mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
Add campaign support for ferry-only bases.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/3170.
This commit is contained in:
@@ -17,6 +17,7 @@ from game.theater.iadsnetwork.iadsnetwork import IadsNetwork
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from game.theater.theaterloader import TheaterLoader
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from game.version import CAMPAIGN_FORMAT_VERSION
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from .campaignairwingconfig import CampaignAirWingConfig
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from .controlpointconfig import ControlPointConfig
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from .factionrecommendation import FactionRecommendation
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from .mizcampaignloader import MizCampaignLoader
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@@ -123,7 +124,15 @@ class Campaign:
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) from ex
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with logged_duration("Importing miz data"):
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MizCampaignLoader(self.path.parent / miz, t).populate_theater()
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MizCampaignLoader(
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self.path.parent / miz,
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t,
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dict(
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ControlPointConfig.iter_from_data(
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self.data.get("control_points", {})
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)
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),
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).populate_theater()
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# TODO: Move into MizCampaignLoader so this doesn't have unknown initialization
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# in ConflictTheater.
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90
game/campaignloader/controlpointbuilder.py
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90
game/campaignloader/controlpointbuilder.py
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@@ -0,0 +1,90 @@
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from dcs import Point
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from dcs.terrain import Airport
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from game.campaignloader.controlpointconfig import ControlPointConfig
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from game.theater import (
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Airfield,
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Carrier,
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ConflictTheater,
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ControlPoint,
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Fob,
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Lha,
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OffMapSpawn,
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)
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class ControlPointBuilder:
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def __init__(
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self, theater: ConflictTheater, configs: dict[str | int, ControlPointConfig]
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) -> None:
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self.theater = theater
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self.config = configs
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def create_airfield(self, airport: Airport) -> Airfield:
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cp = Airfield(airport, self.theater, starts_blue=airport.is_blue())
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# Use the unlimited aircraft option to determine if an airfield should
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# be owned by the player when the campaign is "inverted".
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cp.captured_invert = airport.unlimited_aircrafts
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self._apply_config(airport.id, cp)
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return cp
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def create_fob(
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self,
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name: str,
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position: Point,
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theater: ConflictTheater,
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starts_blue: bool,
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captured_invert: bool,
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) -> Fob:
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cp = Fob(name, position, theater, starts_blue)
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cp.captured_invert = captured_invert
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self._apply_config(name, cp)
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return cp
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def create_carrier(
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self,
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name: str,
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position: Point,
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theater: ConflictTheater,
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starts_blue: bool,
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captured_invert: bool,
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) -> Carrier:
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cp = Carrier(name, position, theater, starts_blue)
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cp.captured_invert = captured_invert
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self._apply_config(name, cp)
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return cp
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def create_lha(
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self,
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name: str,
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position: Point,
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theater: ConflictTheater,
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starts_blue: bool,
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captured_invert: bool,
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) -> Lha:
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cp = Lha(name, position, theater, starts_blue)
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cp.captured_invert = captured_invert
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self._apply_config(name, cp)
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return cp
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def create_off_map(
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self,
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name: str,
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position: Point,
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theater: ConflictTheater,
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starts_blue: bool,
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captured_invert: bool,
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) -> OffMapSpawn:
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cp = OffMapSpawn(name, position, theater, starts_blue)
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cp.captured_invert = captured_invert
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self._apply_config(name, cp)
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return cp
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def _apply_config(self, cp_id: str | int, control_point: ControlPoint) -> None:
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config = self.config.get(cp_id)
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if config is None:
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return
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control_point.ferry_only = config.ferry_only
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21
game/campaignloader/controlpointconfig.py
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21
game/campaignloader/controlpointconfig.py
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@@ -0,0 +1,21 @@
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from __future__ import annotations
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from collections.abc import Iterator
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from dataclasses import dataclass
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from typing import Any
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@dataclass(frozen=True)
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class ControlPointConfig:
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ferry_only: bool
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@staticmethod
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def from_data(data: dict[str, Any]) -> ControlPointConfig:
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return ControlPointConfig(ferry_only=data.get("ferry_only", False))
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@staticmethod
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def iter_from_data(
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data: dict[str | int, Any]
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) -> Iterator[tuple[str | int, ControlPointConfig]]:
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for name_or_id, cp_data in data.items():
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yield name_or_id, ControlPointConfig.from_data(cp_data)
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@@ -12,20 +12,14 @@ from dcs.country import Country
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from dcs.planes import F_15C
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from dcs.ships import HandyWind, LHA_Tarawa, Stennis, USS_Arleigh_Burke_IIa
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from dcs.statics import Fortification, Warehouse
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from dcs.terrain import Airport
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from dcs.unitgroup import PlaneGroup, ShipGroup, StaticGroup, VehicleGroup
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from dcs.vehicles import AirDefence, Armor, MissilesSS, Unarmed
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from game.campaignloader.controlpointbuilder import ControlPointBuilder
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from game.campaignloader.controlpointconfig import ControlPointConfig
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from game.profiling import logged_duration
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from game.scenery_group import SceneryGroup
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from game.theater.controlpoint import (
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Airfield,
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Carrier,
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ControlPoint,
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Fob,
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Lha,
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OffMapSpawn,
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)
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from game.theater.controlpoint import ControlPoint
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from game.theater.presetlocation import PresetLocation
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if TYPE_CHECKING:
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@@ -92,8 +86,14 @@ class MizCampaignLoader:
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STRIKE_TARGET_UNIT_TYPE = Fortification.Tech_combine.id
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def __init__(self, miz: Path, theater: ConflictTheater) -> None:
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def __init__(
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self,
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miz: Path,
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theater: ConflictTheater,
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control_point_configs: dict[str | int, ControlPointConfig],
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) -> None:
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self.theater = theater
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self.control_point_builder = ControlPointBuilder(theater, control_point_configs)
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self.mission = Mission()
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with logged_duration("Loading miz"):
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self.mission.load_file(str(miz))
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@@ -105,15 +105,6 @@ class MizCampaignLoader:
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if self.mission.country(self.RED_COUNTRY.name) is None:
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self.mission.coalition["red"].add_country(self.RED_COUNTRY)
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def control_point_from_airport(self, airport: Airport) -> ControlPoint:
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cp = Airfield(airport, self.theater, starts_blue=airport.is_blue())
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# Use the unlimited aircraft option to determine if an airfield should
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# be owned by the player when the campaign is "inverted".
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cp.captured_invert = airport.unlimited_aircrafts
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return cp
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def country(self, blue: bool) -> Country:
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country = self.mission.country(
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self.BLUE_COUNTRY.name if blue else self.RED_COUNTRY.name
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@@ -240,36 +231,49 @@ class MizCampaignLoader:
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@cached_property
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def control_points(self) -> dict[UUID, ControlPoint]:
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control_points = {}
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control_points: dict[UUID, ControlPoint] = {}
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control_point: ControlPoint
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for airport in self.mission.terrain.airport_list():
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if airport.is_blue() or airport.is_red():
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control_point = self.control_point_from_airport(airport)
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control_point = self.control_point_builder.create_airfield(airport)
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control_points[control_point.id] = control_point
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for blue in (False, True):
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for group in self.off_map_spawns(blue):
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control_point = OffMapSpawn(
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str(group.name), group.position, self.theater, starts_blue=blue
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control_point = self.control_point_builder.create_off_map(
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str(group.name),
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group.position,
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self.theater,
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starts_blue=blue,
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captured_invert=group.late_activation,
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)
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control_point.captured_invert = group.late_activation
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control_points[control_point.id] = control_point
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for ship in self.carriers(blue):
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control_point = Carrier(
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ship.name, ship.position, self.theater, starts_blue=blue
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control_point = self.control_point_builder.create_carrier(
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ship.name,
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ship.position,
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self.theater,
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starts_blue=blue,
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captured_invert=ship.late_activation,
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)
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control_point.captured_invert = ship.late_activation
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control_points[control_point.id] = control_point
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for ship in self.lhas(blue):
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control_point = Lha(
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ship.name, ship.position, self.theater, starts_blue=blue
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control_point = self.control_point_builder.create_lha(
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ship.name,
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ship.position,
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self.theater,
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starts_blue=blue,
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captured_invert=ship.late_activation,
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)
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control_point.captured_invert = ship.late_activation
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control_points[control_point.id] = control_point
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for fob in self.fobs(blue):
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control_point = Fob(
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str(fob.name), fob.position, self.theater, starts_blue=blue
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control_point = self.control_point_builder.create_fob(
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str(fob.name),
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fob.position,
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self.theater,
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starts_blue=blue,
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captured_invert=fob.late_activation,
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)
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control_point.captured_invert = fob.late_activation
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control_points[control_point.id] = control_point
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return control_points
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@@ -53,6 +53,8 @@ class AirWing:
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for control_point in airfield_cache.operational_airfields:
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if control_point.captured != self.player:
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continue
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if control_point.ferry_only:
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continue
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capable_at_base = []
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for squadron in control_point.squadrons:
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if squadron.can_auto_assign_mission(location, task, size, this_turn):
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@@ -91,6 +93,8 @@ class AirWing:
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best_aircraft_for_task = AircraftType.priority_list_for_task(task)
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for aircraft, squadrons in self.squadrons.items():
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for squadron in squadrons:
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if squadron.location.ferry_only:
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continue
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if squadron.untasked_aircraft and squadron.capable_of(task):
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aircrafts.append(aircraft)
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if aircraft not in best_aircraft_for_task:
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@@ -356,6 +356,7 @@ class ControlPoint(MissionTarget, SidcDescribable, ABC):
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self.ground_unit_orders = GroundUnitOrders(self)
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self.target_position: Optional[Point] = None
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self.ferry_only = False
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# Initialized late because ControlPoints are constructed before the game is.
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self._front_line_db: Database[FrontLine] | None = None
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@@ -185,4 +185,7 @@ VERSION = _build_version_string()
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#:
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#: Version 10.10
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#: * Support for Sinai.
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#:
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#: Version 10.11
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#: * Support for ferry-only bases.
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CAMPAIGN_FORMAT_VERSION = (10, 10)
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