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Probably the final Fix #97 Unused aircraft (assigned upon takeoff) would get claimed but since it's not possible to delete those flights after aborting, these flights wouldn't get released anymore. This should fix that issue, including a migrator change to correct the number of claimed aircraft per squadron.
239 lines
9.1 KiB
Python
239 lines
9.1 KiB
Python
from __future__ import annotations
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import logging
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from datetime import datetime
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from functools import cached_property
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from typing import Any, Dict, List, TYPE_CHECKING
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from dcs.action import AITaskPush
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from dcs.condition import FlagIsTrue, GroupDead, Or, FlagIsFalse
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from dcs.country import Country
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from dcs.mission import Mission
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from dcs.terrain.terrain import NoParkingSlotError
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from dcs.triggers import TriggerOnce, Event
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from dcs.unitgroup import FlyingGroup, StaticGroup
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from game.ato.airtaaskingorder import AirTaskingOrder
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from game.ato.flight import Flight
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from game.ato.flightstate import Completed
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from game.ato.flighttype import FlightType
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from game.ato.package import Package
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from game.ato.starttype import StartType
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from game.factions.faction import Faction
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from game.missiongenerator.lasercoderegistry import LaserCodeRegistry
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from game.missiongenerator.missiondata import MissionData
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from game.radio.radios import RadioRegistry
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from game.radio.tacan import TacanRegistry
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from game.runways import RunwayData
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from game.settings import Settings
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from game.theater.controlpoint import (
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Airfield,
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ControlPoint,
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Fob,
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)
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from game.unitmap import UnitMap
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from .aircraftpainter import AircraftPainter
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from .flightdata import FlightData
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from .flightgroupconfigurator import FlightGroupConfigurator
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from .flightgroupspawner import FlightGroupSpawner
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if TYPE_CHECKING:
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from game import Game
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from game.squadrons import Squadron
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class AircraftGenerator:
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def __init__(
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self,
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mission: Mission,
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settings: Settings,
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game: Game,
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time: datetime,
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radio_registry: RadioRegistry,
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tacan_registry: TacanRegistry,
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laser_code_registry: LaserCodeRegistry,
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unit_map: UnitMap,
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mission_data: MissionData,
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helipads: dict[ControlPoint, StaticGroup],
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) -> None:
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self.mission = mission
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self.settings = settings
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self.game = game
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self.time = time
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self.radio_registry = radio_registry
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self.tacan_registy = tacan_registry
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self.laser_code_registry = laser_code_registry
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self.unit_map = unit_map
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self.flights: List[FlightData] = []
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self.mission_data = mission_data
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self.helipads = helipads
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@cached_property
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def use_client(self) -> bool:
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"""True if Client should be used instead of Player."""
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blue_clients = self.client_slots_in_ato(self.game.blue.ato)
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red_clients = self.client_slots_in_ato(self.game.red.ato)
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return blue_clients + red_clients > 1
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@staticmethod
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def client_slots_in_ato(ato: AirTaskingOrder) -> int:
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total = 0
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for package in ato.packages:
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for flight in package.flights:
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total += flight.client_count
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return total
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def clear_parking_slots(self) -> None:
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for cp in self.game.theater.controlpoints:
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for parking_slot in cp.parking_slots:
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parking_slot.unit_id = None
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def generate_flights(
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self,
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country: Country,
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ato: AirTaskingOrder,
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dynamic_runways: Dict[str, RunwayData],
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) -> None:
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"""Adds aircraft to the mission for every flight in the ATO.
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Aircraft generation is done by walking the ATO and spawning each flight in turn.
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After the flight is generated the group is added to the UnitMap so aircraft
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deaths can be tracked.
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Args:
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country: The country from the mission to use for this ATO.
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ato: The ATO to spawn aircraft for.
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dynamic_runways: Runway data for carriers and FARPs.
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"""
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self._reserve_frequencies_and_tacan(ato)
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for package in reversed(sorted(ato.packages, key=lambda x: x.time_over_target)):
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logging.info(f"Generating package for target: {package.target.name}")
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if not package.flights:
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continue
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for flight in package.flights:
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if flight.alive:
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if not flight.squadron.location.runway_is_operational():
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logging.warning(
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f"Runway not operational, skipping flight: {flight.flight_type}"
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)
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flight.return_pilots_and_aircraft()
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continue
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logging.info(f"Generating flight: {flight.unit_type}")
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group = self.create_and_configure_flight(
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flight, country, dynamic_runways
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)
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self.unit_map.add_aircraft(group, flight)
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if (
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package.primary_flight is not None
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and package.primary_flight.flight_plan.is_formation(
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package.primary_flight.flight_plan
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)
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):
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splittrigger = TriggerOnce(Event.NoEvent, f"Split-{id(package)}")
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splittrigger.add_condition(FlagIsTrue(flag=f"split-{id(package)}"))
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splittrigger.add_condition(Or())
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splittrigger.add_condition(FlagIsFalse(flag=f"split-{id(package)}"))
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splittrigger.add_condition(GroupDead(package.primary_flight.group_id))
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for flight in package.flights:
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if flight.flight_type in [
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FlightType.ESCORT,
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FlightType.SEAD_ESCORT,
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]:
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splittrigger.add_action(AITaskPush(flight.group_id, 1))
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if len(splittrigger.actions) > 0:
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self.mission.triggerrules.triggers.append(splittrigger)
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def spawn_unused_aircraft(
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self, player_country: Country, enemy_country: Country
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) -> None:
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for control_point in self.game.theater.controlpoints:
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if not isinstance(control_point, Airfield):
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continue
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faction = self.game.coalition_for(control_point.captured).faction
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if control_point.captured:
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country = player_country
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else:
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country = enemy_country
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for squadron in control_point.squadrons:
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try:
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self._spawn_unused_for(squadron, country, faction)
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except NoParkingSlotError:
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# If we run out of parking, stop spawning aircraft at this base.
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break
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def _spawn_unused_for(
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self, squadron: Squadron, country: Country, faction: Faction
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) -> None:
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assert isinstance(squadron.location, Airfield)
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for _ in range(squadron.untasked_aircraft):
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# Creating a flight even those this isn't a fragged mission lets us
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# reuse the existing debriefing code.
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# TODO: Special flight type?
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flight = Flight(
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Package(squadron.location, self.game.db.flights),
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faction.country,
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squadron,
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1,
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FlightType.BARCAP,
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StartType.COLD,
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divert=None,
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claim_inv=False,
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)
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flight.state = Completed(flight, self.game.settings)
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group = FlightGroupSpawner(
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flight, country, self.mission, self.helipads, self.mission_data
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).create_idle_aircraft()
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AircraftPainter(flight, group).apply_livery()
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self.unit_map.add_aircraft(group, flight)
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def create_and_configure_flight(
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self, flight: Flight, country: Country, dynamic_runways: Dict[str, RunwayData]
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) -> FlyingGroup[Any]:
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"""Creates and configures the flight group in the mission."""
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group = FlightGroupSpawner(
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flight, country, self.mission, self.helipads, self.mission_data
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).create_flight_group()
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self.flights.append(
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FlightGroupConfigurator(
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flight,
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group,
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self.game,
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self.mission,
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self.time,
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self.radio_registry,
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self.tacan_registy,
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self.laser_code_registry,
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self.mission_data,
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dynamic_runways,
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self.use_client,
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).configure()
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)
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wpt = group.waypoint("LANDING")
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if flight.is_helo and isinstance(flight.arrival, Fob) and wpt:
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hpad = self.helipads[flight.arrival].units.pop(0)
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wpt.helipad_id = hpad.id
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wpt.link_unit = hpad.id
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self.helipads[flight.arrival].units.append(hpad)
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return group
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def _reserve_frequencies_and_tacan(self, ato: AirTaskingOrder) -> None:
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for package in ato.packages:
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if package.frequency is None:
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continue
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if package.frequency not in self.radio_registry.allocated_channels:
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self.radio_registry.reserve(package.frequency)
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for f in package.flights:
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if (
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f.frequency
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and f.frequency not in self.radio_registry.allocated_channels
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):
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self.radio_registry.reserve(f.frequency)
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if f.tacan and f.tacan not in self.tacan_registy.allocated_channels:
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self.tacan_registy.mark_unavailable(f.tacan)
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