mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Should prevent mid-air collisions in most cases, though I'm still worried about "off map" spawns that can possibly collide, though an easy fix would be to manually use time-spacing. Alternatively we need to treat it as a special case, assigning different altitudes to avoid collisions during the first leg of the flight if that turns out to be the case...
202 lines
7.4 KiB
Python
202 lines
7.4 KiB
Python
from __future__ import annotations
|
|
|
|
import logging
|
|
from datetime import datetime
|
|
from functools import cached_property
|
|
from typing import Any, Dict, List, TYPE_CHECKING
|
|
|
|
from dcs.action import AITaskPush
|
|
from dcs.condition import FlagIsTrue, GroupDead, Or, FlagIsFalse
|
|
from dcs.country import Country
|
|
from dcs.mission import Mission
|
|
from dcs.terrain.terrain import NoParkingSlotError
|
|
from dcs.triggers import TriggerOnce, Event
|
|
from dcs.unitgroup import FlyingGroup, StaticGroup
|
|
|
|
from game.ato.airtaaskingorder import AirTaskingOrder
|
|
from game.ato.flight import Flight
|
|
from game.ato.flightstate import Completed
|
|
from game.ato.flighttype import FlightType
|
|
from game.ato.package import Package
|
|
from game.ato.starttype import StartType
|
|
from game.factions.faction import Faction
|
|
from game.missiongenerator.lasercoderegistry import LaserCodeRegistry
|
|
from game.missiongenerator.missiondata import MissionData
|
|
from game.radio.radios import RadioRegistry
|
|
from game.radio.tacan import TacanRegistry
|
|
from game.runways import RunwayData
|
|
from game.settings import Settings
|
|
from game.theater.controlpoint import (
|
|
Airfield,
|
|
ControlPoint,
|
|
)
|
|
from game.unitmap import UnitMap
|
|
from .aircraftpainter import AircraftPainter
|
|
from .flightdata import FlightData
|
|
from .flightgroupconfigurator import FlightGroupConfigurator
|
|
from .flightgroupspawner import FlightGroupSpawner
|
|
|
|
if TYPE_CHECKING:
|
|
from game import Game
|
|
from game.squadrons import Squadron
|
|
|
|
|
|
class AircraftGenerator:
|
|
def __init__(
|
|
self,
|
|
mission: Mission,
|
|
settings: Settings,
|
|
game: Game,
|
|
time: datetime,
|
|
radio_registry: RadioRegistry,
|
|
tacan_registry: TacanRegistry,
|
|
laser_code_registry: LaserCodeRegistry,
|
|
unit_map: UnitMap,
|
|
mission_data: MissionData,
|
|
helipads: dict[ControlPoint, StaticGroup],
|
|
) -> None:
|
|
self.mission = mission
|
|
self.settings = settings
|
|
self.game = game
|
|
self.time = time
|
|
self.radio_registry = radio_registry
|
|
self.tacan_registy = tacan_registry
|
|
self.laser_code_registry = laser_code_registry
|
|
self.unit_map = unit_map
|
|
self.flights: List[FlightData] = []
|
|
self.mission_data = mission_data
|
|
self.helipads = helipads
|
|
|
|
@cached_property
|
|
def use_client(self) -> bool:
|
|
"""True if Client should be used instead of Player."""
|
|
blue_clients = self.client_slots_in_ato(self.game.blue.ato)
|
|
red_clients = self.client_slots_in_ato(self.game.red.ato)
|
|
return blue_clients + red_clients > 1
|
|
|
|
@staticmethod
|
|
def client_slots_in_ato(ato: AirTaskingOrder) -> int:
|
|
total = 0
|
|
for package in ato.packages:
|
|
for flight in package.flights:
|
|
total += flight.client_count
|
|
return total
|
|
|
|
def clear_parking_slots(self) -> None:
|
|
for cp in self.game.theater.controlpoints:
|
|
for parking_slot in cp.parking_slots:
|
|
parking_slot.unit_id = None
|
|
|
|
def generate_flights(
|
|
self,
|
|
country: Country,
|
|
ato: AirTaskingOrder,
|
|
dynamic_runways: Dict[str, RunwayData],
|
|
) -> None:
|
|
"""Adds aircraft to the mission for every flight in the ATO.
|
|
|
|
Aircraft generation is done by walking the ATO and spawning each flight in turn.
|
|
After the flight is generated the group is added to the UnitMap so aircraft
|
|
deaths can be tracked.
|
|
|
|
Args:
|
|
country: The country from the mission to use for this ATO.
|
|
ato: The ATO to spawn aircraft for.
|
|
dynamic_runways: Runway data for carriers and FARPs.
|
|
"""
|
|
for package in ato.packages:
|
|
if not package.flights:
|
|
continue
|
|
for flight in package.flights:
|
|
if flight.alive:
|
|
logging.info(f"Generating flight: {flight.unit_type}")
|
|
group = self.create_and_configure_flight(
|
|
flight, country, dynamic_runways
|
|
)
|
|
self.unit_map.add_aircraft(group, flight)
|
|
if (
|
|
package.primary_task == FlightType.STRIKE
|
|
and package.primary_flight is not None
|
|
):
|
|
splittrigger = TriggerOnce(Event.NoEvent, f"Split-{id(package)}")
|
|
splittrigger.add_condition(FlagIsTrue(flag=f"split-{id(package)}"))
|
|
splittrigger.add_condition(Or())
|
|
splittrigger.add_condition(FlagIsFalse(flag=f"split-{id(package)}"))
|
|
splittrigger.add_condition(GroupDead(package.primary_flight.group_id))
|
|
for flight in package.flights:
|
|
if flight is not package.primary_flight:
|
|
splittrigger.add_action(AITaskPush(flight.group_id, 1))
|
|
self.mission.triggerrules.triggers.append(splittrigger)
|
|
|
|
def spawn_unused_aircraft(
|
|
self, player_country: Country, enemy_country: Country
|
|
) -> None:
|
|
for control_point in self.game.theater.controlpoints:
|
|
if not isinstance(control_point, Airfield):
|
|
continue
|
|
|
|
faction = self.game.coalition_for(control_point.captured).faction
|
|
if control_point.captured:
|
|
country = player_country
|
|
else:
|
|
country = enemy_country
|
|
|
|
for squadron in control_point.squadrons:
|
|
try:
|
|
self._spawn_unused_for(squadron, country, faction)
|
|
except NoParkingSlotError:
|
|
# If we run out of parking, stop spawning aircraft at this base.
|
|
break
|
|
|
|
def _spawn_unused_for(
|
|
self, squadron: Squadron, country: Country, faction: Faction
|
|
) -> None:
|
|
if self.game.settings.perf_disable_idle_aircraft:
|
|
return
|
|
|
|
assert isinstance(squadron.location, Airfield)
|
|
for _ in range(squadron.untasked_aircraft):
|
|
# Creating a flight even those this isn't a fragged mission lets us
|
|
# reuse the existing debriefing code.
|
|
# TODO: Special flight type?
|
|
flight = Flight(
|
|
Package(squadron.location, self.game.db.flights),
|
|
faction.country,
|
|
squadron,
|
|
1,
|
|
FlightType.BARCAP,
|
|
StartType.COLD,
|
|
divert=None,
|
|
)
|
|
flight.state = Completed(flight, self.game.settings)
|
|
|
|
group = FlightGroupSpawner(
|
|
flight, country, self.mission, self.helipads, self.mission_data
|
|
).create_idle_aircraft()
|
|
AircraftPainter(flight, group).apply_livery()
|
|
self.unit_map.add_aircraft(group, flight)
|
|
|
|
def create_and_configure_flight(
|
|
self, flight: Flight, country: Country, dynamic_runways: Dict[str, RunwayData]
|
|
) -> FlyingGroup[Any]:
|
|
"""Creates and configures the flight group in the mission."""
|
|
group = FlightGroupSpawner(
|
|
flight, country, self.mission, self.helipads, self.mission_data
|
|
).create_flight_group()
|
|
self.flights.append(
|
|
FlightGroupConfigurator(
|
|
flight,
|
|
group,
|
|
self.game,
|
|
self.mission,
|
|
self.time,
|
|
self.radio_registry,
|
|
self.tacan_registy,
|
|
self.laser_code_registry,
|
|
self.mission_data,
|
|
dynamic_runways,
|
|
self.use_client,
|
|
).configure()
|
|
)
|
|
return group
|