mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
When the mission is aborted the pending mission is still in the event list, which is part of the game option. That event has a reference to the operation, which in turn contains all the mission generator objects. Two of these objects are the radio/TACAN allocators, which use a generator to track the next free channel. Generators cannot be picked, so because these are transitively part of the game object the game cannot be saved. Aside from the briefing generator, none of those objects are actually needed outside the generation function itself, so just make them locals instead. This probably needs a larger refactor at some point. It doesn't look like we need so many calls into the operation type (it has an initialize, a prepare, and a generate, and it doesn't seem to need anything but the last one). The only reason breifinggen needs to remain a part of the class is because the briefing title and description are filled in from the derived class, where title and description should probably be overridden properties instead. I'm also not sure if we need to make the event list a part of game at all, and also don't think that the mission needs to be one of these events.
382 lines
16 KiB
Python
382 lines
16 KiB
Python
from typing import Set
|
|
|
|
from gen import *
|
|
from gen.airfields import AIRFIELD_DATA
|
|
from gen.beacons import load_beacons_for_terrain
|
|
from gen.radios import RadioRegistry
|
|
from gen.tacan import TacanRegistry
|
|
from dcs.countries import country_dict
|
|
from dcs.lua.parse import loads
|
|
from dcs.terrain.terrain import Terrain
|
|
from userdata.debriefing import *
|
|
|
|
|
|
class Operation:
|
|
attackers_starting_position = None # type: db.StartingPosition
|
|
defenders_starting_position = None # type: db.StartingPosition
|
|
|
|
current_mission = None # type: dcs.Mission
|
|
regular_mission = None # type: dcs.Mission
|
|
quick_mission = None # type: dcs.Mission
|
|
conflict = None # type: Conflict
|
|
armorgen = None # type: ArmorConflictGenerator
|
|
airgen = None # type: AircraftConflictGenerator
|
|
triggersgen = None # type: TriggersGenerator
|
|
airsupportgen = None # type: AirSupportConflictGenerator
|
|
visualgen = None # type: VisualGenerator
|
|
envgen = None # type: EnvironmentGenerator
|
|
groundobjectgen = None # type: GroundObjectsGenerator
|
|
briefinggen = None # type: BriefingGenerator
|
|
forcedoptionsgen = None # type: ForcedOptionsGenerator
|
|
radio_registry: Optional[RadioRegistry] = None
|
|
tacan_registry: Optional[TacanRegistry] = None
|
|
|
|
environment_settings = None
|
|
trigger_radius = TRIGGER_RADIUS_MEDIUM
|
|
is_quick = None
|
|
is_awacs_enabled = False
|
|
ca_slots = 0
|
|
|
|
def __init__(self,
|
|
game,
|
|
attacker_name: str,
|
|
defender_name: str,
|
|
from_cp: ControlPoint,
|
|
departure_cp: ControlPoint,
|
|
to_cp: ControlPoint = None):
|
|
self.game = game
|
|
self.attacker_name = attacker_name
|
|
self.attacker_country = db.FACTIONS[attacker_name]["country"]
|
|
self.defender_name = defender_name
|
|
self.defender_country = db.FACTIONS[defender_name]["country"]
|
|
print(self.defender_country, self.attacker_country)
|
|
self.from_cp = from_cp
|
|
self.departure_cp = departure_cp
|
|
self.to_cp = to_cp
|
|
self.is_quick = False
|
|
|
|
def units_of(self, country_name: str) -> typing.Collection[UnitType]:
|
|
return []
|
|
|
|
def is_successfull(self, debriefing: Debriefing) -> bool:
|
|
return True
|
|
|
|
@property
|
|
def is_player_attack(self) -> bool:
|
|
return self.from_cp.captured
|
|
|
|
def initialize(self, mission: Mission, conflict: Conflict):
|
|
self.current_mission = mission
|
|
self.conflict = conflict
|
|
self.briefinggen = BriefingGenerator(self.current_mission,
|
|
self.conflict, self.game)
|
|
|
|
def prepare(self, terrain: Terrain, is_quick: bool):
|
|
with open("resources/default_options.lua", "r") as f:
|
|
options_dict = loads(f.read())["options"]
|
|
|
|
self.current_mission = dcs.Mission(terrain)
|
|
|
|
print(self.game.player_country)
|
|
print(country_dict[db.country_id_from_name(self.game.player_country)])
|
|
print(country_dict[db.country_id_from_name(self.game.player_country)]())
|
|
|
|
# Setup coalition :
|
|
self.current_mission.coalition["blue"] = Coalition("blue")
|
|
self.current_mission.coalition["red"] = Coalition("red")
|
|
|
|
p_country = self.game.player_country
|
|
e_country = self.game.enemy_country
|
|
self.current_mission.coalition["blue"].add_country(country_dict[db.country_id_from_name(p_country)]())
|
|
self.current_mission.coalition["red"].add_country(country_dict[db.country_id_from_name(e_country)]())
|
|
|
|
print([c for c in self.current_mission.coalition["blue"].countries.keys()])
|
|
print([c for c in self.current_mission.coalition["red"].countries.keys()])
|
|
|
|
if is_quick:
|
|
self.quick_mission = self.current_mission
|
|
else:
|
|
self.regular_mission = self.current_mission
|
|
|
|
self.current_mission.options.load_from_dict(options_dict)
|
|
self.is_quick = is_quick
|
|
|
|
if is_quick:
|
|
self.attackers_starting_position = None
|
|
self.defenders_starting_position = None
|
|
else:
|
|
self.attackers_starting_position = self.departure_cp.at
|
|
self.defenders_starting_position = self.to_cp.at
|
|
|
|
def generate(self):
|
|
radio_registry = RadioRegistry()
|
|
tacan_registry = TacanRegistry()
|
|
|
|
# Dedup beacon/radio frequencies, since some maps have some frequencies
|
|
# used multiple times.
|
|
beacons = load_beacons_for_terrain(self.game.theater.terrain.name)
|
|
unique_map_frequencies: Set[RadioFrequency] = set()
|
|
for beacon in beacons:
|
|
unique_map_frequencies.add(beacon.frequency)
|
|
if beacon.is_tacan:
|
|
if beacon.channel is None:
|
|
logging.error(
|
|
f"TACAN beacon has no channel: {beacon.callsign}")
|
|
else:
|
|
tacan_registry.reserve(beacon.tacan_channel)
|
|
|
|
for airfield, data in AIRFIELD_DATA.items():
|
|
if data.theater == self.game.theater.terrain.name:
|
|
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.
|
|
|
|
for frequency in unique_map_frequencies:
|
|
radio_registry.reserve(frequency)
|
|
|
|
# Generate meteo
|
|
envgen = EnviromentGenerator(self.current_mission, self.conflict,
|
|
self.game)
|
|
if self.environment_settings is None:
|
|
self.environment_settings = envgen.generate()
|
|
else:
|
|
envgen.load(self.environment_settings)
|
|
|
|
# Generate ground object first
|
|
|
|
groundobjectgen = GroundObjectsGenerator(
|
|
self.current_mission,
|
|
self.conflict,
|
|
self.game,
|
|
radio_registry,
|
|
tacan_registry
|
|
)
|
|
groundobjectgen.generate()
|
|
|
|
# Generate destroyed units
|
|
for d in self.game.get_destroyed_units():
|
|
try:
|
|
utype = db.unit_type_from_name(d["type"])
|
|
except KeyError:
|
|
continue
|
|
|
|
pos = Point(d["x"], d["z"])
|
|
if utype is not None and not self.game.position_culled(pos) and self.game.settings.perf_destroyed_units:
|
|
self.current_mission.static_group(
|
|
country=self.current_mission.country(self.game.player_country),
|
|
name="",
|
|
_type=utype,
|
|
hidden=True,
|
|
position=pos,
|
|
heading=d["orientation"],
|
|
dead=True,
|
|
)
|
|
|
|
# Air Support (Tanker & Awacs)
|
|
airsupportgen = AirSupportConflictGenerator(
|
|
self.current_mission, self.conflict, self.game, radio_registry,
|
|
tacan_registry)
|
|
airsupportgen.generate(self.is_awacs_enabled)
|
|
|
|
# Generate Activity on the map
|
|
airgen = AircraftConflictGenerator(
|
|
self.current_mission, self.conflict, self.game.settings, self.game,
|
|
radio_registry)
|
|
for cp in self.game.theater.controlpoints:
|
|
side = cp.captured
|
|
if side:
|
|
country = self.current_mission.country(self.game.player_country)
|
|
else:
|
|
country = self.current_mission.country(self.game.enemy_country)
|
|
if cp.id in self.game.planners.keys():
|
|
airgen.generate_flights(
|
|
cp,
|
|
country,
|
|
self.game.planners[cp.id],
|
|
groundobjectgen.runways
|
|
)
|
|
|
|
# Generate ground units on frontline everywhere
|
|
jtacs: List[JtacInfo] = []
|
|
for player_cp, enemy_cp in self.game.theater.conflicts(True):
|
|
conflict = Conflict.frontline_cas_conflict(self.attacker_name, self.defender_name,
|
|
self.current_mission.country(self.attacker_country),
|
|
self.current_mission.country(self.defender_country),
|
|
player_cp, enemy_cp, 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]
|
|
groundConflictGen = GroundConflictGenerator(self.current_mission, conflict, self.game, player_gp, enemy_gp, player_cp.stances[enemy_cp.id])
|
|
groundConflictGen.generate()
|
|
jtacs.extend(groundConflictGen.jtacs)
|
|
|
|
# Setup combined arms parameters
|
|
self.current_mission.groundControl.pilot_can_control_vehicles = self.ca_slots > 0
|
|
if self.game.player_country in [country.name for country in self.current_mission.coalition["blue"].countries.values()]:
|
|
self.current_mission.groundControl.blue_tactical_commander = self.ca_slots
|
|
else:
|
|
self.current_mission.groundControl.red_tactical_commander = self.ca_slots
|
|
|
|
# Triggers
|
|
triggersgen = TriggersGenerator(self.current_mission, self.conflict,
|
|
self.game)
|
|
triggersgen.generate()
|
|
|
|
# Options
|
|
forcedoptionsgen = ForcedOptionsGenerator(self.current_mission,
|
|
self.conflict, self.game)
|
|
forcedoptionsgen.generate()
|
|
|
|
# Generate Visuals Smoke Effects
|
|
visualgen = VisualGenerator(self.current_mission, self.conflict,
|
|
self.game)
|
|
if self.game.settings.perf_smoke_gen:
|
|
visualgen.generate()
|
|
|
|
# Inject Plugins Lua Scripts
|
|
listOfPluginsScripts = []
|
|
plugin_file_path = Path("./resources/scripts/plugins/__plugins.lst")
|
|
if plugin_file_path.exists():
|
|
for line in plugin_file_path.read_text().splitlines():
|
|
name = line.strip()
|
|
if not name.startswith( '#' ):
|
|
trigger = TriggerStart(comment="Load " + name)
|
|
listOfPluginsScripts.append(name)
|
|
fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/plugins/" + name)
|
|
trigger.add_action(DoScriptFile(fileref))
|
|
self.current_mission.triggerrules.triggers.append(trigger)
|
|
else:
|
|
logging.info(
|
|
f"Not loading plugins, {plugin_file_path} does not exist")
|
|
|
|
# Inject Mist Script if not done already in the plugins
|
|
if not "mist.lua" in listOfPluginsScripts and not "mist_4_3_74.lua" in listOfPluginsScripts: # don't load the script twice
|
|
trigger = TriggerStart(comment="Load Mist Lua framework")
|
|
fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/mist_4_3_74.lua")
|
|
trigger.add_action(DoScriptFile(fileref))
|
|
self.current_mission.triggerrules.triggers.append(trigger)
|
|
|
|
# Inject JSON library if not done already in the plugins
|
|
if not "json.lua" in listOfPluginsScripts : # don't load the script twice
|
|
trigger = TriggerStart(comment="Load JSON Lua library")
|
|
fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/json.lua")
|
|
trigger.add_action(DoScriptFile(fileref))
|
|
self.current_mission.triggerrules.triggers.append(trigger)
|
|
|
|
# Inject Ciribob's JTACAutoLase if not done already in the plugins
|
|
if not "JTACAutoLase.lua" in listOfPluginsScripts : # don't load the script twice
|
|
trigger = TriggerStart(comment="Load JTACAutoLase.lua script")
|
|
fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/JTACAutoLase.lua")
|
|
trigger.add_action(DoScriptFile(fileref))
|
|
self.current_mission.triggerrules.triggers.append(trigger)
|
|
|
|
# set a LUA table with data from Liberation that we want to set
|
|
# at the moment it contains Liberation's install path, and an overridable definition for the JTACAutoLase function
|
|
# later, we'll add data about the units and points having been generated, in order to facilitate the configuration of the plugin lua scripts
|
|
state_location = "[[" + os.path.abspath("state.json") + "]]"
|
|
lua = """
|
|
-- setting configuration table
|
|
env.info("DCSLiberation|: setting configuration table")
|
|
|
|
-- all data in this table is overridable.
|
|
dcsLiberation = {}
|
|
|
|
-- the base location for state.json; if non-existent, it'll be replaced with LIBERATION_EXPORT_DIR, TEMP, or DCS working directory
|
|
dcsLiberation.installPath=""" + state_location + """
|
|
|
|
-- you can override dcsLiberation.JTACAutoLase to make it use your own function ; it will be called with these parameters : ({jtac.unit_name}, {jtac.code}, {smoke}, 'vehicle') for all JTACs
|
|
if ctld then
|
|
dcsLiberation.JTACAutoLase=ctld.JTACAutoLase
|
|
elseif JTACAutoLase then
|
|
dcsLiberation.JTACAutoLase=JTACAutoLase
|
|
end
|
|
|
|
-- later, we'll add more data to the table
|
|
--dcsLiberation.POIs = {}
|
|
--dcsLiberation.BASEs = {}
|
|
--dcsLiberation.JTACs = {}
|
|
"""
|
|
|
|
trigger = TriggerStart(comment="Set DCS Liberation data")
|
|
trigger.add_action(DoScript(String(lua)))
|
|
self.current_mission.triggerrules.triggers.append(trigger)
|
|
|
|
# Inject DCS-Liberation script if not done already in the plugins
|
|
if not "dcs_liberation.lua" in listOfPluginsScripts : # don't load the script twice
|
|
trigger = TriggerStart(comment="Load DCS Liberation script")
|
|
fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/dcs_liberation.lua")
|
|
trigger.add_action(DoScriptFile(fileref))
|
|
self.current_mission.triggerrules.triggers.append(trigger)
|
|
|
|
# add a configuration for JTACAutoLase and start lasing for all JTACs
|
|
smoke = "true"
|
|
if hasattr(self.game.settings, "jtac_smoke_on"):
|
|
if not self.game.settings.jtac_smoke_on:
|
|
smoke = "false"
|
|
|
|
lua = """
|
|
-- setting and starting JTACs
|
|
env.info("DCSLiberation|: setting and starting JTACs")
|
|
"""
|
|
|
|
for jtac in jtacs:
|
|
lua += f"if dcsLiberation.JTACAutoLase then dcsLiberation.JTACAutoLase('{jtac.unit_name}', {jtac.code}, {smoke}, 'vehicle') end\n"
|
|
|
|
trigger = TriggerStart(comment="Start JTACs")
|
|
trigger.add_action(DoScript(String(lua)))
|
|
self.current_mission.triggerrules.triggers.append(trigger)
|
|
|
|
self.assign_channels_to_flights(airgen.flights,
|
|
airsupportgen.air_support)
|
|
|
|
kneeboard_generator = KneeboardGenerator(self.current_mission)
|
|
|
|
for dynamic_runway in groundobjectgen.runways.values():
|
|
self.briefinggen.add_dynamic_runway(dynamic_runway)
|
|
|
|
for tanker in airsupportgen.air_support.tankers:
|
|
self.briefinggen.add_tanker(tanker)
|
|
kneeboard_generator.add_tanker(tanker)
|
|
|
|
if self.is_awacs_enabled:
|
|
for awacs in airsupportgen.air_support.awacs:
|
|
self.briefinggen.add_awacs(awacs)
|
|
kneeboard_generator.add_awacs(awacs)
|
|
|
|
for jtac in jtacs:
|
|
self.briefinggen.add_jtac(jtac)
|
|
kneeboard_generator.add_jtac(jtac)
|
|
|
|
for flight in airgen.flights:
|
|
self.briefinggen.add_flight(flight)
|
|
kneeboard_generator.add_flight(flight)
|
|
|
|
self.briefinggen.generate()
|
|
kneeboard_generator.generate()
|
|
|
|
def assign_channels_to_flights(self, flights: List[FlightData],
|
|
air_support: AirSupport) -> None:
|
|
"""Assigns preset radio channels for client flights."""
|
|
for flight in flights:
|
|
if not flight.client_units:
|
|
continue
|
|
self.assign_channels_to_flight(flight, air_support)
|
|
|
|
def assign_channels_to_flight(self, flight: FlightData,
|
|
air_support: AirSupport) -> None:
|
|
"""Assigns preset radio channels for a client flight."""
|
|
airframe = flight.aircraft_type
|
|
|
|
try:
|
|
aircraft_data = AIRCRAFT_DATA[airframe.id]
|
|
except KeyError:
|
|
logging.warning(f"No aircraft data for {airframe.id}")
|
|
return
|
|
|
|
aircraft_data.channel_allocator.assign_channels_for_flight(
|
|
flight, air_support
|
|
)
|