mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
* Roadbase and ground spawn support Implemented support for roadbases and ground spawn slots at airfields and FOBs. The ground spawn slots can be inserted in campaigns by placing either an A-10A or an AJS37 at a runway or ramp. This will cause an invisible FARP, an ammo dump and a fuel dump to be placed (behind the slot in case of A-10A, to the side in case of AJS37) in the generated campaigns. The ground spawn slot can be used by human controlled aircraft in generated missions. Also allowed the use of the four-slot FARP and the single helipad in campaigns, in addition to the invisible FARP. The first waypoint of the placed aircraft will be the center of a Remove Statics trigger zone (which might or might not work in multiplayer due to a DCS limitation). Also implemented three new options in settings: - AI fixed-wing aircraft can use roadbases / bases with only ground spawns - This setting will allow the AI to use the roadbases for flights and transfers. AI flights will air-start from these bases, since the AI in DCS is not currently able to take off from ground spawns. - Spawn trucks at ground spawns in airbases instead of FARP statics - Spawn trucks at ground spawns in roadbases instead of FARP statics - These settings will replace the FARP statics with refueler and ammo trucks at roadbases. Enabling them might have a negative performance impact. * Modified calculate_parking_slots() so it now takes into account also helicopter slots on FARPs and also ground start slots (but only if the aircraft is flyable or the "AI fixed-wing aircraft can use roadbases / bases with only ground spawns" option is enabled in settings). * Improved the way parking slots are communicated on the basemenu window. * Refactored helipad and ground spawn appends to static methods _add_helipad and _add_ground_spawn in mizcampaignloader.py Added missing changelog entries. Fixed tgogenerator.py imports. Cleaned up ParkingType() construction. * Added test_control_point_parking for testing that the correct number of parking slots are returned for control point in test_controlpoint.py * Added test_parking_type_from_squadron to test the correct ParkingType object is returned for a squadron of Viggens in test_controlpoint.py * Added test_parking_type_from_aircraft to test the correct ParkingType object is returned for Viggen aircraft type in test_controlpoint.py --------- Co-authored-by: Raffson <Raffson@users.noreply.github.com>
484 lines
17 KiB
Python
484 lines
17 KiB
Python
from __future__ import annotations
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import logging
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import random
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from collections.abc import Iterable
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from dataclasses import dataclass, field
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from typing import Optional, Sequence, TYPE_CHECKING, Any
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from uuid import uuid4, UUID
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from dcs.country import Country
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from faker import Faker
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from game.ato import Flight, FlightType, Package
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from game.settings import AutoAtoBehavior, Settings
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from .pilot import Pilot, PilotStatus
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from ..db.database import Database
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from ..utils import meters
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if TYPE_CHECKING:
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from game import Game
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from game.coalition import Coalition
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from game.dcs.aircrafttype import AircraftType
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from game.theater import ControlPoint, MissionTarget, ParkingType
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from .operatingbases import OperatingBases
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from .squadrondef import SquadronDef
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@dataclass
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class Squadron:
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id: UUID = field(init=False, default_factory=uuid4)
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name: str
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nickname: Optional[str]
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country: Country
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role: str
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aircraft: AircraftType
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max_size: int
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livery: Optional[str]
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primary_task: FlightType
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auto_assignable_mission_types: set[FlightType]
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operating_bases: OperatingBases
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female_pilot_percentage: int
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#: The pool of pilots that have not yet been assigned to the squadron. This only
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#: happens when a preset squadron defines more preset pilots than the squadron limit
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#: allows. This pool will be consumed before random pilots are generated.
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pilot_pool: list[Pilot]
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current_roster: list[Pilot] = field(default_factory=list, init=False, hash=False)
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available_pilots: list[Pilot] = field(
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default_factory=list, init=False, hash=False, compare=False
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)
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coalition: Coalition = field(hash=False, compare=False)
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flight_db: Database[Flight] = field(hash=False, compare=False)
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settings: Settings = field(hash=False, compare=False)
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location: ControlPoint
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destination: Optional[ControlPoint] = field(
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init=False, hash=False, compare=False, default=None
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)
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owned_aircraft: int = field(init=False, hash=False, compare=False, default=0)
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untasked_aircraft: int = field(init=False, hash=False, compare=False, default=0)
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pending_deliveries: int = field(init=False, hash=False, compare=False, default=0)
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def __setstate__(self, state: dict[str, Any]) -> None:
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if "id" not in state:
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state["id"] = uuid4()
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self.__dict__.update(state)
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def __str__(self) -> str:
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if self.nickname is None:
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return self.name
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return f'{self.name} "{self.nickname}"'
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def __hash__(self) -> int:
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return hash(self.id)
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def __eq__(self, other: object) -> bool:
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if not isinstance(other, Squadron):
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return False
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return self.id == other.id
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@property
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def player(self) -> bool:
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return self.coalition.player
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def assign_to_base(self, base: ControlPoint) -> None:
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self.location = base
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logging.debug(f"Assigned {self} to {base}")
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@property
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def pilot_limits_enabled(self) -> bool:
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return self.settings.enable_squadron_pilot_limits
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def set_auto_assignable_mission_types(
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self, mission_types: Iterable[FlightType]
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) -> None:
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self.auto_assignable_mission_types = {
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t for t in mission_types if self.capable_of(t)
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}
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def claim_new_pilot_if_allowed(self) -> Optional[Pilot]:
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if self.pilot_limits_enabled:
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return None
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self._recruit_pilots(1)
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return self.available_pilots.pop()
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def claim_available_pilot(self) -> Optional[Pilot]:
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if not self.available_pilots:
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return self.claim_new_pilot_if_allowed()
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# For opfor, so player/AI option is irrelevant.
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if not self.player:
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return self.available_pilots.pop()
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preference = self.settings.auto_ato_behavior
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# No preference, so the first pilot is fine.
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if preference is AutoAtoBehavior.Default:
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return self.available_pilots.pop()
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prefer_players = preference is AutoAtoBehavior.Prefer
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for pilot in self.available_pilots:
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if pilot.player == prefer_players:
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self.available_pilots.remove(pilot)
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return pilot
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# No pilot was found that matched the user's preference.
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#
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# If they chose to *never* assign players and only players remain in the pool,
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# we cannot fill the slot with the available pilots.
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#
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# If they only *prefer* players and we're out of players, just return an AI
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# pilot.
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if not prefer_players:
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return self.claim_new_pilot_if_allowed()
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return self.available_pilots.pop()
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def claim_pilot(self, pilot: Pilot) -> None:
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if pilot not in self.available_pilots:
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raise ValueError(
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f"Cannot assign {pilot} to {self} because they are not available"
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)
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self.available_pilots.remove(pilot)
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def return_pilot(self, pilot: Pilot) -> None:
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self.available_pilots.append(pilot)
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def return_pilots(self, pilots: Sequence[Pilot]) -> None:
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# Return in reverse so that returning two pilots and then getting two more
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# results in the same ordering. This happens commonly when resetting rosters in
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# the UI, when we clear the roster because the UI is updating, then end up
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# repopulating the same size flight from the same squadron.
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self.available_pilots.extend(reversed(pilots))
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def _recruit_pilots(self, count: int) -> None:
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new_pilots = self.pilot_pool[:count]
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self.pilot_pool = self.pilot_pool[count:]
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count -= len(new_pilots)
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for _ in range(count):
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if random.randint(1, 100) > self.female_pilot_percentage:
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new_pilots.append(Pilot(self.faker.name_male()))
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else:
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new_pilots.append(Pilot(self.faker.name_female()))
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self.current_roster.extend(new_pilots)
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self.available_pilots.extend(new_pilots)
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def populate_for_turn_0(self, squadrons_start_full: bool) -> None:
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if any(p.status is not PilotStatus.Active for p in self.pilot_pool):
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raise ValueError("Squadrons can only be created with active pilots.")
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self._recruit_pilots(self.settings.squadron_pilot_limit)
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if squadrons_start_full:
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parking_type = ParkingType().from_squadron(self)
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self.owned_aircraft = min(
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self.max_size, self.location.unclaimed_parking(parking_type)
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)
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def end_turn(self) -> None:
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if self.destination is not None:
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self.relocate_to(self.destination)
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self.replenish_lost_pilots()
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self.deliver_orders()
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def replenish_lost_pilots(self) -> None:
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if self.pilot_limits_enabled and self.replenish_count > 0:
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self._recruit_pilots(self.replenish_count)
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def return_all_pilots_and_aircraft(self) -> None:
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self.available_pilots = list(self.active_pilots)
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self.untasked_aircraft = self.owned_aircraft
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@staticmethod
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def send_on_leave(pilot: Pilot) -> None:
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pilot.send_on_leave()
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def return_from_leave(self, pilot: Pilot) -> None:
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if not self.has_unfilled_pilot_slots:
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raise RuntimeError(
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f"Cannot return {pilot} from leave because {self} is full"
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)
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pilot.return_from_leave()
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@property
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def faker(self) -> Faker:
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return self.coalition.faker
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def _pilots_with_status(self, status: PilotStatus) -> list[Pilot]:
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return [p for p in self.current_roster if p.status == status]
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def _pilots_without_status(self, status: PilotStatus) -> list[Pilot]:
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return [p for p in self.current_roster if p.status != status]
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@property
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def pilot_limit(self) -> int:
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return self.settings.squadron_pilot_limit
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@property
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def expected_pilots_next_turn(self) -> int:
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return len(self.active_pilots) + self.replenish_count
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@property
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def replenish_count(self) -> int:
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return min(
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self.settings.squadron_replenishment_rate,
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self._number_of_unfilled_pilot_slots,
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)
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@property
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def active_pilots(self) -> list[Pilot]:
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return self._pilots_with_status(PilotStatus.Active)
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@property
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def pilots_on_leave(self) -> list[Pilot]:
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return self._pilots_with_status(PilotStatus.OnLeave)
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@property
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def number_of_pilots_including_inactive(self) -> int:
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return len(self.current_roster)
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@property
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def _number_of_unfilled_pilot_slots(self) -> int:
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return self.pilot_limit - len(self.active_pilots)
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@property
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def number_of_available_pilots(self) -> int:
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return len(self.available_pilots)
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def can_provide_pilots(self, count: int) -> bool:
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return not self.pilot_limits_enabled or self.number_of_available_pilots >= count
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@property
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def has_available_pilots(self) -> bool:
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return not self.pilot_limits_enabled or bool(self.available_pilots)
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@property
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def has_unfilled_pilot_slots(self) -> bool:
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return not self.pilot_limits_enabled or self._number_of_unfilled_pilot_slots > 0
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def capable_of(self, task: FlightType) -> bool:
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"""Returns True if the squadron is capable of performing the given task.
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A squadron may be capable of performing a task even if it will not be
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automatically assigned to it.
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"""
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return self.aircraft.capable_of(task)
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def can_auto_assign(self, task: FlightType) -> bool:
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return task in self.auto_assignable_mission_types
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def can_auto_assign_mission(
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self, location: MissionTarget, task: FlightType, size: int, this_turn: bool
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) -> bool:
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if (
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self.location.cptype.name in ["FOB", "FARP"]
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and not self.aircraft.helicopter
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):
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# AI harriers can't handle FOBs/FARPs
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# AI has a hard time taking off and will not land back at FOB/FARP
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# thus, disable auto-planning
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return False
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if not self.can_auto_assign(task):
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return False
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if this_turn and not self.can_fulfill_flight(size):
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return False
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distance_to_target = meters(location.distance_to(self.location))
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return distance_to_target <= self.aircraft.max_mission_range
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def operates_from(self, control_point: ControlPoint) -> bool:
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if not control_point.can_operate(self.aircraft):
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return False
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if control_point.is_carrier:
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return self.operating_bases.carrier
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elif control_point.is_lha:
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return self.operating_bases.lha
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else:
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return self.operating_bases.shore
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def pilot_at_index(self, index: int) -> Pilot:
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return self.current_roster[index]
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def claim_inventory(self, count: int) -> None:
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if self.untasked_aircraft < count:
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raise ValueError(
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f"Cannot remove {count} from {self.name}. Only have "
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f"{self.untasked_aircraft}."
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)
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self.untasked_aircraft -= count
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def can_fulfill_flight(self, count: int) -> bool:
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return self.can_provide_pilots(count) and self.untasked_aircraft >= count
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def refund_orders(self, count: Optional[int] = None) -> None:
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if count is None:
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count = self.pending_deliveries
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self.coalition.adjust_budget(self.aircraft.price * count)
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self.pending_deliveries -= count
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def deliver_orders(self) -> None:
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self.cancel_overflow_orders()
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self.owned_aircraft += self.pending_deliveries
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self.pending_deliveries = 0
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def relocate_to(self, destination: ControlPoint) -> None:
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self.location = destination
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if self.location == self.destination:
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self.destination = None
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def cancel_overflow_orders(self) -> None:
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from game.theater import ParkingType
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if self.pending_deliveries <= 0:
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return
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parking_type = ParkingType().from_aircraft(
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self.aircraft, self.coalition.game.settings.ground_start_ai_planes
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)
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overflow = -self.location.unclaimed_parking(parking_type)
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if overflow > 0:
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sell_count = min(overflow, self.pending_deliveries)
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logging.debug(
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f"{self.location} is overfull by {overflow} aircraft. Cancelling "
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f"orders for {sell_count} aircraft to make room."
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)
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self.refund_orders(sell_count)
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@property
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def max_fulfillable_aircraft(self) -> int:
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return max(self.number_of_available_pilots, self.untasked_aircraft)
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@property
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def expected_size_next_turn(self) -> int:
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return self.owned_aircraft + self.pending_deliveries
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def has_aircraft_capacity_for(self, n: int) -> bool:
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if not self.settings.enable_squadron_aircraft_limits:
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return True
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remaining = self.max_size - self.owned_aircraft - self.pending_deliveries
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return remaining >= n
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@property
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def arrival(self) -> ControlPoint:
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return self.location if self.destination is None else self.destination
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def plan_relocation(self, destination: ControlPoint) -> None:
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from game.theater import ParkingType
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if destination == self.location:
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logging.warning(
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f"Attempted to plan relocation of {self} to current location "
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f"{destination}. Ignoring."
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)
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return
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if destination == self.destination:
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logging.warning(
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f"Attempted to plan relocation of {self} to current destination "
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f"{destination}. Ignoring."
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)
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return
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parking_type = ParkingType().from_squadron(self)
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if self.expected_size_next_turn > destination.unclaimed_parking(parking_type):
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raise RuntimeError(f"Not enough parking for {self} at {destination}.")
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if not destination.can_operate(self.aircraft):
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raise RuntimeError(f"{self} cannot operate at {destination}.")
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self.destination = destination
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self.replan_ferry_flights()
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def cancel_relocation(self) -> None:
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from game.theater import ParkingType
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if self.destination is None:
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logging.warning(
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f"Attempted to cancel relocation of squadron with no transfer order. "
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"Ignoring."
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)
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return
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parking_type = ParkingType().from_squadron(self)
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if self.expected_size_next_turn >= self.location.unclaimed_parking(
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parking_type
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):
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raise RuntimeError(f"Not enough parking for {self} at {self.location}.")
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self.destination = None
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self.cancel_ferry_flights()
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def replan_ferry_flights(self) -> None:
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self.cancel_ferry_flights()
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self.plan_ferry_flights()
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def cancel_ferry_flights(self) -> None:
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for package in self.coalition.ato.packages:
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# Copy the list so our iterator remains consistent throughout the removal.
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for flight in list(package.flights):
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if flight.squadron == self and flight.flight_type is FlightType.FERRY:
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package.remove_flight(flight)
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flight.return_pilots_and_aircraft()
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if not package.flights:
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self.coalition.ato.remove_package(package)
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def plan_ferry_flights(self) -> None:
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if self.destination is None:
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raise RuntimeError(
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f"Cannot plan ferry flights for {self} because there is no destination."
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)
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remaining = self.untasked_aircraft
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if not remaining:
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return
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package = Package(self.destination, self.flight_db)
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while remaining:
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size = min(remaining, self.aircraft.max_group_size)
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self.plan_ferry_flight(package, size)
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remaining -= size
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package.set_tot_asap()
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self.coalition.ato.add_package(package)
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def plan_ferry_flight(self, package: Package, size: int) -> None:
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start_type = self.location.required_aircraft_start_type
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if start_type is None:
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start_type = self.settings.default_start_type
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flight = Flight(
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package,
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self,
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size,
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FlightType.FERRY,
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start_type,
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divert=None,
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)
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package.add_flight(flight)
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flight.recreate_flight_plan()
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@classmethod
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def create_from(
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cls,
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|
squadron_def: SquadronDef,
|
|
primary_task: FlightType,
|
|
max_size: int,
|
|
base: ControlPoint,
|
|
coalition: Coalition,
|
|
game: Game,
|
|
) -> Squadron:
|
|
squadron_def.claimed = True
|
|
return Squadron(
|
|
squadron_def.name,
|
|
squadron_def.nickname,
|
|
squadron_def.country,
|
|
squadron_def.role,
|
|
squadron_def.aircraft,
|
|
max_size,
|
|
squadron_def.livery,
|
|
primary_task,
|
|
squadron_def.auto_assignable_mission_types,
|
|
squadron_def.operating_bases,
|
|
squadron_def.female_pilot_percentage,
|
|
squadron_def.pilot_pool,
|
|
coalition,
|
|
game.db.flights,
|
|
game.settings,
|
|
base,
|
|
)
|