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https://github.com/dcs-retribution/dcs-retribution.git
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* Updated Irondome support to IDF Assets Pack V1.1, which includes the David's Sling. * Added an Israel 2017 faction with the David's Sling. * IDF Assets Pack air defence presets and assets are now correctly removed from the faction when the mod is disabled. * Removed the Iron Dome mod rocket launchers: - "9M22U - 122mm Grad" - "9M27F - 229mm Uragan" - "9M55F - 300mm Smerch" These were added to the Iron Dome Mod V1.2 in order for the radar to recognize them and be able to intercept them (these are limitations of DCS), so new rockets were added. However, they don't exist in the IDF Assets Pack. * IronDome to IDF-Assets migration --------- Co-authored-by: Raffson <Raffson@users.noreply.github.com>
169 lines
4.8 KiB
Python
169 lines
4.8 KiB
Python
from __future__ import annotations
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import logging
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import pickle
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import shutil
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from pathlib import Path
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from typing import Optional, TYPE_CHECKING, Any
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import dcs.terrain.falklands.airports
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import pydcs_extensions
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from game.profiling import logged_duration
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from pydcs_extensions import ELM2084_MMR_AD_RT, Iron_Dome_David_Sling_CP
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if TYPE_CHECKING:
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from game import Game
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_dcs_saved_game_folder: Optional[str] = None
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# fmt: off
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class DummyObject:
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def __setstate__(self, state: dict[str, Any]) -> None:
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self.__dict__.update(state)
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class MigrationUnpickler(pickle.Unpickler):
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"""Custom unpickler to migrate campaign save-files for when components have been moved"""
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def find_class(self, module: Any, name: str) -> Any:
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if name == "NightMissions":
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from game.settings import NightMissions
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return NightMissions
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if name == "Conditions":
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from game.weather.conditions import Conditions
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return Conditions
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if name == "AtmosphericConditions":
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from game.weather.atmosphericconditions import AtmosphericConditions
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return AtmosphericConditions
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if name == "WindConditions":
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from game.weather.wind import WindConditions
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return WindConditions
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if name == "Clouds":
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from game.weather.clouds import Clouds
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return Clouds
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if name == "Fog":
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from game.weather.fog import Fog
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return Fog
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if name == "ClearSkies":
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from game.weather.weather import ClearSkies
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return ClearSkies
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if name == "Cloudy":
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from game.weather.weather import Cloudy
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return Cloudy
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if name == "Raining":
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from game.weather.weather import Raining
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return Raining
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if name == "Thunderstorm":
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from game.weather.weather import Thunderstorm
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return Thunderstorm
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if name == "Hipico":
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return dcs.terrain.falklands.airports.Hipico_Flying_Club
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if name in ["SaveManager", "SaveGameBundle"]:
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return DummyObject
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if module == "pydcs_extensions.f4b.f4b":
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return pydcs_extensions.f4
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if module == "pydcs_extensions.irondome.irondome":
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if name in ["I9K57_URAGAN", "I9K51_GRAD", "I9K58_SMERCH"]:
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return None
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elif name == "ELM2048_MMR":
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return ELM2084_MMR_AD_RT
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elif name == "IRON_DOME_CP":
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return Iron_Dome_David_Sling_CP
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return super().find_class(module, name)
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# fmt: on
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def setup(user_folder: str) -> None:
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global _dcs_saved_game_folder
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_dcs_saved_game_folder = user_folder
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if not save_dir().exists():
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save_dir().mkdir(parents=True)
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def base_path() -> Path:
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global _dcs_saved_game_folder
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assert _dcs_saved_game_folder
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return Path(_dcs_saved_game_folder)
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def debug_dir() -> Path:
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return base_path() / "Retribution" / "Debug"
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def waypoint_debug_directory() -> Path:
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return debug_dir() / "Waypoints"
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def settings_dir() -> Path:
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return base_path() / "Retribution" / "Settings"
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def airwing_dir() -> Path:
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return base_path() / "Retribution" / "AirWing"
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def payloads_dir(backup: bool = False) -> Path:
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payloads = base_path() / "MissionEditor" / "UnitPayloads"
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if backup:
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return payloads / "_retribution_backups"
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return payloads
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def user_custom_weapon_injections_dir() -> Path:
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return base_path() / "Retribution" / "WeaponInjections"
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def save_dir() -> Path:
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return base_path() / "Retribution" / "Saves"
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def _temporary_save_file() -> str:
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return str(save_dir() / "tmpsave.retribution")
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def _autosave_path() -> str:
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return str(save_dir() / "autosave.retribution")
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def mission_path_for(name: str) -> Path:
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return base_path() / "Missions" / name
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def load_game(path: str) -> Optional[Game]:
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with open(path, "rb") as f:
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try:
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save = MigrationUnpickler(f).load()
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save.savepath = path
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return save
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except Exception:
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logging.exception("Invalid Save game")
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return None
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def save_game(game: Game) -> bool:
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with logged_duration("Saving game"):
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try:
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with open(_temporary_save_file(), "wb") as f:
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pickle.dump(game, f)
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shutil.copy(_temporary_save_file(), game.savepath)
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return True
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except Exception:
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logging.exception("Could not save game")
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return False
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def autosave(game: Game) -> bool:
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"""
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Autosave to the autosave location
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:param game: Game to save
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:return: True if saved successfully
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"""
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try:
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with open(_autosave_path(), "wb") as f:
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pickle.dump(game, f)
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return True
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except Exception:
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logging.exception("Could not save game")
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return False
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