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https://github.com/dcs-liberation/dcs_liberation.git
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Finish moving gen into game.
This commit is contained in:
190
game/ato/loadouts.py
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190
game/ato/loadouts.py
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from __future__ import annotations
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import datetime
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from collections.abc import Iterable
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from typing import Iterator, Mapping, Optional, TYPE_CHECKING
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from game.data.weapons import Pylon, Weapon, WeaponType
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from game.dcs.aircrafttype import AircraftType
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if TYPE_CHECKING:
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from .flight import Flight
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class Loadout:
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def __init__(
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self,
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name: str,
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pylons: Mapping[int, Optional[Weapon]],
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date: Optional[datetime.date],
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is_custom: bool = False,
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) -> None:
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self.name = name
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# We clear unused pylon entries on initialization, but UI actions can still
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# cause a pylon to be emptied, so make the optional type explicit.
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self.pylons: Mapping[int, Optional[Weapon]] = {
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k: v for k, v in pylons.items() if v is not None
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}
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self.date = date
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self.is_custom = is_custom
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def derive_custom(self, name: str) -> Loadout:
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return Loadout(name, self.pylons, self.date, is_custom=True)
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def has_weapon_of_type(self, weapon_type: WeaponType) -> bool:
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for weapon in self.pylons.values():
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if weapon is not None and weapon.weapon_group.type is weapon_type:
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return True
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return False
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@staticmethod
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def _fallback_for(
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weapon: Weapon,
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pylon: Pylon,
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date: datetime.date,
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skip_types: Optional[Iterable[WeaponType]] = None,
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) -> Optional[Weapon]:
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if skip_types is None:
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skip_types = set()
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for fallback in weapon.fallbacks:
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if not pylon.can_equip(fallback):
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continue
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if not fallback.available_on(date):
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continue
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if fallback.weapon_group.type in skip_types:
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continue
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return fallback
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return None
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def degrade_for_date(self, unit_type: AircraftType, date: datetime.date) -> Loadout:
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if self.date is not None and self.date <= date:
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return Loadout(self.name, self.pylons, self.date, self.is_custom)
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new_pylons = dict(self.pylons)
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for pylon_number, weapon in self.pylons.items():
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if weapon is None:
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del new_pylons[pylon_number]
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continue
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if not weapon.available_on(date):
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pylon = Pylon.for_aircraft(unit_type, pylon_number)
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fallback = self._fallback_for(weapon, pylon, date)
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if fallback is None:
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del new_pylons[pylon_number]
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else:
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new_pylons[pylon_number] = fallback
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loadout = Loadout(self.name, new_pylons, date, self.is_custom)
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# If this is not a custom loadout, we should replace any LGBs with iron bombs if
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# the loadout lost its TGP.
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#
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# If the loadout was chosen explicitly by the user, assume they know what
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# they're doing. They may be coordinating buddy-lase.
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if not loadout.is_custom:
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loadout.replace_lgbs_if_no_tgp(unit_type, date)
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return loadout
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def replace_lgbs_if_no_tgp(
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self, unit_type: AircraftType, date: datetime.date
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) -> None:
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if self.has_weapon_of_type(WeaponType.TGP):
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return
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new_pylons = dict(self.pylons)
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for pylon_number, weapon in self.pylons.items():
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if weapon is not None and weapon.weapon_group.type is WeaponType.LGB:
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pylon = Pylon.for_aircraft(unit_type, pylon_number)
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fallback = self._fallback_for(
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weapon, pylon, date, skip_types={WeaponType.LGB}
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)
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if fallback is None:
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del new_pylons[pylon_number]
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else:
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new_pylons[pylon_number] = fallback
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self.pylons = new_pylons
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@classmethod
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def iter_for(cls, flight: Flight) -> Iterator[Loadout]:
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# Dict of payload ID (numeric) to:
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#
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# {
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# "name": The name the user set in the ME
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# "pylons": List (as a dict) of dicts of:
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# {"CLSID": class ID, "num": pylon number}
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# "tasks": List (as a dict) of task IDs the payload is used by.
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# }
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payloads = flight.unit_type.dcs_unit_type.load_payloads()
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for payload in payloads.values():
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name = payload["name"]
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pylons = payload["pylons"]
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yield Loadout(
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name,
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{p["num"]: Weapon.with_clsid(p["CLSID"]) for p in pylons.values()},
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date=None,
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)
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@classmethod
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def default_loadout_names_for(cls, flight: Flight) -> Iterator[str]:
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from game.ato.flighttype import FlightType
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# This is a list of mappings from the FlightType of a Flight to the type of
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# payload defined in the resources/payloads/UNIT_TYPE.lua file. A Flight has no
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# concept of a PyDCS task, so COMMON_OVERRIDE cannot be used here. This is used
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# in the payload editor, for setting the default loadout of an object. The left
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# element is the FlightType name, and the right element is a tuple containing
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# what is used in the lua file. Some aircraft differ from the standard loadout
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# names, so those have been included here too. The priority goes from first to
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# last - the first element in the tuple will be tried first, then the second,
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# etc.
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loadout_names = {t: [f"Liberation {t.value}"] for t in FlightType}
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legacy_names = {
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FlightType.TARCAP: ("CAP HEAVY", "CAP", "Liberation BARCAP"),
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FlightType.BARCAP: ("CAP HEAVY", "CAP", "Liberation TARCAP"),
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FlightType.CAS: ("CAS MAVERICK F", "CAS"),
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FlightType.STRIKE: ("STRIKE",),
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FlightType.ANTISHIP: ("ANTISHIP",),
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FlightType.DEAD: ("DEAD",),
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FlightType.SEAD: ("SEAD",),
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FlightType.BAI: ("BAI",),
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FlightType.OCA_RUNWAY: ("RUNWAY_ATTACK", "RUNWAY_STRIKE"),
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FlightType.OCA_AIRCRAFT: ("OCA",),
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}
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for flight_type, names in legacy_names.items():
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loadout_names[flight_type].extend(names)
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# A SEAD escort typically does not need a different loadout than a regular
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# SEAD flight, so fall back to SEAD if needed.
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loadout_names[FlightType.SEAD_ESCORT].extend(loadout_names[FlightType.SEAD])
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# Sweep and escort can fall back to TARCAP.
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loadout_names[FlightType.ESCORT].extend(loadout_names[FlightType.TARCAP])
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loadout_names[FlightType.SWEEP].extend(loadout_names[FlightType.TARCAP])
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# Intercept can fall back to BARCAP.
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loadout_names[FlightType.INTERCEPTION].extend(loadout_names[FlightType.BARCAP])
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# OCA/Aircraft falls back to BAI, which falls back to CAS.
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loadout_names[FlightType.BAI].extend(loadout_names[FlightType.CAS])
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loadout_names[FlightType.OCA_AIRCRAFT].extend(loadout_names[FlightType.BAI])
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# DEAD also falls back to BAI.
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loadout_names[FlightType.DEAD].extend(loadout_names[FlightType.BAI])
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# OCA/Runway falls back to Strike
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loadout_names[FlightType.OCA_RUNWAY].extend(loadout_names[FlightType.STRIKE])
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yield from loadout_names[flight.flight_type]
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@classmethod
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def default_for(cls, flight: Flight) -> Loadout:
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# Iterate through each possible payload type for a given aircraft.
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# Some aircraft have custom loadouts that in aren't the standard set.
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for name in cls.default_loadout_names_for(flight):
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# This operation is cached, but must be called before load_by_name will
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# work.
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flight.unit_type.dcs_unit_type.load_payloads()
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payload = flight.unit_type.dcs_unit_type.loadout_by_name(name)
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if payload is not None:
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return Loadout(
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name,
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{i: Weapon.with_clsid(d["clsid"]) for i, d in payload},
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date=None,
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)
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# TODO: Try group.load_task_default_loadout(loadout_for_task)
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return cls.empty_loadout()
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@classmethod
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def empty_loadout(cls) -> Loadout:
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return Loadout("Empty", {}, date=None)
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