicle_banners()
# Replace DCS Mission scripting file to allow DCS Liberation to work
try:
liberation_install.replace_mission_scripting_file()
except:
error_dialog = QtWidgets.QErrorMessage()
error_dialog.setWindowTitle("Wrong DCS installation directory.")
error_dialog.showMessage(
"Unable to modify Mission Scripting file. Possible issues with rights. Try running as admin, or please perform the modification of the MissionScripting file manually."
)
error_dialog.exec_()
# Apply CSS (need works)
GameUpdateSignal()
# Start window
window = QLiberationWindow(game)
window.showMaximized()
splash.finish(window)
qt_execution_code = app.exec_()
# Restore Mission Scripting file
logging.info("QT App terminated with status code : " + str(qt_execution_code))
logging.info("Attempt to restore original mission scripting file")
liberation_install.restore_original_mission_scripting()
logging.info("QT process exited with code : " + str(qt_execution_code))
def parse_args() -> argparse.Namespace:
parser = argparse.ArgumentParser()
subparsers = parser.add_subparsers(dest="subcommand")
def path_arg(arg: str) -> Path:
path = Path(arg)
if not path.exists():
raise argparse.ArgumentTypeError("path does not exist")
return path
parser.add_argument(
"--warn-missing-weapon-data",
action="store_true",
help="Emits a warning for weapons without date or fallback information.",
)
new_game = subparsers.add_parser("new-game")
new_game.add_argument(
"campaign", type=path_arg, help="Path to the campaign to start."
)
new_game.add_argument(
"--blue", default="USA 2005", help="Name of the blue faction."
)
new_game.add_argument(
"--red", default="Russia 1990", help="Name of the red faction."
)
new_game.add_argument(
"--supercarrier", action="store_true", help="Use the supercarrier module."
)
new_game.add_argument(
"--auto-procurement", action="store_true", help="Automate bluefor procurement."
)
new_game.add_argument(
"--inverted", action="store_true", help="Invert the campaign."
)
new_game.add_argument("--cheats", action="store_true", help="Enable cheats.")
return parser.parse_args()
def create_game(
campaign_path: Path,
blue: str,
red: str,
supercarrier: bool,
auto_procurement: bool,
inverted: bool,
cheats: bool,
) -> Game:
campaign = Campaign.from_json(campaign_path)
generator = GameGenerator(
blue,
red,
campaign.load_theater(),
Settings(
supercarrier=supercarrier,
automate_runway_repair=auto_procurement,
automate_front_line_reinforcements=auto_procurement,
automate_aircraft_reinforcements=auto_procurement,
enable_new_ground_unit_recruitment=True,
enable_frontline_cheats=cheats,
enable_base_capture_cheat=cheats,
),
GeneratorSettings(
start_date=datetime.today(),
player_budget=DEFAULT_BUDGET,
enemy_budget=DEFAULT_BUDGET,
midgame=False,
inverted=inverted,
no_carrier=False,
no_lha=False,
no_player_navy=False,
no_enemy_navy=False,
),
)
return generator.generate()
def lint_weapon_data() -> None:
for clsid in weapon_ids:
weapon = Weapon.from_clsid(clsid)
if weapon not in WEAPON_INTRODUCTION_YEARS:
logging.warning(f"{weapon} has no introduction date")
if weapon not in WEAPON_FALLBACK_MAP:
logging.warning(f"{weapon} has no fallback")
def main():
logging_config.init_logging(VERSION)
game: Optional[Game] = None
args = parse_args()
# TODO: Flesh out data and then make unconditional.
if args.warn_missing_weapon_data:
lint_weapon_data()
if args.subcommand == "new-game":
game = create_game(
args.campaign,
args.blue,
args.red,
args.supercarrier,
args.auto_procurement,
args.inverted,
args.cheats,
)
run_ui(game)
if __name__ == "__main__":
main()