dcs-retribution/game/missiongenerator/missiongenerator.py

355 lines
13 KiB
Python

from __future__ import annotations
import logging
from datetime import datetime
from pathlib import Path
from typing import TYPE_CHECKING, cast
import dcs.lua
from dcs import Mission, Point
from dcs.coalition import Coalition
from dcs.countries import country_dict
from game import db
from game.radio.radios import RadioFrequency, RadioRegistry
from game.radio.tacan import TacanRegistry
from game.theater.bullseye import Bullseye
from game.theater import Airfield, FrontLine
from game.unitmap import UnitMap
from gen.airfields import AIRFIELD_DATA
from gen.naming import namegen
from game.missiongenerator.aircraft.aircraftgenerator import (
AircraftGenerator,
)
from .aircraft.flightdata import FlightData
from .airsupport import AirSupport
from .airsupportgenerator import AirSupportGenerator
from .beacons import load_beacons_for_terrain
from .briefinggenerator import BriefingGenerator, MissionInfoGenerator
from .cargoshipgenerator import CargoShipGenerator
from .convoygenerator import ConvoyGenerator
from .drawingsgenerator import DrawingsGenerator
from .environmentgenerator import EnvironmentGenerator
from .flotgenerator import FlotGenerator
from .forcedoptionsgenerator import ForcedOptionsGenerator
from .frontlineconflictdescription import FrontLineConflictDescription
from .kneeboard import KneeboardGenerator
from .lasercoderegistry import LaserCodeRegistry
from .luagenerator import LuaGenerator
from .tgogenerator import TgoGenerator
from .triggergenerator import TriggerGenerator
from .visualsgenerator import VisualsGenerator
if TYPE_CHECKING:
from game import Game
COMBINED_ARMS_SLOTS = 1
class MissionGenerator:
def __init__(self, game: Game, time: datetime) -> None:
self.game = game
self.time = time
self.mission = Mission(game.theater.terrain)
self.unit_map = UnitMap()
self.air_support = AirSupport()
self.laser_code_registry = LaserCodeRegistry()
self.radio_registry = RadioRegistry()
self.tacan_registry = TacanRegistry()
self.generation_started = False
with open("resources/default_options.lua", "r", encoding="utf-8") as f:
self.mission.options.load_from_dict(dcs.lua.loads(f.read())["options"])
def generate_miz(self, output: Path) -> UnitMap:
if self.generation_started:
raise RuntimeError(
"Mission has already begun generating. To reset, create a new "
"MissionSimulation."
)
self.generation_started = True
self.setup_mission_coalitions()
self.add_airfields_to_unit_map()
self.initialize_registries()
EnvironmentGenerator(self.mission, self.game.conditions, self.time).generate()
tgo_generator = TgoGenerator(
self.mission,
self.game,
self.radio_registry,
self.tacan_registry,
self.unit_map,
)
tgo_generator.generate()
ConvoyGenerator(self.mission, self.game, self.unit_map).generate()
CargoShipGenerator(self.mission, self.game, self.unit_map).generate()
self.generate_destroyed_units()
# Generate ground conflicts first so the JTACs get the first laser code (1688)
# rather than the first player flight with a TGP.
self.generate_ground_conflicts()
air_support, flights = self.generate_air_units(tgo_generator)
TriggerGenerator(self.mission, self.game).generate()
ForcedOptionsGenerator(self.mission, self.game).generate()
VisualsGenerator(self.mission, self.game).generate()
LuaGenerator(self.game, self.mission, air_support, flights).generate()
DrawingsGenerator(self.mission, self.game).generate()
self.setup_combined_arms()
self.notify_info_generators(tgo_generator, air_support, flights)
# TODO: Shouldn't this be first?
namegen.reset_numbers()
self.mission.save(output)
return self.unit_map
def setup_mission_coalitions(self) -> None:
self.mission.coalition["blue"] = Coalition(
"blue", bullseye=self.game.blue.bullseye.to_pydcs()
)
self.mission.coalition["red"] = Coalition(
"red", bullseye=self.game.red.bullseye.to_pydcs()
)
self.mission.coalition["neutrals"] = Coalition(
"neutrals", bullseye=Bullseye(Point(0, 0)).to_pydcs()
)
p_country = self.game.blue.country_name
e_country = self.game.red.country_name
self.mission.coalition["blue"].add_country(
country_dict[db.country_id_from_name(p_country)]()
)
self.mission.coalition["red"].add_country(
country_dict[db.country_id_from_name(e_country)]()
)
belligerents = [
db.country_id_from_name(p_country),
db.country_id_from_name(e_country),
]
for country in country_dict.keys():
if country not in belligerents:
self.mission.coalition["neutrals"].add_country(country_dict[country]())
def add_airfields_to_unit_map(self) -> None:
for control_point in self.game.theater.controlpoints:
if isinstance(control_point, Airfield):
self.unit_map.add_airfield(control_point)
def initialize_registries(self) -> None:
unique_map_frequencies: set[RadioFrequency] = set()
self.initialize_tacan_registry(unique_map_frequencies)
self.initialize_radio_registry(unique_map_frequencies)
for frequency in unique_map_frequencies:
self.radio_registry.reserve(frequency)
def initialize_tacan_registry(
self, unique_map_frequencies: set[RadioFrequency]
) -> None:
"""
Dedup beacon/radio frequencies, since some maps have some frequencies
used multiple times.
"""
beacons = load_beacons_for_terrain(self.game.theater.terrain.name)
for beacon in beacons:
unique_map_frequencies.add(beacon.frequency)
if beacon.is_tacan:
if beacon.channel is None:
logging.warning(f"TACAN beacon has no channel: {beacon.callsign}")
else:
self.tacan_registry.mark_unavailable(beacon.tacan_channel)
def initialize_radio_registry(
self, unique_map_frequencies: set[RadioFrequency]
) -> None:
for data in AIRFIELD_DATA.values():
if data.theater == self.game.theater.terrain.name and data.atc:
unique_map_frequencies.add(data.atc.hf)
unique_map_frequencies.add(data.atc.vhf_fm)
unique_map_frequencies.add(data.atc.vhf_am)
unique_map_frequencies.add(data.atc.uhf)
# No need to reserve ILS or TACAN because those are in the
# beacon list.
def generate_ground_conflicts(self) -> None:
"""Generate FLOTs and JTACs for each active front line."""
for front_line in self.game.theater.conflicts():
player_cp = front_line.blue_cp
enemy_cp = front_line.red_cp
conflict = FrontLineConflictDescription.frontline_cas_conflict(
self.game.blue.faction.name,
self.game.red.faction.name,
self.mission.country(self.game.blue.country_name),
self.mission.country(self.game.red.country_name),
front_line,
self.game.theater,
)
# Generate frontline ops
player_gp = self.game.ground_planners[player_cp.id].units_per_cp[
enemy_cp.id
]
enemy_gp = self.game.ground_planners[enemy_cp.id].units_per_cp[player_cp.id]
ground_conflict_gen = FlotGenerator(
self.mission,
conflict,
self.game,
player_gp,
enemy_gp,
player_cp.stances[enemy_cp.id],
enemy_cp.stances[player_cp.id],
self.unit_map,
self.radio_registry,
self.air_support,
self.laser_code_registry,
)
ground_conflict_gen.generate()
def generate_air_units(
self, tgo_generator: TgoGenerator
) -> tuple[AirSupport, list[FlightData]]:
"""Generate the air units for the Operation"""
# Air Support (Tanker & Awacs)
air_support_generator = AirSupportGenerator(
self.mission,
self.describe_air_conflict(),
self.game,
self.radio_registry,
self.tacan_registry,
self.air_support,
)
air_support_generator.generate()
# Generate Aircraft Activity on the map
aircraft_generator = AircraftGenerator(
self.mission,
self.game.settings,
self.game,
self.time,
self.radio_registry,
self.tacan_registry,
self.laser_code_registry,
self.unit_map,
air_support=air_support_generator.air_support,
helipads=tgo_generator.helipads,
)
aircraft_generator.clear_parking_slots()
aircraft_generator.generate_flights(
self.mission.country(self.game.blue.country_name),
self.game.blue.ato,
tgo_generator.runways,
)
aircraft_generator.generate_flights(
self.mission.country(self.game.red.country_name),
self.game.red.ato,
tgo_generator.runways,
)
aircraft_generator.spawn_unused_aircraft(
self.mission.country(self.game.blue.country_name),
self.mission.country(self.game.red.country_name),
)
for flight in aircraft_generator.flights:
if not flight.client_units:
continue
flight.aircraft_type.assign_channels_for_flight(
flight, air_support_generator.air_support
)
return air_support_generator.air_support, aircraft_generator.flights
def generate_destroyed_units(self) -> None:
"""Add destroyed units to the Mission"""
if not self.game.settings.perf_destroyed_units:
return
for d in self.game.get_destroyed_units():
try:
type_name = d["type"]
if not isinstance(type_name, str):
raise TypeError(
"Expected the type of the destroyed static to be a string"
)
utype = db.unit_type_from_name(type_name)
except KeyError:
logging.warning(f"Destroyed unit has no type: {d}")
continue
pos = Point(cast(float, d["x"]), cast(float, d["z"]))
if utype is not None and not self.game.position_culled(pos):
self.mission.static_group(
country=self.mission.country(self.game.blue.country_name),
name="",
_type=utype,
hidden=True,
position=pos,
heading=d["orientation"],
dead=True,
)
def describe_air_conflict(self) -> FrontLineConflictDescription:
player_cp, enemy_cp = self.game.theater.closest_opposing_control_points()
mid_point = player_cp.position.point_from_heading(
player_cp.position.heading_between_point(enemy_cp.position),
player_cp.position.distance_to_point(enemy_cp.position) / 2,
)
return FrontLineConflictDescription(
self.game.theater,
FrontLine(player_cp, enemy_cp),
self.game.blue.faction.name,
self.game.red.faction.name,
self.mission.country(self.game.blue.country_name),
self.mission.country(self.game.red.country_name),
mid_point,
)
def notify_info_generators(
self,
tgo_generator: TgoGenerator,
air_support: AirSupport,
flights: list[FlightData],
) -> None:
"""Generates subscribed MissionInfoGenerator objects."""
gens: list[MissionInfoGenerator] = [
KneeboardGenerator(self.mission, self.game),
BriefingGenerator(self.mission, self.game),
]
for gen in gens:
for dynamic_runway in tgo_generator.runways.values():
gen.add_dynamic_runway(dynamic_runway)
for tanker in air_support.tankers:
if tanker.blue:
gen.add_tanker(tanker)
for aewc in air_support.awacs:
if aewc.blue:
gen.add_awacs(aewc)
for jtac in air_support.jtacs:
if jtac.blue:
gen.add_jtac(jtac)
for flight in flights:
gen.add_flight(flight)
gen.generate()
def setup_combined_arms(self) -> None:
self.mission.groundControl.pilot_can_control_vehicles = COMBINED_ARMS_SLOTS > 0
self.mission.groundControl.blue_tactical_commander = COMBINED_ARMS_SLOTS
self.mission.groundControl.blue_observer = 1