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https://github.com/dcs-liberation/dcs_liberation.git
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Change squadrons to operate out of a single base.
https://github.com/dcs-liberation/dcs_liberation/issues/1145 Currently this is fixed at the start of the campaign. The squadron locations are defined by the campaign file. Follow up work: * Track aircraft ownership per-squadron rather than per-airbase. * UI for relocating squadrons. * Ferry missions for squadrons that are relocating. * Auto-relocation (probably only for retreat handling). Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1138
This commit is contained in:
@@ -1 +1,2 @@
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from .campaign import Campaign
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from .campaignairwingconfig import CampaignAirWingConfig, SquadronConfig
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@@ -10,7 +10,6 @@ from typing import Tuple, Dict, Any
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from packaging.version import Version
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import yaml
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from game.campaignloader.mizcampaignloader import MizCampaignLoader
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from game.profiling import logged_duration
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from game.theater import (
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ConflictTheater,
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@@ -23,6 +22,8 @@ from game.theater import (
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MarianaIslandsTheater,
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)
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from game.version import CAMPAIGN_FORMAT_VERSION
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from .campaignairwingconfig import CampaignAirWingConfig
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from .mizcampaignloader import MizCampaignLoader
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PERF_FRIENDLY = 0
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@@ -103,6 +104,14 @@ class Campaign:
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MizCampaignLoader(self.path.parent / miz, t).populate_theater()
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return t
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def load_air_wing_config(self, theater: ConflictTheater) -> CampaignAirWingConfig:
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try:
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squadron_data = self.data["squadrons"]
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except KeyError:
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logging.warning(f"Campaign {self.name} does not define any squadrons")
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return CampaignAirWingConfig({})
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return CampaignAirWingConfig.from_campaign_data(squadron_data, theater)
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@property
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def is_out_of_date(self) -> bool:
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"""Returns True if this campaign is not up to date with the latest format.
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68
game/campaignloader/campaignairwingconfig.py
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68
game/campaignloader/campaignairwingconfig.py
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@@ -0,0 +1,68 @@
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from __future__ import annotations
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import logging
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from collections import defaultdict
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from dataclasses import dataclass
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from typing import Any, TYPE_CHECKING, Union
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from gen.flights.flight import FlightType
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from game.theater.controlpoint import ControlPoint
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if TYPE_CHECKING:
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from game.theater import ConflictTheater
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@dataclass(frozen=True)
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class SquadronConfig:
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primary: FlightType
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secondary: list[FlightType]
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aircraft: list[str]
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@property
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def auto_assignable(self) -> set[FlightType]:
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return set(self.secondary) | {self.primary}
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@classmethod
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def from_data(cls, data: dict[str, Any]) -> SquadronConfig:
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secondary_raw = data.get("secondary")
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if secondary_raw is None:
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secondary = []
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elif isinstance(secondary_raw, str):
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secondary = cls.expand_secondary_alias(secondary_raw)
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else:
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secondary = [FlightType(s) for s in secondary_raw]
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return SquadronConfig(
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FlightType(data["primary"]), secondary, data.get("aircraft", [])
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)
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@staticmethod
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def expand_secondary_alias(alias: str) -> list[FlightType]:
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if alias == "any":
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return list(FlightType)
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elif alias == "air-to-air":
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return [t for t in FlightType if t.is_air_to_air]
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elif alias == "air-to-ground":
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return [t for t in FlightType if t.is_air_to_ground]
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raise KeyError(f"Unknown secondary mission type: {alias}")
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@dataclass(frozen=True)
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class CampaignAirWingConfig:
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by_location: dict[ControlPoint, list[SquadronConfig]]
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@classmethod
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def from_campaign_data(
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cls, data: dict[Union[str, int], Any], theater: ConflictTheater
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) -> CampaignAirWingConfig:
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by_location: dict[ControlPoint, list[SquadronConfig]] = defaultdict(list)
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for base_id, squadron_configs in data.items():
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if isinstance(base_id, int):
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base = theater.find_control_point_by_id(base_id)
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else:
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base = theater.control_point_named(base_id)
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for squadron_data in squadron_configs:
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by_location[base].append(SquadronConfig.from_data(squadron_data))
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return CampaignAirWingConfig(by_location)
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142
game/campaignloader/defaultsquadronassigner.py
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142
game/campaignloader/defaultsquadronassigner.py
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@@ -0,0 +1,142 @@
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from __future__ import annotations
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import logging
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from typing import Optional, TYPE_CHECKING
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from game.squadrons import Squadron
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from game.squadrons.squadrondef import SquadronDef
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from game.squadrons.squadrondefloader import SquadronDefLoader
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from gen.flights.flight import FlightType
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from .campaignairwingconfig import CampaignAirWingConfig, SquadronConfig
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from .squadrondefgenerator import SquadronDefGenerator
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from ..dcs.aircrafttype import AircraftType
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from ..theater import ControlPoint
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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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class DefaultSquadronAssigner:
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def __init__(
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self, config: CampaignAirWingConfig, game: Game, coalition: Coalition
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) -> None:
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self.config = config
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self.game = game
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self.coalition = coalition
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self.air_wing = coalition.air_wing
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self.squadron_defs = SquadronDefLoader(game, coalition).load()
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self.squadron_def_generator = SquadronDefGenerator(self.coalition)
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def claim_squadron_def(self, squadron: SquadronDef) -> None:
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try:
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self.squadron_defs[squadron.aircraft].remove(squadron)
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except ValueError:
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pass
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def assign(self) -> None:
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for control_point, squadron_configs in self.config.by_location.items():
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if not control_point.is_friendly(self.coalition.player):
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continue
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for squadron_config in squadron_configs:
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squadron_def = self.find_squadron_for(squadron_config, control_point)
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if squadron_def is None:
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logging.info(
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f"{self.coalition.faction.name} has no aircraft compatible "
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f"with {squadron_config.primary} at {control_point}"
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)
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continue
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self.claim_squadron_def(squadron_def)
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squadron = Squadron.create_from(
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squadron_def, control_point, self.coalition, self.game
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)
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squadron.set_auto_assignable_mission_types(
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squadron_config.auto_assignable
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)
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self.air_wing.add_squadron(squadron)
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def find_squadron_for(
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self, config: SquadronConfig, control_point: ControlPoint
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) -> Optional[SquadronDef]:
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for preferred_aircraft in config.aircraft:
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squadron_def = self.find_preferred_squadron(
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preferred_aircraft, config.primary, control_point
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)
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if squadron_def is not None:
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return squadron_def
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# If we didn't find any of the preferred types we should use any squadron
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# compatible with the primary task.
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squadron_def = self.find_squadron_for_task(config.primary, control_point)
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if squadron_def is not None:
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return squadron_def
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# If we can't find any squadron matching the requirement, we should
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# create one.
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return self.squadron_def_generator.generate_for_task(
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config.primary, control_point
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)
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def find_preferred_squadron(
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self, preferred_aircraft: str, task: FlightType, control_point: ControlPoint
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) -> Optional[SquadronDef]:
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# Attempt to find a squadron with the name in the request.
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squadron_def = self.find_squadron_by_name(
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preferred_aircraft, task, control_point
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)
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if squadron_def is not None:
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return squadron_def
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# If the name didn't match a squadron available to this coalition, try to find
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# an aircraft with the matching name that meets the requirements.
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try:
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aircraft = AircraftType.named(preferred_aircraft)
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except KeyError:
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# No aircraft with this name.
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return None
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if aircraft not in self.coalition.faction.aircrafts:
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return None
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squadron_def = self.find_squadron_for_airframe(aircraft, task, control_point)
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if squadron_def is not None:
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return squadron_def
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# No premade squadron available for this aircraft that meets the requirements,
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# so generate one if possible.
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return self.squadron_def_generator.generate_for_aircraft(aircraft)
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@staticmethod
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def squadron_compatible_with(
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squadron: SquadronDef, task: FlightType, control_point: ControlPoint
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) -> bool:
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return squadron.operates_from(control_point) and task in squadron.mission_types
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def find_squadron_for_airframe(
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self, aircraft: AircraftType, task: FlightType, control_point: ControlPoint
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) -> Optional[SquadronDef]:
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for squadron in self.squadron_defs[aircraft]:
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if self.squadron_compatible_with(squadron, task, control_point):
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return squadron
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return None
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def find_squadron_by_name(
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self, name: str, task: FlightType, control_point: ControlPoint
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) -> Optional[SquadronDef]:
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for squadrons in self.squadron_defs.values():
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for squadron in squadrons:
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if squadron.name == name and self.squadron_compatible_with(
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squadron, task, control_point
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):
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return squadron
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return None
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def find_squadron_for_task(
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self, task: FlightType, control_point: ControlPoint
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) -> Optional[SquadronDef]:
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for squadrons in self.squadron_defs.values():
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for squadron in squadrons:
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if self.squadron_compatible_with(squadron, task, control_point):
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return squadron
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return None
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@@ -255,16 +255,16 @@ class MizCampaignLoader:
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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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# TODO: Name the carrier.
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control_point = Carrier(
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"carrier", ship.position, next(self.control_point_id)
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ship.name, ship.position, next(self.control_point_id)
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)
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control_point.captured = blue
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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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# TODO: Name the LHA.db
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control_point = Lha("lha", ship.position, next(self.control_point_id))
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control_point = Lha(
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ship.name, ship.position, next(self.control_point_id)
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)
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control_point.captured = blue
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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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82
game/campaignloader/squadrondefgenerator.py
Normal file
82
game/campaignloader/squadrondefgenerator.py
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@@ -0,0 +1,82 @@
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from __future__ import annotations
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import itertools
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import random
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from typing import TYPE_CHECKING, Optional
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from game.dcs.aircrafttype import AircraftType
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from game.squadrons.operatingbases import OperatingBases
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from game.squadrons.squadrondef import SquadronDef
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from game.theater import ControlPoint
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from gen.flights.ai_flight_planner_db import aircraft_for_task, tasks_for_aircraft
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from gen.flights.flight import FlightType
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if TYPE_CHECKING:
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from game.coalition import Coalition
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class SquadronDefGenerator:
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def __init__(self, coalition: Coalition) -> None:
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self.coalition = coalition
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self.count = itertools.count(1)
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self.used_nicknames: set[str] = set()
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def generate_for_task(
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self, task: FlightType, control_point: ControlPoint
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) -> Optional[SquadronDef]:
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aircraft_choice: Optional[AircraftType] = None
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for aircraft in aircraft_for_task(task):
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if aircraft not in self.coalition.faction.aircrafts:
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continue
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if not control_point.can_operate(aircraft):
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continue
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aircraft_choice = aircraft
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# 50/50 chance to keep looking for an aircraft that isn't as far up the
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# priority list to maintain some unit variety.
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if random.choice([True, False]):
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break
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if aircraft_choice is None:
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return None
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return self.generate_for_aircraft(aircraft_choice)
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def generate_for_aircraft(self, aircraft: AircraftType) -> SquadronDef:
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return SquadronDef(
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name=f"Squadron {next(self.count):03}",
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nickname=self.random_nickname(),
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country=self.coalition.country_name,
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role="Flying Squadron",
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aircraft=aircraft,
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livery=None,
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mission_types=tuple(tasks_for_aircraft(aircraft)),
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operating_bases=OperatingBases.default_for_aircraft(aircraft),
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pilot_pool=[],
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)
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@staticmethod
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def _make_random_nickname() -> str:
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from gen.naming import ANIMALS
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animal = random.choice(ANIMALS)
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adjective = random.choice(
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(
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None,
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"Red",
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"Blue",
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"Green",
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"Golden",
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"Black",
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"Fighting",
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"Flying",
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)
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)
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if adjective is None:
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return animal.title()
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return f"{adjective} {animal}".title()
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def random_nickname(self) -> str:
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while True:
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nickname = self._make_random_nickname()
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if nickname not in self.used_nicknames:
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self.used_nicknames.add(nickname)
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return nickname
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