dcs-retribution/game/ato/flighttype.py
2024-01-20 22:29:56 +01:00

126 lines
4.6 KiB
Python

from __future__ import annotations
from enum import Enum
from game.sidc import AirEntity
class FlightType(Enum):
"""Enumeration of mission types.
The value of each enumeration is the name that will be shown in the UI.
These values are persisted to the save game as well since they are a part of
each flight and thus a part of the ATO, so changing these values will break
save compat.
When adding new mission types to this list, you will also need to update:
* flightplan.py: Add waypoint population in generate_flight_plan. Add a new flight
plan type if necessary, though most are a subclass of StrikeFlightPlan.
* aircraftgenerator.py: Add a configuration method and call it in setup_flight_group. This is
responsible for configuring waypoint 0 actions like setting ROE, threat reaction,
and mission abort parameters (winchester, bingo, etc).
* Implementations of MissionTarget.mission_types: A mission type can only be planned
against compatible targets. The mission_types method of each target class defines
which missions may target it.
* resources/units/aircraft/*.yaml: Assign aircraft weight for the new task type in
the `tasks` dict for all capable aircraft.
You may also need to update:
* flightwaypointtype.py: Add a new waypoint type if necessary. Most mission types
will need these, as aircraftgenerator.py uses the ingress point type to specialize AI
tasks, and non-strike-like missions will need more specialized control.
* ai_flight_planner.py: Use the new mission type in propose_missions so the AI will
plan the new mission type.
* FlightType.is_air_to_air and FlightType.is_air_to_ground: If the new mission type
fits either of these categories, update those methods accordingly.
"""
TARCAP = "TARCAP"
BARCAP = "BARCAP"
CAS = "CAS"
INTERCEPTION = "Intercept"
STRIKE = "Strike"
ANTISHIP = "Anti-ship"
SEAD = "SEAD"
DEAD = "DEAD"
ESCORT = "Escort"
BAI = "BAI"
SWEEP = "Fighter sweep"
OCA_RUNWAY = "OCA/Runway"
OCA_AIRCRAFT = "OCA/Aircraft"
AEWC = "AEW&C"
TRANSPORT = "Transport"
SEAD_ESCORT = "SEAD Escort"
REFUELING = "Refueling"
FERRY = "Ferry"
AIR_ASSAULT = "Air Assault"
SEAD_SWEEP = "SEAD Sweep" # Reintroduce legacy "engage-whatever-you-can-find" SEAD
def __str__(self) -> str:
return self.value
@classmethod
def from_name(cls, name: str) -> FlightType:
for entry in cls:
if name == entry.value:
return entry
raise KeyError(f"No FlightType with name {name}")
@property
def is_air_to_air(self) -> bool:
return self in {
FlightType.TARCAP,
FlightType.BARCAP,
FlightType.INTERCEPTION,
FlightType.ESCORT,
FlightType.SWEEP,
}
@property
def is_air_to_ground(self) -> bool:
return self in {
FlightType.CAS,
FlightType.STRIKE,
FlightType.ANTISHIP,
FlightType.SEAD,
FlightType.DEAD,
FlightType.BAI,
FlightType.OCA_RUNWAY,
FlightType.OCA_AIRCRAFT,
FlightType.SEAD_ESCORT,
FlightType.AIR_ASSAULT,
FlightType.SEAD_SWEEP,
}
@property
def is_escort_type(self) -> bool:
return self in {FlightType.ESCORT, FlightType.SEAD_ESCORT}
@property
def entity_type(self) -> AirEntity:
return {
FlightType.AEWC: AirEntity.AIRBORNE_EARLY_WARNING,
FlightType.ANTISHIP: AirEntity.ANTISURFACE_WARFARE,
FlightType.BAI: AirEntity.ATTACK_STRIKE,
FlightType.BARCAP: AirEntity.FIGHTER,
FlightType.CAS: AirEntity.ATTACK_STRIKE,
FlightType.DEAD: AirEntity.ATTACK_STRIKE,
FlightType.ESCORT: AirEntity.ESCORT,
FlightType.FERRY: AirEntity.UNSPECIFIED,
FlightType.INTERCEPTION: AirEntity.FIGHTER,
FlightType.OCA_AIRCRAFT: AirEntity.ATTACK_STRIKE,
FlightType.OCA_RUNWAY: AirEntity.ATTACK_STRIKE,
FlightType.REFUELING: AirEntity.TANKER,
FlightType.SEAD: AirEntity.SUPPRESSION_OF_ENEMY_AIR_DEFENCE,
FlightType.SEAD_ESCORT: AirEntity.SUPPRESSION_OF_ENEMY_AIR_DEFENCE,
FlightType.SEAD_SWEEP: AirEntity.SUPPRESSION_OF_ENEMY_AIR_DEFENCE,
FlightType.STRIKE: AirEntity.ATTACK_STRIKE,
FlightType.SWEEP: AirEntity.FIGHTER,
FlightType.TARCAP: AirEntity.FIGHTER,
FlightType.TRANSPORT: AirEntity.UTILITY,
FlightType.AIR_ASSAULT: AirEntity.ROTARY_WING,
}.get(self, AirEntity.UNSPECIFIED)