This commit is contained in:
Dan Albert
2021-02-12 19:58:30 -08:00
parent 053663bd76
commit a47bef1f13
222 changed files with 8434 additions and 4461 deletions

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@@ -17,5 +17,5 @@ AAA_UNITS = [
AirDefence.AAA_Flak_Vierling_38,
AirDefence.AAA_Kdo_G_40,
AirDefence.AAA_8_8cm_Flak_41,
AirDefence.AAA_Bofors_40mm
]
AirDefence.AAA_Bofors_40mm,
]

View File

@@ -1,17 +1,70 @@
import inspect
import dcs
DEFAULT_AVAILABLE_BUILDINGS = ['fuel', 'ammo', 'comms', 'oil', 'ware', 'farp', 'fob', 'power', 'factory', 'derrick']
DEFAULT_AVAILABLE_BUILDINGS = [
"fuel",
"ammo",
"comms",
"oil",
"ware",
"farp",
"fob",
"power",
"factory",
"derrick",
]
WW2_FREE = ['fuel', 'factory', 'ware', 'fob']
WW2_GERMANY_BUILDINGS = ['fuel', 'factory', 'ww2bunker', 'ww2bunker', 'ww2bunker', 'allycamp', 'allycamp', 'fob']
WW2_ALLIES_BUILDINGS = ['fuel', 'factory', 'allycamp', 'allycamp', 'allycamp', 'allycamp', 'allycamp', 'fob']
WW2_FREE = ["fuel", "factory", "ware", "fob"]
WW2_GERMANY_BUILDINGS = [
"fuel",
"factory",
"ww2bunker",
"ww2bunker",
"ww2bunker",
"allycamp",
"allycamp",
"fob",
]
WW2_ALLIES_BUILDINGS = [
"fuel",
"factory",
"allycamp",
"allycamp",
"allycamp",
"allycamp",
"allycamp",
"fob",
]
FORTIFICATION_BUILDINGS = ['Siegfried Line', 'Concertina wire', 'Concertina Wire', 'Czech hedgehogs 1', 'Czech hedgehogs 2',
'Dragonteeth 1', 'Dragonteeth 2', 'Dragonteeth 3', 'Dragonteeth 4', 'Dragonteeth 5',
'Haystack 1', 'Haystack 2', 'Haystack 3', 'Haystack 4', 'Hemmkurvenvenhindernis',
'Log posts 1', 'Log posts 2', 'Log posts 3', 'Log ramps 1', 'Log ramps 2', 'Log ramps 3',
'Belgian Gate', 'Container white']
FORTIFICATION_BUILDINGS = [
"Siegfried Line",
"Concertina wire",
"Concertina Wire",
"Czech hedgehogs 1",
"Czech hedgehogs 2",
"Dragonteeth 1",
"Dragonteeth 2",
"Dragonteeth 3",
"Dragonteeth 4",
"Dragonteeth 5",
"Haystack 1",
"Haystack 2",
"Haystack 3",
"Haystack 4",
"Hemmkurvenvenhindernis",
"Log posts 1",
"Log posts 2",
"Log posts 3",
"Log ramps 1",
"Log ramps 2",
"Log ramps 3",
"Belgian Gate",
"Container white",
]
FORTIFICATION_UNITS = [c for c in vars(dcs.vehicles.Fortification).values() if inspect.isclass(c)]
FORTIFICATION_UNITS_ID = [c.id for c in vars(dcs.vehicles.Fortification).values() if inspect.isclass(c)]
FORTIFICATION_UNITS = [
c for c in vars(dcs.vehicles.Fortification).values() if inspect.isclass(c)
]
FORTIFICATION_UNITS_ID = [
c.id for c in vars(dcs.vehicles.Fortification).values() if inspect.isclass(c)
]

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@@ -16,7 +16,7 @@ from dcs.planes import (
P_51D,
P_51D_30_NA,
SpitfireLFMkIX,
SpitfireLFMkIXCW
SpitfireLFMkIXCW,
)
from pydcs_extensions.a4ec.a4ec import A_4E_C
@@ -26,7 +26,6 @@ This list contains the aircraft that do not use the guns as the last resort weap
They'll RTB when they don't have gun ammo left
"""
GUNFIGHTERS = [
# Cold War
MiG_15bis,
MiG_19P,
@@ -34,11 +33,9 @@ GUNFIGHTERS = [
F_86F_Sabre,
A_4E_C,
F_5E_3,
# Trainers
C_101CC,
L_39ZA,
# WW2
P_51D_30_NA,
P_51D,
@@ -51,5 +48,4 @@ GUNFIGHTERS = [
FW_190D9,
FW_190A8,
I_16,
]
]

View File

@@ -23,7 +23,6 @@ from dcs.ships import (
from dcs.vehicles import AirDefence
UNITS_WITH_RADAR = [
# Radars
AirDefence.SAM_SA_15_Tor_9A331,
AirDefence.SAM_SA_11_Buk_CC_9S470M1,
@@ -49,7 +48,6 @@ UNITS_WITH_RADAR = [
AirDefence.SAM_SA_3_S_125_TR_SNR,
AirDefence.SAM_SA_2_TR_SNR_75_Fan_Song,
AirDefence.HQ_7_Self_Propelled_STR,
# Ships
CVN_70_Carl_Vinson,
Oliver_Hazzard_Perry_class,
@@ -70,5 +68,5 @@ UNITS_WITH_RADAR = [
LHA_1_Tarawa,
Type_052B_Destroyer,
Type_054A_Frigate,
Type_052C_Destroyer
]
Type_052C_Destroyer,
]

View File

@@ -28,7 +28,8 @@ class Weapon:
introduction_year = WEAPON_INTRODUCTION_YEARS.get(self)
if introduction_year is None:
logging.warning(
f"No introduction year for {self}, assuming always available")
f"No introduction year for {self}, assuming always available"
)
return True
return date >= datetime.date(introduction_year, 1, 1)
@@ -52,7 +53,7 @@ class Weapon:
return cls(
cast(str, weapon_data["clsid"]),
cast(str, weapon_data["name"]),
cast(int, weapon_data["weight"])
cast(int, weapon_data["weight"]),
)
@classmethod
@@ -88,8 +89,11 @@ class Pylon:
def for_aircraft(cls, aircraft: Type[FlyingType], number: int) -> Pylon:
# In pydcs these are all arbitrary inner classes of the aircraft type.
# The only way to identify them is by their name.
pylons = [v for v in aircraft.__dict__.values() if
inspect.isclass(v) and v.__name__.startswith("Pylon")]
pylons = [
v
for v in aircraft.__dict__.values()
if inspect.isclass(v) and v.__name__.startswith("Pylon")
]
# And that Pylon class has members with irrelevant names that have
# values of (pylon number, allowed weapon).
@@ -117,112 +121,92 @@ _WEAPON_FALLBACKS = [
(Weapons.ADM_141A_, None),
(Weapons.ADM_141A__, None),
(Weapons.ADM_141B, None),
# AGM-114K Hellfire
(Weapons.AGM114x2_OH_58, Weapons.M260_HYDRA), # assuming OH-58 and not MQ-9
(Weapons.AGM_114K, None), # Only for RQ-1
(Weapons.AGM114x2_OH_58, Weapons.M260_HYDRA), # assuming OH-58 and not MQ-9
(Weapons.AGM_114K, None), # Only for RQ-1
(Weapons.AGM_114K___4, Weapons.LAU_61___19_2_75__rockets_MK151_HE),
# AGM-119 Penguin
(Weapons.AGM_119B_Penguin, Weapons.Mk_82),
# AGM-122 Sidearm
(Weapons.AGM_122, None), # No known aircraft carries this
(Weapons.AGM_122_Sidearm, Weapons.GBU_12), # outer pylons harrier
(Weapons.AGM_122_Sidearm_, Weapons.LAU_117_AGM_65E), # internal pylons harrier
(Weapons.AGM_122, None), # No known aircraft carries this
(Weapons.AGM_122_Sidearm, Weapons.GBU_12), # outer pylons harrier
(Weapons.AGM_122_Sidearm_, Weapons.LAU_117_AGM_65E), # internal pylons harrier
# AGM-154 JSOW
(Weapons.AGM_154A, Weapons.GBU_12),
(Weapons.BRU_55___2_x_AGM_154A, Weapons.BRU_33___2_x_GBU_12),
(Weapons.BRU_57___2_x_AGM_154A, None), # doesn't exist on any aircraft yet
(Weapons.BRU_57___2_x_AGM_154A, None), # doesn't exist on any aircraft yet
(Weapons.AGM_154B, Weapons.CBU_105),
(Weapons.AGM_154C, Weapons.GBU_12),
(Weapons.AGM_154C_4, Weapons.GBU_31_8),
(Weapons.BRU_55___2_x_AGM_154C, Weapons.BRU_33___2_x_GBU_12),
# AGM-45 Shrike
(Weapons.AGM_45A, None),
(Weapons.AGM_45B, Weapons.AGM_45A),
(Weapons.AGM_45B_, Weapons.AGM_45A),
# AGM-62 Walleye
(Weapons.AGM_62, Weapons.Mk_84),
# AGM-65 Maverick
(Weapons.AGM_65D, None), # doesn't exist
(Weapons.AGM_65E, None), # doesn't exist
(Weapons.AGM_65K, None), # doesn't exist
(Weapons.LAU_117_AGM_65A, None), # doesn't exist
(Weapons.LAU_117_AGM_65B, None), # doesn't exist
(Weapons.LAU_117_AGM_65D, Weapons.AGM_62), # Walleye is the predecessor to the maverick
(Weapons.AGM_65D, None), # doesn't exist
(Weapons.AGM_65E, None), # doesn't exist
(Weapons.AGM_65K, None), # doesn't exist
(Weapons.LAU_117_AGM_65A, None), # doesn't exist
(Weapons.LAU_117_AGM_65B, None), # doesn't exist
(
Weapons.LAU_117_AGM_65D,
Weapons.AGM_62,
), # Walleye is the predecessor to the maverick
(Weapons.LAU_117_AGM_65E, None),
(Weapons.LAU_117_AGM_65F, Weapons.LAU_117_AGM_65D),
(Weapons.LAU_117_AGM_65G, Weapons.LAU_117_AGM_65D),
(Weapons.LAU_117_AGM_65H, Weapons.LAU_117_AGM_65D),
(Weapons.LAU_117_AGM_65K, Weapons.LAU_117_AGM_65D),
(Weapons.LAU_117_AGM_65L, None),
(Weapons.LAU_88_AGM_65D_2, None),
(Weapons.LAU_88_AGM_65D_2_, None),
(Weapons.LAU_88_AGM_65D_3, None),
(Weapons.LAU_88_AGM_65D_ONE, None),
(Weapons.LAU_88_AGM_65E_2, Weapons.LAU_88_AGM_65D_2),
(Weapons.LAU_88_AGM_65E_2_, Weapons.LAU_88_AGM_65D_2_),
(Weapons.LAU_88_AGM_65E_3, Weapons.LAU_88_AGM_65D_3),
(Weapons.LAU_88_AGM_65H, Weapons.LAU_88_AGM_65D_2),
(Weapons.LAU_88_AGM_65H_2_L, Weapons.LAU_88_AGM_65D_2_),
(Weapons.LAU_88_AGM_65H_2_R, Weapons.LAU_88_AGM_65D_2_),
(Weapons.LAU_88_AGM_65H_3, Weapons.LAU_88_AGM_65D_3),
(Weapons.LAU_88_AGM_65K_2, Weapons.LAU_88_AGM_65D_2),
(Weapons.LAU_88_AGM_65K_2_, Weapons.LAU_88_AGM_65D_2_),
(Weapons.LAU_88_AGM_65K_3, Weapons.LAU_88_AGM_65D_3),
# AGM-84 Harpoon
(Weapons.AGM_84, None), # doesn't exist
(Weapons.AGM_84, None), # doesn't exist
(Weapons.AGM_84A, Weapons.Mk_82),
(Weapons.AGM_84A_8, Weapons._27_Mk_82),
(Weapons.AGM_84D, Weapons.AGM_62),
(Weapons.AGM_84E, Weapons.LAU_117_AGM_65F),
(Weapons.AGM_84H, Weapons.AGM_84E),
# AGM-86 ALCM
(Weapons.AGM_86C, Weapons._27_Mk_82),
(Weapons.AGM_86C_20, Weapons._27_Mk_82),
(Weapons.AGM_86C_8, Weapons._27_Mk_82),
(Weapons.MER_6_AGM_86C, Weapons.MER_12_Mk_82),
# AGM-88 HARM
(Weapons.AGM_88C, Weapons.AGM_65D),
(Weapons.AGM_88C_, Weapons.AGM_65D),
# AIM-120 AMRAAM
# AIM-120 AMRAAM
(Weapons.AIM_120B, Weapons.AIM_7MH),
(Weapons.LAU_115___AIM_120B, Weapons.LAU_115C_AIM_7MH),
(Weapons.LAU_115_2_LAU_127_AIM_120B, Weapons.LAU_115C_AIM_7MH),
(Weapons.AIM_120C, Weapons.AIM_120B),
(Weapons.LAU_115___AIM_120C, Weapons.LAU_115___AIM_120B),
(Weapons.LAU_115_2_LAU_127_AIM_120C, Weapons.LAU_115_2_LAU_127_AIM_120B),
# AIM-54 Phoenix
(Weapons.AIM_54A_Mk47, None),
(Weapons.AIM_54A_Mk47_, None),
(Weapons.AIM_54A_Mk47__, None),
(Weapons.AIM_54A_Mk60, Weapons.AIM_54A_Mk47),
(Weapons.AIM_54A_Mk60_, Weapons.AIM_54A_Mk47_),
(Weapons.AIM_54A_Mk60__, Weapons.AIM_54A_Mk47__),
(Weapons.AIM_54C_Mk47, Weapons.AIM_54A_Mk60),
(Weapons.AIM_54C_Mk47_, Weapons.AIM_54A_Mk60_),
(Weapons.AIM_54C_Mk47__, Weapons.AIM_54A_Mk60__),
# AIM-7 Sparrow
(Weapons.AIM_7E, None),
(Weapons.AIM_7F, Weapons.AIM_7E),
@@ -234,62 +218,61 @@ _WEAPON_FALLBACKS = [
(Weapons.AIM_7MH, Weapons.AIM_7M),
(Weapons.AIM_7MH_, Weapons.AIM_7M_),
(Weapons.AIM_7MH__, Weapons.AIM_7M__),
(Weapons.LAU_115C_AIM_7E, None),
(Weapons.LAU_115C_AIM_7F, Weapons.LAU_115C_AIM_7E),
(Weapons.LAU_115___AIM_7M, Weapons.LAU_115C_AIM_7F),
(Weapons.LAU_115C_AIM_7MH, Weapons.LAU_115___AIM_7M),
# AIM-9 Sidewinder
(Weapons.AIM_9L_Sidewinder_IR_AAM, None),
(Weapons.AIM_9M_Sidewinder_IR_AAM, Weapons.AIM_9P5_Sidewinder_IR_AAM),
(Weapons.AIM_9P5_Sidewinder_IR_AAM, Weapons.AIM_9P_Sidewinder_IR_AAM),
(Weapons.AIM_9P_Sidewinder_IR_AAM, Weapons.AIM_9L_Sidewinder_IR_AAM),
(Weapons.AIM_9X_Sidewinder_IR_AAM, Weapons.AIM_9P_Sidewinder_IR_AAM),
(Weapons.LAU_105_1_AIM_9L_L, None),
(Weapons.LAU_105_1_AIM_9L_R, None),
(Weapons.LAU_105_1_AIM_9M_L, Weapons.LAU_105_1_AIM_9L_L),
(Weapons.LAU_105_1_AIM_9M_R, Weapons.LAU_105_1_AIM_9L_R),
(Weapons.LAU_105_2_AIM_9L, None),
(Weapons.LAU_105_2_AIM_9P5, Weapons.LAU_105___2_AIM_9P_Sidewinder_IR_AAM),
(Weapons.LAU_105___2_AIM_9M_Sidewinder_IR_AAM, Weapons.LAU_105_2_AIM_9L),
(Weapons.LAU_105___2_AIM_9P_Sidewinder_IR_AAM, Weapons.LAU_105___2_AIM_9M_Sidewinder_IR_AAM),
(
Weapons.LAU_105___2_AIM_9P_Sidewinder_IR_AAM,
Weapons.LAU_105___2_AIM_9M_Sidewinder_IR_AAM,
),
(Weapons.LAU_115_2_LAU_127_AIM_9L, None),
(Weapons.LAU_115_2_LAU_127_AIM_9M, Weapons.LAU_115_2_LAU_127_AIM_9L),
(Weapons.LAU_115_2_LAU_127_AIM_9X, Weapons.LAU_115_2_LAU_127_AIM_9M),
(Weapons.LAU_115_LAU_127_AIM_9L, None),
(Weapons.LAU_115_LAU_127_AIM_9M, Weapons.LAU_115_LAU_127_AIM_9L),
(Weapons.LAU_115_LAU_127_AIM_9X, Weapons.LAU_115_LAU_127_AIM_9M),
(Weapons.LAU_127_AIM_9L, None),
(Weapons.LAU_127_AIM_9M, Weapons.LAU_127_AIM_9L),
(Weapons.LAU_127_AIM_9X, Weapons.LAU_127_AIM_9M),
(Weapons.LAU_138_AIM_9L, None),
(Weapons.LAU_138_AIM_9M, Weapons.LAU_138_AIM_9L),
(Weapons.LAU_7_AIM_9L, None),
(Weapons.LAU_7_AIM_9M, Weapons.LAU_7_AIM_9L),
(Weapons.LAU_7_AIM_9M_Sidewinder_IR_AAM, Weapons.LAU_7_AIM_9P5_Sidewinder_IR_AAM),
(Weapons.LAU_7_AIM_9P5_Sidewinder_IR_AAM, Weapons.LAU_7_AIM_9P_Sidewinder_IR_AAM),
(Weapons.LAU_7_AIM_9P_Sidewinder_IR_AAM, Weapons.LAU_7_AIM_9L),
(Weapons.LAU_7_AIM_9X_Sidewinder_IR_AAM, Weapons.LAU_7_AIM_9M_Sidewinder_IR_AAM),
(Weapons.LAU_7___2_AIM_9L_Sidewinder_IR_AAM, None),
(Weapons.LAU_7___2_AIM_9M_Sidewinder_IR_AAM, Weapons.LAU_7___2_AIM_9P5_Sidewinder_IR_AAM),
(Weapons.LAU_7___2_AIM_9P5_Sidewinder_IR_AAM, Weapons.LAU_7___2_AIM_9P_Sidewinder_IR_AAM),
(Weapons.LAU_7___2_AIM_9P_Sidewinder_IR_AAM, Weapons.LAU_7___2_AIM_9L_Sidewinder_IR_AAM),
(
Weapons.LAU_7___2_AIM_9M_Sidewinder_IR_AAM,
Weapons.LAU_7___2_AIM_9P5_Sidewinder_IR_AAM,
),
(
Weapons.LAU_7___2_AIM_9P5_Sidewinder_IR_AAM,
Weapons.LAU_7___2_AIM_9P_Sidewinder_IR_AAM,
),
(
Weapons.LAU_7___2_AIM_9P_Sidewinder_IR_AAM,
Weapons.LAU_7___2_AIM_9L_Sidewinder_IR_AAM,
),
# ALQ ECM Pods
(Weapons.ALQ_131, None),
(Weapons.ALQ_184, Weapons.ALQ_131),
(Weapons.AN_ALQ_164_DECM_Pod, None),
# TGP Pods
(Weapons.AN_AAQ_28_LITENING_, None),
(Weapons.AN_AAQ_28_LITENING, Weapons.Lantirn_F_16),
@@ -300,17 +283,14 @@ _WEAPON_FALLBACKS = [
(Weapons.Lantirn_F_16, None),
(Weapons.Lantirn_Target_Pod, None),
(Weapons.Pavetack_F_111, None),
# BLU-107
(Weapons.BLU_107, None),
(Weapons.MER_6_BLU_107, Weapons.MER_6_Mk_82),
# GBU-10 LGB
(Weapons.DIS_GBU_10, Weapons.Mk_84),
(Weapons.GBU_10, Weapons.Mk_84),
(Weapons.GBU_10_, Weapons.Mk_84),
(Weapons.GBU_10_2, Weapons.Mk_84),
# GBU-12 LGB
(Weapons.AUF2_GBU_12_x_2, None),
(Weapons.BRU_33___2_x_GBU_12, Weapons.BRU_33___2_x_Mk_82_),
@@ -328,29 +308,23 @@ _WEAPON_FALLBACKS = [
(Weapons._2_GBU_12, Weapons._2_Mk_82),
(Weapons._2_GBU_12_, Weapons._2_Mk_82_),
(Weapons._3_GBU_12, Weapons._3_Mk_82_),
# GBU-15 LGB
(Weapons.GBU_15, Weapons.Mk_84),
# GBU-16 LGB
(Weapons.BRU_33___2_x_GBU_16, None),
(Weapons.DIS_GBU_16, Weapons.Mk_83),
(Weapons.GBU_16, Weapons.Mk_83),
(Weapons.GBU_16_, Weapons.Mk_83_),
(Weapons.DIS_GBU_16, Weapons.Mk_83),
(Weapons.GBU_16, Weapons.Mk_83),
(Weapons.GBU_16_, Weapons.Mk_83_),
# GBU-24 LGB
(Weapons.GBU_24, Weapons.GBU_10),
(Weapons.GBU_24_, Weapons.GBU_10_),
(Weapons.GBU_24__, Weapons.GBU_10_),
# GBU-27 LGB
(Weapons.GBU_24, Weapons.GBU_10),
(Weapons.GBU_24_, Weapons.GBU_10_),
(Weapons.GBU_24__, Weapons.GBU_10_),
# GBU-28 LGB
(Weapons.GBU_28, Weapons.GBU_15),
# GBU-31 JDAM
(Weapons.GBU_31V3B_8, Weapons.B_1B_Mk_84_8),
(Weapons.GBU_31_8, Weapons.B_1B_Mk_84_8),
@@ -358,150 +332,127 @@ _WEAPON_FALLBACKS = [
(Weapons.GBU_31_V_2_B, Weapons.GBU_24_),
(Weapons.GBU_31_V_3_B, Weapons.GBU_24_),
(Weapons.GBU_31_V_4_B, Weapons.GBU_24_),
# GBU-32 JDAM
(Weapons.GBU_32_V_2_B, Weapons.GBU_16),
# GBU-32 JDAM
(Weapons.BRU_55___2_x_GBU_38, Weapons.BRU_33___2_x_Mk_82_),
(Weapons.BRU_57___2_x_GBU_38, None), # Doesn't exist
(Weapons.BRU_57___2_x_GBU_38, None), # Doesn't exist
(Weapons.GBU_38, Weapons.Mk_82),
(Weapons.GBU_38_16, Weapons.MK_82_28),
(Weapons._2_GBU_38, Weapons._2_Mk_82),
(Weapons._2_GBU_38_, Weapons._2_Mk_82_),
(Weapons._3_GBU_38, Weapons._3_Mk_82_),
# GBU-54 LJDAM
(Weapons.GBU_54_V_1_B, Weapons.GBU_38),
(Weapons._2_GBU_54_V_1_B, Weapons._2_GBU_38),
(Weapons._2_GBU_54_V_1_B_, Weapons._2_GBU_38_),
(Weapons._3_GBU_54_V_1_B, Weapons._3_GBU_38),
# CBU-52
(Weapons.CBU_52B, None),
# CBU-87 CEM
(Weapons.CBU_87, Weapons.Mk_82),
(Weapons.TER_9A___2_x_CBU_87, Weapons.TER_9A___2_x_Mk_82),
(Weapons.TER_9A___2_x_CBU_87_, Weapons.TER_9A___2_x_Mk_82_),
(Weapons.TER_9A___3_x_CBU_87, Weapons.TER_9A___3_x_Mk_82),
# CBU-97
(Weapons.CBU_97, Weapons.Mk_82),
(Weapons.TER_9A___2_x_CBU_97, Weapons.TER_9A___2_x_Mk_82),
(Weapons.TER_9A___2_x_CBU_97_, Weapons.TER_9A___2_x_Mk_82_),
(Weapons.TER_9A___3_x_CBU_97, Weapons.TER_9A___3_x_Mk_82),
# CBU-99 (It's a bomb made in 1968, I'm not bothering right now with backups)
# CBU-103
(Weapons.BRU_57___2_x_CBU_103, None), # doesn't exist...
(Weapons.BRU_57___2_x_CBU_103, None), # doesn't exist...
(Weapons.CBU_103, Weapons.CBU_87),
# CBU-105
(Weapons.BRU_57___2_x_CBU_105, None), # doesn't exist...
(Weapons.BRU_57___2_x_CBU_105, None), # doesn't exist...
(Weapons.CBU_105, Weapons.CBU_97),
(Weapons.LAU_131_pod___7_x_2_75__Hydra___Laser_Guided_Rkts_M151___HE_APKWS, Weapons.LAU_131___7_2_75__rockets_M151__HE_),
(Weapons.LAU_131_pod___7_x_2_75__Hydra___Laser_Guided_Rkts_M282___MPP_APKWS, Weapons.LAU_131___7_2_75__rockets_M151__HE_),
(Weapons._3_x_LAU_131_pods___21_x_2_75__Hydra___Laser_Guided_M151___HE_APKWS, Weapons.LAU_68_3___7_2_75__rockets_M151__HE_),
(Weapons._3_x_LAU_131_pods___21_x_2_75__Hydra___Laser_Guided_M282___MPP_APKWS, Weapons.LAU_68_3___7_2_75__rockets_M151__HE_),
(
Weapons.LAU_131_pod___7_x_2_75__Hydra___Laser_Guided_Rkts_M151___HE_APKWS,
Weapons.LAU_131___7_2_75__rockets_M151__HE_,
),
(
Weapons.LAU_131_pod___7_x_2_75__Hydra___Laser_Guided_Rkts_M282___MPP_APKWS,
Weapons.LAU_131___7_2_75__rockets_M151__HE_,
),
(
Weapons._3_x_LAU_131_pods___21_x_2_75__Hydra___Laser_Guided_M151___HE_APKWS,
Weapons.LAU_68_3___7_2_75__rockets_M151__HE_,
),
(
Weapons._3_x_LAU_131_pods___21_x_2_75__Hydra___Laser_Guided_M282___MPP_APKWS,
Weapons.LAU_68_3___7_2_75__rockets_M151__HE_,
),
# Russia
# KAB-1500
(Weapons.KAB_1500Kr, None),
(Weapons.KAB_1500LG_Pr, Weapons.KAB_1500Kr),
(Weapons.KAB_1500L, Weapons.KAB_1500LG_Pr),
# KAB-500
(Weapons.KAB_500kr, Weapons.FAB_500_M62),
(Weapons.KAB_500L, Weapons.KAB_500kr),
(Weapons.KAB_500S, Weapons.KAB_500L),
# KH Series
(Weapons.Kh_22N, None),
(Weapons.Kh_23L, None),
(Weapons.Kh_25ML, None),
(Weapons.Kh_25ML_, None),
(Weapons.Kh_25ML__, None),
(Weapons.Kh_25MP, None),
(Weapons.Kh_25MPU, Weapons.Kh_25MP),
(Weapons.Kh_25MR, None),
(Weapons.Kh_25MR_, None),
(Weapons.Kh_28__AS_9_Kyle_, None),
(Weapons.Kh_29L, Weapons.Kh_25ML),
(Weapons.Kh_29L_, Weapons.Kh_25ML_),
(Weapons.Kh_29L__, Weapons.Kh_25ML__),
(Weapons.Kh_29T, Weapons.Kh_25MR),
(Weapons.Kh_29T_, Weapons.Kh_25MR_),
(Weapons.Kh_29T_, Weapons.Kh_25MR_),
(Weapons.Kh_31A, None),
(Weapons.Kh_31A_, None),
(Weapons.Kh_31A__, None),
(Weapons.Kh_31P, Weapons.Kh_25MP),
(Weapons.Kh_31P_, Weapons.Kh_25MP),
(Weapons.Kh_31P__, Weapons.Kh_25MP),
(Weapons.Kh_35, Weapons.Kh_31A),
(Weapons.Kh_35_, Weapons.Kh_31A_),
(Weapons.Kh_35_6, None),
(Weapons.Kh_41, None),
(Weapons.Kh_58U, Weapons.Kh_31P),
(Weapons.Kh_58U_, Weapons.Kh_31P_),
(Weapons.Kh_59M, Weapons.Kh_31A),
(Weapons.Kh_65, None),
(Weapons.Kh_65_6, None),
(Weapons.Kh_65_8, None),
(Weapons.Kh_66_Grom__21__APU_68, None),
# ECM
(Weapons.L175V_Khibiny_ECM_pod, None),
# R-13
(Weapons.R_13M, None),
(Weapons.R_13M1, Weapons.R_13M),
# R-24
(Weapons.R_24R, None),
(Weapons.R_24T, None),
# R-27
(Weapons.R_27T, Weapons.R_24T),
(Weapons.R_27R, Weapons.R_24R),
(Weapons.R_27ER, Weapons.R_27R),
(Weapons.R_27ET, Weapons.R_27T),
# R-33
(Weapons.R_33, None),
# R-3
(Weapons.R_3S, Weapons.R_13M),
(Weapons.R_3R, Weapons.R_3S),
# R-40
(Weapons.R_40R, None),
(Weapons.R_40T, None),
# R-55
(Weapons.R_55, None),
(Weapons.RS2US, None),
# R-60
(Weapons.R_60, Weapons.R_13M1),
(Weapons.R_60_x_2, Weapons.R_13M1),
(Weapons.R_60_x_2_, Weapons.R_13M1),
(Weapons.APU_60_1_R_60M, Weapons.R_3S),
(Weapons.R_60M, Weapons.R_60),
(Weapons.R_60M_, Weapons.R_60),
@@ -509,44 +460,39 @@ _WEAPON_FALLBACKS = [
(Weapons.R_60M_2_, Weapons.R_60M),
(Weapons.R_60M_x_2, Weapons.R_60M),
(Weapons.R_60M_x_2_, Weapons.R_60M),
# R-73
(Weapons.R_73, Weapons.R_60M),
(Weapons.R_73_, None),
# R-77
(Weapons.R_77, Weapons.R_27ER),
(Weapons.R_77_, None),
# UK
# ALARM
(Weapons.ALARM, None),
(Weapons.ALARM_2, None),
# France
# BLG-66 Belouga
(Weapons.AUF2_BLG_66_AC_x_2, Weapons.AUF2_MK_82_x_2),
(Weapons.BLG_66_AC_Belouga, Weapons.Mk_82),
(Weapons.BLG_66_AC_Belouga_, Weapons.Mk_82),
# HOT-3
(Weapons.HOT3, None),
(Weapons.HOT3_, None),
# Magic 2
(Weapons.Matra_Magic_II, None),
(Weapons.R_550_Magic_2, None),
# Super 530D
(Weapons.Matra_Super_530D, Weapons.Matra_Magic_II),
(Weapons.Super_530D, None)
(Weapons.Super_530D, None),
]
WEAPON_FALLBACK_MAP: Dict[Weapon, Optional[Weapon]] = defaultdict(
lambda: cast(Optional[Weapon], None),
((Weapon.from_pydcs(a), b if b is None else Weapon.from_pydcs(b))
for a, b in _WEAPON_FALLBACKS))
(
(Weapon.from_pydcs(a), b if b is None else Weapon.from_pydcs(b))
for a, b in _WEAPON_FALLBACKS
),
)
WEAPON_INTRODUCTION_YEARS = {
@@ -556,44 +502,34 @@ WEAPON_INTRODUCTION_YEARS = {
Weapon.from_pydcs(Weapons.ADM_141A_): 1987,
Weapon.from_pydcs(Weapons.ADM_141A__): 1987,
Weapon.from_pydcs(Weapons.ADM_141B): 1987,
# AGM-114K Hellfire
Weapon.from_pydcs(Weapons.AGM114x2_OH_58): 1993,
Weapon.from_pydcs(Weapons.AGM_114K): 1993,
Weapon.from_pydcs(Weapons.AGM_114K___4): 1993,
# AGM-119 Penguin
Weapon.from_pydcs(Weapons.AGM_119B_Penguin): 1972,
# AGM-122 Sidearm
Weapon.from_pydcs(Weapons.AGM_122): 1986,
Weapon.from_pydcs(Weapons.AGM_122_Sidearm): 1986,
Weapon.from_pydcs(Weapons.AGM_122_Sidearm_): 1986,
# AGM-154 JSOW
Weapon.from_pydcs(Weapons.AGM_154A): 1998,
Weapon.from_pydcs(Weapons.BRU_55___2_x_AGM_154A): 1998,
Weapon.from_pydcs(Weapons.BRU_57___2_x_AGM_154A): 1998,
Weapon.from_pydcs(Weapons.AGM_154B): 2005,
Weapon.from_pydcs(Weapons.AGM_154C): 2005,
Weapon.from_pydcs(Weapons.AGM_154C_4): 2005,
Weapon.from_pydcs(Weapons.BRU_55___2_x_AGM_154C): 2005,
# AGM-45 Shrike
Weapon.from_pydcs(Weapons.AGM_45A): 1965,
Weapon.from_pydcs(Weapons.AGM_45B): 1970,
Weapon.from_pydcs(Weapons.AGM_45B_): 1970,
# AGM-62 Walleye
Weapon.from_pydcs(Weapons.AGM_62): 1972,
# AGM-65 Maverick
Weapon.from_pydcs(Weapons.AGM_65D): 1983,
Weapon.from_pydcs(Weapons.AGM_65E): 1985,
Weapon.from_pydcs(Weapons.AGM_65K): 2007,
Weapon.from_pydcs(Weapons.LAU_117_AGM_65A): 1972,
Weapon.from_pydcs(Weapons.LAU_117_AGM_65B): 1972,
Weapon.from_pydcs(Weapons.LAU_117_AGM_65D): 1986,
@@ -603,25 +539,20 @@ WEAPON_INTRODUCTION_YEARS = {
Weapon.from_pydcs(Weapons.LAU_117_AGM_65H): 2002,
Weapon.from_pydcs(Weapons.LAU_117_AGM_65K): 2002,
Weapon.from_pydcs(Weapons.LAU_117_AGM_65L): 1985,
Weapon.from_pydcs(Weapons.LAU_88_AGM_65D_2): 1983,
Weapon.from_pydcs(Weapons.LAU_88_AGM_65D_2_): 1983,
Weapon.from_pydcs(Weapons.LAU_88_AGM_65D_3): 1983,
Weapon.from_pydcs(Weapons.LAU_88_AGM_65D_ONE): 1983,
Weapon.from_pydcs(Weapons.LAU_88_AGM_65E_2): 1985,
Weapon.from_pydcs(Weapons.LAU_88_AGM_65E_2_): 1985,
Weapon.from_pydcs(Weapons.LAU_88_AGM_65E_3): 1985,
Weapon.from_pydcs(Weapons.LAU_88_AGM_65H): 2007,
Weapon.from_pydcs(Weapons.LAU_88_AGM_65H_2_L): 2007,
Weapon.from_pydcs(Weapons.LAU_88_AGM_65H_2_R): 2007,
Weapon.from_pydcs(Weapons.LAU_88_AGM_65H_3): 2007,
Weapon.from_pydcs(Weapons.LAU_88_AGM_65K_2): 2007,
Weapon.from_pydcs(Weapons.LAU_88_AGM_65K_2_): 2007,
Weapon.from_pydcs(Weapons.LAU_88_AGM_65K_3): 2007,
# AGM-84 Harpoon
Weapon.from_pydcs(Weapons.AGM_84): 1979,
Weapon.from_pydcs(Weapons.AGM_84A): 1979,
@@ -630,41 +561,33 @@ WEAPON_INTRODUCTION_YEARS = {
Weapon.from_pydcs(Weapons.AGM_84E): 1990,
Weapon.from_pydcs(Weapons.AGM_84E_SLAM): 1990,
Weapon.from_pydcs(Weapons.AGM_84H): 1998,
# AGM-86 ALCM
Weapon.from_pydcs(Weapons.AGM_86C): 1986,
Weapon.from_pydcs(Weapons.AGM_86C_20): 1986,
Weapon.from_pydcs(Weapons.AGM_86C_8): 1986,
Weapon.from_pydcs(Weapons.MER_6_AGM_86C): 1986,
# AGM-88 HARM
Weapon.from_pydcs(Weapons.AGM_88C): 1983,
Weapon.from_pydcs(Weapons.AGM_88C_): 1983,
# for future reference: 1983 is the A model IOC. B model in 1986 and C model in 1994.
# AIM-120 AMRAAM
Weapon.from_pydcs(Weapons.AIM_120B): 1994,
Weapon.from_pydcs(Weapons.AIM_120C): 1996,
Weapon.from_pydcs(Weapons.LAU_115_2_LAU_127_AIM_120B): 1994,
Weapon.from_pydcs(Weapons.LAU_115___AIM_120B): 1994,
Weapon.from_pydcs(Weapons.LAU_115_2_LAU_127_AIM_120C): 1996,
Weapon.from_pydcs(Weapons.LAU_115___AIM_120C): 1996,
# AIM-54 Phoenix
Weapon.from_pydcs(Weapons.AIM_54A_Mk47): 1974,
Weapon.from_pydcs(Weapons.AIM_54A_Mk47_): 1974,
Weapon.from_pydcs(Weapons.AIM_54A_Mk47__): 1974,
Weapon.from_pydcs(Weapons.AIM_54A_Mk60): 1974,
Weapon.from_pydcs(Weapons.AIM_54A_Mk60_): 1974,
Weapon.from_pydcs(Weapons.AIM_54A_Mk60__): 1974,
Weapon.from_pydcs(Weapons.AIM_54C): 1974,
Weapon.from_pydcs(Weapons.AIM_54C_Mk47): 1974,
Weapon.from_pydcs(Weapons.AIM_54C_Mk47_): 1974,
Weapon.from_pydcs(Weapons.AIM_54C_Mk47__): 1974,
# AIM-7 Sparrow
Weapon.from_pydcs(Weapons.AIM_7E): 1963,
Weapon.from_pydcs(Weapons.AIM_7F): 1976,
@@ -676,62 +599,49 @@ WEAPON_INTRODUCTION_YEARS = {
Weapon.from_pydcs(Weapons.AIM_7MH): 1987,
Weapon.from_pydcs(Weapons.AIM_7MH_): 1987,
Weapon.from_pydcs(Weapons.AIM_7MH__): 1987,
Weapon.from_pydcs(Weapons.LAU_115C_AIM_7E): 1963,
Weapon.from_pydcs(Weapons.LAU_115C_AIM_7F): 1976,
Weapon.from_pydcs(Weapons.LAU_115___AIM_7M): 1982,
Weapon.from_pydcs(Weapons.LAU_115C_AIM_7MH): 1987,
# AIM-9 Sidewinder
Weapon.from_pydcs(Weapons.AIM_9L_Sidewinder_IR_AAM): 1977,
Weapon.from_pydcs(Weapons.AIM_9M_Sidewinder_IR_AAM): 1982,
Weapon.from_pydcs(Weapons.AIM_9P5_Sidewinder_IR_AAM): 1980,
Weapon.from_pydcs(Weapons.AIM_9P_Sidewinder_IR_AAM): 1978,
Weapon.from_pydcs(Weapons.AIM_9X_Sidewinder_IR_AAM): 2003,
Weapon.from_pydcs(Weapons.LAU_105_1_AIM_9L_L): 1977,
Weapon.from_pydcs(Weapons.LAU_105_1_AIM_9L_R): 1977,
Weapon.from_pydcs(Weapons.LAU_105_1_AIM_9M_L): 1982,
Weapon.from_pydcs(Weapons.LAU_105_1_AIM_9M_R): 1982,
Weapon.from_pydcs(Weapons.LAU_105_2_AIM_9L): 1977,
Weapon.from_pydcs(Weapons.LAU_105_2_AIM_9P5): 1980,
Weapon.from_pydcs(Weapons.LAU_105___2_AIM_9M_Sidewinder_IR_AAM): 1982,
Weapon.from_pydcs(Weapons.LAU_105___2_AIM_9P_Sidewinder_IR_AAM): 1978,
Weapon.from_pydcs(Weapons.LAU_115_2_LAU_127_AIM_9L): 1977,
Weapon.from_pydcs(Weapons.LAU_115_2_LAU_127_AIM_9M): 1982,
Weapon.from_pydcs(Weapons.LAU_115_2_LAU_127_AIM_9X): 2003,
Weapon.from_pydcs(Weapons.LAU_115_LAU_127_AIM_9L): 1977,
Weapon.from_pydcs(Weapons.LAU_115_LAU_127_AIM_9M): 1982,
Weapon.from_pydcs(Weapons.LAU_115_LAU_127_AIM_9X): 2003,
Weapon.from_pydcs(Weapons.LAU_127_AIM_9L): 1977,
Weapon.from_pydcs(Weapons.LAU_127_AIM_9M): 1982,
Weapon.from_pydcs(Weapons.LAU_127_AIM_9X): 2003,
Weapon.from_pydcs(Weapons.LAU_138_AIM_9L): 1977,
Weapon.from_pydcs(Weapons.LAU_138_AIM_9M): 1982,
Weapon.from_pydcs(Weapons.LAU_7_AIM_9L): 1977,
Weapon.from_pydcs(Weapons.LAU_7_AIM_9M): 1982,
Weapon.from_pydcs(Weapons.LAU_7_AIM_9M_Sidewinder_IR_AAM): 1982,
Weapon.from_pydcs(Weapons.LAU_7_AIM_9P5_Sidewinder_IR_AAM): 1980,
Weapon.from_pydcs(Weapons.LAU_7_AIM_9P_Sidewinder_IR_AAM): 1978,
Weapon.from_pydcs(Weapons.LAU_7_AIM_9X_Sidewinder_IR_AAM): 2003,
Weapon.from_pydcs(Weapons.LAU_7___2_AIM_9L_Sidewinder_IR_AAM): 1977,
Weapon.from_pydcs(Weapons.LAU_7___2_AIM_9M_Sidewinder_IR_AAM): 1982,
Weapon.from_pydcs(Weapons.LAU_7___2_AIM_9P5_Sidewinder_IR_AAM): 1980,
Weapon.from_pydcs(Weapons.LAU_7___2_AIM_9P_Sidewinder_IR_AAM): 1978,
# ALQ ECM Pods
Weapon.from_pydcs(Weapons.ALQ_131): 1970,
Weapon.from_pydcs(Weapons.ALQ_184): 1989,
Weapon.from_pydcs(Weapons.AN_ALQ_164_DECM_Pod): 1984,
# TGP Pods
Weapon.from_pydcs(Weapons.AN_AAQ_28_LITENING): 1995,
Weapon.from_pydcs(Weapons.AN_AAQ_28_LITENING_): 1995,
@@ -742,17 +652,14 @@ WEAPON_INTRODUCTION_YEARS = {
Weapon.from_pydcs(Weapons.Lantirn_F_16): 1985,
Weapon.from_pydcs(Weapons.Lantirn_Target_Pod): 1985,
Weapon.from_pydcs(Weapons.Pavetack_F_111): 1982,
# BLU-107
Weapon.from_pydcs(Weapons.BLU_107): 1983,
Weapon.from_pydcs(Weapons.MER_6_BLU_107): 1983,
# GBU-10 LGB
Weapon.from_pydcs(Weapons.DIS_GBU_10): 1976,
Weapon.from_pydcs(Weapons.GBU_10): 1976,
Weapon.from_pydcs(Weapons.GBU_10_): 1976,
Weapon.from_pydcs(Weapons.GBU_10_2): 1976,
# GBU-12 LGB
Weapon.from_pydcs(Weapons.AUF2_GBU_12_x_2): 1976,
Weapon.from_pydcs(Weapons.BRU_33___2_x_GBU_12): 1976,
@@ -770,10 +677,8 @@ WEAPON_INTRODUCTION_YEARS = {
Weapon.from_pydcs(Weapons._2_GBU_12): 1976,
Weapon.from_pydcs(Weapons._2_GBU_12_): 1976,
Weapon.from_pydcs(Weapons._3_GBU_12): 1976,
# GBU-15 LGB
Weapon.from_pydcs(Weapons.GBU_15): 1975,
# GBU-16 LGB
Weapon.from_pydcs(Weapons.BRU_33___2_x_GBU_16): 1976,
Weapon.from_pydcs(Weapons.DIS_GBU_16): 1976,
@@ -783,20 +688,16 @@ WEAPON_INTRODUCTION_YEARS = {
Weapon.from_pydcs(Weapons._2_GBU_16_): 1976,
Weapon.from_pydcs(Weapons._3_GBU_16): 1976,
Weapon.from_pydcs(Weapons._3_GBU_16_): 1976,
# GBU-24 LGB
Weapon.from_pydcs(Weapons.GBU_24): 1986,
Weapon.from_pydcs(Weapons.GBU_24_): 1986,
Weapon.from_pydcs(Weapons.GBU_24__): 1986,
# GBU-27 LGB
Weapon.from_pydcs(Weapons.GBU_27): 1991,
Weapon.from_pydcs(Weapons.GBU_27_2): 1991,
Weapon.from_pydcs(Weapons.GBU_27_4): 1991,
# GBU-28
Weapon.from_pydcs(Weapons.GBU_28): 1991,
# GBU-31 JDAM
Weapon.from_pydcs(Weapons.GBU_31V3B_8): 2001,
Weapon.from_pydcs(Weapons.GBU_31_8): 2001,
@@ -804,10 +705,8 @@ WEAPON_INTRODUCTION_YEARS = {
Weapon.from_pydcs(Weapons.GBU_31_V_2_B): 2001,
Weapon.from_pydcs(Weapons.GBU_31_V_3_B): 2001,
Weapon.from_pydcs(Weapons.GBU_31_V_4_B): 2001,
# GBU-32 JDAM
Weapon.from_pydcs(Weapons.GBU_32_V_2_B): 2002,
# GBU-38 JDAM
Weapon.from_pydcs(Weapons.BRU_55___2_x_GBU_38): 2005,
Weapon.from_pydcs(Weapons.BRU_57___2_x_GBU_38): 2005,
@@ -816,53 +715,40 @@ WEAPON_INTRODUCTION_YEARS = {
Weapon.from_pydcs(Weapons._2_GBU_38): 2005,
Weapon.from_pydcs(Weapons._2_GBU_38_): 2005,
Weapon.from_pydcs(Weapons._3_GBU_38): 2005,
# GBU-54 LJDAM
Weapon.from_pydcs(Weapons.GBU_54_V_1_B): 2008,
Weapon.from_pydcs(Weapons._2_GBU_54_V_1_B): 2008,
Weapon.from_pydcs(Weapons._2_GBU_54_V_1_B_): 2008,
Weapon.from_pydcs(Weapons._3_GBU_54_V_1_B): 2008,
# CBU-52
Weapon.from_pydcs(Weapons.CBU_52B): 1970,
# CBU-87 CEM
Weapon.from_pydcs(Weapons.CBU_87): 1986,
Weapon.from_pydcs(Weapons.TER_9A___2_x_CBU_87): 1986,
Weapon.from_pydcs(Weapons.TER_9A___2_x_CBU_87_): 1986,
Weapon.from_pydcs(Weapons.TER_9A___3_x_CBU_87): 1986,
# CBU-97
Weapon.from_pydcs(Weapons.CBU_97): 1992,
Weapon.from_pydcs(Weapons.TER_9A___2_x_CBU_97): 1992,
Weapon.from_pydcs(Weapons.TER_9A___2_x_CBU_97_): 1992,
Weapon.from_pydcs(Weapons.TER_9A___3_x_CBU_97): 1992,
# CBU-99
Weapon.from_pydcs(Weapons.BRU_33___2_x_CBU_99): 1968,
Weapon.from_pydcs(Weapons.CBU_99): 1968,
Weapon.from_pydcs(Weapons.BRU_33___2_x_Mk_20_Rockeye): 1968,
Weapon.from_pydcs(Weapons.DIS_MK_20): 1968,
Weapon.from_pydcs(Weapons.DIS_MK_20_DUAL_L): 1968,
Weapon.from_pydcs(Weapons.DIS_MK_20_DUAL_R): 1968,
Weapon.from_pydcs(Weapons.HSAB_9_Mk_20_Rockeye): 1968,
Weapon.from_pydcs(Weapons.MAK79_2_MK_20): 1968,
Weapon.from_pydcs(Weapons.MAK79_2_MK_20_): 1968,
Weapon.from_pydcs(Weapons.MAK79_MK_20): 1968,
Weapon.from_pydcs(Weapons.MAK79_MK_20_): 1968,
Weapon.from_pydcs(Weapons.MER_6_Mk_20_Rockeye): 1968,
Weapon.from_pydcs(Weapons.Mk_20): 1968,
Weapon.from_pydcs(Weapons.Mk_20_): 1968,
Weapon.from_pydcs(Weapons.Mk_20_18): 1968,
Weapon.from_pydcs(Weapons.Mk_20_Rockeye__6): 1968,
Weapon.from_pydcs(Weapons._2_MK_20): 1968,
Weapon.from_pydcs(Weapons._2_MK_20_): 1968,
Weapon.from_pydcs(Weapons._2_MK_20__): 1968,
@@ -872,123 +758,100 @@ WEAPON_INTRODUCTION_YEARS = {
Weapon.from_pydcs(Weapons._2_Mk_20_Rockeye): 1968,
Weapon.from_pydcs(Weapons._2_Mk_20_Rockeye_): 1968,
Weapon.from_pydcs(Weapons._2_Mk_20_Rockeye__): 1968,
Weapon.from_pydcs(Weapons._3_Mk_20_Rockeye): 1968,
Weapon.from_pydcs(Weapons._3_Mk_20_Rockeye_): 1968,
# CBU-103
Weapon.from_pydcs(Weapons.BRU_57___2_x_CBU_103): 2000,
Weapon.from_pydcs(Weapons.CBU_103): 2000,
# CBU-105
Weapon.from_pydcs(Weapons.BRU_57___2_x_CBU_105): 2000,
Weapon.from_pydcs(Weapons.CBU_105): 2000,
# APKWS
Weapon.from_pydcs(Weapons.LAU_131_pod___7_x_2_75__Hydra___Laser_Guided_Rkts_M151___HE_APKWS): 2016,
Weapon.from_pydcs(Weapons.LAU_131_pod___7_x_2_75__Hydra___Laser_Guided_Rkts_M282___MPP_APKWS): 2016,
Weapon.from_pydcs(Weapons._3_x_LAU_131_pods___21_x_2_75__Hydra___Laser_Guided_M151___HE_APKWS): 2016,
Weapon.from_pydcs(Weapons._3_x_LAU_131_pods___21_x_2_75__Hydra___Laser_Guided_M282___MPP_APKWS): 2016,
Weapon.from_pydcs(
Weapons.LAU_131_pod___7_x_2_75__Hydra___Laser_Guided_Rkts_M151___HE_APKWS
): 2016,
Weapon.from_pydcs(
Weapons.LAU_131_pod___7_x_2_75__Hydra___Laser_Guided_Rkts_M282___MPP_APKWS
): 2016,
Weapon.from_pydcs(
Weapons._3_x_LAU_131_pods___21_x_2_75__Hydra___Laser_Guided_M151___HE_APKWS
): 2016,
Weapon.from_pydcs(
Weapons._3_x_LAU_131_pods___21_x_2_75__Hydra___Laser_Guided_M282___MPP_APKWS
): 2016,
# Russia
# KAB-1500
Weapon.from_pydcs(Weapons.KAB_1500Kr): 1985,
Weapon.from_pydcs(Weapons.KAB_1500L): 1995,
Weapon.from_pydcs(Weapons.KAB_1500LG_Pr): 1990,
# KAB-500
Weapon.from_pydcs(Weapons.KAB_500kr): 1980,
Weapon.from_pydcs(Weapons.KAB_500L): 1995,
Weapon.from_pydcs(Weapons.KAB_500S): 2000,
# Kh Series
Weapon.from_pydcs(Weapons.Kh_22N): 1962,
Weapon.from_pydcs(Weapons.Kh_23L): 1975,
Weapon.from_pydcs(Weapons.Kh_25ML): 1975,
Weapon.from_pydcs(Weapons.Kh_25ML_): 1975,
Weapon.from_pydcs(Weapons.Kh_25ML__): 1975,
Weapon.from_pydcs(Weapons.Kh_25MP): 1975,
Weapon.from_pydcs(Weapons.Kh_25MPU): 1980,
Weapon.from_pydcs(Weapons.Kh_25MPU_): 1980,
Weapon.from_pydcs(Weapons.Kh_25MPU__): 1980,
Weapon.from_pydcs(Weapons.Kh_25MR): 1975,
Weapon.from_pydcs(Weapons.Kh_25MR_): 1975,
Weapon.from_pydcs(Weapons.Kh_28__AS_9_Kyle_): 1973,
Weapon.from_pydcs(Weapons.Kh_29L): 1980,
Weapon.from_pydcs(Weapons.Kh_29L_): 1980,
Weapon.from_pydcs(Weapons.Kh_29L__): 1980,
Weapon.from_pydcs(Weapons.Kh_29T): 1980,
Weapon.from_pydcs(Weapons.Kh_29T_): 1980,
Weapon.from_pydcs(Weapons.Kh_29T__): 1980,
Weapon.from_pydcs(Weapons.Kh_31A): 1980,
Weapon.from_pydcs(Weapons.Kh_31A_): 1980,
Weapon.from_pydcs(Weapons.Kh_31A__): 1980,
Weapon.from_pydcs(Weapons.Kh_31P): 1980,
Weapon.from_pydcs(Weapons.Kh_31P_): 1980,
Weapon.from_pydcs(Weapons.Kh_31P__): 1980,
Weapon.from_pydcs(Weapons.Kh_35): 2003,
Weapon.from_pydcs(Weapons.Kh_35_): 2003,
Weapon.from_pydcs(Weapons.Kh_35_6): 2003,
Weapon.from_pydcs(Weapons.Kh_41): 1984,
Weapon.from_pydcs(Weapons.Kh_58U): 1985,
Weapon.from_pydcs(Weapons.Kh_58U_): 1985,
Weapon.from_pydcs(Weapons.Kh_59M): 1990,
Weapon.from_pydcs(Weapons.Kh_65): 1992,
Weapon.from_pydcs(Weapons.Kh_65_6): 1992,
Weapon.from_pydcs(Weapons.Kh_65_8): 1992,
Weapon.from_pydcs(Weapons.Kh_66_Grom__21__APU_68): 1968,
# ECM
Weapon.from_pydcs(Weapons.L175V_Khibiny_ECM_pod): 1982,
# R-13
Weapon.from_pydcs(Weapons.R_13M): 1961,
Weapon.from_pydcs(Weapons.R_13M1): 1965,
# R-24
Weapon.from_pydcs(Weapons.R_24R): 1981,
Weapon.from_pydcs(Weapons.R_24T): 1981,
# R-27
Weapon.from_pydcs(Weapons.R_27ER): 1983,
Weapon.from_pydcs(Weapons.R_27ET): 1986,
Weapon.from_pydcs(Weapons.R_27R): 1983,
Weapon.from_pydcs(Weapons.R_27T): 1983,
# R-33
Weapon.from_pydcs(Weapons.R_33): 1981,
# R-3
Weapon.from_pydcs(Weapons.R_3R): 1966,
Weapon.from_pydcs(Weapons.R_3S): 1962,
# R-40
Weapon.from_pydcs(Weapons.R_40R): 1976,
Weapon.from_pydcs(Weapons.R_40T): 1976,
# R-55
Weapon.from_pydcs(Weapons.R_55): 1957,
Weapon.from_pydcs(Weapons.RS2US): 1957,
# R-60
Weapon.from_pydcs(Weapons.R_60): 1973,
Weapon.from_pydcs(Weapons.R_60_x_2): 1973,
Weapon.from_pydcs(Weapons.R_60_x_2_): 1973,
Weapon.from_pydcs(Weapons.APU_60_1_R_60M): 1982,
Weapon.from_pydcs(Weapons.R_60M): 1982,
Weapon.from_pydcs(Weapons.R_60M_): 1982,
@@ -996,36 +859,28 @@ WEAPON_INTRODUCTION_YEARS = {
Weapon.from_pydcs(Weapons.R_60M_2_): 1982,
Weapon.from_pydcs(Weapons.R_60M_x_2): 1982,
Weapon.from_pydcs(Weapons.R_60M_x_2_): 1982,
# R-73
Weapon.from_pydcs(Weapons.R_73): 1984,
Weapon.from_pydcs(Weapons.R_73_): 1984,
# R-77
Weapon.from_pydcs(Weapons.R_77): 2002,
Weapon.from_pydcs(Weapons.R_77_): 2002,
# UK
# ALARM
Weapon.from_pydcs(Weapons.ALARM): 1990,
Weapon.from_pydcs(Weapons.ALARM_2): 1990,
# France
# BLG-66 Belouga
Weapon.from_pydcs(Weapons.AUF2_BLG_66_AC_x_2): 1979,
Weapon.from_pydcs(Weapons.BLG_66_AC_Belouga): 1979,
Weapon.from_pydcs(Weapons.BLG_66_AC_Belouga_): 1979,
# HOT-3
Weapon.from_pydcs(Weapons.HOT3): 1998,
Weapon.from_pydcs(Weapons.HOT3_): 1998,
# Magic 2
Weapon.from_pydcs(Weapons.Matra_Magic_II): 1986,
Weapon.from_pydcs(Weapons.R_550_Magic_2): 1986,
# Super 530D
Weapon.from_pydcs(Weapons.Matra_Super_530D): 1988,
Weapon.from_pydcs(Weapons.Super_530D): 1988,
}

View File

@@ -25,6 +25,7 @@ from dcs.helicopters import (
helicopter_map,
)
from dcs.mapping import Point
# mypy can't resolve these if they're wildcard imports for some reason.
from dcs.planes import (
AJS37,
@@ -112,7 +113,7 @@ from dcs.planes import (
WingLoong_I,
Yak_40,
plane_map,
I_16
I_16,
)
from dcs.ships import (
Armed_speedboat,
@@ -166,6 +167,7 @@ from dcs.vehicles import (
import pydcs_extensions.frenchpack.frenchpack as frenchpack
import pydcs_extensions.highdigitsams.highdigitsams as highdigitsams
# PATCH pydcs data with MODS
from game.factions.faction_loader import FactionLoader
from pydcs_extensions.a4ec.a4ec import A_4E_C
@@ -222,46 +224,122 @@ vehicle_map["Kamikaze"] = frenchpack.DIM__KAMIKAZE
vehicle_map[highdigitsams.AAA_SON_9_Fire_Can.id] = highdigitsams.AAA_SON_9_Fire_Can
vehicle_map[highdigitsams.AAA_100mm_KS_19.id] = highdigitsams.AAA_100mm_KS_19
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_54K6_CP.id] = highdigitsams.SAM_SA_10B_S_300PS_54K6_CP
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_5P85SE_LN.id] = highdigitsams.SAM_SA_10B_S_300PS_5P85SE_LN
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_5P85SU_LN.id] = highdigitsams.SAM_SA_10B_S_300PS_5P85SU_LN
vehicle_map[highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85CE.id] = highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85CE
vehicle_map[highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85DE.id] = highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85DE
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_30N6_TR.id] = highdigitsams.SAM_SA_10B_S_300PS_30N6_TR
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_40B6M_TR.id] = highdigitsams.SAM_SA_10B_S_300PS_40B6M_TR
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_40B6MD_SR.id] = highdigitsams.SAM_SA_10B_S_300PS_40B6MD_SR
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_64H6E_SR.id] = highdigitsams.SAM_SA_10B_S_300PS_64H6E_SR
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_CP_54K6.id] = highdigitsams.SAM_SA_20_S_300PMU1_CP_54K6
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E.id] = highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E_truck.id] = highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E_truck
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_SR_5N66E.id] = highdigitsams.SAM_SA_20_S_300PMU1_SR_5N66E
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_SR_64N6E.id] = highdigitsams.SAM_SA_20_S_300PMU1_SR_64N6E
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85CE.id] = highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85CE
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85DE.id] = highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85DE
vehicle_map[highdigitsams.SAM_SA_20B_S_300PMU2_CP_54K6E2.id] = highdigitsams.SAM_SA_20B_S_300PMU2_CP_54K6E2
vehicle_map[highdigitsams.SAM_SA_20B_S_300PMU2_TR_92H6E_truck.id] = highdigitsams.SAM_SA_20B_S_300PMU2_TR_92H6E_truck
vehicle_map[highdigitsams.SAM_SA_20B_S_300PMU2_SR_64N6E2.id] = highdigitsams.SAM_SA_20B_S_300PMU2_SR_64N6E2
vehicle_map[highdigitsams.SAM_SA_20B_S_300PMU2_LN_5P85SE2.id] = highdigitsams.SAM_SA_20B_S_300PMU2_LN_5P85SE2
vehicle_map[highdigitsams.SAM_SA_12_S_300V_9S457_CP.id] = highdigitsams.SAM_SA_12_S_300V_9S457_CP
vehicle_map[highdigitsams.SAM_SA_12_S_300V_9A82_LN.id] = highdigitsams.SAM_SA_12_S_300V_9A82_LN
vehicle_map[highdigitsams.SAM_SA_12_S_300V_9A83_LN.id] = highdigitsams.SAM_SA_12_S_300V_9A83_LN
vehicle_map[highdigitsams.SAM_SA_12_S_300V_9S15_SR.id] = highdigitsams.SAM_SA_12_S_300V_9S15_SR
vehicle_map[highdigitsams.SAM_SA_12_S_300V_9S19_SR.id] = highdigitsams.SAM_SA_12_S_300V_9S19_SR
vehicle_map[highdigitsams.SAM_SA_12_S_300V_9S32_TR.id] = highdigitsams.SAM_SA_12_S_300V_9S32_TR
vehicle_map[highdigitsams.SAM_SA_23_S_300VM_9S457ME_CP.id] = highdigitsams.SAM_SA_23_S_300VM_9S457ME_CP
vehicle_map[highdigitsams.SAM_SA_23_S_300VM_9S15M2_SR.id] = highdigitsams.SAM_SA_23_S_300VM_9S15M2_SR
vehicle_map[highdigitsams.SAM_SA_23_S_300VM_9S19M2_SR.id] = highdigitsams.SAM_SA_23_S_300VM_9S19M2_SR
vehicle_map[highdigitsams.SAM_SA_23_S_300VM_9S32ME_TR.id] = highdigitsams.SAM_SA_23_S_300VM_9S32ME_TR
vehicle_map[highdigitsams.SAM_SA_23_S_300VM_9A83ME_LN.id] = highdigitsams.SAM_SA_23_S_300VM_9A83ME_LN
vehicle_map[highdigitsams.SAM_SA_23_S_300VM_9A82ME_LN.id] = highdigitsams.SAM_SA_23_S_300VM_9A82ME_LN
vehicle_map[highdigitsams.SAM_SA_17_Buk_M1_2_LN_9A310M1_2.id] = highdigitsams.SAM_SA_17_Buk_M1_2_LN_9A310M1_2
vehicle_map[highdigitsams.SAM_SA_2__V759__LN_SM_90.id] = highdigitsams.SAM_SA_2__V759__LN_SM_90
vehicle_map[
highdigitsams.SAM_SA_10B_S_300PS_54K6_CP.id
] = highdigitsams.SAM_SA_10B_S_300PS_54K6_CP
vehicle_map[
highdigitsams.SAM_SA_10B_S_300PS_5P85SE_LN.id
] = highdigitsams.SAM_SA_10B_S_300PS_5P85SE_LN
vehicle_map[
highdigitsams.SAM_SA_10B_S_300PS_5P85SU_LN.id
] = highdigitsams.SAM_SA_10B_S_300PS_5P85SU_LN
vehicle_map[
highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85CE.id
] = highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85CE
vehicle_map[
highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85DE.id
] = highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85DE
vehicle_map[
highdigitsams.SAM_SA_10B_S_300PS_30N6_TR.id
] = highdigitsams.SAM_SA_10B_S_300PS_30N6_TR
vehicle_map[
highdigitsams.SAM_SA_10B_S_300PS_40B6M_TR.id
] = highdigitsams.SAM_SA_10B_S_300PS_40B6M_TR
vehicle_map[
highdigitsams.SAM_SA_10B_S_300PS_40B6MD_SR.id
] = highdigitsams.SAM_SA_10B_S_300PS_40B6MD_SR
vehicle_map[
highdigitsams.SAM_SA_10B_S_300PS_64H6E_SR.id
] = highdigitsams.SAM_SA_10B_S_300PS_64H6E_SR
vehicle_map[
highdigitsams.SAM_SA_20_S_300PMU1_CP_54K6.id
] = highdigitsams.SAM_SA_20_S_300PMU1_CP_54K6
vehicle_map[
highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E.id
] = highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E
vehicle_map[
highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E_truck.id
] = highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E_truck
vehicle_map[
highdigitsams.SAM_SA_20_S_300PMU1_SR_5N66E.id
] = highdigitsams.SAM_SA_20_S_300PMU1_SR_5N66E
vehicle_map[
highdigitsams.SAM_SA_20_S_300PMU1_SR_64N6E.id
] = highdigitsams.SAM_SA_20_S_300PMU1_SR_64N6E
vehicle_map[
highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85CE.id
] = highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85CE
vehicle_map[
highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85DE.id
] = highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85DE
vehicle_map[
highdigitsams.SAM_SA_20B_S_300PMU2_CP_54K6E2.id
] = highdigitsams.SAM_SA_20B_S_300PMU2_CP_54K6E2
vehicle_map[
highdigitsams.SAM_SA_20B_S_300PMU2_TR_92H6E_truck.id
] = highdigitsams.SAM_SA_20B_S_300PMU2_TR_92H6E_truck
vehicle_map[
highdigitsams.SAM_SA_20B_S_300PMU2_SR_64N6E2.id
] = highdigitsams.SAM_SA_20B_S_300PMU2_SR_64N6E2
vehicle_map[
highdigitsams.SAM_SA_20B_S_300PMU2_LN_5P85SE2.id
] = highdigitsams.SAM_SA_20B_S_300PMU2_LN_5P85SE2
vehicle_map[
highdigitsams.SAM_SA_12_S_300V_9S457_CP.id
] = highdigitsams.SAM_SA_12_S_300V_9S457_CP
vehicle_map[
highdigitsams.SAM_SA_12_S_300V_9A82_LN.id
] = highdigitsams.SAM_SA_12_S_300V_9A82_LN
vehicle_map[
highdigitsams.SAM_SA_12_S_300V_9A83_LN.id
] = highdigitsams.SAM_SA_12_S_300V_9A83_LN
vehicle_map[
highdigitsams.SAM_SA_12_S_300V_9S15_SR.id
] = highdigitsams.SAM_SA_12_S_300V_9S15_SR
vehicle_map[
highdigitsams.SAM_SA_12_S_300V_9S19_SR.id
] = highdigitsams.SAM_SA_12_S_300V_9S19_SR
vehicle_map[
highdigitsams.SAM_SA_12_S_300V_9S32_TR.id
] = highdigitsams.SAM_SA_12_S_300V_9S32_TR
vehicle_map[
highdigitsams.SAM_SA_23_S_300VM_9S457ME_CP.id
] = highdigitsams.SAM_SA_23_S_300VM_9S457ME_CP
vehicle_map[
highdigitsams.SAM_SA_23_S_300VM_9S15M2_SR.id
] = highdigitsams.SAM_SA_23_S_300VM_9S15M2_SR
vehicle_map[
highdigitsams.SAM_SA_23_S_300VM_9S19M2_SR.id
] = highdigitsams.SAM_SA_23_S_300VM_9S19M2_SR
vehicle_map[
highdigitsams.SAM_SA_23_S_300VM_9S32ME_TR.id
] = highdigitsams.SAM_SA_23_S_300VM_9S32ME_TR
vehicle_map[
highdigitsams.SAM_SA_23_S_300VM_9A83ME_LN.id
] = highdigitsams.SAM_SA_23_S_300VM_9A83ME_LN
vehicle_map[
highdigitsams.SAM_SA_23_S_300VM_9A82ME_LN.id
] = highdigitsams.SAM_SA_23_S_300VM_9A82ME_LN
vehicle_map[
highdigitsams.SAM_SA_17_Buk_M1_2_LN_9A310M1_2.id
] = highdigitsams.SAM_SA_17_Buk_M1_2_LN_9A310M1_2
vehicle_map[
highdigitsams.SAM_SA_2__V759__LN_SM_90.id
] = highdigitsams.SAM_SA_2__V759__LN_SM_90
vehicle_map[highdigitsams.SAM_HQ_2_LN_SM_90.id] = highdigitsams.SAM_HQ_2_LN_SM_90
vehicle_map[highdigitsams.SAM_SA_3__V_601P__LN_5P73.id] = highdigitsams.SAM_SA_3__V_601P__LN_5P73
vehicle_map[highdigitsams.SAM_SA_24_Igla_S_manpad.id] = highdigitsams.SAM_SA_24_Igla_S_manpad
vehicle_map[highdigitsams.SAM_SA_14_Strela_3_manpad.id] = highdigitsams.SAM_SA_14_Strela_3_manpad
vehicle_map[
highdigitsams.SAM_SA_3__V_601P__LN_5P73.id
] = highdigitsams.SAM_SA_3__V_601P__LN_5P73
vehicle_map[
highdigitsams.SAM_SA_24_Igla_S_manpad.id
] = highdigitsams.SAM_SA_24_Igla_S_manpad
vehicle_map[
highdigitsams.SAM_SA_14_Strela_3_manpad.id
] = highdigitsams.SAM_SA_14_Strela_3_manpad
vehicle_map[highdigitsams.Polyana_D4M1_C2_node.id] = highdigitsams.Polyana_D4M1_C2_node
vehicle_map[highdigitsams._34Ya6E_Gazetchik_E_decoy.id] = highdigitsams._34Ya6E_Gazetchik_E_decoy
vehicle_map[
highdigitsams._34Ya6E_Gazetchik_E_decoy.id
] = highdigitsams._34Ya6E_Gazetchik_E_decoy
"""
---------- BEGINNING OF CONFIGURATION SECTION
@@ -308,7 +386,6 @@ PRICES = {
JF_17: 20,
Su_30: 24,
Su_57: 40,
SpitfireLFMkIX: 14,
SpitfireLFMkIXCW: 14,
I_16: 10,
@@ -317,7 +394,6 @@ PRICES = {
FW_190A8: 14,
A_20G: 22,
Ju_88A4: 24,
F_5E_3: 8,
MiG_15bis: 4,
MiG_19P: 6,
@@ -328,7 +404,6 @@ PRICES = {
C_101CC: 6,
A_4E_C: 8,
MB_339PAN: 6,
AV8BNA: 14,
M_2000C: 16,
Mirage_2000_5: 20,
@@ -342,7 +417,6 @@ PRICES = {
F_22A: 40,
Tornado_IDS: 20,
Tornado_GR4: 20,
# bomber
Su_17M4: 10,
Su_25: 15,
@@ -352,12 +426,10 @@ PRICES = {
Su_24M: 20,
Su_24MR: 24,
MiG_27K: 20,
A_10A: 16,
A_10C: 22,
A_10C_2: 24,
S_3B: 10,
# heli
Ka_50: 13,
SA342M: 8,
@@ -373,7 +445,6 @@ PRICES = {
AH_64D: 30,
OH_58D: 6,
SH_60B: 6,
# Bombers
B_52H: 35,
B_1B: 50,
@@ -382,7 +453,6 @@ PRICES = {
Tu_22M3: 40,
Tu_95MS: 35,
F_111F: 21,
# special
IL_76MD: 30,
An_26B: 25,
@@ -393,14 +463,12 @@ PRICES = {
KC_135: 25,
KC130: 25,
KC135MPRS: 25,
A_50: 50,
KJ_2000: 50,
E_3A: 50,
E_2C: 50,
C_130: 25,
Hercules: 25,
# WW2
P_51D_30_NA: 18,
P_51D: 16,
@@ -408,17 +476,14 @@ PRICES = {
P_47D_30bl1: 16,
P_47D_40: 18,
B_17G: 30,
# Drones
MQ_9_Reaper: 12,
RQ_1A_Predator: 6,
WingLoong_I: 6,
# Modded
Rafale_M: 26,
Rafale_A_S: 26,
Rafale_B: 26,
# armor
Armor.APC_MTLB: 4,
Armor.FDDM_Grad: 4,
@@ -437,7 +502,6 @@ PRICES = {
Armor.IFV_BMP_3: 18,
Armor.ZBD_04A: 12,
Armor.ZTZ_96B: 30,
Armor.APC_Cobra: 4,
Armor.APC_M113: 6,
Armor.APC_M1043_HMMWV_Armament: 2,
@@ -457,10 +521,8 @@ PRICES = {
Armor.IFV_Marder: 10,
Armor.IFV_MCV_80: 10,
Armor.IFV_LAV_25: 7,
Artillery.MLRS_M270: 55,
Artillery.SPH_M109_Paladin: 25,
Artillery.SPH_2S9_Nona: 12,
Artillery.SPH_2S1_Gvozdika: 18,
Artillery.SPH_2S3_Akatsia: 24,
@@ -470,14 +532,11 @@ PRICES = {
Artillery.MLRS_9A52_Smerch: 40,
Artillery._2B11_mortar: 4,
Artillery.SpGH_Dana: 26,
Unarmed.Transport_UAZ_469: 3,
Unarmed.Transport_Ural_375: 3,
Infantry.Infantry_M4: 1,
Infantry.Soldier_AK: 1,
Unarmed.Transport_M818: 3,
# WW2
Armor.MT_Pz_Kpfw_V_Panther_Ausf_G: 24,
Armor.MT_Pz_Kpfw_IV_Ausf_H: 16,
@@ -504,22 +563,18 @@ PRICES = {
Armor.Daimler_Armoured_Car: 8,
Armor.LT_Mk_VII_Tetrarch: 8,
Armor.M4_Tractor: 2,
# ship
CV_1143_5_Admiral_Kuznetsov: 100,
CVN_74_John_C__Stennis: 100,
LHA_1_Tarawa: 50,
Bulk_cargo_ship_Yakushev: 10,
Armed_speedboat: 10,
Dry_cargo_ship_Ivanov: 10,
Tanker_Elnya_160: 10,
# Air Defence units
AirDefence.SAM_SA_19_Tunguska_2S6: 30,
AirDefence.SAM_SA_6_Kub_LN_2P25: 20,
AirDefence.SAM_SA_3_S_125_LN_5P73: 6,
AirDefence.SAM_SA_11_Buk_LN_9A310M1: 30,
AirDefence.SAM_SA_11_Buk_CC_9S470M1: 25,
AirDefence.SAM_SA_11_Buk_SR_9S18M1: 28,
@@ -558,7 +613,6 @@ PRICES = {
AirDefence.SAM_SA_18_Igla_S_comm: 8,
AirDefence.EWR_1L13: 30,
AirDefence.SAM_SA_6_Kub_STR_9S91: 22,
AirDefence.EWR_55G6: 30,
AirDefence.CP_9S80M1_Sborka: 10,
AirDefence.SAM_Hawk_TR_AN_MPQ_46: 14,
@@ -589,7 +643,6 @@ PRICES = {
AirDefence.AAA_M1_37mm: 7,
AirDefence.AAA_M45_Quadmount: 4,
AirDefence.AA_gun_QF_3_7: 10,
# FRENCH PACK MOD
frenchpack.AMX_10RCR: 10,
frenchpack.AMX_10RCR_SEPAR: 12,
@@ -619,7 +672,6 @@ PRICES = {
frenchpack.DIM__TOYOTA_GREEN: 2,
frenchpack.DIM__TOYOTA_DESERT: 2,
frenchpack.DIM__KAMIKAZE: 6,
# SA-10
AirDefence.SAM_SA_10_S_300PS_CP_54K6: 18,
AirDefence.SAM_SA_10_S_300PS_TR_30N6: 24,
@@ -627,11 +679,9 @@ PRICES = {
AirDefence.SAM_SA_10_S_300PS_SR_64H6E: 30,
AirDefence.SAM_SA_10_S_300PS_LN_5P85C: 22,
AirDefence.SAM_SA_10_S_300PS_LN_5P85D: 22,
# High digit sams mod
highdigitsams.AAA_SON_9_Fire_Can: 8,
highdigitsams.AAA_100mm_KS_19: 10,
highdigitsams.SAM_SA_10B_S_300PS_54K6_CP: 20,
highdigitsams.SAM_SA_10B_S_300PS_5P85SE_LN: 24,
highdigitsams.SAM_SA_10B_S_300PS_5P85SU_LN: 24,
@@ -641,14 +691,12 @@ PRICES = {
highdigitsams.SAM_SA_10B_S_300PS_40B6M_TR: 26,
highdigitsams.SAM_SA_10B_S_300PS_40B6MD_SR: 32,
highdigitsams.SAM_SA_10B_S_300PS_64H6E_SR: 32,
highdigitsams.SAM_SA_12_S_300V_9S457_CP: 22,
highdigitsams.SAM_SA_12_S_300V_9A82_LN: 26,
highdigitsams.SAM_SA_12_S_300V_9A83_LN: 26,
highdigitsams.SAM_SA_12_S_300V_9S15_SR: 34,
highdigitsams.SAM_SA_12_S_300V_9S19_SR: 34,
highdigitsams.SAM_SA_12_S_300V_9S32_TR: 28,
highdigitsams.SAM_SA_20_S_300PMU1_CP_54K6: 26,
highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E: 30,
highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E_truck: 32,
@@ -656,21 +704,17 @@ PRICES = {
highdigitsams.SAM_SA_20_S_300PMU1_SR_64N6E: 38,
highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85CE: 28,
highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85DE: 28,
highdigitsams.SAM_SA_20B_S_300PMU2_CP_54K6E2: 27,
highdigitsams.SAM_SA_20B_S_300PMU2_TR_92H6E_truck: 33,
highdigitsams.SAM_SA_20B_S_300PMU2_SR_64N6E2: 40,
highdigitsams.SAM_SA_20B_S_300PMU2_LN_5P85SE2: 30,
highdigitsams.SAM_SA_23_S_300VM_9S457ME_CP: 30,
highdigitsams.SAM_SA_23_S_300VM_9S15M2_SR: 45,
highdigitsams.SAM_SA_23_S_300VM_9S19M2_SR: 45,
highdigitsams.SAM_SA_23_S_300VM_9S32ME_TR: 35,
highdigitsams.SAM_SA_23_S_300VM_9A83ME_LN: 32,
highdigitsams.SAM_SA_23_S_300VM_9A82ME_LN: 32,
highdigitsams.SAM_SA_17_Buk_M1_2_LN_9A310M1_2: 40,
}
"""
@@ -728,7 +772,7 @@ UNIT_BY_TASK = {
SpitfireLFMkIX,
A_4E_C,
Rafale_M,
SA342Mistral
SA342Mistral,
],
CAS: [
AH_1W,
@@ -779,18 +823,12 @@ UNIT_BY_TASK = {
Tu_160,
Tu_22M3,
Tu_95MS,
UH_1H,
UH_1H,
SH_60B,
WingLoong_I,
Hercules
],
Transport: [
IL_76MD,
An_26B,
An_30M,
Yak_40,
C_130
Hercules,
],
Transport: [IL_76MD, An_26B, An_30M, Yak_40, C_130],
Refueling: [
IL_78M,
KC_135,
@@ -798,12 +836,7 @@ UNIT_BY_TASK = {
S_3B_Tanker,
KC135MPRS,
],
AWACS: [
E_3A,
E_2C,
A_50,
KJ_2000
],
AWACS: [E_3A, E_2C, A_50, KJ_2000],
PinpointStrike: [
Armor.APC_MTLB,
Armor.APC_MTLB,
@@ -851,7 +884,6 @@ UNIT_BY_TASK = {
Armor.MBT_T_80U,
Armor.MBT_T_90,
Armor.ZTZ_96B,
Armor.APC_Cobra,
Armor.APC_Cobra,
Armor.APC_Cobra,
@@ -895,7 +927,6 @@ UNIT_BY_TASK = {
Armor.MBT_Leopard_2,
Armor.MBT_Challenger_II,
Armor.MBT_Merkava_Mk__4,
Armor.MT_Pz_Kpfw_V_Panther_Ausf_G,
Armor.MT_Pz_Kpfw_IV_Ausf_H,
Armor.HT_Pz_Kpfw_VI_Tiger_I,
@@ -945,7 +976,6 @@ UNIT_BY_TASK = {
Artillery.Sturmpanzer_IV_Brummbär,
Armor.Daimler_Armoured_Car,
Armor.LT_Mk_VII_Tetrarch,
Artillery.MLRS_M270,
Artillery.SPH_M109_Paladin,
Artillery.SPH_2S9_Nona,
@@ -959,7 +989,6 @@ UNIT_BY_TASK = {
Artillery.SpGH_Dana,
Artillery.M12_GMC,
Artillery.Sturmpanzer_IV_Brummbär,
AirDefence.AAA_ZU_23_on_Ural_375,
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375,
AirDefence.AAA_ZSU_57_2,
@@ -983,12 +1012,10 @@ UNIT_BY_TASK = {
AirDefence.AAA_Bofors_40mm,
AirDefence.AAA_M1_37mm,
AirDefence.AA_gun_QF_3_7,
frenchpack.DIM__TOYOTA_BLUE,
frenchpack.DIM__TOYOTA_DESERT,
frenchpack.DIM__TOYOTA_GREEN,
frenchpack.DIM__KAMIKAZE,
frenchpack.AMX_10RCR,
frenchpack.AMX_10RCR_SEPAR,
frenchpack.ERC_90,
@@ -1006,15 +1033,29 @@ UNIT_BY_TASK = {
frenchpack.DIM__TOYOTA_GREEN,
frenchpack.DIM__TOYOTA_DESERT,
frenchpack.DIM__KAMIKAZE,
],
AirDefence: [
AirDefence: [],
Reconnaissance: [
Unarmed.Transport_M818,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
],
Nothing: [
Infantry.Infantry_M4,
Infantry.Soldier_AK,
],
Reconnaissance: [Unarmed.Transport_M818, Unarmed.Transport_Ural_375, Unarmed.Transport_UAZ_469],
Nothing: [Infantry.Infantry_M4, Infantry.Soldier_AK, ],
Embarking: [],
Carriage: [CVN_74_John_C__Stennis, LHA_1_Tarawa, CV_1143_5_Admiral_Kuznetsov, ],
CargoTransportation: [Dry_cargo_ship_Ivanov, Bulk_cargo_ship_Yakushev, Tanker_Elnya_160, Armed_speedboat, ]
Carriage: [
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
CV_1143_5_Admiral_Kuznetsov,
],
CargoTransportation: [
Dry_cargo_ship_Ivanov,
Bulk_cargo_ship_Yakushev,
Tanker_Elnya_160,
Armed_speedboat,
],
}
"""
@@ -1022,7 +1063,6 @@ Units from AirDefense category of UNIT_BY_TASK that will be removed from use if
"""
SAM_BAN = [
AirDefence.SAM_Linebacker_M6,
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_19_Tunguska_2S6,
@@ -1051,20 +1091,19 @@ SAM_CONVERT = {
AirDefence.SAM_Hawk_TR_AN_MPQ_46: AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Hawk_SR_AN_MPQ_50: AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Hawk_LN_M192: AirDefence.SAM_Hawk_PCP,
'except': {
"except": {
# this radar is shared between the two S300's. if we attempt to find a SAM site at a base and can't find one
# model, we can safely assume the other was deployed
# well, perhaps not safely, but we'll make the assumption anyway :p
AirDefence.SAM_SA_10_S_300PS_TR_30N6: AirDefence.SAM_SA_10_S_300PS_CP_54K6,
AirDefence.SAM_SR_P_19: AirDefence.SAM_SA_2_LN_SM_90
}
AirDefence.SAM_SR_P_19: AirDefence.SAM_SA_2_LN_SM_90,
},
}
"""
Units that will always be spawned in the air
"""
TAKEOFF_BAN: List[Type[FlyingType]] = [
]
TAKEOFF_BAN: List[Type[FlyingType]] = []
"""
Units that will be always spawned in the air if launched from the carrier
@@ -1135,19 +1174,18 @@ EXPANDED_TASK_PAYLOAD_OVERRIDE = {
"BARCAP": ("CAP HEAVY", "CAP"),
"CAS": ("CAS MAVERICK F", "CAS"),
"INTERCEPTION": ("CAP HEAVY", "CAP"),
"STRIKE": ("STRIKE",),
"STRIKE": ("STRIKE",),
"ANTISHIP": ("ANTISHIP",),
"SEAD": ("SEAD",),
"DEAD": ("SEAD",),
"ESCORT": ("CAP HEAVY", "CAP"),
"BAI": ( "BAI", "CAS MAVERICK F", "CAS"),
"BAI": ("BAI", "CAS MAVERICK F", "CAS"),
"SWEEP": ("CAP HEAVY", "CAP"),
"OCA_RUNWAY": ("RUNWAY_ATTACK","RUNWAY_STRIKE","STRIKE"),
"OCA_AIRCRAFT": ("OCA","CAS MAVERICK F", "CAS")
"OCA_RUNWAY": ("RUNWAY_ATTACK", "RUNWAY_STRIKE", "STRIKE"),
"OCA_AIRCRAFT": ("OCA", "CAS MAVERICK F", "CAS"),
}
PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
B_1B: COMMON_OVERRIDE,
B_52H: COMMON_OVERRIDE,
F_117A: COMMON_OVERRIDE,
@@ -1254,11 +1292,9 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
AH_64A: COMMON_OVERRIDE,
SH_60B: COMMON_OVERRIDE,
Hercules: COMMON_OVERRIDE,
Su_25TM: {
SEAD: "Kh-31P*2_Kh-25ML*4_R-73*2_L-081_MPS410",
},
}
"""
@@ -1319,9 +1355,17 @@ TIME_PERIODS = {
}
REWARDS = {
"power": 4, "warehouse": 2, "ware": 2, "fuel": 2, "ammo": 2,
"farp": 1, "fob": 1, "factory": 10, "comms": 10, "oil": 10,
"derrick": 8
"power": 4,
"warehouse": 2,
"ware": 2,
"fuel": 2,
"ammo": 2,
"farp": 1,
"fob": 1,
"factory": 10,
"comms": 10,
"oil": 10,
"derrick": 8,
}
CARRIER_CAPABLE = [
@@ -1334,7 +1378,6 @@ CARRIER_CAPABLE = [
Rafale_M,
S_3B,
E_2C,
UH_1H,
Mi_8MT,
Ka_50,
@@ -1342,7 +1385,6 @@ CARRIER_CAPABLE = [
OH_58D,
UH_60A,
SH_60B,
SA342L,
SA342M,
SA342Minigun,
@@ -1351,7 +1393,6 @@ CARRIER_CAPABLE = [
LHA_CAPABLE = [
AV8BNA,
UH_1H,
Mi_8MT,
Ka_50,
@@ -1359,11 +1400,10 @@ LHA_CAPABLE = [
OH_58D,
UH_60A,
SH_60B,
SA342L,
SA342M,
SA342Minigun,
SA342Mistral
SA342Mistral,
]
"""
@@ -1422,27 +1462,50 @@ def find_unittype(for_task: Task, country_name: str) -> List[Type[UnitType]]:
MANPADS: List[VehicleType] = [
AirDefence.SAM_SA_18_Igla_MANPADS,
AirDefence.SAM_SA_18_Igla_S_MANPADS,
AirDefence.Stinger_MANPADS
AirDefence.Stinger_MANPADS,
]
INFANTRY: List[VehicleType] = [
Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS,
Infantry.Paratrooper_AKS,
Infantry.Paratrooper_AKS,
Infantry.Paratrooper_AKS,
Infantry.Paratrooper_AKS,
Infantry.Paratrooper_AKS,
Infantry.Soldier_RPG,
Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4,
Infantry.Infantry_M4,
Infantry.Infantry_M4,
Infantry.Infantry_M4,
Infantry.Infantry_M4,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
Artillery._2B11_mortar,
Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK,
Infantry.Soldier_AK,
Infantry.Soldier_AK,
Infantry.Soldier_AK,
Infantry.Soldier_AK,
Infantry.Soldier_AK,
Infantry.Paratrooper_RPG_16,
Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4,
Infantry.Georgian_soldier_with_M4,
Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus,
Infantry.Georgian_soldier_with_M4,
Infantry.Georgian_soldier_with_M4,
Infantry.Georgian_soldier_with_M4,
Infantry.Infantry_Soldier_Rus,
Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98,
Infantry.Infantry_Soldier_Rus,
Infantry.Infantry_Soldier_Rus,
Infantry.Infantry_Soldier_Rus,
Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Infantry_Mauser_98,
Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand,
Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents
Infantry.Infantry_Mauser_98,
Infantry.Infantry_Mauser_98,
Infantry.Infantry_Mauser_98,
Infantry.Infantry_M1_Garand,
Infantry.Infantry_M1_Garand,
Infantry.Infantry_M1_Garand,
Infantry.Infantry_Soldier_Insurgents,
Infantry.Infantry_Soldier_Insurgents,
Infantry.Infantry_Soldier_Insurgents,
]
@@ -1465,6 +1528,7 @@ def unit_type_name(unit_type) -> str:
def unit_type_name_2(unit_type) -> str:
return unit_type.name and unit_type.name or unit_type.id
def unit_get_expanded_info(country_name: str, unit_type, request_type: str) -> str:
original_name = unit_type.name and unit_type.name or unit_type.id
default_value = None
@@ -1493,6 +1557,7 @@ def unit_get_expanded_info(country_name: str, unit_type, request_type: str) -> s
return default_value
return faction_value
def unit_type_from_name(name: str) -> Optional[Type[UnitType]]:
if name in vehicle_map:
return vehicle_map[name]
@@ -1526,9 +1591,13 @@ def task_name(task) -> str:
return task.name
def choose_units(for_task: Task, factor: float, count: int, country: str) -> List[UnitType]:
def choose_units(
for_task: Task, factor: float, count: int, country: str
) -> List[UnitType]:
suitable_unittypes = find_unittype(for_task, country)
suitable_unittypes = [x for x in suitable_unittypes if x not in helicopter_map.values()]
suitable_unittypes = [
x for x in suitable_unittypes if x not in helicopter_map.values()
]
suitable_unittypes.sort(key=lambda x: PRICES[x])
idx = int(len(suitable_unittypes) * factor)
@@ -1576,7 +1645,10 @@ def unitdict_restrict_count(unit_dict: UnitsDict, total_count: int) -> UnitsDict
def assigned_units_split(fd: AssignedUnitsDict) -> Tuple[PlaneDict, PlaneDict]:
return {k: v1 for k, (v1, v2) in fd.items()}, {k: v2 for k, (v1, v2) in fd.items()},
return (
{k: v1 for k, (v1, v2) in fd.items()},
{k: v2 for k, (v1, v2) in fd.items()},
)
def assigned_units_from(d: PlaneDict) -> AssignedUnitsDict:
@@ -1620,7 +1692,9 @@ def _validate_db():
total_set = set()
for t, unit_collection in UNIT_BY_TASK.items():
for unit_type in set(unit_collection):
assert unit_type not in total_set, "{} is duplicate for task {}".format(unit_type, t)
assert unit_type not in total_set, "{} is duplicate for task {}".format(
unit_type, t
)
total_set.add(unit_type)
# check prices

View File

@@ -96,13 +96,14 @@ class StateData:
# them when they've already dead. Dedup.
killed_ground_units=list(set(data["killed_ground_units"])),
destroyed_statics=data["destroyed_objects_positions"],
base_capture_events=data["base_capture_events"]
base_capture_events=data["base_capture_events"],
)
class Debriefing:
def __init__(self, state_data: Dict[str, Any], game: Game,
unit_map: UnitMap) -> None:
def __init__(
self, state_data: Dict[str, Any], game: Game, unit_map: UnitMap
) -> None:
self.state_data = StateData.from_json(state_data)
self.unit_map = unit_map
@@ -135,12 +136,9 @@ class Debriefing:
yield from self.ground_losses.enemy_airfields
def casualty_count(self, control_point: ControlPoint) -> int:
return len(
[x for x in self.front_line_losses if x.origin == control_point]
)
return len([x for x in self.front_line_losses if x.origin == control_point])
def front_line_losses_by_type(
self, player: bool) -> Dict[Type[UnitType], int]:
def front_line_losses_by_type(self, player: bool) -> Dict[Type[UnitType], int]:
losses_by_type: Dict[Type[UnitType], int] = defaultdict(int)
if player:
losses = self.ground_losses.player_front_line
@@ -221,8 +219,10 @@ class Debriefing:
# deaths, so we expect to see quite a few unclaimed dead ground
# units. We should start tracking those and covert this to a
# warning.
logging.debug(f"Death of untracked ground unit {unit_name} will "
"have no effect. This may be normal behavior.")
logging.debug(
f"Death of untracked ground unit {unit_name} will "
"have no effect. This may be normal behavior."
)
return losses
@@ -234,15 +234,16 @@ class Debriefing:
for idx, base in enumerate(i.split("||")[0] for i in reversed_captures):
if base not in [x[1] for x in last_base_cap_indexes]:
last_base_cap_indexes.append((idx, base))
return [reversed_captures[idx[0]] for idx in last_base_cap_indexes]
return [reversed_captures[idx[0]] for idx in last_base_cap_indexes]
class PollDebriefingFileThread(threading.Thread):
"""Thread class with a stop() method. The thread itself has to check
regularly for the stopped() condition."""
def __init__(self, callback: Callable[[Debriefing], None],
game: Game, unit_map: UnitMap) -> None:
def __init__(
self, callback: Callable[[Debriefing], None], game: Game, unit_map: UnitMap
) -> None:
super().__init__()
self._stop_event = threading.Event()
self.callback = callback
@@ -261,7 +262,10 @@ class PollDebriefingFileThread(threading.Thread):
else:
last_modified = 0
while not self.stopped():
if os.path.isfile("state.json") and os.path.getmtime("state.json") > last_modified:
if (
os.path.isfile("state.json")
and os.path.getmtime("state.json") > last_modified
):
with open("state.json", "r") as json_file:
json_data = json.load(json_file)
debriefing = Debriefing(json_data, self.game, self.unit_map)
@@ -270,8 +274,9 @@ class PollDebriefingFileThread(threading.Thread):
time.sleep(5)
def wait_for_debriefing(callback: Callable[[Debriefing], None],
game: Game, unit_map) -> PollDebriefingFileThread:
def wait_for_debriefing(
callback: Callable[[Debriefing], None], game: Game, unit_map
) -> PollDebriefingFileThread:
thread = PollDebriefingFileThread(callback, game, unit_map)
thread.start()
return thread

View File

@@ -37,7 +37,15 @@ class Event:
to_cp = None # type: ControlPoint
difficulty = 1 # type: int
def __init__(self, game, from_cp: ControlPoint, target_cp: ControlPoint, location: Point, attacker_name: str, defender_name: str):
def __init__(
self,
game,
from_cp: ControlPoint,
target_cp: ControlPoint,
location: Point,
attacker_name: str,
defender_name: str,
):
self.game = game
self.from_cp = from_cp
self.to_cp = target_cp
@@ -57,12 +65,14 @@ class Event:
Operation.prepare(self.game)
unit_map = Operation.generate()
Operation.current_mission.save(
persistency.mission_path_for("liberation_nextturn.miz"))
persistency.mission_path_for("liberation_nextturn.miz")
)
return unit_map
@staticmethod
def _transfer_aircraft(ato: AirTaskingOrder, losses: AirLosses,
for_player: bool) -> None:
def _transfer_aircraft(
ato: AirTaskingOrder, losses: AirLosses, for_player: bool
) -> None:
for package in ato.packages:
for flight in package.flights:
# No need to transfer to the same location.
@@ -77,13 +87,16 @@ class Event:
if flight.arrival.captured != for_player:
logging.info(
f"Not transferring {flight} because {flight.arrival} "
"was captured")
"was captured"
)
continue
transfer_count = losses.surviving_flight_members(flight)
if transfer_count < 0:
logging.error(f"{flight} had {flight.count} aircraft but "
f"{transfer_count} losses were recorded.")
logging.error(
f"{flight} had {flight.count} aircraft but "
f"{transfer_count} losses were recorded."
)
continue
aircraft = flight.unit_type
@@ -91,7 +104,8 @@ class Event:
if available < transfer_count:
logging.error(
f"Found killed {aircraft} from {flight.departure} but "
f"that airbase has only {available} available.")
f"that airbase has only {available} available."
)
continue
flight.departure.base.aircraft[aircraft] -= transfer_count
@@ -101,10 +115,12 @@ class Event:
flight.arrival.base.aircraft[aircraft] += transfer_count
def complete_aircraft_transfers(self, debriefing: Debriefing) -> None:
self._transfer_aircraft(self.game.blue_ato, debriefing.air_losses,
for_player=True)
self._transfer_aircraft(self.game.red_ato, debriefing.air_losses,
for_player=False)
self._transfer_aircraft(
self.game.blue_ato, debriefing.air_losses, for_player=True
)
self._transfer_aircraft(
self.game.red_ato, debriefing.air_losses, for_player=False
)
@staticmethod
def commit_air_losses(debriefing: Debriefing) -> None:
@@ -115,7 +131,8 @@ class Event:
if available <= 0:
logging.error(
f"Found killed {aircraft} from {cp} but that airbase has "
"none available.")
"none available."
)
continue
logging.info(f"{aircraft} destroyed from {cp}")
@@ -130,7 +147,8 @@ class Event:
if available <= 0:
logging.error(
f"Found killed {unit_type} from {control_point} but that "
"airbase has none available.")
"airbase has none available."
)
continue
logging.info(f"{unit_type} destroyed from {control_point}")
@@ -149,11 +167,14 @@ class Event:
def commit_building_losses(self, debriefing: Debriefing) -> None:
for loss in debriefing.building_losses:
loss.ground_object.kill()
self.game.informations.append(Information(
"Building destroyed",
f"{loss.ground_object.dcs_identifier} has been destroyed at "
f"location {loss.ground_object.obj_name}", self.game.turn
))
self.game.informations.append(
Information(
"Building destroyed",
f"{loss.ground_object.dcs_identifier} has been destroyed at "
f"location {loss.ground_object.obj_name}",
self.game.turn,
)
)
@staticmethod
def commit_damaged_runways(debriefing: Debriefing) -> None:
@@ -171,9 +192,9 @@ class Event:
# ------------------------------
# Captured bases
#if self.game.player_country in db.BLUEFOR_FACTIONS:
coalition = 2 # Value in DCS mission event for BLUE
#else:
# if self.game.player_country in db.BLUEFOR_FACTIONS:
coalition = 2 # Value in DCS mission event for BLUE
# else:
# coalition = 1 # Value in DCS mission event for RED
for captured in debriefing.base_capture_events:
@@ -187,12 +208,22 @@ class Event:
if cp.captured and new_owner_coalition != coalition:
for_player = False
info = Information(cp.name + " lost !", "The ennemy took control of " + cp.name + "\nShame on us !", self.game.turn)
info = Information(
cp.name + " lost !",
"The ennemy took control of "
+ cp.name
+ "\nShame on us !",
self.game.turn,
)
self.game.informations.append(info)
captured_cps.append(cp)
elif not(cp.captured) and new_owner_coalition == coalition:
elif not (cp.captured) and new_owner_coalition == coalition:
for_player = True
info = Information(cp.name + " captured !", "We took control of " + cp.name + "! Great job !", self.game.turn)
info = Information(
cp.name + " captured !",
"We took control of " + cp.name + "! Great job !",
self.game.turn,
)
self.game.informations.append(info)
captured_cps.append(cp)
else:
@@ -218,7 +249,12 @@ class Event:
for cp in self.game.theater.player_points():
enemy_cps = [e for e in cp.connected_points if not e.captured]
for enemy_cp in enemy_cps:
print("Compute frontline progression for : " + cp.name + " to " + enemy_cp.name)
print(
"Compute frontline progression for : "
+ cp.name
+ " to "
+ enemy_cp.name
)
delta = 0.0
player_won = True
@@ -234,7 +270,11 @@ class Event:
ratio = (1.0 + enemy_casualties) / (1.0 + ally_casualties)
player_aggresive = cp.stances[enemy_cp.id] in [CombatStance.AGGRESSIVE, CombatStance.ELIMINATION, CombatStance.BREAKTHROUGH]
player_aggresive = cp.stances[enemy_cp.id] in [
CombatStance.AGGRESSIVE,
CombatStance.ELIMINATION,
CombatStance.BREAKTHROUGH,
]
if ally_units_alive == 0:
player_won = False
@@ -259,11 +299,17 @@ class Event:
delta = DEFEAT_INFLUENCE
elif ally_casualties > enemy_casualties:
if ally_units_alive > 2*enemy_units_alive and player_aggresive:
if (
ally_units_alive > 2 * enemy_units_alive
and player_aggresive
):
# Even with casualties if the enemy is overwhelmed, they are going to lose ground
player_won = True
delta = MINOR_DEFEAT_INFLUENCE
elif ally_units_alive > 3*enemy_units_alive and player_aggresive:
elif (
ally_units_alive > 3 * enemy_units_alive
and player_aggresive
):
player_won = True
delta = STRONG_DEFEAT_INFLUENCE
else:
@@ -275,7 +321,10 @@ class Event:
delta = STRONG_DEFEAT_INFLUENCE
# No progress with defensive strategies
if player_won and cp.stances[enemy_cp.id] in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
if player_won and cp.stances[enemy_cp.id] in [
CombatStance.DEFENSIVE,
CombatStance.AMBUSH,
]:
print("Defensive stance, progress is limited")
delta = MINOR_DEFEAT_INFLUENCE
@@ -283,28 +332,40 @@ class Event:
print(cp.name + " won ! factor > " + str(delta))
cp.base.affect_strength(delta)
enemy_cp.base.affect_strength(-delta)
info = Information("Frontline Report",
"Our ground forces from " + cp.name + " are making progress toward " + enemy_cp.name,
self.game.turn)
info = Information(
"Frontline Report",
"Our ground forces from "
+ cp.name
+ " are making progress toward "
+ enemy_cp.name,
self.game.turn,
)
self.game.informations.append(info)
else:
print(cp.name + " lost ! factor > " + str(delta))
enemy_cp.base.affect_strength(delta)
cp.base.affect_strength(-delta)
info = Information("Frontline Report",
"Our ground forces from " + cp.name + " are losing ground against the enemy forces from " + enemy_cp.name,
self.game.turn)
info = Information(
"Frontline Report",
"Our ground forces from "
+ cp.name
+ " are losing ground against the enemy forces from "
+ enemy_cp.name,
self.game.turn,
)
self.game.informations.append(info)
def redeploy_units(self, cp: ControlPoint) -> None:
""""
""" "
Auto redeploy units to newly captured base
"""
ally_connected_cps = [ocp for ocp in cp.connected_points if
cp.captured == ocp.captured]
enemy_connected_cps = [ocp for ocp in cp.connected_points if
cp.captured != ocp.captured]
ally_connected_cps = [
ocp for ocp in cp.connected_points if cp.captured == ocp.captured
]
enemy_connected_cps = [
ocp for ocp in cp.connected_points if cp.captured != ocp.captured
]
# If the newly captured cp does not have enemy connected cp,
# then it is not necessary to redeploy frontline units there.
@@ -315,8 +376,7 @@ class Event:
for ally_cp in ally_connected_cps:
self.redeploy_between(cp, ally_cp)
def redeploy_between(self, destination: ControlPoint,
source: ControlPoint) -> None:
def redeploy_between(self, destination: ControlPoint, source: ControlPoint) -> None:
total_units_redeployed = 0
moved_units = {}
@@ -333,8 +393,7 @@ class Event:
for frontline_unit, count in source.base.armor.items():
moved_units[frontline_unit] = int(count * move_factor)
total_units_redeployed = total_units_redeployed + int(
count * move_factor)
total_units_redeployed = total_units_redeployed + int(count * move_factor)
destination.base.commision_units(moved_units)
source.base.commit_losses(moved_units)
@@ -362,7 +421,6 @@ class Event:
class UnitsDeliveryEvent:
def __init__(self, control_point: ControlPoint) -> None:
self.to_cp = control_point
self.units: Dict[Type[UnitType], int] = {}
@@ -390,8 +448,7 @@ class UnitsDeliveryEvent:
logging.error(f"Could not refund {unit_type.id}, price unknown")
continue
logging.info(
f"Refunding {count} {unit_type.id} at {self.to_cp.name}")
logging.info(f"Refunding {count} {unit_type.id} at {self.to_cp.name}")
game.adjust_budget(price * count, player=self.to_cp.captured)
def available_next_turn(self, unit_type: Type[UnitType]) -> int:
@@ -409,13 +466,13 @@ class UnitsDeliveryEvent:
aircraft = unit_type.id
name = self.to_cp.name
if count >= 0:
bought_units[unit_type] = count
bought_units[unit_type] = count
game.message(
f"{coalition} reinforcements: {aircraft} x {count} at {name}")
f"{coalition} reinforcements: {aircraft} x {count} at {name}"
)
else:
sold_units[unit_type] = -count
game.message(
f"{coalition} sold: {aircraft} x {-count} at {name}")
game.message(f"{coalition} sold: {aircraft} x {-count} at {name}")
self.to_cp.base.commision_units(bought_units)
self.to_cp.base.commit_losses(sold_units)
self.units = {}

View File

@@ -7,5 +7,6 @@ class FrontlineAttackEvent(Event):
Currently the same as its parent, but here for legacy compatibility as well as to allow for
future unique Event handling
"""
def __str__(self):
return "Frontline attack"

View File

@@ -10,8 +10,18 @@ from dcs.planes import plane_map
from dcs.unittype import FlyingType, ShipType, VehicleType, UnitType
from dcs.vehicles import Armor, Unarmed, Infantry, Artillery, AirDefence
from game.data.building_data import WW2_ALLIES_BUILDINGS, DEFAULT_AVAILABLE_BUILDINGS, WW2_GERMANY_BUILDINGS, WW2_FREE
from game.data.doctrine import Doctrine, MODERN_DOCTRINE, COLDWAR_DOCTRINE, WWII_DOCTRINE
from game.data.building_data import (
WW2_ALLIES_BUILDINGS,
DEFAULT_AVAILABLE_BUILDINGS,
WW2_GERMANY_BUILDINGS,
WW2_FREE,
)
from game.data.doctrine import (
Doctrine,
MODERN_DOCTRINE,
COLDWAR_DOCTRINE,
WWII_DOCTRINE,
)
from pydcs_extensions.mod_units import MODDED_VEHICLES, MODDED_AIRPLANES
@@ -109,8 +119,7 @@ class Faction:
building_set: List[str] = field(default_factory=list)
# List of default livery overrides
liveries_overrides: Dict[Type[UnitType], List[str]] = field(
default_factory=dict)
liveries_overrides: Dict[Type[UnitType], List[str]] = field(default_factory=dict)
#: Set to True if the faction should force the "Unrestricted satnav" option
#: for the mission. This option enables GPS for capable aircraft regardless
@@ -128,7 +137,11 @@ class Faction:
faction.country = json.get("country", "/")
if faction.country not in [c.name for c in country_dict.values()]:
raise AssertionError("Faction's country (\"{}\") is not a valid DCS country ID".format(faction.country))
raise AssertionError(
'Faction\'s country ("{}") is not a valid DCS country ID'.format(
faction.country
)
)
faction.name = json.get("name", "")
if not faction.name:
@@ -141,14 +154,10 @@ class Faction:
faction.awacs = load_all_aircraft(json.get("awacs", []))
faction.tankers = load_all_aircraft(json.get("tankers", []))
faction.frontline_units = load_all_vehicles(
json.get("frontline_units", []))
faction.artillery_units = load_all_vehicles(
json.get("artillery_units", []))
faction.infantry_units = load_all_vehicles(
json.get("infantry_units", []))
faction.logistics_units = load_all_vehicles(
json.get("logistics_units", []))
faction.frontline_units = load_all_vehicles(json.get("frontline_units", []))
faction.artillery_units = load_all_vehicles(json.get("artillery_units", []))
faction.infantry_units = load_all_vehicles(json.get("infantry_units", []))
faction.logistics_units = load_all_vehicles(json.get("logistics_units", []))
faction.ewrs = json.get("ewrs", [])
@@ -163,13 +172,10 @@ class Faction:
faction.requirements = json.get("requirements", {})
faction.carrier_names = json.get("carrier_names", [])
faction.helicopter_carrier_names = json.get(
"helicopter_carrier_names", [])
faction.helicopter_carrier_names = json.get("helicopter_carrier_names", [])
faction.navy_generators = json.get("navy_generators", [])
faction.aircraft_carrier = load_all_ships(
json.get("aircraft_carrier", []))
faction.helicopter_carrier = load_all_ships(
json.get("helicopter_carrier", []))
faction.aircraft_carrier = load_all_ships(json.get("aircraft_carrier", []))
faction.helicopter_carrier = load_all_ships(json.get("helicopter_carrier", []))
faction.destroyers = load_all_ships(json.get("destroyers", []))
faction.cruisers = load_all_ships(json.get("cruisers", []))
faction.has_jtac = json.get("has_jtac", False)
@@ -220,13 +226,18 @@ class Faction:
@property
def units(self) -> List[Type[UnitType]]:
return (self.infantry_units + self.aircrafts + self.awacs +
self.artillery_units + self.frontline_units +
self.tankers + self.logistics_units)
return (
self.infantry_units
+ self.aircrafts
+ self.awacs
+ self.artillery_units
+ self.frontline_units
+ self.tankers
+ self.logistics_units
)
def unit_loader(
unit: str, class_repository: List[Any]) -> Optional[Type[UnitType]]:
def unit_loader(unit: str, class_repository: List[Any]) -> Optional[Type[UnitType]]:
"""
Find unit by name
:param unit: Unit name as string
@@ -250,9 +261,10 @@ def unit_loader(
def load_aircraft(name: str) -> Optional[Type[FlyingType]]:
return cast(Optional[FlyingType], unit_loader(
name, [dcs.planes, dcs.helicopters, MODDED_AIRPLANES]
))
return cast(
Optional[FlyingType],
unit_loader(name, [dcs.planes, dcs.helicopters, MODDED_AIRPLANES]),
)
def load_all_aircraft(data) -> List[Type[FlyingType]]:
@@ -265,9 +277,12 @@ def load_all_aircraft(data) -> List[Type[FlyingType]]:
def load_vehicle(name: str) -> Optional[Type[VehicleType]]:
return cast(Optional[FlyingType], unit_loader(
name, [Infantry, Unarmed, Armor, AirDefence, Artillery, MODDED_VEHICLES]
))
return cast(
Optional[FlyingType],
unit_loader(
name, [Infantry, Unarmed, Armor, AirDefence, Artillery, MODDED_VEHICLES]
),
)
def load_all_vehicles(data) -> List[Type[VehicleType]]:

View File

@@ -78,10 +78,16 @@ class TurnState(Enum):
class Game:
def __init__(self, player_name: str, enemy_name: str,
theater: ConflictTheater, start_date: datetime,
settings: Settings, player_budget: float,
enemy_budget: float) -> None:
def __init__(
self,
player_name: str,
enemy_name: str,
theater: ConflictTheater,
start_date: datetime,
settings: Settings,
player_budget: float,
enemy_budget: float,
) -> None:
self.settings = settings
self.events: List[Event] = []
self.theater = theater
@@ -112,9 +118,7 @@ class Game:
self.blue_ato = AirTaskingOrder()
self.red_ato = AirTaskingOrder()
self.aircraft_inventory = GlobalAircraftInventory(
self.theater.controlpoints
)
self.aircraft_inventory = GlobalAircraftInventory(self.theater.controlpoints)
self.sanitize_sides()
@@ -147,8 +151,9 @@ class Game:
self.on_load()
def generate_conditions(self) -> Conditions:
return Conditions.generate(self.theater, self.date,
self.current_turn_time_of_day, self.settings)
return Conditions.generate(
self.theater, self.date, self.current_turn_time_of_day, self.settings
)
def sanitize_sides(self):
"""
@@ -184,13 +189,24 @@ class Game:
return random.randint(1, 100) <= prob * mult
def _generate_player_event(self, event_class, player_cp, enemy_cp):
self.events.append(event_class(self, player_cp, enemy_cp, enemy_cp.position, self.player_name, self.enemy_name))
self.events.append(
event_class(
self,
player_cp,
enemy_cp,
enemy_cp.position,
self.player_name,
self.enemy_name,
)
)
def _generate_events(self):
for front_line in self.theater.conflicts(True):
self._generate_player_event(FrontlineAttackEvent,
front_line.control_point_a,
front_line.control_point_b)
self._generate_player_event(
FrontlineAttackEvent,
front_line.control_point_a,
front_line.control_point_b,
)
def adjust_budget(self, amount: float, player: bool) -> None:
if player:
@@ -208,7 +224,7 @@ class Game:
self.enemy_budget += Income(self, player=False).total
def initiate_event(self, event: Event) -> UnitMap:
#assert event in self.events
# assert event in self.events
logging.info("Generating {} (regular)".format(event))
return event.generate()
@@ -223,7 +239,11 @@ class Game:
def is_player_attack(self, event):
if isinstance(event, Event):
return event and event.attacker_name and event.attacker_name == self.player_name
return (
event
and event.attacker_name
and event.attacker_name == self.player_name
)
else:
raise RuntimeError(f"{event} was passed when an Event type was expected")
@@ -235,7 +255,9 @@ class Game:
def pass_turn(self, no_action: bool = False) -> None:
logging.info("Pass turn")
self.informations.append(Information("End of turn #" + str(self.turn), "-" * 40, 0))
self.informations.append(
Information("End of turn #" + str(self.turn), "-" * 40, 0)
)
self.turn += 1
for control_point in self.theater.controlpoints:
@@ -281,7 +303,7 @@ class Game:
# Check for win or loss condition
turn_state = self.check_win_loss()
if turn_state in (TurnState.LOSS,TurnState.WIN):
if turn_state in (TurnState.LOSS, TurnState.WIN):
return self.process_win_loss(turn_state)
# Plan flights & combat for next turn
@@ -305,8 +327,11 @@ class Game:
self.plan_procurement(blue_planner, red_planner)
def plan_procurement(self, blue_planner: CoalitionMissionPlanner,
red_planner: CoalitionMissionPlanner) -> None:
def plan_procurement(
self,
blue_planner: CoalitionMissionPlanner,
red_planner: CoalitionMissionPlanner,
) -> None:
# The first turn needs to buy a *lot* of aircraft to fill CAPs, so it
# gets much more of the budget that turn. Otherwise budget (after
# repairs) is split evenly between air and ground. For the default
@@ -320,7 +345,7 @@ class Game:
manage_runways=self.settings.automate_runway_repair,
manage_front_line=self.settings.automate_front_line_reinforcements,
manage_aircraft=self.settings.automate_aircraft_reinforcements,
front_line_budget_share=ground_portion
front_line_budget_share=ground_portion,
).spend_budget(self.budget, blue_planner.procurement_requests)
self.enemy_budget = ProcurementAi(
@@ -330,7 +355,7 @@ class Game:
manage_runways=True,
manage_front_line=True,
manage_aircraft=True,
front_line_budget_share=ground_portion
front_line_budget_share=ground_portion,
).spend_budget(self.enemy_budget, red_planner.procurement_requests)
def message(self, text: str) -> None:
@@ -361,10 +386,12 @@ class Game:
def compute_threat_zones(self) -> None:
self.blue_threat_zone = ThreatZones.for_faction(self, player=True)
self.red_threat_zone = ThreatZones.for_faction(self, player=False)
self.blue_navmesh = NavMesh.from_threat_zones(self.red_threat_zone,
self.theater)
self.red_navmesh = NavMesh.from_threat_zones(self.blue_threat_zone,
self.theater)
self.blue_navmesh = NavMesh.from_threat_zones(
self.red_threat_zone, self.theater
)
self.red_navmesh = NavMesh.from_threat_zones(
self.blue_threat_zone, self.theater
)
def threat_zone_for(self, player: bool) -> ThreatZones:
if player:
@@ -386,9 +413,9 @@ class Game:
# By default, use the existing frontline conflict position
for front_line in self.theater.conflicts():
position = Conflict.frontline_position(front_line.control_point_a,
front_line.control_point_b,
self.theater)
position = Conflict.frontline_position(
front_line.control_point_a, front_line.control_point_b, self.theater
)
zones.append(position[0])
zones.append(front_line.control_point_a.position)
zones.append(front_line.control_point_b.position)
@@ -413,7 +440,10 @@ class Game:
d = cp.position.distance_to_point(cp2.position)
if d < min_distance:
min_distance = d
cpoint = Point((cp.position.x + cp2.position.x) / 2, (cp.position.y + cp2.position.y) / 2)
cpoint = Point(
(cp.position.x + cp2.position.x) / 2,
(cp.position.y + cp2.position.y) / 2,
)
zones.append(cp.position)
zones.append(cp2.position)
break
@@ -422,8 +452,7 @@ class Game:
if cpoint is not None:
zones.append(cpoint)
packages = itertools.chain(self.blue_ato.packages,
self.red_ato.packages)
packages = itertools.chain(self.blue_ato.packages, self.red_ato.packages)
for package in packages:
if package.primary_task is FlightType.BARCAP:
# BARCAPs will be planned at most locations on smaller theaters,
@@ -460,7 +489,10 @@ class Game:
return False
else:
for z in self.__culling_zones:
if z.distance_to_point(pos) < self.settings.perf_culling_distance * 1000:
if (
z.distance_to_point(pos)
< self.settings.perf_culling_distance * 1000
):
return False
for p in self.__culling_points:
if p.distance_to_point(pos) < 2500:
@@ -502,6 +534,10 @@ class Game:
def process_win_loss(self, turn_state: TurnState):
if turn_state is TurnState.WIN:
return self.message("Congratulations, you are victorious! Start a new campaign to continue.")
return self.message(
"Congratulations, you are victorious! Start a new campaign to continue."
)
elif turn_state is TurnState.LOSS:
return self.message("Game Over, you lose. Start a new campaign to continue.")
return self.message(
"Game Over, you lose. Start a new campaign to continue."
)

View File

@@ -46,10 +46,10 @@ class Income:
for tgo in tgos:
if not tgo.is_dead:
count += 1
self.buildings.append(BuildingIncome(name, category, count,
REWARDS[category]))
self.buildings.append(
BuildingIncome(name, category, count, REWARDS[category])
)
self.from_bases = sum(cp.income_per_turn for cp in self.control_points)
self.total_buildings = sum(b.income for b in self.buildings)
self.total = ((self.total_buildings + self.from_bases) *
self.multiplier)
self.total = (self.total_buildings + self.from_bases) * self.multiplier

View File

@@ -1,7 +1,7 @@
import datetime
class Information():
class Information:
def __init__(self, title="", text="", turn=0):
self.title = title
self.text = text
@@ -9,9 +9,11 @@ class Information():
self.timestamp = datetime.datetime.now()
def __str__(self):
return '[{}][{}] {} {}'.format(
self.timestamp.strftime("%Y-%m-%d %H:%M:%S") if self.timestamp is not None else '',
return "[{}][{}] {} {}".format(
self.timestamp.strftime("%Y-%m-%d %H:%M:%S")
if self.timestamp is not None
else "",
self.turn,
self.title,
self.text
)
self.text,
)

View File

@@ -79,6 +79,7 @@ class ControlPointAircraftInventory:
class GlobalAircraftInventory:
"""Game-wide aircraft inventory."""
def __init__(self, control_points: Iterable[ControlPoint]) -> None:
self.inventories: Dict[ControlPoint, ControlPointAircraftInventory] = {
cp: ControlPointAircraftInventory(cp) for cp in control_points
@@ -100,8 +101,8 @@ class GlobalAircraftInventory:
inventory.add_aircraft(aircraft, count)
def for_control_point(
self,
control_point: ControlPoint) -> ControlPointAircraftInventory:
self, control_point: ControlPoint
) -> ControlPointAircraftInventory:
"""Returns the inventory specific to the given control point."""
return self.inventories[control_point]

View File

@@ -7,8 +7,7 @@ class DestroyedUnit:
y: int
name: str
def __init__(self, x , y, name):
def __init__(self, x, y, name):
self.x = x
self.y = y
self.name = name

View File

@@ -6,7 +6,7 @@ class FrontlineData:
This Data structure will store information about an existing frontline
"""
def __init__(self, from_cp:ControlPoint, to_cp: ControlPoint):
def __init__(self, from_cp: ControlPoint, to_cp: ControlPoint):
self.to_cp = to_cp
self.from_cp = from_cp
self.enemy_units_position = []

View File

@@ -1,5 +1,6 @@
from typing import List
class FactionTurnMetadata:
"""
Store metadata about a faction
@@ -20,8 +21,8 @@ class GameTurnMetadata:
Store metadata about a game turn
"""
allied_units:FactionTurnMetadata
enemy_units:FactionTurnMetadata
allied_units: FactionTurnMetadata
enemy_units: FactionTurnMetadata
def __init__(self):
self.allied_units = FactionTurnMetadata()
@@ -53,4 +54,3 @@ class GameStats:
turn_data.enemy_units.vehicles_count += sum(cp.base.armor.values())
self.data_per_turn.append(turn_data)

View File

@@ -114,9 +114,11 @@ class NavMesh:
return self.travel_cost(a, b)
@staticmethod
def reconstruct_path(came_from: Dict[NavPoint, Optional[NavPoint]],
origin: NavPoint,
destination: NavPoint) -> List[Point]:
def reconstruct_path(
came_from: Dict[NavPoint, Optional[NavPoint]],
origin: NavPoint,
destination: NavPoint,
) -> List[Point]:
current = destination
path: List[Point] = []
while current != origin:
@@ -141,16 +143,14 @@ class NavMesh:
raise ValueError(f"Origin point {origin} is outside the navmesh")
destination_poly = self.localize(destination)
if destination_poly is None:
raise ValueError(
f"Origin point {destination} is outside the navmesh")
raise ValueError(f"Origin point {destination} is outside the navmesh")
return self._shortest_path(
NavPoint(self.dcs_to_shapely_point(origin), origin_poly),
NavPoint(self.dcs_to_shapely_point(destination), destination_poly)
NavPoint(self.dcs_to_shapely_point(destination), destination_poly),
)
def _shortest_path(self, origin: NavPoint,
destination: NavPoint) -> List[Point]:
def _shortest_path(self, origin: NavPoint, destination: NavPoint) -> List[Point]:
# Adapted from
# https://www.redblobgames.com/pathfinding/a-star/implementation.py.
frontier = NavFrontier()
@@ -167,9 +167,7 @@ class NavMesh:
if current.poly == destination.poly:
# Made it to the correct nav poly. Add the leg from the border
# to the target.
cost = best_known[current] + self.travel_cost(
current, destination
)
cost = best_known[current] + self.travel_cost(current, destination)
if cost < best_known[destination]:
best_known[destination] = cost
estimated = cost
@@ -185,14 +183,10 @@ class NavMesh:
raise RuntimeError
_, neighbor_point = nearest_points(current.point, boundary)
neighbor_nav = NavPoint(neighbor_point, neighbor)
cost = best_known[current] + self.travel_cost(
current, neighbor_nav
)
cost = best_known[current] + self.travel_cost(current, neighbor_nav)
if cost < best_known[neighbor_nav]:
best_known[neighbor_nav] = cost
estimated = cost + self.travel_heuristic(
neighbor_nav, destination
)
estimated = cost + self.travel_heuristic(neighbor_nav, destination)
frontier.push(neighbor_nav, estimated)
came_from[neighbor_nav] = current
@@ -209,13 +203,16 @@ class NavMesh:
# threatened airbases at the map edges have room to retreat from the
# threat without running off the navmesh.
return box(*LineString(points).bounds).buffer(
nautical_miles(100).meters, resolution=1)
nautical_miles(100).meters, resolution=1
)
@staticmethod
def create_navpolys(polys: List[Polygon],
threat_zones: ThreatZones) -> List[NavMeshPoly]:
return [NavMeshPoly(i, p, threat_zones.threatened(p))
for i, p in enumerate(polys)]
def create_navpolys(
polys: List[Polygon], threat_zones: ThreatZones
) -> List[NavMeshPoly]:
return [
NavMeshPoly(i, p, threat_zones.threatened(p)) for i, p in enumerate(polys)
]
@staticmethod
def associate_neighbors(polys: List[NavMeshPoly]) -> None:
@@ -234,8 +231,7 @@ class NavMesh:
point = (int(x), int(y))
neighbors = {}
for potential_neighbor in points_map[point]:
intersection = navpoly.poly.intersection(
potential_neighbor.poly)
intersection = navpoly.poly.intersection(potential_neighbor.poly)
if not intersection.is_empty:
potential_neighbor.neighbors[navpoly] = intersection
neighbors[potential_neighbor] = intersection
@@ -243,8 +239,9 @@ class NavMesh:
points_map[point].add(navpoly)
@classmethod
def from_threat_zones(cls, threat_zones: ThreatZones,
theater: ConflictTheater) -> NavMesh:
def from_threat_zones(
cls, threat_zones: ThreatZones, theater: ConflictTheater
) -> NavMesh:
# Simplify the threat poly to reduce the number of nav zones. Increase
# the size of the zone and then simplify it with the buffer size as the
# error margin. This will create a simpler poly around the threat zone.

View File

@@ -41,6 +41,7 @@ if TYPE_CHECKING:
class Operation:
"""Static class for managing the final Mission generation"""
current_mission = None # type: Mission
airgen = None # type: AircraftConflictGenerator
triggersgen = None # type: TriggersGenerator
@@ -84,7 +85,7 @@ class Operation:
cls.game.enemy_name,
cls.game.player_country,
cls.game.enemy_country,
frontline.position
frontline.position,
)
@classmethod
@@ -93,7 +94,7 @@ class Operation:
player_cp, enemy_cp = cls.game.theater.closest_opposing_control_points()
mid_point = player_cp.position.point_from_heading(
player_cp.position.heading_between_point(enemy_cp.position),
player_cp.position.distance_to_point(enemy_cp.position) / 2
player_cp.position.distance_to_point(enemy_cp.position) / 2,
)
return Conflict(
cls.game.theater,
@@ -103,7 +104,7 @@ class Operation:
cls.game.enemy_name,
cls.game.player_country,
cls.game.enemy_country,
mid_point
mid_point,
)
@classmethod
@@ -118,9 +119,11 @@ class Operation:
p_country = cls.game.player_country
e_country = cls.game.enemy_country
cls.current_mission.coalition["blue"].add_country(
country_dict[db.country_id_from_name(p_country)]())
country_dict[db.country_id_from_name(p_country)]()
)
cls.current_mission.coalition["red"].add_country(
country_dict[db.country_id_from_name(e_country)]())
country_dict[db.country_id_from_name(e_country)]()
)
@classmethod
def inject_lua_trigger(cls, contents: str, comment: str) -> None:
@@ -133,12 +136,11 @@ class Operation:
cls.plugin_scripts.append(mnemonic)
@classmethod
def inject_plugin_script(cls, plugin_mnemonic: str, script: str,
script_mnemonic: str) -> None:
def inject_plugin_script(
cls, plugin_mnemonic: str, script: str, script_mnemonic: str
) -> None:
if script_mnemonic in cls.plugin_scripts:
logging.debug(
f"Skipping already loaded {script} for {plugin_mnemonic}"
)
logging.debug(f"Skipping already loaded {script} for {plugin_mnemonic}")
else:
cls.plugin_scripts.append(script_mnemonic)
@@ -146,15 +148,12 @@ class Operation:
script_path = Path(plugin_path, script)
if not script_path.exists():
logging.error(
f"Cannot find {script_path} for plugin {plugin_mnemonic}"
)
logging.error(f"Cannot find {script_path} for plugin {plugin_mnemonic}")
return
trigger = TriggerStart(comment=f"Load {script_mnemonic}")
filename = script_path.resolve()
fileref = cls.current_mission.map_resource.add_resource_file(
filename)
fileref = cls.current_mission.map_resource.add_resource_file(filename)
trigger.add_action(DoScriptFile(fileref))
cls.current_mission.triggerrules.triggers.append(trigger)
@@ -166,11 +165,10 @@ class Operation:
jtacs: List[JtacInfo],
airgen: AircraftConflictGenerator,
):
"""Generates subscribed MissionInfoGenerator objects (currently kneeboards and briefings)
"""
"""Generates subscribed MissionInfoGenerator objects (currently kneeboards and briefings)"""
gens: List[MissionInfoGenerator] = [
KneeboardGenerator(cls.current_mission, cls.game),
BriefingGenerator(cls.current_mission, cls.game)
BriefingGenerator(cls.current_mission, cls.game),
]
for gen in gens:
for dynamic_runway in groundobjectgen.runways.values():
@@ -208,8 +206,9 @@ class Operation:
cls.radio_registry.reserve(frequency)
@classmethod
def assign_channels_to_flights(cls, flights: List[FlightData],
air_support: AirSupport) -> None:
def assign_channels_to_flights(
cls, flights: List[FlightData], air_support: AirSupport
) -> None:
"""Assigns preset radio channels for client flights."""
for flight in flights:
if not flight.client_units:
@@ -217,8 +216,7 @@ class Operation:
cls.assign_channels_to_flight(flight, air_support)
@staticmethod
def assign_channels_to_flight(flight: FlightData,
air_support: AirSupport) -> None:
def assign_channels_to_flight(flight: FlightData, air_support: AirSupport) -> None:
"""Assigns preset radio channels for a client flight."""
airframe = flight.aircraft_type
@@ -234,7 +232,9 @@ class Operation:
)
@classmethod
def _create_tacan_registry(cls, unique_map_frequencies: Set[RadioFrequency]) -> None:
def _create_tacan_registry(
cls, unique_map_frequencies: Set[RadioFrequency]
) -> None:
"""
Dedup beacon/radio frequencies, since some maps have some frequencies
used multiple times.
@@ -246,13 +246,14 @@ class Operation:
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}")
logging.error(f"TACAN beacon has no channel: {beacon.callsign}")
else:
cls.tacan_registry.reserve(beacon.tacan_channel)
@classmethod
def _create_radio_registry(cls, unique_map_frequencies: Set[RadioFrequency]) -> None:
def _create_radio_registry(
cls, unique_map_frequencies: Set[RadioFrequency]
) -> None:
cls.radio_registry = RadioRegistry()
for data in AIRFIELD_DATA.values():
if data.theater == cls.game.theater.terrain.name and data.atc:
@@ -270,7 +271,7 @@ class Operation:
cls.game,
cls.radio_registry,
cls.tacan_registry,
cls.unit_map
cls.unit_map,
)
cls.groundobjectgen.generate()
@@ -284,10 +285,13 @@ class Operation:
continue
pos = Point(d["x"], d["z"])
if utype is not None and not cls.game.position_culled(pos) and cls.game.settings.perf_destroyed_units:
if (
utype is not None
and not cls.game.position_culled(pos)
and cls.game.settings.perf_destroyed_units
):
cls.current_mission.static_group(
country=cls.current_mission.country(
cls.game.player_country),
country=cls.current_mission.country(cls.game.player_country),
name="",
_type=utype,
hidden=True,
@@ -302,13 +306,13 @@ class Operation:
cls.create_unit_map()
cls.create_radio_registries()
# Set mission time and weather conditions.
EnvironmentGenerator(cls.current_mission,
cls.game.conditions).generate()
EnvironmentGenerator(cls.current_mission, cls.game.conditions).generate()
cls._generate_ground_units()
cls._generate_destroyed_units()
cls._generate_air_units()
cls.assign_channels_to_flights(cls.airgen.flights,
cls.airsupportgen.air_support)
cls.assign_channels_to_flights(
cls.airgen.flights, cls.airsupportgen.air_support
)
cls._generate_ground_conflicts()
# Triggers
@@ -317,14 +321,16 @@ class Operation:
# Setup combined arms parameters
cls.current_mission.groundControl.pilot_can_control_vehicles = cls.ca_slots > 0
if cls.game.player_country in [country.name for country in cls.current_mission.coalition["blue"].countries.values()]:
if cls.game.player_country in [
country.name
for country in cls.current_mission.coalition["blue"].countries.values()
]:
cls.current_mission.groundControl.blue_tactical_commander = cls.ca_slots
else:
cls.current_mission.groundControl.red_tactical_commander = cls.ca_slots
# Options
forcedoptionsgen = ForcedOptionsGenerator(
cls.current_mission, cls.game)
forcedoptionsgen = ForcedOptionsGenerator(cls.current_mission, cls.game)
forcedoptionsgen.generate()
# Generate Visuals Smoke Effects
@@ -341,13 +347,11 @@ class Operation:
plugin.inject_scripts(cls)
plugin.inject_configuration(cls)
cls.assign_channels_to_flights(cls.airgen.flights,
cls.airsupportgen.air_support)
cls.assign_channels_to_flights(
cls.airgen.flights, cls.airsupportgen.air_support
)
cls.notify_info_generators(
cls.groundobjectgen,
cls.airsupportgen,
cls.jtacs,
cls.airgen
cls.groundobjectgen, cls.airsupportgen, cls.jtacs, cls.airgen
)
cls.reset_naming_ids()
return cls.unit_map
@@ -359,29 +363,38 @@ class Operation:
# Air Support (Tanker & Awacs)
assert cls.radio_registry and cls.tacan_registry
cls.airsupportgen = AirSupportConflictGenerator(
cls.current_mission, cls.air_conflict(), cls.game, cls.radio_registry,
cls.tacan_registry)
cls.current_mission,
cls.air_conflict(),
cls.game,
cls.radio_registry,
cls.tacan_registry,
)
cls.airsupportgen.generate()
# Generate Aircraft Activity on the map
cls.airgen = AircraftConflictGenerator(
cls.current_mission, cls.game.settings, cls.game,
cls.radio_registry, cls.unit_map)
cls.current_mission,
cls.game.settings,
cls.game,
cls.radio_registry,
cls.unit_map,
)
cls.airgen.clear_parking_slots()
cls.airgen.generate_flights(
cls.current_mission.country(cls.game.player_country),
cls.game.blue_ato,
cls.groundobjectgen.runways
cls.groundobjectgen.runways,
)
cls.airgen.generate_flights(
cls.current_mission.country(cls.game.enemy_country),
cls.game.red_ato,
cls.groundobjectgen.runways
cls.groundobjectgen.runways,
)
cls.airgen.spawn_unused_aircraft(
cls.current_mission.country(cls.game.player_country),
cls.current_mission.country(cls.game.enemy_country))
cls.current_mission.country(cls.game.enemy_country),
)
@classmethod
def _generate_ground_conflicts(cls) -> None:
@@ -396,17 +409,19 @@ class Operation:
cls.current_mission.country(cls.game.enemy_country),
player_cp,
enemy_cp,
cls.game.theater
cls.game.theater,
)
# Generate frontline ops
player_gp = cls.game.ground_planners[player_cp.id].units_per_cp[enemy_cp.id]
enemy_gp = cls.game.ground_planners[enemy_cp.id].units_per_cp[player_cp.id]
ground_conflict_gen = GroundConflictGenerator(
cls.current_mission,
conflict, cls.game,
player_gp, enemy_gp,
conflict,
cls.game,
player_gp,
enemy_gp,
player_cp.stances[enemy_cp.id],
cls.unit_map
cls.unit_map,
)
ground_conflict_gen.generate()
cls.jtacs.extend(ground_conflict_gen.jtacs)
@@ -416,9 +431,12 @@ class Operation:
namegen.reset_numbers()
@classmethod
def generate_lua(cls, airgen: AircraftConflictGenerator,
airsupportgen: AirSupportConflictGenerator,
jtacs: List[JtacInfo]) -> None:
def generate_lua(
cls,
airgen: AircraftConflictGenerator,
airsupportgen: AirSupportConflictGenerator,
jtacs: List[JtacInfo],
) -> None:
# TODO: Refactor this
luaData = {
"AircraftCarriers": {},
@@ -434,7 +452,7 @@ class Operation:
"callsign": tanker.callsign,
"variant": tanker.variant,
"radio": tanker.freq.mhz,
"tacan": str(tanker.tacan.number) + tanker.tacan.band.name
"tacan": str(tanker.tacan.number) + tanker.tacan.band.name,
}
if airsupportgen.air_support.awacs:
@@ -442,7 +460,7 @@ class Operation:
luaData["AWACs"][awacs.callsign] = {
"dcsGroupName": awacs.dcsGroupName,
"callsign": awacs.callsign,
"radio": awacs.freq.mhz
"radio": awacs.freq.mhz,
}
for jtac in jtacs:
@@ -451,14 +469,16 @@ class Operation:
"callsign": jtac.callsign,
"zone": jtac.region,
"dcsUnit": jtac.unit_name,
"laserCode": jtac.code
"laserCode": jtac.code,
}
for flight in airgen.flights:
if flight.friendly and flight.flight_type in [FlightType.ANTISHIP,
FlightType.DEAD,
FlightType.SEAD,
FlightType.STRIKE]:
if flight.friendly and flight.flight_type in [
FlightType.ANTISHIP,
FlightType.DEAD,
FlightType.SEAD,
FlightType.STRIKE,
]:
flightType = str(flight.flight_type)
flightTarget = flight.package.target
if flightTarget:
@@ -466,23 +486,27 @@ class Operation:
flightTargetType = None
if isinstance(flightTarget, TheaterGroundObject):
flightTargetName = flightTarget.obj_name
flightTargetType = flightType + \
f" TGT ({flightTarget.category})"
elif hasattr(flightTarget, 'name'):
flightTargetType = (
flightType + f" TGT ({flightTarget.category})"
)
elif hasattr(flightTarget, "name"):
flightTargetName = flightTarget.name
flightTargetType = flightType + " TGT (Airbase)"
luaData["TargetPoints"][flightTargetName] = {
"name": flightTargetName,
"type": flightTargetType,
"position": {"x": flightTarget.position.x,
"y": flightTarget.position.y}
"position": {
"x": flightTarget.position.x,
"y": flightTarget.position.y,
},
}
# 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(".") + "]]"
lua = """
lua = (
"""
-- setting configuration table
env.info("DCSLiberation|: setting configuration table")
@@ -490,9 +514,12 @@ class Operation:
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 + """
dcsLiberation.installPath="""
+ state_location
+ """
"""
)
# Process the tankers
lua += """

View File

@@ -67,4 +67,3 @@ def autosave(game) -> bool:
except Exception:
logging.exception("Could not save game")
return False

View File

@@ -14,9 +14,9 @@ if TYPE_CHECKING:
class LuaPluginWorkOrder:
def __init__(self, parent_mnemonic: str, filename: str, mnemonic: str,
disable: bool) -> None:
def __init__(
self, parent_mnemonic: str, filename: str, mnemonic: str, disable: bool
) -> None:
self.parent_mnemonic = parent_mnemonic
self.filename = filename
self.mnemonic = mnemonic
@@ -26,8 +26,9 @@ class LuaPluginWorkOrder:
if self.disable:
operation.bypass_plugin_script(self.mnemonic)
else:
operation.inject_plugin_script(self.parent_mnemonic, self.filename,
self.mnemonic)
operation.inject_plugin_script(
self.parent_mnemonic, self.filename, self.mnemonic
)
class PluginSettings:
@@ -45,8 +46,7 @@ class PluginSettings:
# Plugin options are saved in the game's Settings, but it's possible for
# plugins to change across loads. If new plugins are added or new
# options added to those plugins, initialize the new settings.
self.settings.initialize_plugin_option(self.identifier,
self.enabled_by_default)
self.settings.initialize_plugin_option(self.identifier, self.enabled_by_default)
@property
def enabled(self) -> bool:
@@ -57,8 +57,7 @@ class PluginSettings:
class LuaPluginOption(PluginSettings):
def __init__(self, identifier: str, name: str,
enabled_by_default: bool) -> None:
def __init__(self, identifier: str, name: str, enabled_by_default: bool) -> None:
super().__init__(identifier, enabled_by_default)
self.name = name
@@ -80,24 +79,34 @@ class LuaPluginDefinition:
options = []
for option in data.get("specificOptions"):
option_id = option["mnemonic"]
options.append(LuaPluginOption(
identifier=f"{name}.{option_id}",
name=option.get("nameInUI", name),
enabled_by_default=option.get("defaultValue")
))
options.append(
LuaPluginOption(
identifier=f"{name}.{option_id}",
name=option.get("nameInUI", name),
enabled_by_default=option.get("defaultValue"),
)
)
work_orders = []
for work_order in data.get("scriptsWorkOrders"):
work_orders.append(LuaPluginWorkOrder(
name, work_order.get("file"), work_order["mnemonic"],
work_order.get("disable", False)
))
work_orders.append(
LuaPluginWorkOrder(
name,
work_order.get("file"),
work_order["mnemonic"],
work_order.get("disable", False),
)
)
config_work_orders = []
for work_order in data.get("configurationWorkOrders"):
config_work_orders.append(LuaPluginWorkOrder(
name, work_order.get("file"), work_order["mnemonic"],
work_order.get("disable", False)
))
config_work_orders.append(
LuaPluginWorkOrder(
name,
work_order.get("file"),
work_order["mnemonic"],
work_order.get("disable", False),
)
)
return cls(
identifier=name,
@@ -106,16 +115,14 @@ class LuaPluginDefinition:
enabled_by_default=data.get("defaultValue", False),
options=options,
work_orders=work_orders,
config_work_orders=config_work_orders
config_work_orders=config_work_orders,
)
class LuaPlugin(PluginSettings):
def __init__(self, definition: LuaPluginDefinition) -> None:
self.definition = definition
super().__init__(self.definition.identifier,
self.definition.enabled_by_default)
super().__init__(self.definition.identifier, self.definition.enabled_by_default)
@property
def name(self) -> str:
@@ -155,12 +162,12 @@ class LuaPlugin(PluginSettings):
for option in self.options:
enabled = str(option.enabled).lower()
name = option.identifier
option_decls.append(
f" dcsLiberation.plugins.{name} = {enabled}")
option_decls.append(f" dcsLiberation.plugins.{name} = {enabled}")
joined_options = "\n".join(option_decls)
lua = textwrap.dedent(f"""\
lua = textwrap.dedent(
f"""\
-- {self.identifier} plugin configuration.
if dcsLiberation then
@@ -171,10 +178,10 @@ class LuaPlugin(PluginSettings):
{joined_options}
end
""")
"""
)
operation.inject_lua_trigger(
lua, f"{self.identifier} plugin configuration")
operation.inject_lua_trigger(lua, f"{self.identifier} plugin configuration")
for work_order in self.definition.config_work_orders:
work_order.work(operation)

View File

@@ -27,7 +27,8 @@ class LuaPluginManager:
if not plugin_path.exists():
raise RuntimeError(
f"Invalid plugin configuration: required plugin {name} "
f"does not exist at {plugin_path}")
f"does not exist at {plugin_path}"
)
logging.info(f"Loading plugin {name} from {plugin_path}")
plugin = LuaPlugin.from_json(name, plugin_path)
if plugin is not None:

View File

@@ -2,7 +2,6 @@ from dcs import Point
class PointWithHeading(Point):
def __init__(self):
super(PointWithHeading, self).__init__(0, 0)
self.heading = 0
@@ -13,4 +12,4 @@ class PointWithHeading(Point):
p.x = point.x
p.y = point.y
p.heading = heading
return p
return p

View File

@@ -35,9 +35,16 @@ class AircraftProcurementRequest:
class ProcurementAi:
def __init__(self, game: Game, for_player: bool, faction: Faction,
manage_runways: bool, manage_front_line: bool,
manage_aircraft: bool, front_line_budget_share: float) -> None:
def __init__(
self,
game: Game,
for_player: bool,
faction: Faction,
manage_runways: bool,
manage_front_line: bool,
manage_aircraft: bool,
front_line_budget_share: float,
) -> None:
if front_line_budget_share > 1.0:
raise ValueError
@@ -51,8 +58,8 @@ class ProcurementAi:
self.threat_zones = self.game.threat_zone_for(not self.is_player)
def spend_budget(
self, budget: float,
aircraft_requests: List[AircraftProcurementRequest]) -> float:
self, budget: float, aircraft_requests: List[AircraftProcurementRequest]
) -> float:
if self.manage_runways:
budget = self.repair_runways(budget)
if self.manage_front_line:
@@ -100,25 +107,30 @@ class ProcurementAi:
budget -= db.RUNWAY_REPAIR_COST
if self.is_player:
self.game.message(
"OPFOR has begun repairing the runway at "
f"{control_point}"
"OPFOR has begun repairing the runway at " f"{control_point}"
)
else:
self.game.message(
"We have begun repairing the runway at "
f"{control_point}"
"We have begun repairing the runway at " f"{control_point}"
)
return budget
def random_affordable_ground_unit(
self, budget: float,
cp: ControlPoint) -> Optional[Type[VehicleType]]:
affordable_units = [u for u in self.faction.frontline_units + self.faction.artillery_units if
db.PRICES[u] <= budget]
self, budget: float, cp: ControlPoint
) -> Optional[Type[VehicleType]]:
affordable_units = [
u
for u in self.faction.frontline_units + self.faction.artillery_units
if db.PRICES[u] <= budget
]
total_number_aa = cp.base.total_frontline_aa + cp.pending_frontline_aa_deliveries_count
total_non_aa = cp.base.total_armor + cp.pending_deliveries_count - total_number_aa
max_aa = math.ceil(total_non_aa/8)
total_number_aa = (
cp.base.total_frontline_aa + cp.pending_frontline_aa_deliveries_count
)
total_non_aa = (
cp.base.total_armor + cp.pending_deliveries_count - total_number_aa
)
max_aa = math.ceil(total_non_aa / 8)
# Limit the number of AA units the AI will buy
if not total_number_aa < max_aa:
@@ -150,8 +162,12 @@ class ProcurementAi:
return budget
def _affordable_aircraft_of_types(
self, types: List[Type[FlyingType]], airbase: ControlPoint,
number: int, max_price: float) -> Optional[Type[FlyingType]]:
self,
types: List[Type[FlyingType]],
airbase: ControlPoint,
number: int,
max_price: float,
) -> Optional[Type[FlyingType]]:
best_choice: Optional[Type[FlyingType]] = None
for unit in [u for u in self.faction.aircrafts if u in types]:
if db.PRICES[unit] * number > max_price:
@@ -168,15 +184,15 @@ class ProcurementAi:
return best_choice
def affordable_aircraft_for(
self, request: AircraftProcurementRequest,
airbase: ControlPoint, budget: float) -> Optional[Type[FlyingType]]:
self, request: AircraftProcurementRequest, airbase: ControlPoint, budget: float
) -> Optional[Type[FlyingType]]:
return self._affordable_aircraft_of_types(
aircraft_for_task(request.task_capability),
airbase, request.number, budget)
aircraft_for_task(request.task_capability), airbase, request.number, budget
)
def purchase_aircraft(
self, budget: float,
aircraft_requests: List[AircraftProcurementRequest]) -> float:
self, budget: float, aircraft_requests: List[AircraftProcurementRequest]
) -> float:
for request in aircraft_requests:
for airbase in self.best_airbases_for(request):
unit = self.affordable_aircraft_for(request, airbase, budget)
@@ -201,11 +217,9 @@ class ProcurementAi:
return self.game.theater.enemy_points()
def best_airbases_for(
self,
request: AircraftProcurementRequest) -> Iterator[ControlPoint]:
distance_cache = ObjectiveDistanceCache.get_closest_airfields(
request.near
)
self, request: AircraftProcurementRequest
) -> Iterator[ControlPoint]:
distance_cache = ObjectiveDistanceCache.get_closest_airfields(request.near)
threatened = []
for cp in distance_cache.airfields_within(request.range):
if not cp.is_friendly(self.is_player):

View File

@@ -59,8 +59,7 @@ class Settings:
def plugin_settings_key(identifier: str) -> str:
return f"plugins.{identifier}"
def initialize_plugin_option(self, identifier: str,
default_value: bool) -> None:
def initialize_plugin_option(self, identifier: str, default_value: bool) -> None:
try:
self.plugin_option(identifier)
except KeyError:

View File

@@ -22,7 +22,6 @@ BASE_MIN_STRENGTH = 0
class Base:
def __init__(self):
self.aircraft: Dict[Type[FlyingType], int] = {}
self.armor: Dict[Type[VehicleType], int] = {}
@@ -57,23 +56,43 @@ class Base:
return sum(self.aa.values())
def total_units(self, task: Task) -> int:
return sum([c for t, c in itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items()) if t in db.UNIT_BY_TASK[task]])
return sum(
[
c
for t, c in itertools.chain(
self.aircraft.items(), self.armor.items(), self.aa.items()
)
if t in db.UNIT_BY_TASK[task]
]
)
def total_units_of_type(self, unit_type) -> int:
return sum([c for t, c in itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items()) if t == unit_type])
return sum(
[
c
for t, c in itertools.chain(
self.aircraft.items(), self.armor.items(), self.aa.items()
)
if t == unit_type
]
)
@property
def all_units(self):
return itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items())
return itertools.chain(
self.aircraft.items(), self.armor.items(), self.aa.items()
)
def _find_best_unit(self, available_units: Dict[UnitType, int],
for_type: Task, count: int) -> Dict[UnitType, int]:
def _find_best_unit(
self, available_units: Dict[UnitType, int], for_type: Task, count: int
) -> Dict[UnitType, int]:
if count <= 0:
logging.warning("{}: no units for {}".format(self, for_type))
return {}
sorted_units = [key for key in available_units if
key in db.UNIT_BY_TASK[for_type]]
sorted_units = [
key for key in available_units if key in db.UNIT_BY_TASK[for_type]
]
sorted_units.sort(key=lambda x: db.PRICES[x], reverse=True)
result: Dict[UnitType, int] = {}
@@ -94,14 +113,18 @@ class Base:
logging.info("{} for {} ({}): {}".format(self, for_type, count, result))
return result
def _find_best_planes(self, for_type: Task, count: int) -> typing.Dict[FlyingType, int]:
def _find_best_planes(
self, for_type: Task, count: int
) -> typing.Dict[FlyingType, int]:
return self._find_best_unit(self.aircraft, for_type, count)
def _find_best_armor(self, for_type: Task, count: int) -> typing.Dict[Armor, int]:
return self._find_best_unit(self.armor, for_type, count)
def append_commision_points(self, for_type, points: float) -> int:
self.commision_points[for_type] = self.commision_points.get(for_type, 0) + points
self.commision_points[for_type] = (
self.commision_points.get(for_type, 0) + points
)
points = self.commision_points[for_type]
if points >= 1:
self.commision_points[for_type] = points - math.floor(points)
@@ -110,7 +133,9 @@ class Base:
return 0
def filter_units(self, applicable_units: typing.Collection):
self.aircraft = {k: v for k, v in self.aircraft.items() if k in applicable_units}
self.aircraft = {
k: v for k, v in self.aircraft.items() if k in applicable_units
}
self.armor = {k: v for k, v in self.armor.items() if k in applicable_units}
def commision_units(self, units: typing.Dict[typing.Any, int]):
@@ -122,7 +147,12 @@ class Base:
for_task = db.unit_task(unit_type)
target_dict = None
if for_task == AWACS or for_task == CAS or for_task == CAP or for_task == Embarking:
if (
for_task == AWACS
or for_task == CAS
or for_task == CAP
or for_task == Embarking
):
target_dict = self.aircraft
elif for_task == PinpointStrike:
target_dict = self.armor
@@ -149,7 +179,7 @@ class Base:
if unit_type not in target_array:
print("Base didn't find event type {}".format(unit_type))
continue
target_array[unit_type] = max(target_array[unit_type] - count, 0)
if target_array[unit_type] == 0:
del target_array[unit_type]
@@ -166,12 +196,20 @@ class Base:
def scramble_count(self, multiplier: float, task: Task = None) -> int:
if task:
count = sum([v for k, v in self.aircraft.items() if db.unit_task(k) == task])
count = sum(
[v for k, v in self.aircraft.items() if db.unit_task(k) == task]
)
else:
count = self.total_aircraft
count = int(math.ceil(count * PLANES_SCRAMBLE_FACTOR * self.strength))
return min(min(max(count, PLANES_SCRAMBLE_MIN_BASE), int(PLANES_SCRAMBLE_MAX_BASE * multiplier)), count)
return min(
min(
max(count, PLANES_SCRAMBLE_MIN_BASE),
int(PLANES_SCRAMBLE_MAX_BASE * multiplier),
),
count,
)
def assemble_count(self):
return int(self.total_armor * 0.5)
@@ -202,4 +240,8 @@ class Base:
return self._find_best_armor(PinpointStrike, count)
def assemble_aa(self, count=None) -> typing.Dict[AirDefence, int]:
return self._find_best_unit(self.aa, AirDefence, count and min(count, self.total_aa) or self.assemble_aa_count())
return self._find_best_unit(
self.aa,
AirDefence,
count and min(count, self.total_aa) or self.assemble_aa_count(),
)

View File

@@ -158,7 +158,8 @@ class MizCampaignLoader:
def country(self, blue: bool) -> Country:
country = self.mission.country(
self.BLUE_COUNTRY.name if blue else self.RED_COUNTRY.name)
self.BLUE_COUNTRY.name if blue else self.RED_COUNTRY.name
)
# Should be guaranteed because we initialized them.
assert country
return country
@@ -255,22 +256,23 @@ class MizCampaignLoader:
for blue in (False, True):
for group in self.off_map_spawns(blue):
control_point = OffMapSpawn(next(self.control_point_id),
str(group.name), group.position)
control_point = OffMapSpawn(
next(self.control_point_id), str(group.name), group.position
)
control_point.captured = blue
control_point.captured_invert = group.late_activation
control_points[control_point.id] = control_point
for group in self.carriers(blue):
# TODO: Name the carrier.
control_point = Carrier(
"carrier", group.position, next(self.control_point_id))
"carrier", group.position, next(self.control_point_id)
)
control_point.captured = blue
control_point.captured_invert = group.late_activation
control_points[control_point.id] = control_point
for group in self.lhas(blue):
# TODO: Name the LHA.
control_point = Lha(
"lha", group.position, next(self.control_point_id))
control_point = Lha("lha", group.position, next(self.control_point_id))
control_point.captured = blue
control_point.captured_invert = group.late_activation
control_points[control_point.id] = control_point
@@ -302,21 +304,21 @@ class MizCampaignLoader:
origin = self.theater.closest_control_point(waypoints[0])
if origin is None:
raise RuntimeError(
f"No control point near the first waypoint of {group.name}")
f"No control point near the first waypoint of {group.name}"
)
destination = self.theater.closest_control_point(waypoints[-1])
if destination is None:
raise RuntimeError(
f"No control point near the final waypoint of {group.name}")
f"No control point near the final waypoint of {group.name}"
)
# Snap the begin and end points to the control points.
waypoints[0] = origin.position
waypoints[-1] = destination.position
front_line_id = f"{origin.id}|{destination.id}"
front_lines[front_line_id] = ComplexFrontLine(origin, waypoints)
self.control_points[origin.id].connect(
self.control_points[destination.id])
self.control_points[destination.id].connect(
self.control_points[origin.id])
self.control_points[origin.id].connect(self.control_points[destination.id])
self.control_points[destination.id].connect(self.control_points[origin.id])
return front_lines
def objective_info(self, group: Group) -> Tuple[ControlPoint, Distance]:
@@ -329,52 +331,63 @@ class MizCampaignLoader:
closest, distance = self.objective_info(group)
if distance < self.BASE_DEFENSE_RADIUS:
closest.preset_locations.base_garrisons.append(
PointWithHeading.from_point(group.position, group.units[0].heading))
PointWithHeading.from_point(group.position, group.units[0].heading)
)
else:
logging.warning(
f"Found garrison unit too far from base: {group.name}")
logging.warning(f"Found garrison unit too far from base: {group.name}")
for group in self.sams:
closest, distance = self.objective_info(group)
if distance < self.BASE_DEFENSE_RADIUS:
closest.preset_locations.base_air_defense.append(
PointWithHeading.from_point(group.position, group.units[0].heading))
PointWithHeading.from_point(group.position, group.units[0].heading)
)
else:
closest.preset_locations.strike_locations.append(
PointWithHeading.from_point(group.position, group.units[0].heading))
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.ewrs:
closest, distance = self.objective_info(group)
closest.preset_locations.ewrs.append(PointWithHeading.from_point(group.position, group.units[0].heading))
closest.preset_locations.ewrs.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.offshore_strike_targets:
closest, distance = self.objective_info(group)
closest.preset_locations.offshore_strike_locations.append(
PointWithHeading.from_point(group.position, group.units[0].heading))
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.ships:
closest, distance = self.objective_info(group)
closest.preset_locations.ships.append(PointWithHeading.from_point(group.position, group.units[0].heading))
closest.preset_locations.ships.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.missile_sites:
closest, distance = self.objective_info(group)
closest.preset_locations.missile_sites.append(
PointWithHeading.from_point(group.position, group.units[0].heading))
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.coastal_defenses:
closest, distance = self.objective_info(group)
closest.preset_locations.coastal_defenses.append(
PointWithHeading.from_point(group.position, group.units[0].heading))
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.required_long_range_sams:
closest, distance = self.objective_info(group)
closest.preset_locations.required_long_range_sams.append(
PointWithHeading.from_point(group.position, group.units[0].heading))
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.required_medium_range_sams:
closest, distance = self.objective_info(group)
closest.preset_locations.required_medium_range_sams.append(
PointWithHeading.from_point(group.position, group.units[0].heading))
PointWithHeading.from_point(group.position, group.units[0].heading)
)
def populate_theater(self) -> None:
for control_point in self.control_points.values():
@@ -428,8 +441,9 @@ class ConflictTheater:
logging.warning("Replacing existing frontline data")
self._frontline_data = data
def add_controlpoint(self, point: ControlPoint,
connected_to: Optional[List[ControlPoint]] = None):
def add_controlpoint(
self, point: ControlPoint, connected_to: Optional[List[ControlPoint]] = None
):
if connected_to is None:
connected_to = []
for connected_point in connected_to:
@@ -503,7 +517,7 @@ class ConflictTheater:
nearest_point = Point(nearest_point.x, nearest_point.y)
new_point = point.point_from_heading(
point.heading_between_point(nearest_point),
point.distance_to_point(nearest_point) + extend_dist
point.distance_to_point(nearest_point) + extend_dist,
)
return new_point
@@ -517,7 +531,9 @@ class ConflictTheater:
def conflicts(self, from_player=True) -> Iterator[FrontLine]:
for cp in [x for x in self.controlpoints if x.captured == from_player]:
for connected_point in [x for x in cp.connected_points if x.captured != from_player]:
for connected_point in [
x for x in cp.connected_points if x.captured != from_player
]:
yield FrontLine(cp, connected_point, self)
def enemy_points(self) -> List[ControlPoint]:
@@ -572,17 +588,22 @@ class ConflictTheater:
distances[cp.id] = dist
closest_cp_id = min(distances, key=distances.get) # type: ignore
all_cp_min_distances[(control_point.id, closest_cp_id)] = distances[closest_cp_id]
all_cp_min_distances[(control_point.id, closest_cp_id)] = distances[
closest_cp_id
]
closest_opposing_cps = [
self.find_control_point_by_id(i)
for i
in min(all_cp_min_distances, key=all_cp_min_distances.get) # type: ignore
for i in min(
all_cp_min_distances, key=all_cp_min_distances.get
) # type: ignore
] # type: List[ControlPoint]
assert len(closest_opposing_cps) == 2
if closest_opposing_cps[0].captured:
return cast(Tuple[ControlPoint, ControlPoint], tuple(closest_opposing_cps))
else:
return cast(Tuple[ControlPoint, ControlPoint], tuple(reversed(closest_opposing_cps)))
return cast(
Tuple[ControlPoint, ControlPoint], tuple(reversed(closest_opposing_cps))
)
def find_control_point_by_id(self, id: int) -> ControlPoint:
for i in self.controlpoints:
@@ -677,8 +698,7 @@ class PersianGulfTheater(ConflictTheater):
terrain = persiangulf.PersianGulf()
overview_image = "persiangulf.gif"
reference_points = (
ReferencePoint(persiangulf.Jiroft_Airport.position,
Point(1692, 1343)),
ReferencePoint(persiangulf.Jiroft_Airport.position, Point(1692, 1343)),
ReferencePoint(persiangulf.Liwa_Airbase.position, Point(358, 3238)),
)
landmap = load_landmap("resources\\gulflandmap.p")
@@ -727,7 +747,7 @@ class TheChannelTheater(ConflictTheater):
overview_image = "thechannel.gif"
reference_points = (
ReferencePoint(thechannel.Abbeville_Drucat.position, Point(2005, 2390)),
ReferencePoint(thechannel.Detling.position, Point(706, 382))
ReferencePoint(thechannel.Detling.position, Point(706, 382)),
)
landmap = load_landmap("resources\\channellandmap.p")
daytime_map = {
@@ -793,10 +813,10 @@ class FrontLine(MissionTarget):
"""
def __init__(
self,
control_point_a: ControlPoint,
control_point_b: ControlPoint,
theater: ConflictTheater
self,
control_point_a: ControlPoint,
control_point_b: ControlPoint,
theater: ConflictTheater,
) -> None:
self.control_point_a = control_point_a
self.control_point_b = control_point_b
@@ -882,7 +902,7 @@ class FrontLine(MissionTarget):
according to the current strength of each control point
"""
total_strength = (
self.control_point_a.base.strength + self.control_point_b.base.strength
self.control_point_a.base.strength + self.control_point_b.base.strength
)
if self.control_point_a.base.strength == 0:
return self._adjust_for_min_dist(0)
@@ -897,11 +917,11 @@ class FrontLine(MissionTarget):
constant of either end control point.
"""
if (distance > self.attack_distance / 2) and (
distance + FRONTLINE_MIN_CP_DISTANCE > self.attack_distance
distance + FRONTLINE_MIN_CP_DISTANCE > self.attack_distance
):
distance = self.attack_distance - FRONTLINE_MIN_CP_DISTANCE
elif (distance < self.attack_distance / 2) and (
distance < FRONTLINE_MIN_CP_DISTANCE
distance < FRONTLINE_MIN_CP_DISTANCE
):
distance = FRONTLINE_MIN_CP_DISTANCE
return distance
@@ -916,8 +936,8 @@ class FrontLine(MissionTarget):
)
complex_frontlines = self.theater.frontline_data
if (complex_frontlines) and (
(control_point_ids in complex_frontlines)
or (reversed_cp_ids in complex_frontlines)
(control_point_ids in complex_frontlines)
or (reversed_cp_ids in complex_frontlines)
):
# The frontline segments must be stored in the correct order for the distance algorithms to work.
# The points in the frontline are ordered from the id before the | to the id after.
@@ -943,7 +963,7 @@ class FrontLine(MissionTarget):
@staticmethod
def load_json_frontlines(
theater: ConflictTheater
theater: ConflictTheater,
) -> Optional[Dict[str, ComplexFrontLine]]:
"""Load complex frontlines from json"""
try:

View File

@@ -71,6 +71,7 @@ class LocationType(Enum):
Shorad = "SHORAD"
StrikeTarget = "strike target"
@dataclass
class PresetLocations:
"""Defines the preset locations loaded from the campaign mission file."""
@@ -230,10 +231,17 @@ class ControlPoint(MissionTarget, ABC):
# TODO: Only airbases have IDs.
# TODO: has_frontline is only reasonable for airbases.
# TODO: cptype is obsolete.
def __init__(self, cp_id: int, name: str, position: Point,
at: db.StartingPosition, size: int,
importance: float, has_frontline=True,
cptype=ControlPointType.AIRBASE):
def __init__(
self,
cp_id: int,
name: str,
position: Point,
at: db.StartingPosition,
size: int,
importance: float,
has_frontline=True,
cptype=ControlPointType.AIRBASE,
):
super().__init__(name, position)
# TODO: Should be Airbase specific.
self.id = cp_id
@@ -256,17 +264,17 @@ class ControlPoint(MissionTarget, ABC):
# TODO: Should be Airbase specific.
self.stances: Dict[int, CombatStance] = {}
from ..event import UnitsDeliveryEvent
self.pending_unit_deliveries = UnitsDeliveryEvent(self)
self.target_position: Optional[Point] = None
def __repr__(self):
return f"<{__class__}: {self.name}>"
@property
def ground_objects(self) -> List[TheaterGroundObject]:
return list(
itertools.chain(self.connected_objectives, self.base_defenses))
return list(itertools.chain(self.connected_objectives, self.base_defenses))
@property
@abstractmethod
@@ -341,15 +349,18 @@ class ControlPoint(MissionTarget, ABC):
Get the carrier group name if the airbase is a carrier
:return: Carrier group name
"""
if self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP,
ControlPointType.LHA_GROUP]:
if self.cptype in [
ControlPointType.AIRCRAFT_CARRIER_GROUP,
ControlPointType.LHA_GROUP,
]:
for g in self.ground_objects:
if g.dcs_identifier == "CARRIER":
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [
CVN_74_John_C__Stennis,
CV_1143_5_Admiral_Kuznetsov]:
CVN_74_John_C__Stennis,
CV_1143_5_Admiral_Kuznetsov,
]:
return group.name
elif g.dcs_identifier == "LHA":
for group in g.groups:
@@ -385,7 +396,8 @@ class ControlPoint(MissionTarget, ABC):
else:
logging.error(
"Could not determine preset location type for "
f"{base_defense}. Assuming garrison type.")
f"{base_defense}. Assuming garrison type."
)
self.preset_locations.base_garrisons.append(p)
self.base_defenses = []
@@ -395,15 +407,18 @@ class ControlPoint(MissionTarget, ABC):
game.adjust_budget(total, player=not self.captured)
game.message(
f"{self.name} is not connected to any friendly points. Ground "
f"vehicles have been captured and sold for ${total}M.")
f"vehicles have been captured and sold for ${total}M."
)
def retreat_ground_units(self, game: Game):
# When there are multiple valid destinations, deliver units to whichever
# base is least defended first. The closest approximation of unit
# strength we have is price
destinations = [GroundUnitDestination(cp)
for cp in self.connected_points
if cp.captured == self.captured]
destinations = [
GroundUnitDestination(cp)
for cp in self.connected_points
if cp.captured == self.captured
]
if not destinations:
self.capture_equipment(game)
return
@@ -416,8 +431,9 @@ class ControlPoint(MissionTarget, ABC):
destination.control_point.base.commision_units({unit_type: 1})
destination = heapq.heappushpop(destinations, destination)
def capture_aircraft(self, game: Game, airframe: Type[FlyingType],
count: int) -> None:
def capture_aircraft(
self, game: Game, airframe: Type[FlyingType], count: int
) -> None:
try:
value = PRICES[airframe] * count
except KeyError:
@@ -428,11 +444,12 @@ class ControlPoint(MissionTarget, ABC):
game.message(
f"No valid retreat destination in range of {self.name} for "
f"{airframe.id}. {count} aircraft have been captured and sold for "
f"${value}M.")
f"${value}M."
)
def aircraft_retreat_destination(
self, game: Game,
airframe: Type[FlyingType]) -> Optional[ControlPoint]:
self, game: Game, airframe: Type[FlyingType]
) -> Optional[ControlPoint]:
closest = ObjectiveDistanceCache.get_closest_airfields(self)
# TODO: Should be airframe dependent.
max_retreat_distance = nautical_miles(200)
@@ -448,8 +465,9 @@ class ControlPoint(MissionTarget, ABC):
return airbase
return None
def _retreat_air_units(self, game: Game, airframe: Type[FlyingType],
count: int) -> None:
def _retreat_air_units(
self, game: Game, airframe: Type[FlyingType], count: int
) -> None:
while count:
logging.debug(f"Retreating {count} {airframe.id} from {self.name}")
destination = self.aircraft_retreat_destination(game, airframe)
@@ -482,6 +500,7 @@ class ControlPoint(MissionTarget, ABC):
self.clear_base_defenses()
from .start_generator import BaseDefenseGenerator
BaseDefenseGenerator(game, self).generate()
@abstractmethod
@@ -511,16 +530,19 @@ class ControlPoint(MissionTarget, ABC):
if issubclass(unit_bought, FlyingType):
on_order += self.pending_unit_deliveries.units[unit_bought]
return PendingOccupancy(self.base.total_aircraft, on_order,
self.aircraft_transferring(game))
return PendingOccupancy(
self.base.total_aircraft, on_order, self.aircraft_transferring(game)
)
def unclaimed_parking(self, game: Game) -> int:
return (self.total_aircraft_parking -
self.expected_aircraft_next_turn(game).total)
return (
self.total_aircraft_parking - self.expected_aircraft_next_turn(game).total
)
@abstractmethod
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
def active_runway(
self, conditions: Conditions, dynamic_runways: Dict[str, RunwayData]
) -> RunwayData:
...
@property
@@ -571,7 +593,13 @@ class ControlPoint(MissionTarget, ABC):
Get number of pending frontline aa units
"""
if self.pending_unit_deliveries:
return sum([v for k,v in self.pending_unit_deliveries.units.items() if k in TYPE_SHORAD])
return sum(
[
v
for k, v in self.pending_unit_deliveries.units.items()
if k in TYPE_SHORAD
]
)
else:
return 0
@@ -595,9 +623,12 @@ class ControlPoint(MissionTarget, ABC):
continue
on_order += self.pending_unit_deliveries.units[unit_bought]
return PendingOccupancy(self.base.total_armor, on_order,
# Ground unit transfers not yet implemented.
transferring=0)
return PendingOccupancy(
self.base.total_armor,
on_order,
# Ground unit transfers not yet implemented.
transferring=0,
)
@property
def income_per_turn(self) -> int:
@@ -605,6 +636,7 @@ class ControlPoint(MissionTarget, ABC):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield from [
FlightType.AEWC,
@@ -613,17 +645,23 @@ class ControlPoint(MissionTarget, ABC):
@property
def has_active_frontline(self) -> bool:
return any(
not c.is_friendly(self.captured) for c in self.connected_points)
return any(not c.is_friendly(self.captured) for c in self.connected_points)
class Airfield(ControlPoint):
def __init__(self, airport: Airport, size: int,
importance: float, has_frontline=True):
super().__init__(airport.id, airport.name, airport.position, airport,
size, importance, has_frontline,
cptype=ControlPointType.AIRBASE)
def __init__(
self, airport: Airport, size: int, importance: float, has_frontline=True
):
super().__init__(
airport.id,
airport.name,
airport.position,
airport,
size,
importance,
has_frontline,
cptype=ControlPointType.AIRBASE,
)
self.airport = airport
self._runway_status = RunwayStatus()
@@ -637,6 +675,7 @@ class Airfield(ControlPoint):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield from [
# TODO: FlightType.INTERCEPTION
@@ -667,8 +706,9 @@ class Airfield(ControlPoint):
def damage_runway(self) -> None:
self.runway_status.damage()
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
def active_runway(
self, conditions: Conditions, dynamic_runways: Dict[str, RunwayData]
) -> RunwayData:
assigner = RunwayAssigner(conditions)
return assigner.get_preferred_runway(self.airport)
@@ -686,13 +726,13 @@ class Airfield(ControlPoint):
class NavalControlPoint(ControlPoint, ABC):
@property
def is_fleet(self) -> bool:
return True
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield from [
# TODO: FlightType.INTERCEPTION
@@ -716,14 +756,17 @@ class NavalControlPoint(ControlPoint, ABC):
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [
CVN_74_John_C__Stennis, LHA_1_Tarawa,
CV_1143_5_Admiral_Kuznetsov,
Type_071_Amphibious_Transport_Dock]:
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
CV_1143_5_Admiral_Kuznetsov,
Type_071_Amphibious_Transport_Dock,
]:
return True
return False
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
def active_runway(
self, conditions: Conditions, dynamic_runways: Dict[str, RunwayData]
) -> RunwayData:
# TODO: Assign TACAN and ICLS earlier so we don't need this.
fallback = RunwayData(self.full_name, runway_heading=0, runway_name="")
return dynamic_runways.get(self.name, fallback)
@@ -746,12 +789,19 @@ class NavalControlPoint(ControlPoint, ABC):
class Carrier(NavalControlPoint):
def __init__(self, name: str, at: Point, cp_id: int):
import game.theater.conflicttheater
super().__init__(cp_id, name, at, at,
game.theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.AIRCRAFT_CARRIER_GROUP)
super().__init__(
cp_id,
name,
at,
at,
game.theater.conflicttheater.SIZE_SMALL,
1,
has_frontline=False,
cptype=ControlPointType.AIRCRAFT_CARRIER_GROUP,
)
def capture(self, game: Game, for_player: bool) -> None:
raise RuntimeError("Carriers cannot be captured")
@@ -769,12 +819,19 @@ class Carrier(NavalControlPoint):
class Lha(NavalControlPoint):
def __init__(self, name: str, at: Point, cp_id: int):
import game.theater.conflicttheater
super().__init__(cp_id, name, at, at,
game.theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.LHA_GROUP)
super().__init__(
cp_id,
name,
at,
at,
game.theater.conflicttheater.SIZE_SMALL,
1,
has_frontline=False,
cptype=ControlPointType.LHA_GROUP,
)
def capture(self, game: Game, for_player: bool) -> None:
raise RuntimeError("LHAs cannot be captured")
@@ -792,15 +849,22 @@ class Lha(NavalControlPoint):
class OffMapSpawn(ControlPoint):
def runway_is_operational(self) -> bool:
return True
def __init__(self, cp_id: int, name: str, position: Point):
from . import IMPORTANCE_MEDIUM, SIZE_REGULAR
super().__init__(cp_id, name, position, at=position,
size=SIZE_REGULAR, importance=IMPORTANCE_MEDIUM,
has_frontline=False, cptype=ControlPointType.OFF_MAP)
super().__init__(
cp_id,
name,
position,
at=position,
size=SIZE_REGULAR,
importance=IMPORTANCE_MEDIUM,
has_frontline=False,
cptype=ControlPointType.OFF_MAP,
)
def capture(self, game: Game, for_player: bool) -> None:
raise RuntimeError("Off map control points cannot be captured")
@@ -819,8 +883,9 @@ class OffMapSpawn(ControlPoint):
def heading(self) -> int:
return 0
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
def active_runway(
self, conditions: Conditions, dynamic_runways: Dict[str, RunwayData]
) -> RunwayData:
logging.warning("TODO: Off map spawns have no runways.")
return RunwayData(self.full_name, runway_heading=0, runway_name="")
@@ -834,19 +899,27 @@ class OffMapSpawn(ControlPoint):
class Fob(ControlPoint):
def __init__(self, name: str, at: Point, cp_id: int):
import game.theater.conflicttheater
super().__init__(cp_id, name, at, at,
game.theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=True, cptype=ControlPointType.FOB)
super().__init__(
cp_id,
name,
at,
at,
game.theater.conflicttheater.SIZE_SMALL,
1,
has_frontline=True,
cptype=ControlPointType.FOB,
)
self.name = name
def runway_is_operational(self) -> bool:
return False
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
def active_runway(
self, conditions: Conditions, dynamic_runways: Dict[str, RunwayData]
) -> RunwayData:
logging.warning("TODO: FOBs have no runways.")
return RunwayData(self.full_name, runway_heading=0, runway_name="")
@@ -856,6 +929,7 @@ class Fob(ControlPoint):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield from [
FlightType.BARCAP,

View File

@@ -46,4 +46,3 @@ def poly_centroid(poly) -> Tuple[float, float]:
x = sum(x_list) / len(poly)
y = sum(y_list) / len(poly)
return (x, y)

View File

@@ -29,6 +29,7 @@ class MissionTarget:
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield FlightType.BARCAP
else:

View File

@@ -22,7 +22,8 @@ from game.theater.theatergroundobject import (
MissileSiteGroundObject,
SamGroundObject,
ShipGroundObject,
VehicleGroupGroundObject, CoastalSiteGroundObject,
VehicleGroupGroundObject,
CoastalSiteGroundObject,
)
from game.version import VERSION
from gen import namegen
@@ -77,9 +78,14 @@ class GeneratorSettings:
class GameGenerator:
def __init__(self, player: str, enemy: str, theater: ConflictTheater,
settings: Settings,
generator_settings: GeneratorSettings) -> None:
def __init__(
self,
player: str,
enemy: str,
theater: ConflictTheater,
settings: Settings,
generator_settings: GeneratorSettings,
) -> None:
self.player = player
self.enemy = enemy
self.theater = theater
@@ -97,7 +103,7 @@ class GameGenerator:
start_date=self.generator_settings.start_date,
settings=self.settings,
player_budget=self.generator_settings.player_budget,
enemy_budget=self.generator_settings.enemy_budget
enemy_budget=self.generator_settings.enemy_budget,
)
GroundObjectGenerator(game, self.generator_settings).generate()
@@ -109,7 +115,7 @@ class GameGenerator:
# Auto-capture half the bases if midgame.
if self.generator_settings.midgame:
control_points = self.theater.controlpoints
for control_point in control_points[:len(control_points) // 2]:
for control_point in control_points[: len(control_points) // 2]:
control_point.captured = True
# Remove carrier and lha, invert situation if needed
@@ -141,28 +147,37 @@ class LocationFinder:
self.game = game
self.control_point = control_point
self.miz_data = MizDataLocationFinder.compute_possible_locations(
game.theater.terrain.name, control_point.full_name)
game.theater.terrain.name, control_point.full_name
)
def location_for(self, location_type: LocationType) -> Optional[PointWithHeading]:
position = self.control_point.preset_locations.random_for(location_type)
if position is not None:
return position
logging.warning(f"No campaign location for %s Mat %s",
location_type.value, self.control_point)
logging.warning(
f"No campaign location for %s Mat %s",
location_type.value,
self.control_point,
)
position = self.random_from_miz_data(
location_type == LocationType.OffshoreStrikeTarget)
location_type == LocationType.OffshoreStrikeTarget
)
if position is not None:
return position
logging.debug(f"No mizdata location for %s at %s", location_type.value,
self.control_point)
logging.debug(
f"No mizdata location for %s at %s", location_type.value, self.control_point
)
position = self.random_position(location_type)
if position is not None:
return position
logging.error(f"Could not find position for %s at %s",
location_type.value, self.control_point)
logging.error(
f"Could not find position for %s at %s",
location_type.value,
self.control_point,
)
return None
def random_from_miz_data(self, offshore: bool) -> Optional[PointWithHeading]:
@@ -176,15 +191,20 @@ class LocationFinder:
return PointWithHeading.from_point(preset.position, preset.heading)
return None
def random_position(self, location_type: LocationType) -> Optional[PointWithHeading]:
def random_position(
self, location_type: LocationType
) -> Optional[PointWithHeading]:
# TODO: Flesh out preset locations so we never hit this case.
if location_type == LocationType.Coastal:
# No coastal locations generated randomly
return None
logging.warning("Falling back to random location for %s at %s",
location_type.value, self.control_point)
logging.warning(
"Falling back to random location for %s at %s",
location_type.value,
self.control_point,
)
is_base_defense = location_type in {
LocationType.BaseAirDefense,
@@ -218,23 +238,28 @@ class LocationFinder:
min_range = 10000
max_range = 40000
position = self._find_random_position(min_range, max_range,
on_land, is_base_defense,
avoid_others)
position = self._find_random_position(
min_range, max_range, on_land, is_base_defense, avoid_others
)
# Retry once, searching a bit further (On some big airbases, 3200 is too
# short (Ex : Incirlik)), but searching farther on every base would be
# problematic, as some base defense units would end up very far away
# from small airfields.
if position is None and is_base_defense:
position = self._find_random_position(3200, 4800,
on_land, is_base_defense,
avoid_others)
position = self._find_random_position(
3200, 4800, on_land, is_base_defense, avoid_others
)
return position
def _find_random_position(self, min_range: int, max_range: int,
on_ground: bool, is_base_defense: bool,
avoid_others: bool) -> Optional[PointWithHeading]:
def _find_random_position(
self,
min_range: int,
max_range: int,
on_ground: bool,
is_base_defense: bool,
avoid_others: bool,
) -> Optional[PointWithHeading]:
"""
Find a valid ground object location
:param on_ground: Whether it should be on ground or on sea (True = on
@@ -278,15 +303,21 @@ class LocationFinder:
for _ in range(300):
# Check if on land or sea
p = PointWithHeading.from_point(near.random_point_within(max_range, min_range), random.randint(0, 360))
p = PointWithHeading.from_point(
near.random_point_within(max_range, min_range), random.randint(0, 360)
)
if is_valid(p):
return p
return None
class ControlPointGroundObjectGenerator:
def __init__(self, game: Game, generator_settings: GeneratorSettings,
control_point: ControlPoint) -> None:
def __init__(
self,
game: Game,
generator_settings: GeneratorSettings,
control_point: ControlPoint,
) -> None:
self.game = game
self.generator_settings = generator_settings
self.control_point = control_point
@@ -327,15 +358,15 @@ class ControlPointGroundObjectGenerator:
self.generate_ship()
def generate_ship(self) -> None:
point = self.location_finder.location_for(
LocationType.OffshoreStrikeTarget)
point = self.location_finder.location_for(LocationType.OffshoreStrikeTarget)
if point is None:
return
group_id = self.game.next_group_id()
g = ShipGroundObject(namegen.random_objective_name(), group_id, point,
self.control_point)
g = ShipGroundObject(
namegen.random_objective_name(), group_id, point, self.control_point
)
group = generate_ship_group(self.game, g, self.faction_name)
g.groups = []
@@ -358,13 +389,15 @@ class CarrierGroundObjectGenerator(ControlPointGroundObjectGenerator):
if not carrier_names:
logging.info(
f"Skipping generation of {self.control_point.name} because "
f"{self.faction_name} has no carriers")
f"{self.faction_name} has no carriers"
)
return False
# Create ground object group
group_id = self.game.next_group_id()
g = CarrierGroundObject(namegen.random_objective_name(), group_id,
self.control_point)
g = CarrierGroundObject(
namegen.random_objective_name(), group_id, self.control_point
)
group = generate_carrier_group(self.faction_name, self.game, g)
g.groups = []
if group is not None:
@@ -383,13 +416,15 @@ class LhaGroundObjectGenerator(ControlPointGroundObjectGenerator):
if not lha_names:
logging.info(
f"Skipping generation of {self.control_point.name} because "
f"{self.faction_name} has no LHAs")
f"{self.faction_name} has no LHAs"
)
return False
# Create ground object group
group_id = self.game.next_group_id()
g = LhaGroundObject(namegen.random_objective_name(), group_id,
self.control_point)
g = LhaGroundObject(
namegen.random_objective_name(), group_id, self.control_point
)
group = generate_lha_group(self.faction_name, self.game, g)
g.groups = []
if group is not None:
@@ -428,8 +463,9 @@ class BaseDefenseGenerator:
group_id = self.game.next_group_id()
g = EwrGroundObject(namegen.random_objective_name(), group_id,
position, self.control_point)
g = EwrGroundObject(
namegen.random_objective_name(), group_id, position, self.control_point
)
group = generate_ewr_group(self.game, g, self.faction)
if group is None:
@@ -460,28 +496,35 @@ class BaseDefenseGenerator:
group_id = self.game.next_group_id()
g = VehicleGroupGroundObject(namegen.random_objective_name(), group_id,
position, self.control_point,
for_airbase=True)
g = VehicleGroupGroundObject(
namegen.random_objective_name(),
group_id,
position,
self.control_point,
for_airbase=True,
)
group = generate_armor_group(self.faction_name, self.game, g)
if group is None:
logging.error(
f"Could not generate garrison at {self.control_point}")
logging.error(f"Could not generate garrison at {self.control_point}")
return
g.groups.append(group)
self.control_point.base_defenses.append(g)
def generate_sam(self) -> None:
position = self.location_finder.location_for(
LocationType.BaseAirDefense)
position = self.location_finder.location_for(LocationType.BaseAirDefense)
if position is None:
return
group_id = self.game.next_group_id()
g = SamGroundObject(namegen.random_objective_name(), group_id,
position, self.control_point, for_airbase=True)
g = SamGroundObject(
namegen.random_objective_name(),
group_id,
position,
self.control_point,
for_airbase=True,
)
groups = generate_anti_air_group(self.game, g, self.faction)
if not groups:
@@ -491,21 +534,25 @@ class BaseDefenseGenerator:
self.control_point.base_defenses.append(g)
def generate_shorad(self) -> None:
position = self.location_finder.location_for(
LocationType.BaseAirDefense)
position = self.location_finder.location_for(LocationType.BaseAirDefense)
if position is None:
return
group_id = self.game.next_group_id()
g = SamGroundObject(namegen.random_objective_name(), group_id,
position, self.control_point, for_airbase=True)
g = SamGroundObject(
namegen.random_objective_name(),
group_id,
position,
self.control_point,
for_airbase=True,
)
groups = generate_anti_air_group(self.game, g, self.faction,
ranges=[{AirDefenseRange.Short}])
groups = generate_anti_air_group(
self.game, g, self.faction, ranges=[{AirDefenseRange.Short}]
)
if not groups:
logging.error(
f"Could not generate SHORAD group at {self.control_point}")
logging.error(f"Could not generate SHORAD group at {self.control_point}")
return
g.groups = groups
self.control_point.base_defenses.append(g)
@@ -515,7 +562,7 @@ class FobDefenseGenerator(BaseDefenseGenerator):
def generate(self) -> None:
self.generate_garrison()
self.generate_fob_defenses()
def generate_fob_defenses(self):
# First group has a 1/2 chance of being a SHORAD,
# and a 1/2 chance of a garrison.
@@ -534,9 +581,13 @@ class FobDefenseGenerator(BaseDefenseGenerator):
class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
def __init__(self, game: Game, generator_settings: GeneratorSettings,
control_point: ControlPoint,
templates: GroundObjectTemplates) -> None:
def __init__(
self,
game: Game,
generator_settings: GeneratorSettings,
control_point: ControlPoint,
templates: GroundObjectTemplates,
) -> None:
super().__init__(game, generator_settings, control_point)
self.templates = templates
@@ -585,18 +636,25 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
"""
presets = self.control_point.preset_locations
for position in presets.required_long_range_sams:
self.generate_aa_at(position, ranges=[
{AirDefenseRange.Long},
{AirDefenseRange.Medium},
{AirDefenseRange.Short},
])
self.generate_aa_at(
position,
ranges=[
{AirDefenseRange.Long},
{AirDefenseRange.Medium},
{AirDefenseRange.Short},
],
)
for position in presets.required_medium_range_sams:
self.generate_aa_at(position, ranges=[
{AirDefenseRange.Medium},
{AirDefenseRange.Short},
])
return (len(presets.required_long_range_sams) +
len(presets.required_medium_range_sams))
self.generate_aa_at(
position,
ranges=[
{AirDefenseRange.Medium},
{AirDefenseRange.Short},
],
)
return len(presets.required_long_range_sams) + len(
presets.required_medium_range_sams
)
def generate_ground_point(self) -> None:
try:
@@ -627,8 +685,15 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
template_point = Point(unit["offset"].x, unit["offset"].y)
g = BuildingGroundObject(
obj_name, category, group_id, object_id, point + template_point,
unit["heading"], self.control_point, unit["type"])
obj_name,
category,
group_id,
object_id,
point + template_point,
unit["heading"],
self.control_point,
unit["type"],
)
self.control_point.connected_objectives.append(g)
@@ -636,23 +701,34 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
position = self.location_finder.location_for(LocationType.Sam)
if position is None:
return
self.generate_aa_at(position, ranges=[
# Prefer to use proper SAMs, but fall back to SHORADs if needed.
{AirDefenseRange.Long, AirDefenseRange.Medium},
{AirDefenseRange.Short},
])
self.generate_aa_at(
position,
ranges=[
# Prefer to use proper SAMs, but fall back to SHORADs if needed.
{AirDefenseRange.Long, AirDefenseRange.Medium},
{AirDefenseRange.Short},
],
)
def generate_aa_at(
self, position: Point,
ranges: Iterable[Set[AirDefenseRange]]) -> None:
self, position: Point, ranges: Iterable[Set[AirDefenseRange]]
) -> None:
group_id = self.game.next_group_id()
g = SamGroundObject(namegen.random_objective_name(), group_id,
position, self.control_point, for_airbase=False)
g = SamGroundObject(
namegen.random_objective_name(),
group_id,
position,
self.control_point,
for_airbase=False,
)
groups = generate_anti_air_group(self.game, g, self.faction, ranges)
if not groups:
logging.error("Could not generate air defense group for %s at %s",
g.name, self.control_point)
logging.error(
"Could not generate air defense group for %s at %s",
g.name,
self.control_point,
)
return
g.groups = groups
self.control_point.connected_objectives.append(g)
@@ -668,8 +744,9 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
group_id = self.game.next_group_id()
g = MissileSiteGroundObject(namegen.random_objective_name(), group_id,
position, self.control_point)
g = MissileSiteGroundObject(
namegen.random_objective_name(), group_id, position, self.control_point
)
group = generate_missile_group(self.game, g, self.faction_name)
g.groups = []
if group is not None:
@@ -688,8 +765,13 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
group_id = self.game.next_group_id()
g = CoastalSiteGroundObject(namegen.random_objective_name(), group_id,
position, self.control_point, position.heading)
g = CoastalSiteGroundObject(
namegen.random_objective_name(),
group_id,
position,
self.control_point,
position.heading,
)
group = generate_coastal_group(self.game, g, self.faction_name)
g.groups = []
if group is not None:
@@ -707,7 +789,7 @@ class FobGroundObjectGenerator(AirbaseGroundObjectGenerator):
def generate_fob(self) -> None:
try:
category = self.faction.building_set[self.faction.building_set.index('fob')]
category = self.faction.building_set[self.faction.building_set.index("fob")]
except IndexError:
logging.exception("Faction has no fob buildings defined")
return
@@ -725,14 +807,21 @@ class FobGroundObjectGenerator(AirbaseGroundObjectGenerator):
template_point = Point(unit["offset"].x, unit["offset"].y)
g = BuildingGroundObject(
obj_name, category, group_id, object_id, point + template_point,
unit["heading"], self.control_point, unit["type"], airbase_group=True)
obj_name,
category,
group_id,
object_id,
point + template_point,
unit["heading"],
self.control_point,
unit["type"],
airbase_group=True,
)
self.control_point.connected_objectives.append(g)
class GroundObjectGenerator:
def __init__(self, game: Game,
generator_settings: GeneratorSettings) -> None:
def __init__(self, game: Game, generator_settings: GeneratorSettings) -> None:
self.game = game
self.generator_settings = generator_settings
with open("resources/groundobject_templates.p", "rb") as f:
@@ -750,19 +839,22 @@ class GroundObjectGenerator:
generator: ControlPointGroundObjectGenerator
if control_point.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
generator = CarrierGroundObjectGenerator(
self.game, self.generator_settings, control_point)
self.game, self.generator_settings, control_point
)
elif control_point.cptype == ControlPointType.LHA_GROUP:
generator = LhaGroundObjectGenerator(
self.game, self.generator_settings, control_point)
self.game, self.generator_settings, control_point
)
elif isinstance(control_point, OffMapSpawn):
generator = NoOpGroundObjectGenerator(
self.game, self.generator_settings, control_point)
self.game, self.generator_settings, control_point
)
elif isinstance(control_point, Fob):
generator = FobGroundObjectGenerator(
self.game, self.generator_settings, control_point,
self.templates)
self.game, self.generator_settings, control_point, self.templates
)
else:
generator = AirbaseGroundObjectGenerator(
self.game, self.generator_settings, control_point,
self.templates)
self.game, self.generator_settings, control_point, self.templates
)
return generator.generate()

View File

@@ -33,7 +33,7 @@ NAME_BY_CATEGORY = {
"ww2bunker": "Bunker",
"village": "Village",
"allycamp": "Camp",
"EWR":"EWR",
"EWR": "EWR",
}
ABBREV_NAME = {
@@ -54,34 +54,59 @@ ABBREV_NAME = {
}
CATEGORY_MAP = {
# Special cases
"CARRIER": ["CARRIER"],
"LHA": ["LHA"],
"aa": ["AA"],
# Buildings
"power": ["Workshop A", "Electric power box", "Garage small A", "Farm B", "Repair workshop", "Garage B"],
"power": [
"Workshop A",
"Electric power box",
"Garage small A",
"Farm B",
"Repair workshop",
"Garage B",
],
"ware": ["Warehouse", "Hangar A"],
"fuel": ["Tank", "Tank 2", "Tank 3", "Fuel tank"],
"ammo": [".Ammunition depot", "Hangar B"],
"farp": ["FARP Tent", "FARP Ammo Dump Coating", "FARP Fuel Depot", "FARP Command Post", "FARP CP Blindage"],
"farp": [
"FARP Tent",
"FARP Ammo Dump Coating",
"FARP Fuel Depot",
"FARP Command Post",
"FARP CP Blindage",
],
"fob": ["Bunker 2", "Bunker 1", "Garage small B", ".Command Center", "Barracks 2"],
"factory": ["Tech combine", "Tech hangar A"],
"comms": ["TV tower", "Comms tower M"],
"oil": ["Oil platform"],
"derrick": ["Oil derrick", "Pump station", "Subsidiary structure 2"],
"ww2bunker": ["Siegfried Line", "Fire Control Bunker", "SK_C_28_naval_gun", "Concertina Wire", "Czech hedgehogs 1"],
"ww2bunker": [
"Siegfried Line",
"Fire Control Bunker",
"SK_C_28_naval_gun",
"Concertina Wire",
"Czech hedgehogs 1",
],
"village": ["Small house 1B", "Small House 1A", "Small warehouse 1"],
"allycamp": [],
}
class TheaterGroundObject(MissionTarget):
def __init__(self, name: str, category: str, group_id: int, position: Point,
heading: int, control_point: ControlPoint, dcs_identifier: str,
airbase_group: bool, sea_object: bool) -> None:
def __init__(
self,
name: str,
category: str,
group_id: int,
position: Point,
heading: int,
control_point: ControlPoint,
dcs_identifier: str,
airbase_group: bool,
sea_object: bool,
) -> None:
super().__init__(name, position)
self.category = category
self.group_id = group_id
@@ -131,6 +156,7 @@ class TheaterGroundObject(MissionTarget):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield from [
# TODO: FlightType.LOGISTICS
@@ -193,9 +219,18 @@ class TheaterGroundObject(MissionTarget):
class BuildingGroundObject(TheaterGroundObject):
def __init__(self, name: str, category: str, group_id: int, object_id: int,
position: Point, heading: int, control_point: ControlPoint,
dcs_identifier: str, airbase_group=False) -> None:
def __init__(
self,
name: str,
category: str,
group_id: int,
object_id: int,
position: Point,
heading: int,
control_point: ControlPoint,
dcs_identifier: str,
airbase_group=False,
) -> None:
super().__init__(
name=name,
category=category,
@@ -205,7 +240,7 @@ class BuildingGroundObject(TheaterGroundObject):
control_point=control_point,
dcs_identifier=dcs_identifier,
airbase_group=airbase_group,
sea_object=False
sea_object=False,
)
self.object_id = object_id
# Other TGOs track deadness based on the number of alive units, but
@@ -234,6 +269,7 @@ class BuildingGroundObject(TheaterGroundObject):
class NavalGroundObject(TheaterGroundObject):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if not self.is_friendly(for_player):
yield FlightType.ANTISHIP
yield from super().mission_types(for_player)
@@ -249,8 +285,7 @@ class GenericCarrierGroundObject(NavalGroundObject):
# TODO: Why is this both a CP and a TGO?
class CarrierGroundObject(GenericCarrierGroundObject):
def __init__(self, name: str, group_id: int,
control_point: ControlPoint) -> None:
def __init__(self, name: str, group_id: int, control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="CARRIER",
@@ -260,7 +295,7 @@ class CarrierGroundObject(GenericCarrierGroundObject):
control_point=control_point,
dcs_identifier="CARRIER",
airbase_group=True,
sea_object=True
sea_object=True,
)
@property
@@ -272,8 +307,7 @@ class CarrierGroundObject(GenericCarrierGroundObject):
# TODO: Why is this both a CP and a TGO?
class LhaGroundObject(GenericCarrierGroundObject):
def __init__(self, name: str, group_id: int,
control_point: ControlPoint) -> None:
def __init__(self, name: str, group_id: int, control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="LHA",
@@ -283,7 +317,7 @@ class LhaGroundObject(GenericCarrierGroundObject):
control_point=control_point,
dcs_identifier="LHA",
airbase_group=True,
sea_object=True
sea_object=True,
)
@property
@@ -294,8 +328,9 @@ class LhaGroundObject(GenericCarrierGroundObject):
class MissileSiteGroundObject(TheaterGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint) -> None:
def __init__(
self, name: str, group_id: int, position: Point, control_point: ControlPoint
) -> None:
super().__init__(
name=name,
category="aa",
@@ -305,13 +340,19 @@ class MissileSiteGroundObject(TheaterGroundObject):
control_point=control_point,
dcs_identifier="AA",
airbase_group=False,
sea_object=False
sea_object=False,
)
class CoastalSiteGroundObject(TheaterGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint, heading) -> None:
def __init__(
self,
name: str,
group_id: int,
position: Point,
control_point: ControlPoint,
heading,
) -> None:
super().__init__(
name=name,
category="aa",
@@ -321,11 +362,10 @@ class CoastalSiteGroundObject(TheaterGroundObject):
control_point=control_point,
dcs_identifier="AA",
airbase_group=False,
sea_object=False
sea_object=False,
)
class BaseDefenseGroundObject(TheaterGroundObject):
"""Base type for all base defenses."""
@@ -334,8 +374,14 @@ class BaseDefenseGroundObject(TheaterGroundObject):
# This type gets used both for AA sites (SAM, AAA, or SHORAD). These should each
# be split into their own types.
class SamGroundObject(BaseDefenseGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint, for_airbase: bool) -> None:
def __init__(
self,
name: str,
group_id: int,
position: Point,
control_point: ControlPoint,
for_airbase: bool,
) -> None:
super().__init__(
name=name,
category="aa",
@@ -345,7 +391,7 @@ class SamGroundObject(BaseDefenseGroundObject):
control_point=control_point,
dcs_identifier="AA",
airbase_group=for_airbase,
sea_object=False
sea_object=False,
)
# Set by the SAM unit generator if the generated group is compatible
# with Skynet.
@@ -362,6 +408,7 @@ class SamGroundObject(BaseDefenseGroundObject):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if not self.is_friendly(for_player):
yield FlightType.DEAD
yield from super().mission_types(for_player)
@@ -372,8 +419,14 @@ class SamGroundObject(BaseDefenseGroundObject):
class VehicleGroupGroundObject(BaseDefenseGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint, for_airbase: bool) -> None:
def __init__(
self,
name: str,
group_id: int,
position: Point,
control_point: ControlPoint,
for_airbase: bool,
) -> None:
super().__init__(
name=name,
category="aa",
@@ -383,13 +436,14 @@ class VehicleGroupGroundObject(BaseDefenseGroundObject):
control_point=control_point,
dcs_identifier="AA",
airbase_group=for_airbase,
sea_object=False
sea_object=False,
)
class EwrGroundObject(BaseDefenseGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint) -> None:
def __init__(
self, name: str, group_id: int, position: Point, control_point: ControlPoint
) -> None:
super().__init__(
name=name,
category="EWR",
@@ -399,7 +453,7 @@ class EwrGroundObject(BaseDefenseGroundObject):
control_point=control_point,
dcs_identifier="EWR",
airbase_group=True,
sea_object=False
sea_object=False,
)
@property
@@ -409,6 +463,7 @@ class EwrGroundObject(BaseDefenseGroundObject):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if not self.is_friendly(for_player):
yield FlightType.DEAD
yield from super().mission_types(for_player)
@@ -419,8 +474,9 @@ class EwrGroundObject(BaseDefenseGroundObject):
class ShipGroundObject(NavalGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint) -> None:
def __init__(
self, name: str, group_id: int, position: Point, control_point: ControlPoint
) -> None:
super().__init__(
name=name,
category="aa",
@@ -430,7 +486,7 @@ class ShipGroundObject(NavalGroundObject):
control_point=control_point,
dcs_identifier="AA",
airbase_group=False,
sea_object=True
sea_object=True,
)
@property

View File

@@ -32,8 +32,9 @@ class ThreatZones:
self.all = unary_union([airbases, air_defenses])
def closest_boundary(self, point: DcsPoint) -> DcsPoint:
boundary, _ = nearest_points(self.all.boundary,
self.dcs_to_shapely_point(point))
boundary, _ = nearest_points(
self.all.boundary, self.dcs_to_shapely_point(point)
)
return DcsPoint(boundary.x, boundary.y)
@singledispatchmethod
@@ -49,8 +50,9 @@ class ThreatZones:
return self.all.intersects(self.dcs_to_shapely_point(position))
def path_threatened(self, a: DcsPoint, b: DcsPoint) -> bool:
return self.threatened(LineString(
[self.dcs_to_shapely_point(a), self.dcs_to_shapely_point(b)]))
return self.threatened(
LineString([self.dcs_to_shapely_point(a), self.dcs_to_shapely_point(b)])
)
@singledispatchmethod
def threatened_by_aircraft(self, target) -> bool:
@@ -62,9 +64,9 @@ class ThreatZones:
@threatened_by_aircraft.register
def _threatened_by_aircraft_flight(self, flight: Flight) -> bool:
return self.threatened_by_aircraft(LineString((
self.dcs_to_shapely_point(p.position) for p in flight.points
)))
return self.threatened_by_aircraft(
LineString((self.dcs_to_shapely_point(p.position) for p in flight.points))
)
@singledispatchmethod
def threatened_by_air_defense(self, target) -> bool:
@@ -76,13 +78,14 @@ class ThreatZones:
@threatened_by_air_defense.register
def _threatened_by_air_defense_flight(self, flight: Flight) -> bool:
return self.threatened_by_air_defense(LineString((
self.dcs_to_shapely_point(p.position) for p in flight.points
)))
return self.threatened_by_air_defense(
LineString((self.dcs_to_shapely_point(p.position) for p in flight.points))
)
@classmethod
def closest_enemy_airbase(cls, location: ControlPoint,
max_distance: Distance) -> Optional[ControlPoint]:
def closest_enemy_airbase(
cls, location: ControlPoint, max_distance: Distance
) -> Optional[ControlPoint]:
airfields = ObjectiveDistanceCache.get_closest_airfields(location)
for airfield in airfields.airfields_within(max_distance):
if airfield.captured != location.captured:
@@ -90,13 +93,14 @@ class ThreatZones:
return None
@classmethod
def barcap_threat_range(cls, game: Game,
control_point: ControlPoint) -> Distance:
def barcap_threat_range(cls, game: Game, control_point: ControlPoint) -> Distance:
doctrine = game.faction_for(control_point.captured).doctrine
cap_threat_range = (doctrine.cap_max_distance_from_cp +
doctrine.cap_engagement_range)
opposing_airfield = cls.closest_enemy_airbase(control_point,
cap_threat_range * 2)
cap_threat_range = (
doctrine.cap_max_distance_from_cp + doctrine.cap_engagement_range
)
opposing_airfield = cls.closest_enemy_airbase(
control_point, cap_threat_range * 2
)
if opposing_airfield is None:
return cap_threat_range
@@ -133,8 +137,7 @@ class ThreatZones:
if control_point.captured != player:
continue
if control_point.runway_is_operational():
point = ShapelyPoint(control_point.position.x,
control_point.position.y)
point = ShapelyPoint(control_point.position.x, control_point.position.y)
cap_threat_range = cls.barcap_threat_range(game, control_point)
airbases.append(point.buffer(cap_threat_range.meters))
@@ -149,10 +152,9 @@ class ThreatZones:
air_defenses.append(threat_zone)
return cls(
airbases=unary_union(airbases),
air_defenses=unary_union(air_defenses)
airbases=unary_union(airbases), air_defenses=unary_union(air_defenses)
)
@staticmethod
def dcs_to_shapely_point(point: DcsPoint) -> ShapelyPoint:
return ShapelyPoint(point.x, point.y)
return ShapelyPoint(point.x, point.y)

View File

@@ -70,15 +70,19 @@ class UnitMap:
raise RuntimeError(f"Unknown unit type: {unit.type}")
if not issubclass(unit_type, VehicleType):
raise RuntimeError(
f"{name} is a {unit_type.__name__}, expected a VehicleType")
f"{name} is a {unit_type.__name__}, expected a VehicleType"
)
self.front_line_units[name] = FrontLineUnit(unit_type, origin)
def front_line_unit(self, name: str) -> Optional[FrontLineUnit]:
return self.front_line_units.get(name, None)
def add_ground_object_units(self, ground_object: TheaterGroundObject,
persistence_group: Group,
miz_group: Group) -> None:
def add_ground_object_units(
self,
ground_object: TheaterGroundObject,
persistence_group: Group,
miz_group: Group,
) -> None:
"""Adds a group associated with a TGO to the unit map.
Args:
@@ -103,13 +107,13 @@ class UnitMap:
if name in self.ground_object_units:
raise RuntimeError(f"Duplicate TGO unit: {name}")
self.ground_object_units[name] = GroundObjectUnit(
ground_object, persistence_group, persistent_unit)
ground_object, persistence_group, persistent_unit
)
def ground_object_unit(self, name: str) -> Optional[GroundObjectUnit]:
return self.ground_object_units.get(name, None)
def add_building(self, ground_object: BuildingGroundObject,
group: Group) -> None:
def add_building(self, ground_object: BuildingGroundObject, group: Group) -> None:
# The actual name is a String (the pydcs translatable string), which
# doesn't define __eq__.
# The name of the initiator in the DCS dead event will have " object"
@@ -119,8 +123,9 @@ class UnitMap:
raise RuntimeError(f"Duplicate TGO unit: {name}")
self.buildings[name] = Building(ground_object)
def add_fortification(self, ground_object: BuildingGroundObject,
group: VehicleGroup) -> None:
def add_fortification(
self, ground_object: BuildingGroundObject, group: VehicleGroup
) -> None:
if len(group.units) != 1:
raise ValueError("Fortification groups must have exactly one unit.")
unit = group.units[0]

View File

@@ -58,7 +58,7 @@ class Weather:
return None
return Fog(
visibility=meters(random.randint(2500, 5000)),
thickness=random.randint(100, 500)
thickness=random.randint(100, 500),
)
def generate_wind(self) -> WindConditions:
@@ -76,7 +76,7 @@ class Weather:
# Always some wind to make the smoke move a bit.
at_0m=Wind(wind_direction, max(1, base_wind * at_0m_factor)),
at_2000m=Wind(wind_direction, base_wind * at_2000m_factor),
at_8000m=Wind(wind_direction, base_wind * at_8000m_factor)
at_8000m=Wind(wind_direction, base_wind * at_8000m_factor),
)
@staticmethod
@@ -105,7 +105,7 @@ class Cloudy(Weather):
base=self.random_cloud_base(),
density=random.randint(1, 8),
thickness=self.random_cloud_thickness(),
precipitation=PydcsWeather.Preceptions.None_
precipitation=PydcsWeather.Preceptions.None_,
)
def generate_wind(self) -> WindConditions:
@@ -118,7 +118,7 @@ class Raining(Weather):
base=self.random_cloud_base(),
density=random.randint(5, 8),
thickness=self.random_cloud_thickness(),
precipitation=PydcsWeather.Preceptions.Rain
precipitation=PydcsWeather.Preceptions.Rain,
)
def generate_wind(self) -> WindConditions:
@@ -131,7 +131,7 @@ class Thunderstorm(Weather):
base=self.random_cloud_base(),
density=random.randint(9, 10),
thickness=self.random_cloud_thickness(),
precipitation=PydcsWeather.Preceptions.Thunderstorm
precipitation=PydcsWeather.Preceptions.Thunderstorm,
)
def generate_wind(self) -> WindConditions:
@@ -145,20 +145,29 @@ class Conditions:
weather: Weather
@classmethod
def generate(cls, theater: ConflictTheater, day: datetime.date,
time_of_day: TimeOfDay, settings: Settings) -> Conditions:
def generate(
cls,
theater: ConflictTheater,
day: datetime.date,
time_of_day: TimeOfDay,
settings: Settings,
) -> Conditions:
return cls(
time_of_day=time_of_day,
start_time=cls.generate_start_time(
theater, day, time_of_day, settings.night_disabled
),
weather=cls.generate_weather()
weather=cls.generate_weather(),
)
@classmethod
def generate_start_time(cls, theater: ConflictTheater, day: datetime.date,
time_of_day: TimeOfDay,
night_disabled: bool) -> datetime.datetime:
def generate_start_time(
cls,
theater: ConflictTheater,
day: datetime.date,
time_of_day: TimeOfDay,
night_disabled: bool,
) -> datetime.datetime:
if night_disabled:
logging.info("Skip Night mission due to user settings")
time_range = {
@@ -181,6 +190,7 @@ class Conditions:
Cloudy: 60,
ClearSkies: 20,
}
weather_type = random.choices(list(chances.keys()),
weights=list(chances.values()))[0]
weather_type = random.choices(
list(chances.keys()), weights=list(chances.values())
)[0]
return weather_type()