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336 Commits

Author SHA1 Message Date
RndName
40b147148b Open all files with utf-8 encoding
- will not be used for binary read/writes (rb,wb)!
- prevents a bug where units with special characters in the unit name can not be tracked anymore as there will be a name mismatch due to wrong encoding

(cherry-picked from b5b0d82)
2021-08-14 13:29:50 +02:00
RndName
2f56bae3e5 Enable sell button according to available aircraft
also added a tooltip which gives the user the hint that maybe the aircraft is assigned to mission and therefore the button is disabled

(cherry picked from adeebbc)
2021-08-13 00:01:51 +02:00
RndName
6febf546a8 Fix selling of units not visible
allow pending_deliveries to become negative again but still delete the delivery when the amount of a specific unit_type comes to exactly 0 to prevent emtpy group sizes

(cherry picked from ee8e8d4)
2021-08-13 00:01:04 +02:00
RndName
7754e5fd4d EWR heading towards conflict
(cherry picked from commit bc5ffde)
2021-08-11 21:20:02 +02:00
Dan Albert
81058d9e25 Bump version to 4.1.2. 2021-08-10 17:43:53 -07:00
Magnus Wolffelt
a6c544a6e6 Stop using Su-34 for CAP missions, update changelog 2021-08-10 13:39:40 +02:00
Magnus Wolffelt
46755240d2 Update changelog with sam site heading fix 2021-08-10 13:20:08 +02:00
RndName
2141ee8a0a calculate heading to center of conflict for sams 2021-08-10 13:05:06 +02:00
Magnus Wolffelt
a71a053d05 Update changelog with Marianas fix for 4.1.1 2021-08-10 11:59:59 +02:00
Khopa
6ddea481e4 Corrected some bugs preventing marianas campaigns from running 2021-08-10 11:59:59 +02:00
Dan Albert
ab9fd69493 Move 4.x dev to 4.1.1. 2021-08-08 12:53:49 -07:00
bgreman
a54f0e792d Indiciated gripen support version 2021-08-08 15:30:56 -04:00
RndName
f0476fcbb3 Fix AAA Flak generator using wrong index
- Fixes #1519 as the Opel Blitz unit generator was using the index without incrementing it
2021-08-08 13:20:26 +02:00
Dan Albert
263c1cc012 Remove abandoned campaigns.
(cherry picked from commit 07f8a203ea)
2021-08-05 19:33:12 -07:00
RndName
c06550ca64 tweak the airlift procurement
- only buy airlift capable aircraft if there is one friendly cp without a factory which can only be reached via airlift
- prevent that an airlift procurement gets fulfilled at a different cp than the requesting one. this ensures that the cp also has a factory to produce ground units which can then be transported
- fixes an infinite buy loop if the fulfilling cp has no factory and the requesting cp has no space for airlift
- have always 2 reserve transport planes at the biggest CP
2021-08-05 22:27:11 +02:00
Magnus Wolffelt
03471c6c13 Fix patrol_speed save compat for 4.1 (#1507)
* Fix patrol_speed save compat for 4.1

* Fix and simplify 4.1 compat fix
2021-08-05 12:19:59 +02:00
Khopa
d6c1456108 Campaign Update 8.0 : operation_dynamo.miz, updated mission targets ids
(cherry picked from commit f2608cecd5)
2021-08-04 23:35:41 -07:00
Khopa
11389f50c8 Campaign Update 8.0 : golan_heights_lite.miz, updated mission targets ids
(cherry picked from commit c95d5464d8)
2021-08-04 23:35:36 -07:00
Khopa
70ed11bf69 Campaign Update 8.0 : caen_to_evreux.miz, updated mission targets ids
(cherry picked from commit 0ac7466a81)
2021-08-04 23:35:35 -07:00
Dan Albert
26cfa4e30a Update Syria Full and Humble Helper campaigns.
https://github.com/dcs-liberation/dcs_liberation/issues/1494
https://github.com/dcs-liberation/dcs_liberation/issues/1497
(cherry picked from commit ff571db494)
2021-08-04 23:34:37 -07:00
Kangwook Lee
8282a95569 Wrap lines for NotesPage
(cherry picked from commit 8608b73009)
2021-08-04 23:28:07 -07:00
Dan Albert
283fc26385 Stop cluttering the kneeboard with empty notes.
(cherry picked from commit d11174da21)
2021-08-04 23:28:07 -07:00
Kangwook Lee
5729cc5f42 Fix text foreground color for dark kneeboard
(cherry picked from commit 77e62d5a54)
2021-08-04 23:13:18 -07:00
Magnus Wolffelt
3fadaa9a5a Update changelog for 4.x
BAI missions are actually planned at low altitude. The problem remaining is that they have join/hold/split waypoints, which makes the flight times _incredibly_ long for these slow movers.
2021-08-03 18:46:30 +02:00
Magnus Wolffelt
3de4feec7e Changelog updates for 4.x.
Regarding patrol speeds and helo fix.
2021-08-03 13:12:02 +02:00
Magnus Wolffelt
570108e2a7 Use more sensible patrol speeds for CAP, and fix is_helo (#1492)
* Use more sensible patrol speeds for CAP, and fix is_helo
2021-08-03 12:48:37 +02:00
Dan Albert
adc7a41941 Changelog updates for 4.x.
(cherry picked from commit bef015eb57)
2021-08-01 17:27:15 -07:00
Magnus Wolffelt
fcd8d6c76b Tweak max-speed-based patrol altitudes
(cherry picked from commit 6621421a6f)
2021-08-01 15:32:09 -07:00
Magnus Wolffelt
3dc71a558d Estimate preferred patrol altitude based on max speed
(cherry picked from commit a3e3e9046f)
2021-08-01 15:32:03 -07:00
RndName
ab1c682f9b fix for wrong patrol speed
(cherry picked from commit 04cdb6fbfc)
2021-08-01 15:31:57 -07:00
bgreman
4e489fe75d Update skynet plugin (#1478)
(cherry picked from commit 8c7e56a2bd)
2021-08-01 11:37:21 -04:00
RndName
5d8e0b3b1e improved the validation for planned transfers
- instead of only checking if the transfer destination was captured it now checks if there is a valid route between origin and destination. This also ensures that there will be a check if the current position or next_stop was captured and therefore the transfer should be disbanded.
- disband uncompletable transfer before planning or performing (also when user cheated a base capture)

(cherry picked from commit ac088ea692)
2021-07-31 15:01:20 -07:00
Mustang-25
28fbd448b0 Rebalanced Aircraft Planning Hierarchies
CAP List:
[+] Mig-21 #1372
[+] Su-34
[moved up] F-15C above the F-14 (probably contentious to some but IMO the AI never capitalizes on the AIM-54 range and the Eagle AI seems to do better in general)
[moved up] JF-17
[moved up] Gripen
[moved down] Su-33
[moved down] Su-27
[moved down] MiG-31
[moved down] MiG-25
[moved down] MiG-29G
[moved down] MiG-29A

* Downgraded MiGs and Sukhois that do not have Fox-3s due to this disadvantage. From personal experience, the 31s and 25s also won't use the longer range of their Fox-1s to warrant for a higher spot on the list.

CAS/BAI List:
[+] Su-33 #1367
[-] Su-24MR (dedicated recce platform, no AG munitions)
[moved up] Su-34
[moved down] Mig-19P
[moved down] UH-1

Strike List:
[-] Su-24MR (dedicated recce platform, no AG munitions)
[moved up] JF-17
[moved up] Harrier

Runway Attack List:
[+] Mirage 2000C

(cherry picked from commit 0d6f420f97)
2021-07-31 14:57:56 -07:00
Dan Albert
93d85830a9 Update USN 2005 faction.
https://github.com/dcs-liberation/dcs_liberation/issues/1427
(cherry picked from commit bef85963a6)
2021-07-31 14:47:41 -07:00
Mustang-25
7de399090b Replace TGP with SPJ for JF-17 CAP/SEAD.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1422.

(cherry picked from commit ee77516716)
2021-07-31 14:42:44 -07:00
Dan Albert
8a2a21bf11 Campaign updates from Starfire.
(cherry picked from commit 3be57efa97)
2021-07-31 14:40:56 -07:00
Dan Albert
62716f7b86 Ack new campaign version for unaffected maps.
(cherry picked from commit 981d8510c2)
2021-07-31 14:38:25 -07:00
Khopa
5febba9640 Added Tin Shield EWR support
(cherry picked from commit 32f05dccd9)
2021-07-31 14:27:22 -07:00
Khopa
7dea51321f Added NASAMS support
(cherry picked from commit 4aac2d2b7b)
2021-07-31 14:27:17 -07:00
Dan Albert
836c184241 Add ALIC codes for the tin shield and NASAMS.
https://github.com/dcs-liberation/dcs_liberation/issues/1448
(cherry picked from commit 971d7e730a)
2021-07-31 14:26:48 -07:00
Dan Albert
50ec5b2832 Update the F-16 DEAD loadout to use JSOWs.
https://github.com/dcs-liberation/dcs_liberation/issues/1448
(cherry picked from commit 06f8b9b817)
2021-07-31 14:26:35 -07:00
Dan Albert
08919d4b8e Work around pydcs bug.
https://github.com/pydcs/dcs/issues/175 causes setting the AI comm
frequency to raise an exception for aircraft without preset channel
support.

(cherry picked from commit 5d8f655243)
2021-07-31 14:24:47 -07:00
Dan Albert
c1bdf55ff3 Update pydcs to latest master.
https://github.com/dcs-liberation/dcs_liberation/issues/1448
(cherry picked from commit 0cb41469ab)
2021-07-31 13:58:15 -07:00
Dan Albert
eee62fe84a Update pydcs to latest master.
(cherry picked from commit 9f23cb35a9)
2021-07-31 13:58:03 -07:00
bgreman
8a23792ae1 Vendor ruler (#1476)
* Fixes ruler module integrity issues by bringing module into source

* Changing ruler stylesheet to vaguely match DCS theme in Liberation

* Changelog

(cherry picked from commit 119d4b9514)
2021-07-31 15:44:42 -04:00
bgreman
0332c32bb3 Updates gripen support fixes legacy DEAD loadouts 2021-07-31 12:15:54 -04:00
bgreman
9ed165b8bd Adds more details to frontline movement logging (#1465)
* adds more detailed logging for frontline movement

* Fixing attribute name

* Fixing if, adding else

(cherry picked from commit 58c96e1329)
2021-07-31 12:06:34 -04:00
RndName
ad8e70c250 fix generation of empty transfer during cp capture
when a cp capture happens and the next cp has pending unit deliveries then they will be redeployed to the newly captured cp. The redeploy was drecreasing the num of pending unit deliveries for the old cp but was not removing them completly from the dict when all were removed

(cherry picked from commit 67fa4a8910)
2021-07-30 16:47:44 -07:00
Mustang-25
e7e1e1cad4 Increment to Campaign v8.0
(cherry picked from commit 0117ab8aa4)
2021-07-30 16:37:28 -07:00
Mustang-25
c386ce8ea0 Increment to Campaign v8.0
(cherry picked from commit a5ade0c41a)
2021-07-30 16:37:13 -07:00
Mustang-25
a0574183d9 Increment to Campaign v8.0
(cherry picked from commit 4df12ae675)
2021-07-30 16:32:43 -07:00
Mustang-25
2749c050e7 Increment to Campaign v8.0
(cherry picked from commit 274a41f052)
2021-07-30 16:32:42 -07:00
Mustang-25
9267be5798 Increment to Campaign v8.0
(cherry picked from commit 3670c8f879)
2021-07-30 16:32:29 -07:00
Mustang-25
82a4d9194d Increment to Campaign v8.0
(cherry picked from commit e88bb442f3)
2021-07-30 16:32:15 -07:00
Dan Albert
339fa3d835 Remove the SA-10 from Syria 2011.
They didn't get this until a few years later. This was a stand-in for
the SA-5 that DCS doesn't have, but the SA-10 is so much more capable
that it's not a good replacement.

(cherry picked from commit 80bf3c97b2)
2021-07-24 15:11:10 -07:00
Dan Albert
c0a9eb3473 Bump campaign version to 8.0 for latest DCS.
Building IDs changed again. Ack the change in my two campaigns which
don't use these target types.

(cherry picked from commit edbd3de4a4)
2021-07-21 17:11:58 -07:00
Dan Albert
04b53fa23d Add decorator for tracking save compat.
Used to decorate functions or methods that have save compat code for a
given major version.

```
@has_save_compat_for(5)
def foo() -> None:
    ...
```

This function will raise an error at startup if it is decorated as
having save compat for a version other than the current major version of
the game. A new major version is the definition of a save compat break,
so keeping around the old compat code serves no purpose other than
hiding initialization bugs. The compat code and the decorator should be
removed in the branch raising the error.

(cherry picked from commit cd558daf5a)
2021-07-12 13:48:33 -07:00
Dan Albert
a22f1d8e63 Correct int/float confusion in Point APIs.
The heading and distance calculations always return floats.

(cherry picked from commit 6ce02282e7)
2021-07-11 14:34:43 -07:00
Dan Albert
5860518f92 Use Pillow types from typeshed.
(cherry picked from commit a19a0b6789)
2021-07-11 13:54:19 -07:00
Dan Albert
68473ae63a Update to latest pydcs.
This includes the basics that we need to get type checking for pydcs
calls.

Type checking has been disabled in a few monkey-patching cases. Patches
ought to be sent upstream (or in the case of dead unit tracking,
replaced with a better model).

(cherry picked from commit 9de08dc83f)
2021-07-11 13:38:54 -07:00
Dan Albert
1ea13954ec More adaptation for pydcs updates.
This is as much as we can do until pydcs actually adds the py.typed
file. Once that's added there are a few ugly monkey patching corners
that will just need `# type: ignore` for now, but we can't pre-add those
since we have mypy warning us about superfluous ignore comments.

(cherry picked from commit 96c7b87ac7)
2021-07-11 13:38:50 -07:00
Brock Greman
53a1c938c3 Fixing broken group generation.
(cherry picked from commit 469dd49def)
2021-07-11 13:38:41 -07:00
Dan Albert
229a2cd7a4 Fix some typing in preparation for pydcs types.
Not complete, but progress.

(cherry picked from commit 53f6a0b32b)
2021-07-11 13:38:40 -07:00
Dan Albert
19980e5d6b Flesh out typing information, enforce.
(cherry picked from commit fb9a0fe833)
2021-07-07 17:42:21 -07:00
Dan Albert
85be9df481 Disallow partially specified generics.
(cherry picked from commit 69c3d41a8a)
2021-07-07 16:07:58 -07:00
Dan Albert
9bc8b51794 Type check the contents of untyped functions.
By default mypy doesn't type check the code within an untyped function.
This enables that and fixes typing errors to accomodate it.

This did uncover a very old bug:
https://github.com/dcs-liberation/dcs_liberation/issues/1417

(cherry picked from commit fc32b98341)
2021-07-07 16:07:57 -07:00
Dan Albert
e9bc3f3e69 Fix unreachable code issues, enable checking.
The loadout case actually could (and previously did) hide bugs from the
type checker, since mypy was smart enough to see that we were removing
None from the input it assumed that the member was non-optional, but
later modifications could cause null values, and since those came from
the UI mypy couldn't reason about this. This meant that mypy assumed the
type could not be optional and wouldn't check that case.

(cherry picked from commit 299ed88f09)
2021-07-07 16:07:56 -07:00
Dan Albert
3f5fdc580a Add (mostly disabled) mypy configs.
We're missing a lot of checking right now. Most of it requires
additional cleanup. For now I've enabled what I could and will follow up
to clean up and enable more checking.

(cherry picked from commit 29753a6aa9)
2021-07-07 16:07:54 -07:00
Dan Albert
f4e02954b7 Add documentation for turn processing.
(cherry picked from commit 7983cd8d62)
2021-07-07 14:45:05 -07:00
RndName
e88dfc53c2 correct display of turn statistics 2021-07-07 14:12:42 -07:00
RndName
2926431dc7 replan opfor mission on sell or buy of tgos
(cherry picked from commit 7229b886e0)
2021-07-07 14:12:34 -07:00
Dan Albert
70a0341675 Note fix for empty convoy groups.
(cherry picked from commit 8b70d2674f)
2021-07-05 15:54:47 -07:00
RndName
251c84019f remove completely destroyed units from the convoy
(cherry picked from commit 8ba27cdaea)
2021-07-05 15:54:46 -07:00
bgreman
8fae7decca Adds Marianas Islands support (#1406)
* Implements #1399

* Reverting accidental change in generate_landmap.py

* Changelog update

* Import beacon data for Marianas.

Co-authored-by: Dan Albert <dan@gingerhq.net>
(cherry picked from commit aa328d3ef7)
2021-07-03 14:52:21 -04:00
Dan Albert
3415525e2c Fixup None loadouts for aircraft with no loadouts.
Aircraft that have no loadouts at all (such as the IL-78M) will have no
loadouts and thus no values in the dropdown menu. If the player toggles
the custom layout box we reset the flight's loadout to the selected
loadout, and with no loadouts in the combo box that is None, and
`Flight.loadout` isn't supposed to be optional.

Check for that case in the loadout selector and replace with an empty
loadout if that happens.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1402

(cherry picked from commit 727facfb90)
2021-07-02 17:33:40 -07:00
Dan Albert
355ea9f9be Fix the legacy tanker.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1379

(cherry picked from commit 4add853473)
2021-07-02 17:18:31 -07:00
RndName
eff674c441 remove prices from sam generators
The prices are only estimations due to randomization. the real price will be only known when the generator was used and the final units are known

(cherry picked from commit b2db27f9aa)
2021-07-02 16:46:29 -07:00
RndName
9858e3e257 correct prices for ewr and sams
prices will now be calculated for the whole group by the generator by
looking up the price using the  GroundUnitType wrapper

fixes #1163

(cherry picked from commit 96be6c0efe)
2021-07-02 16:46:28 -07:00
Dan Albert
b206bcae56 Note the silkworm fix in the changelog.
(cherry picked from commit 3f42f1281d)
2021-07-02 16:28:35 -07:00
Mustang-25
3dbfa8ca60 Corrected Silkworm launcher name
(cherry picked from commit bab8384803)
2021-07-02 16:28:34 -07:00
Florian
779dc8ad70 Remove the randomness from SAM group size.
(cherry picked from commit 3f65928e9d)
2021-07-02 01:38:37 -07:00
Dan Albert
467de580c5 Bump version to 4.1.0. 2021-07-02 01:29:25 -07:00
Dan Albert
adbba788c6 4.0.1 -> 4.1.0
This includes new features now.

(cherry picked from commit 4e6659e7e8)
2021-07-02 01:29:09 -07:00
Chris Seagraves
99f359b46b Note TGO tooltip improvement in the changelog.
(cherry picked from commit 9e22d4b5df)
2021-07-02 01:27:07 -07:00
RndName
277df247b9 fixed lua data generation
(cherry picked from commit 357361de3d)
2021-07-02 01:25:18 -07:00
RndName
e0a4ceef67 reworked the skynet group name generation
- added information about the role of the aa site
- moved handling of ground name from tgo to the sam generator to make the tgo cleaner
- adjusted the skynet-config lua to the changes

(cherry picked from commit de443fa3f0)
2021-07-02 01:25:17 -07:00
Dan Albert
234a998abe Minor formatting fix for the changelog.
(cherry picked from commit 20839853b7)
2021-07-01 20:07:40 -07:00
Chris Seagraves
2233141033 Fix for crash when clear weather.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1394

(cherry picked from commit bc2539b566)
2021-07-01 20:07:09 -07:00
Dan Albert
c47750b2d9 Remove debug cruft.
We don't need to print the description of every unit on startup.

(cherry picked from commit 2ef2eafdd3)
2021-07-01 19:37:46 -07:00
bgreman
3f8dfce9e0 Addresses #478 to clean up the angle summing functionality. (#1386)
(cherry picked from commit 9bd6f9ef47)
2021-06-30 23:59:03 -04:00
bgreman
20e7690a85 Increasing time JTAC radio messages stay on the UI. (#1369)
- Target lost or killed: 10s -> 20s
- New target : 10s -> 30s
- Request JTAC Status: 25s -> 60s

(cherry picked from commit c8e5cefd36)
2021-06-30 23:56:06 -04:00
bgreman
7f1e21b587 Fixes #240 by making statistics windows axis labels integers (#1370)
(cherry picked from commit 7ba4077f9f)
2021-06-30 23:54:31 -04:00
Mustang-25
bc3a75836d Update TGP Restriction Dates
TGP dates to more accurately reflect IRL IOC dates.

(cherry picked from commit 151f8bf329)
2021-06-30 19:17:45 -07:00
Chris Seagraves
f588c445ae Notes to kneeboard (#1375)
Adds global-level kneeboard notes.  Explicit save compatability with 4.0.0

(cherry picked from commit e94d48c265)
2021-06-30 18:08:44 -04:00
Fryderyk Wysocki
7807e2fc31 Update poland_2010.json (#1380)
* Update poland_2010.json

* Adding MiG-29G to PL faction

Poland has bought some MiG-29Gs from unified Germany in the early '90s

(cherry picked from commit 2a5c523afd)
2021-06-30 15:31:02 -04:00
Chris Seagraves
91bde9dccf Add Cloud Base Altitude to Weather Display (#1371)
Adds tooltip with cloud base altitude to weather panel

(cherry picked from commit f80696b724)
2021-06-30 15:23:13 -04:00
Chris Seagraves
de9d388b96 asset reference links 😎 (#1363)
Adds urls to unit info pages that don't have data.

(cherry picked from commit 5f5b5f69e3)
2021-06-30 15:05:48 -04:00
Chris Seagraves
c7d3f1a340 Update main.py (#1382)
(cherry picked from commit d99f8fef09)
2021-06-29 18:21:52 -04:00
Simon Clark
d3b44e5ba1 Merge branch 'develop-4.x' of https://github.com/dcs-liberation/dcs_liberation into develop-4.x 2021-06-26 22:39:45 +01:00
Dan Albert
ac0e29a54d Bump branch to 4.0.1-preview. 2021-06-26 14:40:53 -07:00
Dan Albert
91d08e2160 Add changelog section for 4.0.1.
(cherry picked from commit 0b90b53e09)
2021-06-26 14:40:40 -07:00
Simon Clark
d18d6b2422 Fix begin campaign button on reload. 2021-06-26 22:39:32 +01:00
Dan Albert
6cc967742a Add the most important feature to the changelog.
(cherry picked from commit aa86a6e53b)
2021-06-26 12:34:51 -07:00
Brock Greman
17f2bcc9c9 Clarify the impact of non-cold flight starts.
(cherry picked from commit 34470336e4)
2021-06-26 12:29:23 -07:00
Mustang-25
9d499a1430 Update Op Mole Cricket 2010 Campaign.
Moved SAM generator at Rosh Pina so it does not spawn units on the runway.

(cherry picked from commit 5a2a89f19e)
2021-06-26 12:17:33 -07:00
Dan Albert
3b55dfad40 Revert accidental change to default pilot limit.
(cherry picked from commit 7eb4df770e)
2021-06-26 12:06:26 -07:00
Simon Clark
9d3c7a86b6 Bump campaign versions. 2021-06-26 19:29:04 +01:00
Chris Seagraves
7f68846023 Include control point name in ground object info.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/498

(cherry picked from commit ffcae66f59)
2021-06-26 11:24:20 -07:00
Dan Albert
c1534cba9e Ack campaign version update.
No scenery targets in this campaign so no work needed.

https://github.com/dcs-liberation/dcs_liberation/issues/1359
(cherry picked from commit d2df795ba7)
2021-06-26 11:19:43 -07:00
Dan Albert
eea31168c1 Remove dead campaign.
https://github.com/dcs-liberation/dcs_liberation/issues/1359
(cherry picked from commit b930e13964)
2021-06-26 11:19:42 -07:00
Dan Albert
f2de1fdac6 Fix save path for new games.
(cherry picked from commit e6bf318cdf)
2021-06-26 11:01:22 -07:00
Dan Albert
8dd29d2319 Disband unfilled incompletable transfers.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1317

(cherry picked from commit 4cfed08247)
2021-06-26 10:55:19 -07:00
Khopa
b402dad801 Mod support : Updated frenchpach to version 4.6 (Added new units VBCI and AMX-13 support) + some frenchpack units yaml tweaks 2021-06-26 19:23:27 +02:00
Khopa
7199fead00 Fixed duplicates in france 2005 faction 2021-06-26 15:23:55 +02:00
Khopa
4ff0f29fe0 Fixed yaml issue causing an issue with Leclerc MBT 2021-06-26 15:18:47 +02:00
Khopa
1b8992eb04 Updated campaign : Operation Dynamo for The Channel map 2021-06-26 14:42:42 +02:00
Khopa
ccbcf4f69a Updated campaign : Russia Small, renamed it to "From Mozdok to Maykop" 2021-06-26 13:48:55 +02:00
Khopa
0747007f58 Updated campaign : Battle for Golan Heights 2021-06-26 13:20:13 +02:00
Dan Albert
723588666f Fix save path cleanup.
(cherry picked from commit 959a13a514)
2021-06-25 23:21:49 -07:00
Chris Seagraves
94861ca477 Use directory of current save for open/save-as.
(cherry picked from commit b601d713d2)
2021-06-25 23:02:09 -07:00
Dan Albert
e8992c5bed Add "Nevada Limited Air" campaign.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1358

(cherry picked from commit dc96d8699a)
2021-06-25 21:34:55 -07:00
Dan Albert
e841358f74 Add "Scenic Route" campaign.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1334

(cherry picked from commit f38cdd8432)
2021-06-25 21:28:59 -07:00
Dan Albert
3c135720a0 Fix lint.
(cherry picked from commit 91655a3d5a)
2021-06-25 19:34:10 -07:00
Dan Albert
d7db290892 Move the default save game directory.
The top level DCS directory gets messy fast if we fill it with save
games.

(cherry picked from commit 7774a9b2ab)
2021-06-25 17:48:45 -07:00
Dan Albert
b7626c10da Fix targeting of carrier groups with TGOs.
The assumption that the first group is the carrier group is wrong.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1346

(cherry picked from commit 80cf8f484d)
2021-06-25 16:47:39 -07:00
Dan Albert
d79e8f46f3 State carrier requirement for Blackball.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1355

(cherry picked from commit cb7c075a61)
2021-06-25 16:35:43 -07:00
Dan Albert
278b9730cd Fix crash when buying or selling TGO units.
Updating the game destroys this window so we cannot continue with the
calls. It worked in my initial testing, so presumably it's partly
dependent on when the finalizers run.

Since the windows will be destroyed there's nothing for us to actually
update, so just remove that signal and the explicit close calls.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1344

(cherry picked from commit 4d0fb67c53)
2021-06-25 16:30:51 -07:00
Dan Albert
d187c571ea Ack campaign version bump.
Campaigns don't use scenery targets.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1341

(cherry picked from commit 380d1d4f18)
2021-06-24 18:18:07 -07:00
Dan Albert
b3705531d4 Update pydcs to use latest master.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/993

(cherry picked from commit 71832859a5)
2021-06-24 18:14:27 -07:00
docofmur
666b389821 Fixes #1337 by making ground location search look in both directions (#1338)
(cherry picked from commit a31432ad9e)
2021-06-24 13:25:41 -04:00
bgreman
ddc076b141 Implements #1331 by changing the Pass Turn button text on Turn 0. (#1333)
(cherry picked from commit 26743154d8)
2021-06-24 11:00:05 -04:00
bgreman
eee1791a79 Adds a ruler to the map (#1332)
* Adds a ruler to the map

* Updating changelog

* Updating changelog

(cherry picked from commit a50a6fa917)
2021-06-24 02:59:16 -04:00
bgreman
fb5a6d3243 Fix #1329 player loses frontline progress when skipping turn 0 (#1330)
(cherry picked from commit b43e5bac0b)
2021-06-24 02:06:26 -04:00
Dan Albert
113c00ac05 Retry reading state.json on failure.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1313

(cherry picked from commit ddaef1fb64)
2021-06-23 20:18:36 -07:00
Dan Albert
85ca85ac6d Signal game update when buying/selling TGO units.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1312

(cherry picked from commit 6f264ff5de)
2021-06-23 20:08:31 -07:00
Dan Albert
da917a7dde Fix another unit type mismatch.
(cherry picked from commit a06fc6d80f)
2021-06-23 20:02:02 -07:00
Dan Albert
b03d1599e1 Add a feature flag for pilot limits.
This doesn't currently interact very well with the auto purchase since
the procurer might by aircraft that don't have pilots available. That
should be fixed, but for the short term we should just default to not
enabling this new feature.

(cherry picked from commit 3ddfc47d3a)
2021-06-23 18:47:47 -07:00
docofmur
2b3c56ad38 Campaign version update (#1326)
Caucasus Multi part campaign version update. No map strike objects so just the version change

(cherry picked from commit 905bd05ba8)
2021-06-23 20:01:18 -04:00
bgreman
8dc35bec5a Fix empty convoys (#1327)
* Hopefully getting rid of empty convoys for good

* changing Dict to dict for type checks

(cherry picked from commit 3274f3ec35)
2021-06-23 19:51:37 -04:00
bgreman
3f4f27612b Fixes #1310 (#1325)
* Fixes #1310 by only refunding GUs if no faction CP has an attached factory.  Previously it would refund all units at the CP, including aircraft.

Also changes the CP CAPTURE cheat to work at any CP regardless of adjacency to frontline or BLUEFOR/OPFOR state.

* Fixing typing issues, changint all Dict[] types to dict[]

* Updating changelog

(cherry picked from commit c3b8c48ca2)
2021-06-23 17:19:58 -04:00
Dan Albert
17f9487fe0 Update From Caen to Evreux.
Add support for inversion and ack the version change (Normandy is
unaffected by ID updates).

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1232

(cherry picked from commit d365094616)
2021-06-23 14:00:08 -07:00
Dan Albert
e15b10ae7e Ack version update for PG campaigns.
PG is unaffected by building ID changes.

(cherry picked from commit 7c76684076)
2021-06-23 13:50:01 -07:00
Dan Albert
17d56beeaa Update Vectron's Claw and Peace Spring.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1323

(cherry picked from commit 0ef27b038a)
2021-06-23 12:59:22 -07:00
Dan Albert
53c7912592 Copy initialization fix to AircraftType.
(cherry picked from commit 610a27c0e4)
2021-06-23 12:50:55 -07:00
RndName
1f318aff3c set window title empty on new game
also fixed small exception when aborting the open file dialog which lead to " as filename

fixes #1305

(cherry picked from commit 752c91a721)
2021-06-23 12:44:49 -07:00
Dan Albert
2bb1c0b3f2 Fixed missed initialization of unit data on load.
We'd only load unit data if a name lookup was done and missed it on a
type lookup. Ideally we wouldn't need to do a type lookup here until the
ground unit templates are reworked we still do.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1299

(cherry picked from commit d3d655da07)
2021-06-22 23:42:25 -07:00
Dan Albert
b057f027d5 Return pilots when canceling flight creation.
(cherry picked from commit db36cf248e)
2021-06-22 23:36:49 -07:00
Dan Albert
cc079ad44e Add the Around the Mountain campaign.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1280

(cherry picked from commit 153d8e106e)
2021-06-22 23:29:04 -07:00
Dan Albert
974c0069e6 Add Operation Blackball campaign.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1320

(cherry picked from commit df8829b477)
2021-06-22 23:23:04 -07:00
Dan Albert
9028109fe3 Update Syria Full campaign.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1319

(cherry picked from commit 569bc297a8)
2021-06-22 23:20:17 -07:00
Dan Albert
db27f3b0d9 Update Northern Russia campaign.
I bumped the submitted 6.1 to 7.0 (which didn't exist when the files
were uploaded) because this campaign uses no scenery targets.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1318

(cherry picked from commit 099cbbdb64)
2021-06-22 23:17:12 -07:00
Dan Albert
cb542b6af4 Update Allied Sword.
Only change from the uploaded files is that I increased the campaign
version to 7.0 since this doesn't use any scenery targets so has no work
to do for that.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1249

(cherry picked from commit ca7469b92e)
2021-06-22 23:14:12 -07:00
Dan Albert
fcea37c340 Correct mistakenly updated campaign.
(cherry picked from commit 6db4145927)
2021-06-22 23:08:30 -07:00
Dan Albert
cf3d13f9d3 Bump campaign version to account for DCS changes.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1308

(cherry picked from commit ca93f2baff)
2021-06-22 23:04:41 -07:00
Dan Albert
6789beb4b5 Fix unit type mismatch.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1314

(cherry picked from commit 84a0a3caeb)
2021-06-22 22:55:26 -07:00
Dan Albert
8f1ec4a519 Update Operation Peace Spring.
https://github.com/dcs-liberation/dcs_liberation/issues/1303
(cherry picked from commit 7b327693e2)
2021-06-22 15:18:12 -07:00
docofmur
b8bc9d87ec Faction Audit.
Transports and mod aircraft added where needed cleaned up various
duplicates in factions.

(cherry picked from commit dba70dc6d5)
2021-06-22 15:02:04 -07:00
Mike Jones
52aff8bc30 Use pydcs has_tacan attribute to check if tankers support TACAN.
(cherry picked from commit bd1618e41d)
2021-06-22 14:35:47 -07:00
Mike Jones
5c81ac06ac Add gunfighter flag to aircraft data files.
(cherry picked from commit 08b7aff0d8)
2021-06-22 14:35:46 -07:00
Mike Jones
8364148305 Add patrol configuration to unit data files.
This allows altitude/speed of AEW&C and tankers to be configured.

(cherry picked from commit a75688f89c)
2021-06-22 14:35:45 -07:00
Mike Jones
2bcff5a5c2 Fix unit type comparisons.
When comparing UnitType against a pydcs type, use .dcs_unit_type.

(cherry picked from commit 30763b5401)
2021-06-22 14:35:43 -07:00
Chris Seagraves
c227923bdf Fix bug with file name in title with invalid save games.
(cherry picked from commit 814519248c)
2021-06-22 14:20:16 -07:00
Simon Clark
4569b1b45a Campaign clarity. 2021-06-22 17:20:35 +01:00
Simon Clark
3a193d1dd4 Add clarity for mod selection page. 2021-06-21 20:04:34 +01:00
Simon Clark
9334cba564 Add Operation Atilla campaign.
It's a Cyprus invasion campaign - what's not to like!
2021-06-21 19:45:19 +01:00
Dan Albert
4dc1daa100 Fix command line campaign generator.
(cherry picked from commit 47e038c9fa)
2021-06-20 23:46:32 -07:00
Dan Albert
0d99fc3d36 Don't order transports for incapable factions.
If these orders can't be fulfilled for the faction it will prevent the
faction from ordering any non-reserve aircraft since transports are
given priority after reserve missions, and they'll never be fulfillable.
As such, no non-reserve aircraft will ever be purchased for factions
without transport aircraft.

Factions without transport aircraft are screwed in other ways, but this
will fix their air planning for campaigns that aren't dependent on
airlift.

(cherry picked from commit e96210f48c)
2021-06-20 23:44:16 -07:00
Simon Clark
eee78288c9 Updated factions to reflect mod select changes. 2021-06-21 01:33:13 +01:00
Simon Clark
c2f112e3a6 Refactor the mod select changes, re-add accidentally deleted factions. 2021-06-21 01:14:07 +01:00
Simon Clark
ef3f7125b3 Make mod selection nicer and deprecate MB-339.
Mod selection is now done via checkbox in the new game wizard.

The MB-339 is being turned into a paid module, and the free mod no longer works, so it's been removed.
2021-06-21 00:03:22 +01:00
Dan Albert
4558088412 Revert "Don't propose missions the air wing can't plan."
This is redundant because plan_mission already checks this.

This reverts commit 3338df9836.

(cherry picked from commit d074500109)
2021-06-20 15:59:09 -07:00
Dan Albert
d2cc3f673e Switch pydcs to a pip requirement. 2021-06-20 15:16:22 -07:00
Dan Albert
dc85644d71 Exclude weapon names and weights from comparisons.
Only the class ID matters, and the names sometimes change with new pydcs
updates.
2021-06-20 15:11:35 -07:00
SnappyComebacks
0b5bdf8151 Move max_group_size from S-3B to S-3B Tanker. 2021-06-20 14:13:23 -07:00
jsjlewis96
b27238a69a Moved Hind-F to separate faction, not operational at time, but only gunship pilotable 2021-06-20 14:13:03 -07:00
Mike
bb2bf78e8a Fix current_airlift_capacity always returning 0.
Squadron.aircraft is of type AircraftType, while TRANSPORT_CAPABLE is
a list of pydcs DcsUnitTypes. As a result, the intersection was always
empty causing the function to always return 0.
2021-06-20 13:56:00 -07:00
Chris Seagraves
7e17533cc6 Air/ground intel prettification. (#1285)
* Sort rows.
* Add totals to group headers.
* Indent content.
* Add space between sections.
2021-06-20 13:43:54 -07:00
Chris Seagraves
7808da118a Include the save name in the window title. 2021-06-20 13:33:27 -07:00
Mustang-25
4259cf8764 Add IAF Eagle Sqn 2021-06-20 13:33:01 -07:00
Mustang-25
994c55945e Add IAF Strike Eagle Sqn 2021-06-20 13:33:01 -07:00
Mustang-25
f20c145ece Add IAF Viper Sqns 2021-06-20 13:33:01 -07:00
SnappyComebacks
5b31026e1c Fix UI to obey max group sizes.
This also adds max group sizes for aircraft that need it but don't
according to DCS. Only the first tanker or AEW&C unit in a group can be
contacted by radio.
2021-06-20 13:32:00 -07:00
Simon Clark
39fe5951f7 Add factories to Russian Intervention Campaign. 2021-06-20 19:23:07 +01:00
Simon Clark
9d767c3dd8 Fix destination opacity bug. 2021-06-20 19:06:24 +01:00
Simon Clark
2a3f9bf81c More Russian Intervention campaign work. 2021-06-20 18:48:46 +01:00
Simon Clark
3fd4359cb1 Adds Russian Intervention 2015 campaign. 2021-06-20 17:08:44 +01:00
Khopa
ca1be580df Squadrons : Added french Sa-342 and Mirage 2000-5 squadrons 2021-06-20 17:43:35 +02:00
Khopa
28820f2e64 Squadrons : Allow unicode characters in squadrons names 2021-06-20 17:43:07 +02:00
Simon Clark
6c3987ec86 Updates the intel box text for turn 0.
It was a bit misleading beforehand, as there were no forces on either side.
2021-06-20 15:56:53 +01:00
Simon Clark
089eb9e86b Changelog. 2021-06-20 15:36:40 +01:00
Simon Clark
0793e9afc5 Addresses #1184.
CV and LHA icons are now the same colour as airfields.

Destination markers now have transparency.
2021-06-20 15:33:01 +01:00
Dan Albert
1e2522375b Increase squadron size and replenishment rate.
Given the current lack of control over the number of squadrons this
needs be be raised to make it have less of an impact.
2021-06-19 23:24:23 -07:00
Dan Albert
e09f53da8f Fix exceptions when no aircraft are selected.
This commonly happens during reset of the UI, but also happens when the
player is out of aircraft.
2021-06-19 20:26:33 -07:00
Dan Albert
29b4b62a44 Revert "Add Around the Mountain campaign."
Doesn't include basic requirements like factories.

This reverts commit 30cab8e3a7.
2021-06-19 15:11:41 -07:00
Dan Albert
b1a63db1fc Correct some ILS/VOR frequencies in Syria.
`MHz(110, 30)` is 110.03 MHz, not 110.30 MHz.
2021-06-19 15:07:45 -07:00
Dan Albert
9940dc8451 Fix type annotations for some UI code. 2021-06-19 15:03:39 -07:00
Dan Albert
703c68eb66 Add Akrotiri to Inherent Resolve. 2021-06-19 12:17:47 -07:00
Dan Albert
3338df9836 Don't propose missions the air wing can't plan.
We were doignt his for escorts, but now that we quit planning as soon as
we find an unplannable mission (to save money for higher priority
missions), if we hit an early unplannable mission like BARCAP no other
missions wil be planned.

Maybe fixes https://github.com/dcs-liberation/dcs_liberation/issues/1228
2021-06-19 11:47:43 -07:00
SnappyComebacks
dc4794b246 Add kneeboard data for new Syria Cyprus airfields. (#1277)
* Add kneeboard data for new Syria Cyprus airfields.
2021-06-19 12:29:21 -06:00
Dan Albert
b130c9882a Remove max distance for AEW&C auto planning.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1259
2021-06-19 11:27:52 -07:00
Dan Albert
5f8b838652 Add new campaign minor version for Cyprus. 2021-06-19 11:18:31 -07:00
Dan Albert
4efd1b5d3e Note EWR waypoint selector fix. 2021-06-19 11:16:20 -07:00
RndName
ad6ed21b6b Add EWR objects to predefined waypoints 2021-06-19 11:01:35 -07:00
Dan Albert
2ffaa71bb5 Note some new features in the changelog. 2021-06-19 10:47:59 -07:00
RndName
1763f59320 Allow deletion of multiple waypoints by selection
#1221
2021-06-19 10:40:40 -07:00
RndName
08d32ffc77 Allow shift/ctrl click to buy/sell multiple units.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1221
2021-06-19 10:36:33 -07:00
RndName
7e3cebb96d Fix purchase groups.
The new class PurchaseGroup coming in with commit 9bb986c was not
initiallized correctly.

This causes the bug that the update function is not working when you
for example open the AircraftRecruitmentMenu press "+" or "-", close
the dialog and then open ArmorRecruitmentMenu. If you then want to buy
or sell the update function will raise an error "Internal C++ Object
Already Deleted".
2021-06-19 10:33:35 -07:00
Jake Lewis
930fb404af Updated Hind-F price for rebalance 2021-06-19 03:43:55 -07:00
jsjlewis96
6cd711a1e2 Added option to disable AI pilot levelling 2021-06-19 03:03:50 -07:00
docofmur
1bcc332885 Syrian Terrain update 2021-06-19 02:28:11 -07:00
Dan Albert
9bb986cff9 Update *all* buy/sell buttons, not just the row.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1207
2021-06-18 20:14:44 -07:00
Dan Albert
1247942bf1 Note fix for convoy naming bug. 2021-06-18 19:41:03 -07:00
Dan Albert
95d3ff4cbe Don't show ground unit menu at carriers.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1220
2021-06-18 19:39:42 -07:00
Marcel
0a874a28ef Fix group name for EWRs.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1246
2021-06-18 19:26:42 -07:00
Dan Albert
2dee702060 Persist name generator state to the save game.
This is a bit of an ugly hack but it's effectively what we would need
anyway. We could clean up the global replacement by making the name
generator _only_ a property of Game and plumbing it through to a large
number of places. Could maybe also use `__getstate__` and `__setstate__`
tricks to save `naming.namegen` to the file even without making it truly
a part of Game.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1247
2021-06-18 19:24:23 -07:00
Dan Albert
4ea66477fe Add options for changing pilot limits and rates. 2021-06-18 18:33:15 -07:00
Dan Albert
d3be732566 Fix tooltips for scuds/silkworms.
Same problem as the ground object menu, same cleanup required at some
point.
2021-06-18 18:14:20 -07:00
Dan Albert
933517055e Fix ground object menus for scuds and silkworms.
These really need to be added to the unit data, but this will do as a
stop gap since the group generators need an overhaul anyway.
2021-06-18 18:06:05 -07:00
Dan Albert
040a3d9b36 Add coastal defenses and missiles to Abu Dhabi. 2021-06-18 18:02:33 -07:00
Florian
2c859bf280 Rebalance aircraft prices.
Main goal here is to make sure that warbirds don't cost more than early
jets, but this includes rebalancing of all aircraft.
2021-06-18 17:53:19 -07:00
jsjlewis96
fe227e02b8 Shows total at top for economic intel 2021-06-18 17:35:18 -07:00
Dan Albert
c68e583c20 Note the Skynet EWR fix. 2021-06-18 17:02:22 -07:00
Khopa
6620d56859 Factions : Added hind-P to Russia 75. 2021-06-19 01:58:11 +02:00
Dan Albert
1ec72d3e94 Fix mission generation when infantry is disabled.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1256
2021-06-18 16:52:03 -07:00
Dan Albert
5c3bb75786 Fix EPLRS for aircraft.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1237
2021-06-18 16:48:59 -07:00
Dan Albert
a90cb0dad9 Fix carrier names in factions.
The rest of the ships were covered but it looks like carriers were
missed.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1258
2021-06-18 16:42:34 -07:00
Khopa
8854a491ab Custom banner for Mi-24P (different from Mi-24V) 2021-06-19 01:32:43 +02:00
UKayeF
74e8073328 add Mi-24V Hind icons as placeholders for Mi-24P icons yet to come 2021-06-19 01:32:43 +02:00
Dan Albert
a6d62a7596 Add some missing changes to the changelog. 2021-06-18 16:23:44 -07:00
Dan Albert
980a224d02 Move fixes to the correct changelog section.
What was to be 3.1.0 is now 4.0.0 to accomodate that DCS update.
2021-06-18 16:11:02 -07:00
Khopa
0c6b83fc35 Added default Mi-24P payloads 2021-06-19 01:05:14 +02:00
UKayeF
6d2310f59d add Mi-24P as CAS capable aircraft - unsure which other tasks it could be useful for? 2021-06-19 00:54:20 +02:00
jsjlewis96
05107fab1c Added Mi-24P to factions post '80 that use Hind-E 2021-06-19 00:51:49 +02:00
jsjlewis96
285bed65c6 Added Mi-24P to Russia 1990 & 2010 factions 2021-06-19 00:51:47 +02:00
Khopa
b523c23e7a Added french Mirage-2000C squadrons 2021-06-18 18:38:05 +02:00
Khopa
4c9a028a4e Fixed pydcs error in test_factions.py 2021-06-18 18:19:48 +02:00
C. Perreau
cea970f065 Merge pull request #1248 from jsjlewis96/dot-neutral
#987 Neutral dot labels in options
2021-06-18 18:13:09 +02:00
Khopa
d8511fab1d Fixed pydcs error with missiles units 2021-06-18 18:08:03 +02:00
Khopa
b2d10e92e9 Fixed requirements.txt changes not required 2021-06-18 18:01:44 +02:00
Khopa
0582d5e2b6 Merge branch 'develop' of https://github.com/khopa/dcs_liberation into develop 2021-06-18 18:00:58 +02:00
C. Perreau
da2b56b5b1 Merge pull request #1252 from docofmur/terrain_update_cyprus
Syria Terrian map update
2021-06-18 18:00:09 +02:00
docofmur
46c15f37c5 exclusion zone update 1 test change on caucases, massive update on syria 2021-06-18 17:58:08 +02:00
Dan Albert
4ddc02d7fe Update pydcs. 2021-06-17 23:01:20 -07:00
Dan Albert
4c3ac0af91 Adapt to DCS update. 2021-06-17 22:58:46 -07:00
Dan Albert
edd0b90576 Update pydcs. 2021-06-17 22:22:47 -07:00
Dan Albert
11dca41945 Remove unused file. 2021-06-17 22:11:00 -07:00
Dan Albert
75c4724200 Delete the obsolete converter. 2021-06-17 22:10:15 -07:00
Dan Albert
09704b6f37 Add a wrapper type for ground unit info. 2021-06-17 22:09:17 -07:00
Dan Albert
8a0824880e Add unit classes and weights to infantry. 2021-06-17 22:09:16 -07:00
Dan Albert
d84abf021e Fix some bad unit data. 2021-06-17 22:09:16 -07:00
Dan Albert
e7223da19f Convert remaining unit data. 2021-06-17 22:09:16 -07:00
Dan Albert
499d143199 Add a converter for groun unit info. 2021-06-17 22:09:06 -07:00
Dan Albert
fefeb3c006 Fix broken factions. 2021-06-17 18:49:55 -07:00
Dan Albert
6aeee933d2 Fix broken ground unit data. 2021-06-17 18:39:45 -07:00
Dan Albert
34c0698c48 Remove unused aircraft from the old unit data. 2021-06-17 18:39:45 -07:00
jsjlewis96
1cc1a00820 Updated changelog 2021-06-17 23:12:57 +01:00
jsjlewis96
62f6b57948 Added neutral dot option 2021-06-17 23:12:30 +01:00
docofmur
5387acf533 exclusion zone update 1 test change on caucases, massive update on syria 2021-06-17 14:51:48 -07:00
C. Perreau
077b3ef04d Merge pull request #1243 from DanAlbert/f-16-strike-gbu-31
Update F-16 strike loadout to use GBU-31.
2021-06-17 22:39:58 +02:00
Dan Albert
9c654254d3 Update F-16 strike loadout to use GBU-31. 2021-06-16 21:43:09 -07:00
Mustang-25
4bb8bbbad8 Add remaining HAF Viper squadrons. 2021-06-16 21:05:50 -07:00
Dan Albert
39adafb1be Fix Greek F-16 livery ID. 2021-06-16 20:52:15 -07:00
Dan Albert
e19bfcdd04 Add a Greek F-16 squadron. 2021-06-16 20:37:07 -07:00
Dan Albert
6fde92f5ac Add the 191. Filo Turkish F-16 squadron. 2021-06-16 20:13:07 -07:00
Dan Albert
7170a7b302 Fix spawning unused aircraft.
These are assigned a squadron even though they're unused as a hack. We
need to tolerate these aircraft having no pilot assigned since that's
the desired case for unused aircraft (though only happens when the
squadron runs out of pilots, which should be fixed).
2021-06-16 20:11:36 -07:00
Dan Albert
24884e4a77 Import latest beacon data from DCS. 2021-06-16 19:46:19 -07:00
Dan Albert
384be8ceae Update Turkish faction.
Add a bunch of missing helicopters, some ground units, and remove the
KC-130 which they don't seem to use.
2021-06-16 19:10:23 -07:00
Dan Albert
ee9a5e8482 Update the Greek faction.
Greece has C-130s and Patriots. They don't have the E-3 but they do have
AEW&C via the ER-99, which isn't in DCS so just use an E-3 to pretend.
Also remove the Hawk radar as an EWR since we have the P-19 which is
better.
2021-06-16 18:54:12 -07:00
Dan Albert
34453fa3be Fix incorrect conditional. 2021-06-16 17:23:57 -07:00
Dan Albert
f727712bfa Make non-interactive map elements unobstructive.
This makes most of the lines and polygons on the map non-interactive so
they don't capture mouse events, and also makes the culling exclusion
zones unfilled so they don't obscure real map objects in dense areas.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1217
2021-06-16 17:22:07 -07:00
Dan Albert
3bb974b9e0 Note procurement fix in the changelog. 2021-06-16 17:10:21 -07:00
Dan Albert
021445216e Escape the JTAC zone name in the plugin data.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1218
2021-06-16 17:06:45 -07:00
Schneefl0cke
c13bf3ccd1 Fix procurement for factions that lack some units.
Fixes procurement for factions with no aircraft, no ground units, or no
tanks.
2021-06-16 09:34:58 -07:00
Mustang-25
8d53f42421 Update KC135MPRS.yaml
Fixed minor spelling error
2021-06-13 22:56:35 -07:00
Dan Albert
ace42019fb Cap squadron size, limit replenishment rate.
This caps squadrons to 12 pilots and limits their replenishment rate to
1 pilot per turn. Should probably make those values configurable, but
they aren't currently.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1136
2021-06-13 14:40:15 -07:00
Dan Albert
54aa161da0 Fix new game wizard faction template.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1227
2021-06-12 21:48:22 -07:00
Dan Albert
25c289deaa Make squadron nicknames optional. 2021-06-12 21:43:26 -07:00
Dan Albert
3c802e7d55 Fix unit info window. 2021-06-12 21:35:01 -07:00
Dan Albert
ba3cf4d2bd Put back all the radio data. 2021-06-12 20:56:24 -07:00
Dan Albert
4aa905716b Remove old file.
This was from testing and shouldn't have been kept.
2021-06-12 20:28:14 -07:00
Dan Albert
0fc1e8ec10 Remove unused file, begin fixing radios.
My radio data converter broke at some point while testing, so adding
this all back manually.
2021-06-12 20:27:18 -07:00
Dan Albert
0875d35129 Fix some squadrons.
I accidentally reverted my changes here while testing something earlier.
2021-06-12 20:24:04 -07:00
Dan Albert
8c62a081fe Remove unused code from AircraftType conversion. 2021-06-12 20:13:45 -07:00
Dan Albert
f811ae6c61 Convert factions and unit data. 2021-06-12 20:13:45 -07:00
Dan Albert
4a3ef42e67 Wrap the pydcs FlyingType in our own AircraftType.
This is an attempt to remove a lot of our supposedly unnecessary error
handling. Every aircraft should have a price, a description, a name,
etc; and none of those should require carrying around the faction's
country as context.

This moves all the data for aircraft into yaml files (only one converted
here as an example). Most of the "extended unit info" isn't actually
being read yet.

To replace the renaming of units based on the county, we instead
generate multiple types of each unit when necessary. The CF-18 is just
as much a first-class type as the F/A-18 is.

This doesn't work in its current state because it does break all the
existing names for aircraft that are used in the faction and squadron
files, and we no longer let those errors go as a warning. It will be an
annoying one time switch, but it allows us to define the names that get
used in these files instead of being sensitive to changes as they happen
in pydcs, and allows faction designers to specifically choose, for
example, the Su-22 instead of the Su-17.

One thing not handled by this is aircraft task capability. This is
because the lists in ai_flight_planner_db.py are a priority list, and to
move it out to a yaml file we'd need to assign a weight to it that would
be used to stack rank each aircraft. That's doable, but it makes it much
more difficult to see the ordering of aircraft at a glance, and much
more annoying to move aircraft around in the priority list. I don't
think this is worth doing, and the priority lists will remain in their
own separate lists.

This includes the converted I used to convert all the old unit info and
factions to the new format. This doesn't need to live long, but we may
want to reuse it in the future so we want it in the version history.
2021-06-12 20:13:45 -07:00
Dan Albert
88abaef7f9 Fix inconsistencies in prices and unit data. 2021-06-12 20:13:45 -07:00
Schneefl0cke
21fe746f2f Use ID for unit info lookups instead of name. 2021-06-12 02:24:21 -07:00
Dan Albert
c3c6915fa0 Include the micro version in the version string. 2021-06-11 16:52:23 -07:00
Dan Albert
b2705c1a13 Update Northern Russia campaign.
https://github.com/dcs-liberation/dcs_liberation/issues/1206
2021-06-11 16:42:12 -07:00
Mustang-25
75e3b4cc84 Add the First Lebanon War Historical Campaign. 2021-06-10 17:38:40 -07:00
Khopa
78f5235eca Removed helipad from golan heights campaign to avoid capture trigger error 2021-06-10 23:27:45 +02:00
Florian
78cd17e279 added missing units 2021-06-10 11:18:52 -07:00
Dan Albert
c51c8aae5c Clarify the docs/name of the task type list. 2021-06-09 21:53:45 -07:00
Dan Albert
40aa7734e1 Fix CAS commit range display.
CAS commits around the target, not its flight plan.
2021-06-09 21:51:26 -07:00
Dan Albert
0594e1148e Update Operation Mole Cricket.
https://github.com/dcs-liberation/dcs_liberation/issues/1203
2021-06-09 21:26:47 -07:00
Dan Albert
9eacd1563f Add Northern Russia campaign.
https://github.com/dcs-liberation/dcs_liberation/issues/1202
2021-06-09 21:25:59 -07:00
SnappyComebacks
a53a648a63 Add plannable tankers.
This Pull Request lets users plan Tanker flights.

Features:

- Introduction of `Refueling` flight type.
- Tankers can be purchased at airbases and carriers.
- Tankers get planned by AI.
- Tankers are planned from airbases and at aircraft carriers.
- Tankers aim to be at high, fast, and 70 miles from the nearest threat.
  (A10s won't be able to tank)
- Tankers racetrack orbit for one hour.
- Optional Tickbox to enable legacy tankers.
- S-3B Tanker added to factions.
- KC-130 MPRS added to factions.
- Kneeboard shows planned tankers, their tacans, and radios.

Limitations:

- AI doesn't know whether to plan probe and drogue or boom refueling
  tankers.
- User can't choose tanker speed.  Heavily loaded aircraft may have
  trouble.
- User can't choose tanker altitude.  A-10s will not make it to high
  altitude.

Problems:

- Tanker callsigns do not increment, see attached image.  (Investigated:
  Need to use `FlyingType.callsign_dict`, instead of just
  `FlyingType.callsign`.  This seems like it might be significant work
  to do.).
- Having a flight of two or more tankers only spawns one tanker.
- Let me know if you have a solution, or feel free to commit one.

https://user-images.githubusercontent.com/74509817/120909602-d7bc3680-c633-11eb-80d7-eccd4e095770.png
2021-06-09 21:14:10 -07:00
Dan Albert
a9dacf4a29 Fix engagement distance display. 2021-06-09 21:01:14 -07:00
Dan Albert
66f82b6ff9 Update mission start guidance. 2021-06-09 19:20:56 -07:00
Dan Albert
0e68884493 Remove incompatible campaigns.
We have quite a few campaigns now, so removing the broken ones.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1178
2021-06-09 19:08:36 -07:00
Dan Albert
f8d885fc9a Fix broken import. 2021-06-09 19:06:02 -07:00
Florian
366190ee99 added missing units to price table 2021-06-09 19:03:25 -07:00
Dan Albert
42d56a324f Make campaign names consistent. 2021-06-09 18:58:35 -07:00
docofmur
7d1f1ea2f7 Campaigns for 3.0
4 campaigns updated for 3.0 1 small PG 3 for Caucasus 1 full and 2 parts based on the full
2021-06-09 18:55:22 -07:00
Dan Albert
30cab8e3a7 Add Around the Mountain campaign.
https://github.com/dcs-liberation/dcs_liberation/issues/1199
2021-06-09 18:51:34 -07:00
Dan Albert
e0e2162c6d Add Operation Allied Sword campaign and factions.
https://github.com/dcs-liberation/dcs_liberation/issues/1196
2021-06-09 18:44:09 -07:00
Dan Albert
f1582fcc10 Add Humble Helper campaign and factions.
https://github.com/dcs-liberation/dcs_liberation/issues/1197
2021-06-09 18:39:26 -07:00
Florian
eb6206ea57 added texts for all units 2021-06-09 12:42:56 -07:00
Brock Greman
3ad51cafa8 Fixing display of "sunny" during clear conditions at night. 2021-06-09 02:16:05 -07:00
Dan Albert
b8c14d69c3 Make enable_and_reset not half lie.
https://github.com/dcs-liberation/dcs_liberation/issues/1185
2021-06-08 21:19:48 -07:00
Dan Albert
725b5083c7 Fix typo in Incirlik runway data.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1188
2021-06-08 21:14:36 -07:00
Dan Albert
87dd6b19bf Fix repeated JTACs after multiple generations.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1191
2021-06-08 20:56:00 -07:00
bgreman
3188994261 Gripen mod support.
(cherry picked from commit 0220fa4ff6)
2021-06-08 20:49:24 -07:00
Schneefl0cke
e4c9d8799e Add Recon combat role. 2021-06-08 19:48:56 -07:00
dependabot[bot]
bc938db7f9 Bump pillow from 8.1.1 to 8.2.0
Bumps [pillow](https://github.com/python-pillow/Pillow) from 8.1.1 to 8.2.0.
- [Release notes](https://github.com/python-pillow/Pillow/releases)
- [Changelog](https://github.com/python-pillow/Pillow/blob/master/CHANGES.rst)
- [Commits](https://github.com/python-pillow/Pillow/compare/8.1.1...8.2.0)

---
updated-dependencies:
- dependency-name: pillow
  dependency-type: direct:production
...

Signed-off-by: dependabot[bot] <support@github.com>
2021-06-08 16:15:25 -07:00
Dan Albert
0a9dc49e7f Remove UNIT_BY_TASK. 2021-06-07 19:13:49 -07:00
Dan Albert
07cdfc16d0 Move support tanker off find_unittype. 2021-06-07 19:12:30 -07:00
Dan Albert
622a171ac4 Move armor TGO purchase off find_unittype. 2021-06-07 19:01:16 -07:00
Dan Albert
fd85efbf55 Remove more dead code in game.db. 2021-06-07 18:59:02 -07:00
Dan Albert
ae2a818d8c Move the base intel menu off find_unittype. 2021-06-07 18:54:51 -07:00
Dan Albert
6966c16dd2 Remove dead code. 2021-06-07 18:54:39 -07:00
Dan Albert
27b5f24a0f Move unit purchase off find_unittype. 2021-06-07 18:54:21 -07:00
Dan Albert
ea15421308 Migrate support AEW&C away from find_unittype. 2021-06-07 18:52:54 -07:00
Dan Albert
ef35ad90b8 Remove one user of UNIT_BY_TASK. 2021-06-07 18:01:31 -07:00
Dan Albert
914691eaa7 Remove more unused code from Base. 2021-06-07 17:51:25 -07:00
Dan Albert
37bb83dfa6 Delete a bunch of unused code from Base. 2021-06-07 17:48:03 -07:00
Dan Albert
d8881e2734 Fix hangar status display. 2021-06-06 17:12:44 -07:00
Dan Albert
45869c428e Label the player checkbox in the roster editor. 2021-06-06 13:43:34 -07:00
Dan Albert
40832bd3a1 Update screenshot on the front page. 2021-06-06 13:37:01 -07:00
Khopa
126a8e8efb Added a small WW2 campaign on Normandy map (Replacing the former Normandy Small campaign). 2021-06-06 18:50:16 +02:00
Dan Albert
1796c21f48 Update the Syria full campaign.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1182
2021-06-05 21:39:45 -07:00
Dan Albert
363d4af639 Add Jordan 2010 faction. 2021-06-05 19:08:52 -07:00
Dan Albert
f1c881378c Add/updates campaigns from Starfire.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1181
2021-06-05 19:07:13 -07:00
Dan Albert
d316e13fa6 Suppress events fired while rebuilding model. 2021-06-05 15:21:23 -07:00
Dan Albert
1ea98a6ed1 Hide incompatible campaigns by default.
https://github.com/dcs-liberation/dcs_liberation/issues/1178
2021-06-05 15:15:30 -07:00
Dan Albert
3d4415d5d2 Move develop to 4.0. 2021-06-05 14:35:07 -07:00
815 changed files with 15114 additions and 11346 deletions

1
.gitignore vendored
View File

@@ -12,6 +12,7 @@ resources/tools/a.miz
# User-specific stuff
.idea/
.env
env/
/kneeboards
/liberation_preferences.json

4
.gitmodules vendored
View File

@@ -1,4 +0,0 @@
[submodule "pydcs"]
path = pydcs
url = https://github.com/pydcs/dcs
branch = master

View File

@@ -14,7 +14,7 @@
DCS Liberation is a [DCS World](https://www.digitalcombatsimulator.com/en/products/world/) turn based single-player or co-op dynamic campaign.
It is an external program that generates full and complex DCS missions and manage a persistent combat environment.
![Logo](https://i.imgur.com/4hq0rLq.png)
![Screenshot](https://user-images.githubusercontent.com/315852/120939254-0b4a9f80-c6cc-11eb-82f5-ce3f8d714bfe.png)
## Downloads

View File

@@ -1,3 +1,120 @@
# 4.1.2
Saves from 4.1.1 are compatible with 4.1.2.
## Features/Improvements
* **[Mission Generation]** EWRs are now also headed towards the center of the conflict
* **[UI]** Sell Button for aircraft will be disabled if there are no units available to be sold or all are already assigned to a mission
## Fixes
* **[UI]** Selling of Units is now visible again in the UI dialog and shows the correct amount of sold units
* **[Mission Generation]** Mission results and other files will now be opened with enforced utf-8 encoding to prevent an issue where destroyed ground units were untracked because of special characters in their names.
# 4.1.1
Saves from 4.1.0 are compatible with 4.1.1.
## Fixes
* **[Campaign]** Fixed broken support for Mariana Islands map.
* **[Mission Generation]** Fix SAM sites pointing towards the center of the conflict.
* **[Flight Planning]** No longer using Su-34 for CAP missions.
# 4.1.0
Saves from 4.0.0 are compatible with 4.1.0.
## Features/Improvements
* **[Campaign]** Air defense sites now generate a fixed number of launchers per type.
* **[Campaign]** Added support for Mariana Islands map.
* **[Campaign AI]** Adjustments to aircraft selection priorities for most mission types.
* **[Engine]** Support for DCS 2.7.4.9632 and newer, including the Marianas map, F-16 JSOWs, NASAMS, and Tin Shield EWR.
* **[Flight Planning]** CAP patrol altitudes are now set per-aircraft. By default the altitude will be set based on the aircraft's maximum speed.
* **[Flight Planning]** CAP patrol speeds are now set per-aircraft to be more suitable/sensible. By default the speed will be set based on the aircraft's maximum speed.
* **[Mission Generation]** Improvements for better support of the Skynet Plugin and long range SAMs are now acting as EWR
* **[Mods]** Support for version v1.5.0-Beta of Gripen mod. In-progress campaigns may need to re-plan Gripen flights to pick up updated loadouts.
* **[Mission Generation]** SAM sites are now headed towards the center of the conflict
* **[Plugins]** Increased time JTAC Autolase messages stay visible on the UI.
* **[Plugins]** Updated SkynetIADS to 2.2.0 (adds NASAMS support).
* **[UI]** Added ability to take notes and have those notes appear as a kneeboard page.
* **[UI]** Hovering over the weather information now dispalys the cloud base (meters and feet).
* **[UI]** Google search link added to unit information when there is no information provided.
* **[UI]** Control point name displayed with ground object group name on map.
* **[UI]** Buy or Replace will now show the correct price for generated ground objects like sams.
* **[UI]** Improved logging for frontline movement to be more descriptive about what happened and why.
* **[UI]** Brought ruler map module into source, which should fix file integrity issues with the module.
## Fixes
* **[Campaign]** Fixed the Silkworm generator to include launchers and not all radars.
* **[Data]** Fixed Introduction dates for targeting pods (ATFLIR and LITENING were both a few years too early).
* **[Data]** Removed SA-10 from Syria 2011 faction.
* **[Economy]** EWRs can now be bought and sold for the correct price and can no longer be used to generate money
* **[Flight Planning]** Helicopters are now correctly identified, and will fly ingress/CAS/BAI/egress and similar at low altitude.
* **[Flight Planning]** Fixed potential issue with angles > 360° or < 0° being generated when summing two angles.
* **[Mission Generation]** The lua data for other plugins is now generated correctly
* **[Mission Generation]** Fixed problem with opfor planning missions against sold ground objects like SAMs
* **[Mission Generation]** The legacy always-available tanker option no longer prevents mission creation.
* **[Mission Generation]** Prevent the creation of a transfer order with 0 units for a rare situtation when a point was captured.
* **[Mission Generation]** Planned transfers which will be impossible after a base capture will no longer prevent the mission result submit.
* **[Mission Generation]** Fix occasional KeyError preventing mission generation when all units of the same type in a convoy were killed.
* **[Mission Generation]** Fix for AAA Flak generator using Opel Blitz preventing the mission from being generated because duplicate unit names were used.
* **[Campaign AI]** Transport aircraft will now be bought only if necessary at control points which can produce ground units and are capable to operate transport aircraft.
* **[UI]** Statistics window tick marks are now always integers.
* **[UI]** Statistics window now shows the correct info for the turn
* **[UI]** Toggling custom loadout for an aircraft with no preset loadouts no longer breaks the flight.
# 4.0.0
Saves from 3.x are not compatible with 4.0.
## Features/Improvements
* **[Engine]** Support for DCS 2.7.2.7910.1 and newer, including Cyprus, F-16 JDAMs, and the Hind.
* **[Campaign]** Squadrons now (optionally, off by default) have a maximum size and killed pilots replenish at a limited rate.
* **[Campaign]** Added an option to disable levelling up of AI pilots.
* **[Campaign]** Added Russian Intervention 2015 campaign on Syria, for a small and somewhat realistic Russian COIN scenario.
* **[Campaign]** Added Operation Atilla campaign on Syria, for a reasonably large invasion of Cyprus scenario.
* **[Campaign AI]** AI will plan Tanker flights.
* **[Campaign AI]** Removed max distance for AEW&C auto planning.
* **[Economy]** Adjusted prices for aircraft to balance out some price inconsistencies.
* **[Factions]** Added more tankers to factions.
* **[Flight Planner]** Added ability to plan Tankers.
* **[Modding]** Campaign format version is now 7.0 to account for DCS map changes that made scenery strike targets incompatible with existing campaigns.
* **[Mods]** Added support for the Gripen mod.
* **[Mods]** Removes MB-339PAN support, as the mod is now deprecated and no longer works with DCS 2.7+.
* **[Mission Generation]** Added support for "Neutral Dot" label options.
* **[New Game Wizard]** Mods are now selected via checkboxes in the new game wizard, not as separate factions.
* **[UI]** Ctrl click and shift click now buy or sell 5 or 10 units respectively.
* **[UI]** Multiple waypoints can now be deleted simultaneously if multiple waypoints are selected.
* **[UI]** Carriers and LHAs now match the colour of airfields, and their destination icons are translucent.
* **[UI]** Updated intel box text for first turn.
* **[UI]** Base Capture Cheat is now usable at all bases and can also be used to transfer player-owned bases to OPFOR.
* **[UI]** Pass Turn button is relabled as "Begin Campaign" on Turn 0.
* **[UI]** Added a ruler to the map.
* **[UI]** Liberation now saves games to `<DCS user directory>/Liberation/Saves` by default to declutter the main directory.
## Fixes
* **[Campaign AI]** Fix procurement for factions that lack some unit types.
* **[Campaign AI]** Fix auto purchase of aircraft for factions that have no transport aircraft.
* **[Campaign AI]** Fix refunding of pending aircraft purchases when a side has no factory available.
* **[Mission Generation]** Fixed problem with mission load when control point name contained an apostrophe.
* **[Mission Generation]** Fixed EWR group names so they contribute to Skynet again.
* **[Mission Generation]** Fixed duplicate name error when generating convoys and cargo ships when creating manual transfers after loading a game.
* **[Mission Generation]** Fixed empty convoys not being disbanded when all units are killed/removed.
* **[Mission Generation]** Fixed player losing frontline progress when skipping from turn 0 to turn 1.
* **[Mission Generation]** Fixed issue where frontline would only search to the right for valid locations.
* **[UI]** Made non-interactive map elements less obstructive.
* **[UI]** Added support for Neutral Dot difficulty label
* **[UI]** Clear skies at night no longer described as "Sunny" by the weather widget.
* **[UI]** Removed ability to buy (useless) ground units at carriers and LHAs.
* **[UI]** Fixed enable/disable of buy/sell buttons.
* **[UI]** EWRs now appear in the custom waypoint list.
# 3.0.0
Saves from 2.5 are not compatible with 3.0.

View File

@@ -1,22 +0,0 @@
from dcs.vehicles import AirDefence
AAA_UNITS = [
AirDefence.SPAAA_Gepard,
AirDefence.SPAAA_ZSU_23_4_Shilka_Gun_Dish,
AirDefence.SPAAA_Vulcan_M163,
AirDefence.AAA_ZU_23_Closed_Emplacement,
AirDefence.AAA_ZU_23_Emplacement,
AirDefence.SPAAA_ZU_23_2_Mounted_Ural_375,
AirDefence.AAA_ZU_23_Insurgent_Closed_Emplacement,
AirDefence.SPAAA_ZU_23_2_Insurgent_Mounted_Ural_375,
AirDefence.AAA_ZU_23_Insurgent_Emplacement,
AirDefence.AAA_8_8cm_Flak_18,
AirDefence.AAA_Flak_38_20mm,
AirDefence.AAA_8_8cm_Flak_36,
AirDefence.AAA_8_8cm_Flak_37,
AirDefence.AAA_Flak_Vierling_38_Quad_20mm,
AirDefence.AAA_SP_Kdo_G_40,
AirDefence.AAA_8_8cm_Flak_41,
AirDefence.AAA_Bofors_40mm,
AirDefence.AAA_S_60_57mm,
]

View File

@@ -4,35 +4,37 @@ from dcs.vehicles import AirDefence
class AlicCodes:
CODES = {
AirDefence.EWR_1L13.id: 101,
AirDefence.EWR_55G6.id: 102,
AirDefence.SAM_SA_10_S_300_Grumble_Clam_Shell_SR.id: 103,
AirDefence.SAM_SA_10_S_300_Grumble_Big_Bird_SR.id: 104,
AirDefence.SAM_SA_11_Buk_Gadfly_Snow_Drift_SR.id: 107,
AirDefence.SAM_SA_6_Kub_Straight_Flush_STR.id: 108,
AirDefence.MCC_SR_Sborka_Dog_Ear_SR.id: 109,
AirDefence.SAM_SA_10_S_300_Grumble_Flap_Lid_TR.id: 110,
AirDefence.SAM_SA_11_Buk_Gadfly_Fire_Dome_TEL.id: 115,
AirDefence.SAM_SA_8_Osa_Gecko_TEL.id: 117,
AirDefence.SAM_SA_13_Strela_10M3_Gopher_TEL.id: 118,
AirDefence.SAM_SA_15_Tor_Gauntlet.id: 119,
AirDefence.SAM_SA_19_Tunguska_Grison.id: 120,
AirDefence.SPAAA_ZSU_23_4_Shilka_Gun_Dish.id: 121,
AirDefence.SAM_P19_Flat_Face_SR__SA_2_3.id: 122,
AirDefence.SAM_SA_3_S_125_Low_Blow_TR.id: 123,
AirDefence.SAM_Rapier_Blindfire_TR.id: 124,
AirDefence.SAM_Rapier_LN.id: 125,
AirDefence.SAM_SA_2_S_75_Fan_Song_TR.id: 126,
AirDefence.HQ_7_Self_Propelled_LN.id: 127,
AirDefence.HQ_7_Self_Propelled_STR.id: 128,
AirDefence.SAM_Roland_ADS.id: 201,
AirDefence.SAM_Patriot_STR.id: 202,
AirDefence.SAM_Hawk_SR__AN_MPQ_50.id: 203,
AirDefence.SAM_Hawk_TR__AN_MPQ_46.id: 204,
AirDefence.SAM_Roland_EWR.id: 205,
AirDefence.SAM_Hawk_CWAR_AN_MPQ_55.id: 206,
AirDefence.SPAAA_Gepard.id: 207,
AirDefence.SPAAA_Vulcan_M163.id: 208,
AirDefence._1L13_EWR.id: 101,
AirDefence._55G6_EWR.id: 102,
AirDefence.S_300PS_40B6MD_sr.id: 103,
AirDefence.S_300PS_64H6E_sr.id: 104,
AirDefence.SA_11_Buk_SR_9S18M1.id: 107,
AirDefence.Kub_1S91_str.id: 108,
AirDefence.Dog_Ear_radar.id: 109,
AirDefence.S_300PS_40B6M_tr.id: 110,
AirDefence.SA_11_Buk_LN_9A310M1.id: 115,
AirDefence.Osa_9A33_ln.id: 117,
AirDefence.Strela_10M3.id: 118,
AirDefence.Tor_9A331.id: 119,
AirDefence._2S6_Tunguska.id: 120,
AirDefence.ZSU_23_4_Shilka.id: 121,
AirDefence.P_19_s_125_sr.id: 122,
AirDefence.Snr_s_125_tr.id: 123,
AirDefence.Rapier_fsa_blindfire_radar.id: 124,
AirDefence.Rapier_fsa_launcher.id: 125,
AirDefence.SNR_75V.id: 126,
AirDefence.HQ_7_LN_SP.id: 127,
AirDefence.HQ_7_STR_SP.id: 128,
AirDefence.RLS_19J6.id: 130,
AirDefence.Roland_ADS.id: 201,
AirDefence.Patriot_str.id: 202,
AirDefence.Hawk_sr.id: 203,
AirDefence.Hawk_tr.id: 204,
AirDefence.Roland_Radar.id: 205,
AirDefence.Hawk_cwar.id: 206,
AirDefence.Gepard.id: 207,
AirDefence.Vulcan.id: 208,
AirDefence.NASAMS_Radar_MPQ64F1.id: 209,
}
@classmethod

View File

@@ -1,51 +0,0 @@
from dcs.planes import (
Bf_109K_4,
C_101CC,
FW_190A8,
FW_190D9,
F_5E_3,
F_86F_Sabre,
I_16,
L_39ZA,
MiG_15bis,
MiG_19P,
MiG_21Bis,
P_47D_30,
P_47D_30bl1,
P_47D_40,
P_51D,
P_51D_30_NA,
SpitfireLFMkIX,
SpitfireLFMkIXCW,
)
from pydcs_extensions.a4ec.a4ec import A_4E_C
"""
This list contains the aircraft that do not use the guns as the last resort weapons, but as a main weapon
They'll RTB when they don't have gun ammo left
"""
GUNFIGHTERS = [
# Cold War
MiG_15bis,
MiG_19P,
MiG_21Bis,
F_86F_Sabre,
A_4E_C,
F_5E_3,
# Trainers
C_101CC,
L_39ZA,
# WW2
P_51D_30_NA,
P_51D,
P_47D_30,
P_47D_30bl1,
P_47D_40,
SpitfireLFMkIXCW,
SpitfireLFMkIX,
Bf_109K_4,
FW_190D9,
FW_190A8,
I_16,
]

View File

@@ -1,239 +1,17 @@
from __future__ import annotations
from enum import unique, Enum
from typing import Type
from dcs.vehicles import AirDefence, Infantry, Unarmed, Artillery, Armor
from dcs.unittype import VehicleType
from pydcs_extensions.frenchpack import frenchpack
@unique
class GroundUnitClass(Enum):
Tank = (
"Tank",
(
Armor.MBT_T_55,
Armor.MBT_T_72B,
Armor.MBT_T_72B3,
Armor.MBT_T_80U,
Armor.MBT_T_90,
Armor.MBT_Leopard_2A4,
Armor.MBT_Leopard_2A4_Trs,
Armor.MBT_Leopard_2A5,
Armor.MBT_Leopard_2A6M,
Armor.MBT_Leopard_1A3,
Armor.MBT_Leclerc,
Armor.MBT_Challenger_II,
Armor.MBT_Chieftain_Mk_3,
Armor.MBT_M1A2_Abrams,
Armor.MBT_M60A3_Patton,
Armor.MBT_Merkava_IV,
Armor.ZTZ_96B,
# WW2
# Axis
Armor.Tk_PzIV_H,
Armor.SPG_Sturmpanzer_IV_Brummbar,
Armor.MT_Pz_Kpfw_V_Panther_Ausf_G,
Armor.HT_Pz_Kpfw_VI_Tiger_I,
Armor.HT_Pz_Kpfw_VI_Ausf__B_Tiger_II,
# Allies
Armor.Tk_M4_Sherman,
Armor.CT_Centaur_IV,
Armor.CT_Cromwell_IV,
Armor.HIT_Churchill_VII,
# Mods
frenchpack.DIM__TOYOTA_BLUE,
frenchpack.DIM__TOYOTA_GREEN,
frenchpack.DIM__TOYOTA_DESERT,
frenchpack.DIM__KAMIKAZE,
frenchpack.AMX_30B2,
frenchpack.Leclerc_Serie_XXI,
),
)
Atgm = (
"ATGM",
(
Armor.ATGM_HMMWV,
Armor.ATGM_VAB_Mephisto,
Armor.ATGM_Stryker,
Armor.IFV_BMP_2,
# WW2 (Tank Destroyers)
# Axxis
Armor.SPG_StuG_III_Ausf__G,
Armor.SPG_StuG_IV,
Armor.SPG_Jagdpanzer_IV,
Armor.SPG_Jagdpanther_G1,
Armor.SPG_Sd_Kfz_184_Elefant,
# Allies
Armor.SPG_M10_GMC,
Armor.MT_M4A4_Sherman_Firefly,
# Mods
frenchpack.VBAE_CRAB_MMP,
frenchpack.VAB_MEPHISTO,
frenchpack.TRM_2000_PAMELA,
),
)
Ifv = (
"IFV",
(
Armor.IFV_BMP_3,
Armor.IFV_BMP_2,
Armor.IFV_BMP_1,
Armor.IFV_Marder,
Armor.IFV_Warrior,
Armor.SPG_Stryker_MGS,
Armor.IFV_M2A2_Bradley,
Armor.IFV_BMD_1,
Armor.ZBD_04A,
# Mods
frenchpack.VBAE_CRAB,
frenchpack.VAB_T20_13,
),
)
Apc = (
"APC",
(
Armor.IFV_M1126_Stryker_ICV,
Armor.APC_M113,
Armor.APC_BTR_80,
Armor.IFV_BTR_82A,
Armor.APC_MTLB,
Armor.APC_AAV_7_Amphibious,
Armor.APC_TPz_Fuchs,
Armor.APC_BTR_RD,
# WW2
Armor.APC_M2A1_Halftrack,
Armor.APC_Sd_Kfz_251_Halftrack,
# Mods
frenchpack.VAB__50,
frenchpack.VBL__50,
frenchpack.VBL_AANF1,
),
)
Artillery = (
"Artillery",
(
Artillery.Grad_MRL_FDDM__FC,
Artillery.MLRS_9A52_Smerch_HE_300mm,
Artillery.SPH_2S1_Gvozdika_122mm,
Artillery.SPH_2S3_Akatsia_152mm,
Artillery.MLRS_BM_21_Grad_122mm,
Artillery.MLRS_9K57_Uragan_BM_27_220mm,
Artillery.SPH_M109_Paladin_155mm,
Artillery.MLRS_M270_227mm,
Artillery.SPM_2S9_Nona_120mm_M,
Artillery.SPH_Dana_vz77_152mm,
Artillery.SPH_T155_Firtina_155mm,
Artillery.PLZ_05,
Artillery.SPH_2S19_Msta_152mm,
Artillery.MLRS_9A52_Smerch_CM_300mm,
# WW2
Artillery.SPG_M12_GMC_155mm,
),
)
Logistics = (
"Logistics",
(
Unarmed.Carrier_M30_Cargo,
Unarmed.Truck_M818_6x6,
Unarmed.Truck_KAMAZ_43101,
Unarmed.Truck_Ural_375,
Unarmed.Truck_GAZ_66,
Unarmed.Truck_GAZ_3307,
Unarmed.Truck_GAZ_3308,
Unarmed.Truck_Ural_4320_31_Arm_d,
Unarmed.Truck_Ural_4320T,
Unarmed.Truck_Opel_Blitz,
Unarmed.LUV_Kubelwagen_82,
Unarmed.Carrier_Sd_Kfz_7_Tractor,
Unarmed.LUV_Kettenrad,
Unarmed.Car_Willys_Jeep,
Unarmed.LUV_Land_Rover_109,
Unarmed.Truck_Land_Rover_101_FC,
# Mods
frenchpack.VBL,
frenchpack.VAB,
),
)
Recon = (
"Recon",
(
Armor.Scout_HMMWV,
Armor.Scout_Cobra,
Armor.LT_PT_76,
Armor.IFV_LAV_25,
Armor.Scout_BRDM_2,
# WW2
Armor.LT_Mk_VII_Tetrarch,
Armor.IFV_Sd_Kfz_234_2_Puma,
Armor.Car_M8_Greyhound_Armored,
Armor.Car_Daimler_Armored,
# Mods
frenchpack.ERC_90,
frenchpack.AMX_10RCR,
frenchpack.AMX_10RCR_SEPAR,
),
)
Infantry = (
"Infantry",
(
Infantry.Insurgent_AK_74,
Infantry.Infantry_AK_74,
Infantry.Infantry_M1_Garand,
Infantry.Infantry_Mauser_98,
Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Infantry_M4_Georgia,
Infantry.Infantry_AK_74_Rus,
Infantry.Paratrooper_AKS,
Infantry.Paratrooper_RPG_16,
Infantry.Infantry_M249,
Infantry.Infantry_M4,
Infantry.Infantry_RPG,
),
)
Shorads = (
"SHORADS",
(
AirDefence.SPAAA_ZU_23_2_Mounted_Ural_375,
AirDefence.SPAAA_ZU_23_2_Insurgent_Mounted_Ural_375,
AirDefence.SPAAA_ZSU_57_2,
AirDefence.SPAAA_ZSU_23_4_Shilka_Gun_Dish,
AirDefence.SAM_SA_8_Osa_Gecko_TEL,
AirDefence.SAM_SA_9_Strela_1_Gaskin_TEL,
AirDefence.SAM_SA_13_Strela_10M3_Gopher_TEL,
AirDefence.SAM_SA_15_Tor_Gauntlet,
AirDefence.SAM_SA_19_Tunguska_Grison,
AirDefence.SPAAA_Gepard,
AirDefence.SPAAA_Vulcan_M163,
AirDefence.SAM_Linebacker___Bradley_M6,
AirDefence.SAM_Chaparral_M48,
AirDefence.SAM_Avenger__Stinger,
AirDefence.SAM_Roland_ADS,
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.AAA_8_8cm_Flak_18,
AirDefence.AAA_8_8cm_Flak_36,
AirDefence.AAA_8_8cm_Flak_37,
AirDefence.AAA_8_8cm_Flak_41,
AirDefence.AAA_Bofors_40mm,
AirDefence.AAA_S_60_57mm,
AirDefence.AAA_M1_37mm,
AirDefence.AAA_QF_3_7,
),
)
def __init__(
self, class_name: str, unit_list: tuple[Type[VehicleType], ...]
) -> None:
self.class_name = class_name
self.unit_list = unit_list
def __contains__(self, unit_type: Type[VehicleType]) -> bool:
return unit_type in self.unit_list
Tank = "Tank"
Atgm = "ATGM"
Ifv = "IFV"
Apc = "APC"
Artillery = "Artillery"
Logistics = "Logistics"
Recon = "Recon"
Infantry = "Infantry"
Shorads = "SHORADS"
Manpads = "MANPADS"

View File

@@ -1,108 +1,108 @@
from dcs.ships import (
Battlecruiser_1144_2_Pyotr_Velikiy,
Cruiser_1164_Moskva,
CVN_70_Carl_Vinson,
CVN_71_Theodore_Roosevelt,
CVN_72_Abraham_Lincoln,
CVN_73_George_Washington,
CVN_74_John_C__Stennis,
CV_1143_5_Admiral_Kuznetsov,
CV_1143_5_Admiral_Kuznetsov_2017,
Frigate_11540_Neustrashimy,
Corvette_1124_4_Grisha,
Frigate_1135M_Rezky,
Corvette_1241_1_Molniya,
LHA_1_Tarawa,
FFG_Oliver_Hazzard_Perry,
CG_Ticonderoga,
Type_052B_Destroyer,
Type_052C_Destroyer,
Type_054A_Frigate,
DDG_Arleigh_Burke_IIa,
PIOTR,
MOSCOW,
VINSON,
CVN_71,
CVN_72,
CVN_73,
Stennis,
KUZNECOW,
CV_1143_5,
NEUSTRASH,
ALBATROS,
REZKY,
MOLNIYA,
LHA_Tarawa,
PERRY,
TICONDEROG,
Type_052B,
Type_052C,
Type_054A,
USS_Arleigh_Burke_IIa,
)
from dcs.vehicles import AirDefence
TELARS = {
AirDefence.SAM_SA_19_Tunguska_Grison,
AirDefence.SAM_SA_11_Buk_Gadfly_Fire_Dome_TEL,
AirDefence.SAM_SA_8_Osa_Gecko_TEL,
AirDefence.SAM_SA_15_Tor_Gauntlet,
AirDefence.SAM_Roland_ADS,
AirDefence._2S6_Tunguska,
AirDefence.SA_11_Buk_SR_9S18M1,
AirDefence.Osa_9A33_ln,
AirDefence.Tor_9A331,
AirDefence.Roland_ADS,
}
TRACK_RADARS = {
AirDefence.SAM_SA_6_Kub_Straight_Flush_STR,
AirDefence.SAM_SA_3_S_125_Low_Blow_TR,
AirDefence.SAM_SA_10_S_300_Grumble_Flap_Lid_TR,
AirDefence.SAM_Hawk_TR__AN_MPQ_46,
AirDefence.SAM_Patriot_STR,
AirDefence.SAM_SA_2_S_75_Fan_Song_TR,
AirDefence.SAM_Rapier_Blindfire_TR,
AirDefence.HQ_7_Self_Propelled_STR,
AirDefence.Kub_1S91_str,
AirDefence.Snr_s_125_tr,
AirDefence.S_300PS_40B6M_tr,
AirDefence.Hawk_tr,
AirDefence.Patriot_str,
AirDefence.SNR_75V,
AirDefence.Rapier_fsa_blindfire_radar,
AirDefence.HQ_7_STR_SP,
}
LAUNCHER_TRACKER_PAIRS = {
AirDefence.SAM_SA_6_Kub_Gainful_TEL: AirDefence.SAM_SA_6_Kub_Straight_Flush_STR,
AirDefence.SAM_SA_3_S_125_Goa_LN: AirDefence.SAM_SA_3_S_125_Low_Blow_TR,
AirDefence.SAM_SA_10_S_300_Grumble_TEL_D: AirDefence.SAM_SA_10_S_300_Grumble_Flap_Lid_TR,
AirDefence.SAM_SA_10_S_300_Grumble_TEL_C: AirDefence.SAM_SA_10_S_300_Grumble_Flap_Lid_TR,
AirDefence.SAM_Hawk_LN_M192: AirDefence.SAM_Hawk_TR__AN_MPQ_46,
AirDefence.SAM_Patriot_LN: AirDefence.SAM_Patriot_STR,
AirDefence.SAM_SA_2_S_75_Guideline_LN: AirDefence.SAM_SA_2_S_75_Fan_Song_TR,
AirDefence.SAM_Rapier_LN: AirDefence.SAM_Rapier_Blindfire_TR,
AirDefence.HQ_7_Self_Propelled_LN: AirDefence.HQ_7_Self_Propelled_STR,
AirDefence.Kub_2P25_ln: AirDefence.Kub_1S91_str,
AirDefence._5p73_s_125_ln: AirDefence.Snr_s_125_tr,
AirDefence.S_300PS_5P85C_ln: AirDefence.S_300PS_40B6M_tr,
AirDefence.S_300PS_5P85D_ln: AirDefence.S_300PS_40B6M_tr,
AirDefence.Hawk_ln: AirDefence.Hawk_tr,
AirDefence.Patriot_ln: AirDefence.Patriot_str,
AirDefence.S_75M_Volhov: AirDefence.SNR_75V,
AirDefence.Rapier_fsa_launcher: AirDefence.Rapier_fsa_blindfire_radar,
AirDefence.HQ_7_LN_SP: AirDefence.HQ_7_STR_SP,
}
UNITS_WITH_RADAR = {
# Radars
AirDefence.SAM_SA_19_Tunguska_Grison,
AirDefence.SAM_SA_11_Buk_Gadfly_Fire_Dome_TEL,
AirDefence.SAM_SA_8_Osa_Gecko_TEL,
AirDefence.SAM_SA_15_Tor_Gauntlet,
AirDefence.SPAAA_Gepard,
AirDefence.SPAAA_Vulcan_M163,
AirDefence.SAM_Roland_ADS,
AirDefence.SPAAA_ZSU_23_4_Shilka_Gun_Dish,
AirDefence.EWR_1L13,
AirDefence.SAM_SA_6_Kub_Straight_Flush_STR,
AirDefence.SAM_SA_10_S_300_Grumble_Flap_Lid_TR,
AirDefence.SAM_SA_10_S_300_Grumble_Clam_Shell_SR,
AirDefence.EWR_55G6,
AirDefence.SAM_SA_10_S_300_Grumble_Big_Bird_SR,
AirDefence.SAM_SA_11_Buk_Gadfly_Snow_Drift_SR,
AirDefence.MCC_SR_Sborka_Dog_Ear_SR,
AirDefence.SAM_Hawk_TR__AN_MPQ_46,
AirDefence.SAM_Hawk_SR__AN_MPQ_50,
AirDefence.SAM_Patriot_STR,
AirDefence.SAM_Hawk_CWAR_AN_MPQ_55,
AirDefence.SAM_P19_Flat_Face_SR__SA_2_3,
AirDefence.SAM_Roland_EWR,
AirDefence.SAM_SA_3_S_125_Low_Blow_TR,
AirDefence.SAM_SA_2_S_75_Fan_Song_TR,
AirDefence.SAM_Rapier_Blindfire_TR,
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.HQ_7_Self_Propelled_STR,
AirDefence.EWR_FuMG_401_Freya_LZ,
AirDefence.EWR_FuSe_65_Würzburg_Riese,
AirDefence._2S6_Tunguska,
AirDefence.SA_11_Buk_LN_9A310M1,
AirDefence.Osa_9A33_ln,
AirDefence.Tor_9A331,
AirDefence.Gepard,
AirDefence.Vulcan,
AirDefence.Roland_ADS,
AirDefence.ZSU_23_4_Shilka,
AirDefence._1L13_EWR,
AirDefence.Kub_1S91_str,
AirDefence.S_300PS_40B6M_tr,
AirDefence.S_300PS_40B6MD_sr,
AirDefence._55G6_EWR,
AirDefence.S_300PS_64H6E_sr,
AirDefence.SA_11_Buk_SR_9S18M1,
AirDefence.Dog_Ear_radar,
AirDefence.Hawk_tr,
AirDefence.Hawk_sr,
AirDefence.Patriot_str,
AirDefence.Hawk_cwar,
AirDefence.P_19_s_125_sr,
AirDefence.Roland_Radar,
AirDefence.Snr_s_125_tr,
AirDefence.SNR_75V,
AirDefence.Rapier_fsa_blindfire_radar,
AirDefence.HQ_7_LN_SP,
AirDefence.HQ_7_STR_SP,
AirDefence.FuMG_401,
AirDefence.FuSe_65,
# Ships
CVN_70_Carl_Vinson,
FFG_Oliver_Hazzard_Perry,
CG_Ticonderoga,
Corvette_1124_4_Grisha,
CV_1143_5_Admiral_Kuznetsov,
Corvette_1241_1_Molniya,
Cruiser_1164_Moskva,
Frigate_11540_Neustrashimy,
Battlecruiser_1144_2_Pyotr_Velikiy,
Frigate_1135M_Rezky,
CV_1143_5_Admiral_Kuznetsov_2017,
CVN_74_John_C__Stennis,
CVN_71_Theodore_Roosevelt,
CVN_72_Abraham_Lincoln,
CVN_73_George_Washington,
DDG_Arleigh_Burke_IIa,
LHA_1_Tarawa,
Type_052B_Destroyer,
Type_054A_Frigate,
Type_052C_Destroyer,
VINSON,
PERRY,
TICONDEROG,
ALBATROS,
KUZNECOW,
MOLNIYA,
MOSCOW,
NEUSTRASH,
PIOTR,
REZKY,
CV_1143_5,
Stennis,
CVN_71,
CVN_72,
CVN_73,
USS_Arleigh_Burke_IIa,
LHA_Tarawa,
Type_052B,
Type_054A,
Type_052C,
}

View File

@@ -4,15 +4,15 @@ import datetime
import inspect
import logging
from collections import defaultdict
from dataclasses import dataclass
from typing import Dict, Iterator, Optional, Set, Tuple, Type, Union, cast
from dataclasses import dataclass, field
from typing import Dict, Iterator, Optional, Set, Tuple, cast, Any
from dcs.unitgroup import FlyingGroup
from dcs.unittype import FlyingType
from dcs.weapons_data import Weapons, weapon_ids
from game.dcs.aircrafttype import AircraftType
PydcsWeapon = Dict[str, Union[int, str]]
PydcsWeapon = Any
PydcsWeaponAssignment = Tuple[int, PydcsWeapon]
@@ -21,8 +21,8 @@ class Weapon:
"""Wraps a pydcs weapon dict in a hashable type."""
cls_id: str
name: str
weight: int
name: str = field(compare=False)
weight: int = field(compare=False)
def available_on(self, date: datetime.date) -> bool:
introduction_year = WEAPON_INTRODUCTION_YEARS.get(self)
@@ -83,7 +83,7 @@ class Pylon:
# configuration.
return weapon in self.allowed or weapon.cls_id == "<CLEAN>"
def equip(self, group: FlyingGroup, weapon: Weapon) -> None:
def equip(self, group: FlyingGroup[Any], weapon: Weapon) -> None:
if not self.can_equip(weapon):
logging.error(f"Pylon {self.number} cannot equip {weapon.name}")
group.load_pylon(self.make_pydcs_assignment(weapon), self.number)
@@ -97,12 +97,12 @@ class Pylon:
yield weapon
@classmethod
def for_aircraft(cls, aircraft: Type[FlyingType], number: int) -> Pylon:
def for_aircraft(cls, aircraft: AircraftType, 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()
for v in aircraft.dcs_unit_type.__dict__.values()
if inspect.isclass(v) and v.__name__.startswith("Pylon")
]
@@ -121,8 +121,8 @@ class Pylon:
return cls(number, allowed)
@classmethod
def iter_pylons(cls, aircraft: Type[FlyingType]) -> Iterator[Pylon]:
for pylon in sorted(list(aircraft.pylons)):
def iter_pylons(cls, aircraft: AircraftType) -> Iterator[Pylon]:
for pylon in sorted(list(aircraft.dcs_unit_type.pylons)):
yield cls.for_aircraft(aircraft, pylon)
@@ -888,16 +888,16 @@ WEAPON_INTRODUCTION_YEARS = {
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___Targeting_Pod): 1995,
Weapon.from_pydcs(Weapons.AN_AAQ_28_LITENING___Targeting_Pod_): 1995,
Weapon.from_pydcs(Weapons.AN_ASQ_228_ATFLIR___Targeting_Pod): 1993,
Weapon.from_pydcs(Weapons.AN_AAQ_28_LITENING___Targeting_Pod): 1999,
Weapon.from_pydcs(Weapons.AN_AAQ_28_LITENING___Targeting_Pod_): 1999,
Weapon.from_pydcs(Weapons.AN_ASQ_228_ATFLIR___Targeting_Pod): 2003,
Weapon.from_pydcs(
Weapons.AN_ASQ_173_Laser_Spot_Tracker_Strike_CAMera__LST_SCAM_
): 1993,
Weapon.from_pydcs(Weapons.AWW_13_DATALINK_POD): 1967,
Weapon.from_pydcs(Weapons.LANTIRN_Targeting_Pod): 1985,
Weapon.from_pydcs(Weapons.Lantirn_F_16): 1985,
Weapon.from_pydcs(Weapons.Lantirn_Target_Pod): 1985,
Weapon.from_pydcs(Weapons.LANTIRN_Targeting_Pod): 1990,
Weapon.from_pydcs(Weapons.Lantirn_F_16): 1990,
Weapon.from_pydcs(Weapons.Lantirn_Target_Pod): 1990,
Weapon.from_pydcs(Weapons.Pavetack_F_111): 1982,
# BLU-107
Weapon.from_pydcs(Weapons.BLU_107___440lb_Anti_Runway_Penetrator_Bomb): 1983,

1338
game/db.py

File diff suppressed because it is too large Load Diff

332
game/dcs/aircrafttype.py Normal file
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@@ -0,0 +1,332 @@
from __future__ import annotations
import logging
from collections import defaultdict
from dataclasses import dataclass
from functools import cached_property
from pathlib import Path
from typing import ClassVar, Type, Iterator, TYPE_CHECKING, Optional, Any
import yaml
from dcs.helicopters import helicopter_map
from dcs.planes import plane_map
from dcs.unittype import FlyingType
from game.dcs.unittype import UnitType
from game.radio.channels import (
ChannelNamer,
RadioChannelAllocator,
CommonRadioChannelAllocator,
HueyChannelNamer,
SCR522ChannelNamer,
ViggenChannelNamer,
ViperChannelNamer,
TomcatChannelNamer,
MirageChannelNamer,
SingleRadioChannelNamer,
FarmerRadioChannelAllocator,
SCR522RadioChannelAllocator,
ViggenRadioChannelAllocator,
NoOpChannelAllocator,
)
from game.utils import (
Distance,
SPEED_OF_SOUND_AT_SEA_LEVEL,
Speed,
feet,
kph,
knots,
)
if TYPE_CHECKING:
from gen.aircraft import FlightData
from gen import AirSupport, RadioFrequency, RadioRegistry
from gen.radios import Radio
@dataclass(frozen=True)
class RadioConfig:
inter_flight: Optional[Radio]
intra_flight: Optional[Radio]
channel_allocator: Optional[RadioChannelAllocator]
channel_namer: Type[ChannelNamer]
@classmethod
def from_data(cls, data: dict[str, Any]) -> RadioConfig:
return RadioConfig(
cls.make_radio(data.get("inter_flight", None)),
cls.make_radio(data.get("intra_flight", None)),
cls.make_allocator(data.get("channels", {})),
cls.make_namer(data.get("channels", {})),
)
@classmethod
def make_radio(cls, name: Optional[str]) -> Optional[Radio]:
from gen.radios import get_radio
if name is None:
return None
return get_radio(name)
@classmethod
def make_allocator(cls, data: dict[str, Any]) -> Optional[RadioChannelAllocator]:
try:
alloc_type = data["type"]
except KeyError:
return None
allocator_type: Type[RadioChannelAllocator] = {
"SCR-522": SCR522RadioChannelAllocator,
"common": CommonRadioChannelAllocator,
"farmer": FarmerRadioChannelAllocator,
"noop": NoOpChannelAllocator,
"viggen": ViggenRadioChannelAllocator,
}[alloc_type]
return allocator_type.from_cfg(data)
@classmethod
def make_namer(cls, config: dict[str, Any]) -> Type[ChannelNamer]:
return {
"SCR-522": SCR522ChannelNamer,
"default": ChannelNamer,
"huey": HueyChannelNamer,
"mirage": MirageChannelNamer,
"single": SingleRadioChannelNamer,
"tomcat": TomcatChannelNamer,
"viggen": ViggenChannelNamer,
"viper": ViperChannelNamer,
}[config.get("namer", "default")]
@dataclass(frozen=True)
class PatrolConfig:
altitude: Optional[Distance]
speed: Optional[Speed]
@classmethod
def from_data(cls, data: dict[str, Any]) -> PatrolConfig:
altitude = data.get("altitude", None)
speed = data.get("speed", None)
return PatrolConfig(
feet(altitude) if altitude is not None else None,
knots(speed) if speed is not None else None,
)
# TODO: Split into PlaneType and HelicopterType?
@dataclass(frozen=True)
class AircraftType(UnitType[Type[FlyingType]]):
carrier_capable: bool
lha_capable: bool
always_keeps_gun: bool
# If true, the aircraft does not use the guns as the last resort weapons, but as a main weapon.
# It'll RTB when it doesn't have gun ammo left.
gunfighter: bool
max_group_size: int
patrol_altitude: Optional[Distance]
patrol_speed: Optional[Speed]
intra_flight_radio: Optional[Radio]
channel_allocator: Optional[RadioChannelAllocator]
channel_namer: Type[ChannelNamer]
_by_name: ClassVar[dict[str, AircraftType]] = {}
_by_unit_type: ClassVar[dict[Type[FlyingType], list[AircraftType]]] = defaultdict(
list
)
_loaded: ClassVar[bool] = False
def __str__(self) -> str:
return self.name
@property
def dcs_id(self) -> str:
return self.dcs_unit_type.id
@property
def flyable(self) -> bool:
return self.dcs_unit_type.flyable
@cached_property
def max_speed(self) -> Speed:
return kph(self.dcs_unit_type.max_speed)
@property
def preferred_patrol_altitude(self) -> Distance:
if self.patrol_altitude is not None:
return self.patrol_altitude
else:
# Estimate based on max speed.
# Aircaft with max speed 600 kph will prefer patrol at 10 000 ft
# Aircraft with max speed 2800 kph will prefer pratrol at 33 000 ft
altitude_for_lowest_speed = feet(10 * 1000)
altitude_for_highest_speed = feet(33 * 1000)
lowest_speed = kph(600)
highest_speed = kph(2800)
factor = (self.max_speed - lowest_speed).kph / (
highest_speed - lowest_speed
).kph
altitude = (
altitude_for_lowest_speed
+ (altitude_for_highest_speed - altitude_for_lowest_speed) * factor
)
logging.debug(
f"Preferred patrol altitude for {self.dcs_unit_type.id}: {altitude.feet}"
)
rounded_altitude = feet(round(1000 * round(altitude.feet / 1000)))
return max(
altitude_for_lowest_speed,
min(altitude_for_highest_speed, rounded_altitude),
)
def preferred_patrol_speed(self, altitude: Distance) -> Speed:
"""Preferred true airspeed when patrolling"""
if self.patrol_speed is not None:
return self.patrol_speed
else:
# Estimate based on max speed.
max_speed = self.max_speed
if max_speed > SPEED_OF_SOUND_AT_SEA_LEVEL * 1.6:
# Fast airplanes, should manage pretty high patrol speed
return (
Speed.from_mach(0.85, altitude)
if altitude.feet > 20000
else Speed.from_mach(0.7, altitude)
)
elif max_speed > SPEED_OF_SOUND_AT_SEA_LEVEL * 1.2:
# Medium-fast like F/A-18C
return (
Speed.from_mach(0.8, altitude)
if altitude.feet > 20000
else Speed.from_mach(0.65, altitude)
)
elif max_speed > SPEED_OF_SOUND_AT_SEA_LEVEL * 0.7:
# Semi-fast like airliners or similar
return (
Speed.from_mach(0.5, altitude)
if altitude.feet > 20000
else Speed.from_mach(0.4, altitude)
)
else:
# Slow like warbirds or helicopters
# Use whichever is slowest - mach 0.35 or 70% of max speed
logging.debug(f"{self.name} max_speed * 0.7 is {max_speed * 0.7}")
return min(Speed.from_mach(0.35, altitude), max_speed * 0.7)
def alloc_flight_radio(self, radio_registry: RadioRegistry) -> RadioFrequency:
from gen.radios import ChannelInUseError, kHz
if self.intra_flight_radio is not None:
return radio_registry.alloc_for_radio(self.intra_flight_radio)
# The default radio frequency is set in megahertz. For some aircraft, it is a
# floating point value. For all current aircraft, adjusting to kilohertz will be
# sufficient to convert to an integer.
in_khz = float(self.dcs_unit_type.radio_frequency) * 1000
if not in_khz.is_integer():
logging.warning(
f"Found unexpected sub-kHz default radio for {self}: {in_khz} kHz. "
"Truncating to integer. The truncated frequency may not be valid for "
"the aircraft."
)
freq = kHz(int(in_khz))
try:
radio_registry.reserve(freq)
except ChannelInUseError:
pass
return freq
def assign_channels_for_flight(
self, flight: FlightData, air_support: AirSupport
) -> None:
if self.channel_allocator is not None:
self.channel_allocator.assign_channels_for_flight(flight, air_support)
def channel_name(self, radio_id: int, channel_id: int) -> str:
return self.channel_namer.channel_name(radio_id, channel_id)
def __setstate__(self, state: dict[str, Any]) -> None:
# Update any existing models with new data on load.
updated = AircraftType.named(state["name"])
state.update(updated.__dict__)
self.__dict__.update(state)
@classmethod
def register(cls, aircraft_type: AircraftType) -> None:
cls._by_name[aircraft_type.name] = aircraft_type
cls._by_unit_type[aircraft_type.dcs_unit_type].append(aircraft_type)
@classmethod
def named(cls, name: str) -> AircraftType:
if not cls._loaded:
cls._load_all()
return cls._by_name[name]
@classmethod
def for_dcs_type(cls, dcs_unit_type: Type[FlyingType]) -> Iterator[AircraftType]:
if not cls._loaded:
cls._load_all()
yield from cls._by_unit_type[dcs_unit_type]
@staticmethod
def _each_unit_type() -> Iterator[Type[FlyingType]]:
yield from helicopter_map.values()
yield from plane_map.values()
@classmethod
def _load_all(cls) -> None:
for unit_type in cls._each_unit_type():
for data in cls._each_variant_of(unit_type):
cls.register(data)
cls._loaded = True
@classmethod
def _each_variant_of(cls, aircraft: Type[FlyingType]) -> Iterator[AircraftType]:
data_path = Path("resources/units/aircraft") / f"{aircraft.id}.yaml"
if not data_path.exists():
logging.warning(f"No data for {aircraft.id}; it will not be available")
return
with data_path.open(encoding="utf-8") as data_file:
data = yaml.safe_load(data_file)
try:
price = data["price"]
except KeyError as ex:
raise KeyError(f"Missing required price field: {data_path}") from ex
radio_config = RadioConfig.from_data(data.get("radios", {}))
patrol_config = PatrolConfig.from_data(data.get("patrol", {}))
try:
introduction = data["introduced"]
if introduction is None:
introduction = "N/A"
except KeyError:
introduction = "No data."
for variant in data.get("variants", [aircraft.id]):
yield AircraftType(
dcs_unit_type=aircraft,
name=variant,
description=data.get(
"description",
f"No data. <a href=\"https://google.com/search?q=DCS+{variant.replace(' ', '+')}\"><span style=\"color:#FFFFFF\">Google {variant}</span></a>",
),
year_introduced=introduction,
country_of_origin=data.get("origin", "No data."),
manufacturer=data.get("manufacturer", "No data."),
role=data.get("role", "No data."),
price=price,
carrier_capable=data.get("carrier_capable", False),
lha_capable=data.get("lha_capable", False),
always_keeps_gun=data.get("always_keeps_gun", False),
gunfighter=data.get("gunfighter", False),
max_group_size=data.get("max_group_size", aircraft.group_size_max),
patrol_altitude=patrol_config.altitude,
patrol_speed=patrol_config.speed,
intra_flight_radio=radio_config.intra_flight,
channel_allocator=radio_config.channel_allocator,
channel_namer=radio_config.channel_namer,
)

100
game/dcs/groundunittype.py Normal file
View File

@@ -0,0 +1,100 @@
from __future__ import annotations
import logging
from collections import defaultdict
from dataclasses import dataclass
from pathlib import Path
from typing import Type, Optional, ClassVar, Iterator
import yaml
from dcs.unittype import VehicleType
from dcs.vehicles import vehicle_map
from game.data.groundunitclass import GroundUnitClass
from game.dcs.unittype import UnitType
@dataclass(frozen=True)
class GroundUnitType(UnitType[Type[VehicleType]]):
unit_class: Optional[GroundUnitClass]
spawn_weight: int
_by_name: ClassVar[dict[str, GroundUnitType]] = {}
_by_unit_type: ClassVar[
dict[Type[VehicleType], list[GroundUnitType]]
] = defaultdict(list)
_loaded: ClassVar[bool] = False
def __str__(self) -> str:
return self.name
@property
def dcs_id(self) -> str:
return self.dcs_unit_type.id
@classmethod
def register(cls, aircraft_type: GroundUnitType) -> None:
cls._by_name[aircraft_type.name] = aircraft_type
cls._by_unit_type[aircraft_type.dcs_unit_type].append(aircraft_type)
@classmethod
def named(cls, name: str) -> GroundUnitType:
if not cls._loaded:
cls._load_all()
return cls._by_name[name]
@classmethod
def for_dcs_type(cls, dcs_unit_type: Type[VehicleType]) -> Iterator[GroundUnitType]:
if not cls._loaded:
cls._load_all()
yield from cls._by_unit_type[dcs_unit_type]
@staticmethod
def _each_unit_type() -> Iterator[Type[VehicleType]]:
yield from vehicle_map.values()
@classmethod
def _load_all(cls) -> None:
for unit_type in cls._each_unit_type():
for data in cls._each_variant_of(unit_type):
cls.register(data)
cls._loaded = True
@classmethod
def _each_variant_of(cls, vehicle: Type[VehicleType]) -> Iterator[GroundUnitType]:
data_path = Path("resources/units/ground_units") / f"{vehicle.id}.yaml"
if not data_path.exists():
logging.warning(f"No data for {vehicle.id}; it will not be available")
return
with data_path.open(encoding="utf-8") as data_file:
data = yaml.safe_load(data_file)
try:
introduction = data["introduced"]
if introduction is None:
introduction = "N/A"
except KeyError:
introduction = "No data."
class_name = data.get("class")
unit_class: Optional[GroundUnitClass] = None
if class_name is not None:
unit_class = GroundUnitClass(class_name)
for variant in data.get("variants", [vehicle.id]):
yield GroundUnitType(
dcs_unit_type=vehicle,
unit_class=unit_class,
spawn_weight=data.get("spawn_weight", 0),
name=variant,
description=data.get(
"description",
f"No data. <a href=\"https://google.com/search?q=DCS+{variant.replace(' ', '+')}\"><span style=\"color:#FFFFFF\">Google {variant}</span></a>",
),
year_introduced=introduction,
country_of_origin=data.get("origin", "No data."),
manufacturer=data.get("manufacturer", "No data."),
role=data.get("role", "No data."),
price=data.get("price", 1),
)

26
game/dcs/unittype.py Normal file
View File

@@ -0,0 +1,26 @@
from dataclasses import dataclass
from functools import cached_property
from typing import TypeVar, Generic, Type
from dcs.unittype import UnitType as DcsUnitType
DcsUnitTypeT = TypeVar("DcsUnitTypeT", bound=Type[DcsUnitType])
@dataclass(frozen=True)
class UnitType(Generic[DcsUnitTypeT]):
dcs_unit_type: DcsUnitTypeT
name: str
description: str
year_introduced: str
country_of_origin: str
manufacturer: str
role: str
price: int
def __str__(self) -> str:
return self.name
@cached_property
def eplrs_capable(self) -> bool:
return getattr(self.dcs_unit_type, "eplrs", False)

View File

@@ -14,13 +14,13 @@ from typing import (
Dict,
Iterator,
List,
Type,
TYPE_CHECKING,
Union,
)
from dcs.unittype import FlyingType, UnitType
from game import db
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.theater import Airfield, ControlPoint
from game.transfers import CargoShip
from game.unitmap import (
@@ -49,8 +49,8 @@ class AirLosses:
def losses(self) -> Iterator[FlyingUnit]:
return itertools.chain(self.player, self.enemy)
def by_type(self, player: bool) -> Dict[Type[FlyingType], int]:
losses_by_type: Dict[Type[FlyingType], int] = defaultdict(int)
def by_type(self, player: bool) -> Dict[AircraftType, int]:
losses_by_type: Dict[AircraftType, int] = defaultdict(int)
losses = self.player if player else self.enemy
for loss in losses:
losses_by_type[loss.flight.unit_type] += 1
@@ -78,8 +78,8 @@ class GroundLosses:
player_airlifts: List[AirliftUnits] = field(default_factory=list)
enemy_airlifts: List[AirliftUnits] = field(default_factory=list)
player_ground_objects: List[GroundObjectUnit] = field(default_factory=list)
enemy_ground_objects: List[GroundObjectUnit] = field(default_factory=list)
player_ground_objects: List[GroundObjectUnit[Any]] = field(default_factory=list)
enemy_ground_objects: List[GroundObjectUnit[Any]] = field(default_factory=list)
player_buildings: List[Building] = field(default_factory=list)
enemy_buildings: List[Building] = field(default_factory=list)
@@ -105,8 +105,9 @@ class StateData:
#: Names of vehicle (and ship) units that were killed during the mission.
killed_ground_units: List[str]
#: Names of static units that were destroyed during the mission.
destroyed_statics: List[str]
#: List of descriptions of destroyed statics. Format of each element is a mapping of
#: the coordinate type ("x", "y", "z", "type", "orientation") to the value.
destroyed_statics: List[dict[str, Union[float, str]]]
#: Mangled names of bases that were captured during the mission.
base_capture_events: List[str]
@@ -165,7 +166,7 @@ class Debriefing:
yield from self.ground_losses.enemy_airlifts
@property
def ground_object_losses(self) -> Iterator[GroundObjectUnit]:
def ground_object_losses(self) -> Iterator[GroundObjectUnit[Any]]:
yield from self.ground_losses.player_ground_objects
yield from self.ground_losses.enemy_ground_objects
@@ -182,8 +183,8 @@ class Debriefing:
def casualty_count(self, control_point: ControlPoint) -> int:
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]:
losses_by_type: Dict[Type[UnitType], int] = defaultdict(int)
def front_line_losses_by_type(self, player: bool) -> dict[GroundUnitType, int]:
losses_by_type: dict[GroundUnitType, int] = defaultdict(int)
if player:
losses = self.ground_losses.player_front_line
else:
@@ -192,8 +193,8 @@ class Debriefing:
losses_by_type[loss.unit_type] += 1
return losses_by_type
def convoy_losses_by_type(self, player: bool) -> Dict[Type[UnitType], int]:
losses_by_type: Dict[Type[UnitType], int] = defaultdict(int)
def convoy_losses_by_type(self, player: bool) -> dict[GroundUnitType, int]:
losses_by_type: dict[GroundUnitType, int] = defaultdict(int)
if player:
losses = self.ground_losses.player_convoy
else:
@@ -202,8 +203,8 @@ class Debriefing:
losses_by_type[loss.unit_type] += 1
return losses_by_type
def cargo_ship_losses_by_type(self, player: bool) -> Dict[Type[UnitType], int]:
losses_by_type: Dict[Type[UnitType], int] = defaultdict(int)
def cargo_ship_losses_by_type(self, player: bool) -> dict[GroundUnitType, int]:
losses_by_type: dict[GroundUnitType, int] = defaultdict(int)
if player:
ships = self.ground_losses.player_cargo_ships
else:
@@ -213,8 +214,8 @@ class Debriefing:
losses_by_type[unit_type] += count
return losses_by_type
def airlift_losses_by_type(self, player: bool) -> Dict[Type[UnitType], int]:
losses_by_type: Dict[Type[UnitType], int] = defaultdict(int)
def airlift_losses_by_type(self, player: bool) -> dict[GroundUnitType, int]:
losses_by_type: dict[GroundUnitType, int] = defaultdict(int)
if player:
losses = self.ground_losses.player_airlifts
else:
@@ -371,32 +372,38 @@ class PollDebriefingFileThread(threading.Thread):
self.game = game
self.unit_map = unit_map
def stop(self):
def stop(self) -> None:
self._stop_event.set()
def stopped(self):
def stopped(self) -> bool:
return self._stop_event.is_set()
def run(self):
def run(self) -> None:
if os.path.isfile("state.json"):
last_modified = os.path.getmtime("state.json")
else:
last_modified = 0
while not self.stopped():
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)
self.callback(debriefing)
break
try:
if (
os.path.isfile("state.json")
and os.path.getmtime("state.json") > last_modified
):
with open("state.json", "r", encoding="utf-8") as json_file:
json_data = json.load(json_file)
debriefing = Debriefing(json_data, self.game, self.unit_map)
self.callback(debriefing)
break
except json.JSONDecodeError:
logging.exception(
"Failed to decode state.json. Probably attempted read while DCS "
"was still writing the file. Will retry in 5 seconds."
)
time.sleep(5)
def wait_for_debriefing(
callback: Callable[[Debriefing], None], game: Game, unit_map
callback: Callable[[Debriefing], None], game: Game, unit_map: UnitMap
) -> PollDebriefingFileThread:
thread = PollDebriefingFileThread(callback, game, unit_map)
thread.start()

View File

@@ -1,14 +1,10 @@
from __future__ import annotations
from typing import TYPE_CHECKING
from .event import Event
if TYPE_CHECKING:
from game.theater import ConflictTheater
class AirWarEvent(Event):
"""Event handler for the air battle"""
def __str__(self):
def __str__(self) -> str:
return "AirWar"

View File

@@ -5,7 +5,6 @@ from typing import List, TYPE_CHECKING, Type
from dcs.mapping import Point
from dcs.task import Task
from dcs.unittype import VehicleType
from game import persistency
from game.debriefing import AirLosses, Debriefing
@@ -14,6 +13,7 @@ from game.operation.operation import Operation
from game.theater import ControlPoint
from gen import AirTaskingOrder
from gen.ground_forces.combat_stance import CombatStance
from ..dcs.groundunittype import GroundUnitType
from ..unitmap import UnitMap
if TYPE_CHECKING:
@@ -37,13 +37,13 @@ class Event:
def __init__(
self,
game,
game: Game,
from_cp: ControlPoint,
target_cp: ControlPoint,
location: Point,
attacker_name: str,
defender_name: str,
):
) -> None:
self.game = game
self.from_cp = from_cp
self.to_cp = target_cp
@@ -53,7 +53,7 @@ class Event:
@property
def is_player_attacking(self) -> bool:
return self.attacker_name == self.game.player_name
return self.attacker_name == self.game.player_faction.name
@property
def tasks(self) -> List[Type[Task]]:
@@ -122,7 +122,7 @@ class Event:
def commit_air_losses(self, debriefing: Debriefing) -> None:
for loss in debriefing.air_losses.losses:
if (
if loss.pilot is not None and (
not loss.pilot.player
or not self.game.settings.invulnerable_player_pilots
):
@@ -219,10 +219,10 @@ class Event:
for loss in debriefing.ground_object_losses:
# TODO: This should be stored in the TGO, not in the pydcs Group.
if not hasattr(loss.group, "units_losts"):
loss.group.units_losts = []
loss.group.units_losts = [] # type: ignore
loss.group.units.remove(loss.unit)
loss.group.units_losts.append(loss.unit)
loss.group.units_losts.append(loss.unit) # type: ignore
def commit_building_losses(self, debriefing: Debriefing) -> None:
for loss in debriefing.building_losses:
@@ -264,7 +264,7 @@ class Event:
except Exception:
logging.exception(f"Could not process base capture {captured}")
def commit(self, debriefing: Debriefing):
def commit(self, debriefing: Debriefing) -> None:
logging.info("Committing mission results")
self.commit_air_losses(debriefing)
@@ -297,15 +297,16 @@ class Event:
delta = 0.0
player_won = True
status_msg: str = ""
ally_casualties = debriefing.casualty_count(cp)
enemy_casualties = debriefing.casualty_count(enemy_cp)
ally_units_alive = cp.base.total_armor
enemy_units_alive = enemy_cp.base.total_armor
print(ally_units_alive)
print(enemy_units_alive)
print(ally_casualties)
print(enemy_casualties)
print(f"Remaining allied units: {ally_units_alive}")
print(f"Remaining enemy units: {enemy_units_alive}")
print(f"Allied casualties {ally_casualties}")
print(f"Enemy casualties {enemy_casualties}")
ratio = (1.0 + enemy_casualties) / (1.0 + ally_casualties)
@@ -318,24 +319,31 @@ class Event:
if ally_units_alive == 0:
player_won = False
delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"No allied units alive at {cp.name}-{enemy_cp.name} frontline. Allied ground forces suffer a strong defeat."
elif enemy_units_alive == 0:
player_won = True
delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"No enemy units alive at {cp.name}-{enemy_cp.name} frontline. Allied ground forces win a strong victory."
elif cp.stances[enemy_cp.id] == CombatStance.RETREAT:
player_won = False
delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"Allied forces are retreating along the {cp.name}-{enemy_cp.name} frontline, suffering a strong defeat."
else:
if enemy_casualties > ally_casualties:
player_won = True
if cp.stances[enemy_cp.id] == CombatStance.BREAKTHROUGH:
delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"Allied forces break through the {cp.name}-{enemy_cp.name} frontline, winning a strong victory"
else:
if ratio > 3:
delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"Enemy casualties massively outnumber allied casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces win a strong victory."
elif ratio < 1.5:
delta = MINOR_DEFEAT_INFLUENCE
status_msg = f"Enemy casualties minorly outnumber allied casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces win a minor victory."
else:
delta = DEFEAT_INFLUENCE
status_msg = f"Enemy casualties outnumber allied casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces claim a victory."
elif ally_casualties > enemy_casualties:
if (
@@ -345,54 +353,66 @@ class Event:
# Even with casualties if the enemy is overwhelmed, they are going to lose ground
player_won = True
delta = MINOR_DEFEAT_INFLUENCE
status_msg = f"Despite suffering losses, allied forces still outnumber enemy forces along the {cp.name}-{enemy_cp.name} frontline. Due to allied force's aggressive posture, allied forces claim a minor victory."
elif (
ally_units_alive > 3 * enemy_units_alive
and player_aggresive
):
player_won = True
delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"Despite suffering losses, allied forces still heavily outnumber enemy forces along the {cp.name}-{enemy_cp.name} frontline. Due to allied force's aggressive posture, allied forces claim a major victory."
else:
# But is the enemy is not outnumbered, we lose
# But if the enemy is not outnumbered, we lose
player_won = False
if cp.stances[enemy_cp.id] == CombatStance.BREAKTHROUGH:
delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"Allied casualties outnumber enemy casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces have overextended themselves, suffering a major defeat."
else:
delta = STRONG_DEFEAT_INFLUENCE
delta = DEFEAT_INFLUENCE
status_msg = f"Allied casualties outnumber enemy casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces suffer a defeat."
# No progress with defensive strategies
if player_won and cp.stances[enemy_cp.id] in [
CombatStance.DEFENSIVE,
CombatStance.AMBUSH,
]:
print("Defensive stance, progress is limited")
print(
f"Allied forces have adopted a defensive stance along the {cp.name}-{enemy_cp.name} "
f"frontline, making only limited progress."
)
delta = MINOR_DEFEAT_INFLUENCE
if player_won:
print(cp.name + " won ! factor > " + str(delta))
cp.base.affect_strength(delta)
enemy_cp.base.affect_strength(-delta)
# Handle the case where there are no casualties at all on either side but both sides still have units
if delta == 0.0:
print(status_msg)
info = Information(
"Frontline Report",
"Our ground forces from "
+ cp.name
+ " are making progress toward "
+ enemy_cp.name,
f"Our ground forces from {cp.name} reached a stalemate with enemy forces from {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,
)
self.game.informations.append(info)
if player_won:
print(status_msg)
cp.base.affect_strength(delta)
enemy_cp.base.affect_strength(-delta)
info = Information(
"Frontline Report",
f"Our ground forces from {cp.name} are making progress toward {enemy_cp.name}. {status_msg}",
self.game.turn,
)
self.game.informations.append(info)
else:
print(status_msg)
enemy_cp.base.affect_strength(delta)
cp.base.affect_strength(-delta)
info = Information(
"Frontline Report",
f"Our ground forces from {cp.name} are losing ground against the enemy forces from "
f"{enemy_cp.name}. {status_msg}",
self.game.turn,
)
self.game.informations.append(info)
def redeploy_units(self, cp: ControlPoint) -> None:
""" "
@@ -434,12 +454,12 @@ class Event:
moved_units[frontline_unit] = int(count * move_factor)
total_units_redeployed = total_units_redeployed + int(count * move_factor)
destination.base.commision_units(moved_units)
destination.base.commission_units(moved_units)
source.base.commit_losses(moved_units)
# Also transfer pending deliveries.
for unit_type, count in source.pending_unit_deliveries.units.items():
if not issubclass(unit_type, VehicleType):
if not isinstance(unit_type, GroundUnitType):
continue
if count <= 0:
# Don't transfer *sales*...

View File

@@ -8,5 +8,5 @@ class FrontlineAttackEvent(Event):
future unique Event handling
"""
def __str__(self):
def __str__(self) -> str:
return "Frontline attack"

View File

@@ -1,15 +1,13 @@
from __future__ import annotations
from game.data.groundunitclass import GroundUnitClass
import itertools
import logging
from dataclasses import dataclass, field
from typing import Optional, Dict, Type, List, Any, cast
from typing import Optional, Dict, Type, List, Any, Iterator, TYPE_CHECKING
import dcs
from dcs.countries import country_dict
from dcs.planes import plane_map
from dcs.unittype import FlyingType, ShipType, VehicleType, UnitType
from dcs.vehicles import Armor, Unarmed, Infantry, Artillery, AirDefence
from dcs.unittype import ShipType, UnitType
from game.data.building_data import (
WW2_ALLIES_BUILDINGS,
@@ -23,7 +21,12 @@ from game.data.doctrine import (
COLDWAR_DOCTRINE,
WWII_DOCTRINE,
)
from pydcs_extensions.mod_units import MODDED_VEHICLES, MODDED_AIRPLANES
from game.data.groundunitclass import GroundUnitClass
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
if TYPE_CHECKING:
from game.theater.start_generator import ModSettings
@dataclass
@@ -45,25 +48,25 @@ class Faction:
description: str = field(default="")
# Available aircraft
aircrafts: List[Type[FlyingType]] = field(default_factory=list)
aircrafts: List[AircraftType] = field(default_factory=list)
# Available awacs aircraft
awacs: List[Type[FlyingType]] = field(default_factory=list)
awacs: List[AircraftType] = field(default_factory=list)
# Available tanker aircraft
tankers: List[Type[FlyingType]] = field(default_factory=list)
tankers: List[AircraftType] = field(default_factory=list)
# Available frontline units
frontline_units: List[Type[VehicleType]] = field(default_factory=list)
frontline_units: List[GroundUnitType] = field(default_factory=list)
# Available artillery units
artillery_units: List[Type[VehicleType]] = field(default_factory=list)
artillery_units: List[GroundUnitType] = field(default_factory=list)
# Infantry units used
infantry_units: List[Type[VehicleType]] = field(default_factory=list)
infantry_units: List[GroundUnitType] = field(default_factory=list)
# Logistics units used
logistics_units: List[Type[VehicleType]] = field(default_factory=list)
logistics_units: List[GroundUnitType] = field(default_factory=list)
# Possible SAMS site generators for this faction
air_defenses: List[str] = field(default_factory=list)
@@ -81,10 +84,10 @@ class Faction:
requirements: Dict[str, str] = field(default_factory=dict)
# possible aircraft carrier units
aircraft_carrier: List[Type[UnitType]] = field(default_factory=list)
aircraft_carrier: List[Type[ShipType]] = field(default_factory=list)
# possible helicopter carrier units
helicopter_carrier: List[Type[UnitType]] = field(default_factory=list)
helicopter_carrier: List[Type[ShipType]] = field(default_factory=list)
# Possible carrier names
carrier_names: List[str] = field(default_factory=list)
@@ -114,7 +117,7 @@ class Faction:
has_jtac: bool = field(default=False)
# Unit to use as JTAC for this faction
jtac_unit: Optional[Type[FlyingType]] = field(default=None)
jtac_unit: Optional[AircraftType] = field(default=None)
# doctrine
doctrine: Doctrine = field(default=MODERN_DOCTRINE)
@@ -123,7 +126,7 @@ 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[AircraftType, 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
@@ -134,15 +137,11 @@ class Faction:
#: both will use it.
unrestricted_satnav: bool = False
def has_access_to_unittype(self, unitclass: GroundUnitClass) -> bool:
has_access = False
for vehicle in unitclass.unit_list:
if vehicle in self.frontline_units:
def has_access_to_unittype(self, unit_class: GroundUnitClass) -> bool:
for vehicle in itertools.chain(self.frontline_units, self.artillery_units):
if vehicle.unit_class is unit_class:
return True
if vehicle in self.artillery_units:
return True
return has_access
return False
@classmethod
def from_json(cls: Type[Faction], json: Dict[str, Any]) -> Faction:
@@ -163,16 +162,26 @@ class Faction:
faction.authors = json.get("authors", "")
faction.description = json.get("description", "")
faction.aircrafts = load_all_aircraft(json.get("aircrafts", []))
faction.awacs = load_all_aircraft(json.get("awacs", []))
faction.tankers = load_all_aircraft(json.get("tankers", []))
faction.aircrafts = [AircraftType.named(n) for n in json.get("aircrafts", [])]
faction.awacs = [AircraftType.named(n) for n in json.get("awacs", [])]
faction.tankers = [AircraftType.named(n) for n in json.get("tankers", [])]
faction.aircrafts = list(set(faction.aircrafts + faction.awacs))
faction.aircrafts = list(
set(faction.aircrafts + faction.awacs + faction.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 = [
GroundUnitType.named(n) for n in json.get("frontline_units", [])
]
faction.artillery_units = [
GroundUnitType.named(n) for n in json.get("artillery_units", [])
]
faction.infantry_units = [
GroundUnitType.named(n) for n in json.get("infantry_units", [])
]
faction.logistics_units = [
GroundUnitType.named(n) for n in json.get("logistics_units", [])
]
faction.ewrs = json.get("ewrs", [])
@@ -196,7 +205,7 @@ class Faction:
faction.has_jtac = json.get("has_jtac", False)
jtac_name = json.get("jtac_unit", None)
if jtac_name is not None:
faction.jtac_unit = load_aircraft(jtac_name)
faction.jtac_unit = AircraftType.named(jtac_name)
else:
faction.jtac_unit = None
faction.navy_group_count = int(json.get("navy_group_count", 1))
@@ -230,90 +239,113 @@ class Faction:
# Load liveries override
faction.liveries_overrides = {}
liveries_overrides = json.get("liveries_overrides", {})
for k, v in liveries_overrides.items():
k = load_aircraft(k)
if k is not None:
faction.liveries_overrides[k] = [s.lower() for s in v]
for name, livery in liveries_overrides.items():
aircraft = AircraftType.named(name)
faction.liveries_overrides[aircraft] = [s.lower() for s in livery]
faction.unrestricted_satnav = json.get("unrestricted_satnav", False)
return 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
)
def ground_units(self) -> Iterator[GroundUnitType]:
yield from self.artillery_units
yield from self.frontline_units
yield from self.logistics_units
def infantry_with_class(
self, unit_class: GroundUnitClass
) -> Iterator[GroundUnitType]:
for unit in self.infantry_units:
if unit.unit_class is unit_class:
yield unit
def unit_loader(unit: str, class_repository: List[Any]) -> Optional[Type[UnitType]]:
"""
Find unit by name
:param unit: Unit name as string
:param class_repository: Repository of classes (Either a module, a class, or a list of classes)
:return: The unit as a PyDCS type
"""
if unit is None:
return None
elif unit in plane_map.keys():
return plane_map[unit]
else:
for mother_class in class_repository:
if getattr(mother_class, unit, None) is not None:
return getattr(mother_class, unit)
if type(mother_class) is list:
for m in mother_class:
if m.__name__ == unit:
return m
logging.error(f"FACTION ERROR : Unable to find {unit} in pydcs")
return None
def apply_mod_settings(self, mod_settings: ModSettings) -> Faction:
# aircraft
if not mod_settings.a4_skyhawk:
self.remove_aircraft("A-4E-C")
if not mod_settings.hercules:
self.remove_aircraft("Hercules")
if not mod_settings.f22_raptor:
self.remove_aircraft("F-22A")
if not mod_settings.jas39_gripen:
self.remove_aircraft("JAS39Gripen")
self.remove_aircraft("JAS39Gripen_AG")
if not mod_settings.su57_felon:
self.remove_aircraft("Su-57")
# frenchpack
if not mod_settings.frenchpack:
self.remove_vehicle("AMX10RCR")
self.remove_vehicle("SEPAR")
self.remove_vehicle("ERC")
self.remove_vehicle("M120")
self.remove_vehicle("AA20")
self.remove_vehicle("TRM2000")
self.remove_vehicle("TRM2000_Citerne")
self.remove_vehicle("TRM2000_AA20")
self.remove_vehicle("TRMMISTRAL")
self.remove_vehicle("VABH")
self.remove_vehicle("VAB_RADIO")
self.remove_vehicle("VAB_50")
self.remove_vehicle("VIB_VBR")
self.remove_vehicle("VAB_HOT")
self.remove_vehicle("VAB_MORTIER")
self.remove_vehicle("VBL50")
self.remove_vehicle("VBLANF1")
self.remove_vehicle("VBL-radio")
self.remove_vehicle("VBAE")
self.remove_vehicle("VBAE_MMP")
self.remove_vehicle("AMX-30B2")
self.remove_vehicle("Tracma")
self.remove_vehicle("JTACFP")
self.remove_vehicle("SHERIDAN")
self.remove_vehicle("Leclerc_XXI")
self.remove_vehicle("Toyota_bleu")
self.remove_vehicle("Toyota_vert")
self.remove_vehicle("Toyota_desert")
self.remove_vehicle("Kamikaze")
self.remove_vehicle("AMX1375")
self.remove_vehicle("AMX1390")
self.remove_vehicle("VBCI")
self.remove_vehicle("T62")
self.remove_vehicle("T64BV")
self.remove_vehicle("T72M")
self.remove_vehicle("KORNET")
# high digit sams
if not mod_settings.high_digit_sams:
self.remove_air_defenses("SA10BGenerator")
self.remove_air_defenses("SA12Generator")
self.remove_air_defenses("SA20Generator")
self.remove_air_defenses("SA20BGenerator")
self.remove_air_defenses("SA23Generator")
self.remove_air_defenses("SA17Generator")
self.remove_air_defenses("KS19Generator")
return self
def remove_aircraft(self, name: str) -> None:
for i in self.aircrafts:
if i.dcs_unit_type.id == name:
self.aircrafts.remove(i)
def load_aircraft(name: str) -> Optional[Type[FlyingType]]:
return cast(
Optional[FlyingType],
unit_loader(name, [dcs.planes, dcs.helicopters, MODDED_AIRPLANES]),
)
def remove_air_defenses(self, name: str) -> None:
for i in self.air_defenses:
if i == name:
self.air_defenses.remove(i)
def load_all_aircraft(data) -> List[Type[FlyingType]]:
items = []
for name in data:
item = load_aircraft(name)
if item is not None:
items.append(item)
return items
def load_vehicle(name: str) -> Optional[Type[VehicleType]]:
return cast(
Optional[FlyingType],
unit_loader(
name, [Infantry, Unarmed, Armor, AirDefence, Artillery, MODDED_VEHICLES]
),
)
def load_all_vehicles(data) -> List[Type[VehicleType]]:
items = []
for name in data:
item = load_vehicle(name)
if item is not None:
items.append(item)
return items
def remove_vehicle(self, name: str) -> None:
for i in self.frontline_units:
if i.dcs_unit_type.id == name:
self.frontline_units.remove(i)
def load_ship(name: str) -> Optional[Type[ShipType]]:
return cast(Optional[FlyingType], unit_loader(name, [dcs.ships]))
if (ship := getattr(dcs.ships, name, None)) is not None:
return ship
logging.error(f"FACTION ERROR : Unable to find {name} in dcs.ships")
return None
def load_all_ships(data) -> List[Type[ShipType]]:
def load_all_ships(data: list[str]) -> List[Type[ShipType]]:
items = []
for name in data:
item = load_ship(name)

View File

@@ -1,10 +1,11 @@
import itertools
import logging
import math
import random
import sys
from datetime import date, datetime, timedelta
from enum import Enum
from typing import Any, Dict, List, Iterator
from typing import Any, List, Type, Union, cast
from dcs.action import Coalition
from dcs.mapping import Point
@@ -12,11 +13,10 @@ from dcs.task import CAP, CAS, PinpointStrike
from dcs.vehicles import AirDefence
from faker import Faker
from game import db
from game.inventory import GlobalAircraftInventory
from game.models.game_stats import GameStats
from game.plugins import LuaPluginManager
from game.theater.theatergroundobject import MissileSiteGroundObject
from gen import naming
from gen.ato import AirTaskingOrder
from gen.conflictgen import Conflict
from gen.flights.ai_flight_planner import CoalitionMissionPlanner
@@ -34,8 +34,8 @@ from .navmesh import NavMesh
from .procurement import AircraftProcurementRequest, ProcurementAi
from .profiling import logged_duration
from .settings import Settings, AutoAtoBehavior
from .squadrons import Pilot, AirWing
from .theater import ConflictTheater
from .squadrons import AirWing
from .theater import ConflictTheater, ControlPoint
from .theater.bullseye import Bullseye
from .theater.transitnetwork import TransitNetwork, TransitNetworkBuilder
from .threatzones import ThreatZones
@@ -86,8 +86,8 @@ class TurnState(Enum):
class Game:
def __init__(
self,
player_name: str,
enemy_name: str,
player_faction: Faction,
enemy_faction: Faction,
theater: ConflictTheater,
start_date: datetime,
settings: Settings,
@@ -97,28 +97,29 @@ class Game:
self.settings = settings
self.events: List[Event] = []
self.theater = theater
self.player_name = player_name
self.player_country = db.FACTIONS[player_name].country
self.enemy_name = enemy_name
self.enemy_country = db.FACTIONS[enemy_name].country
self.player_faction = player_faction
self.player_country = player_faction.country
self.enemy_faction = enemy_faction
self.enemy_country = enemy_faction.country
# pass_turn() will be called when initialization is complete which will
# increment this to turn 0 before it reaches the player.
self.turn = -1
# NB: This is the *start* date. It is never updated.
self.date = date(start_date.year, start_date.month, start_date.day)
self.game_stats = GameStats()
self.game_stats.update(self)
self.ground_planners: Dict[int, GroundPlanner] = {}
self.notes = ""
self.ground_planners: dict[int, GroundPlanner] = {}
self.informations = []
self.informations.append(Information("Game Start", "-" * 40, 0))
# Culling Zones are for areas around points of interest that contain things we may not wish to cull.
self.__culling_zones: List[Point] = []
self.__destroyed_units: List[str] = []
self.__destroyed_units: list[dict[str, Union[float, str]]] = []
self.savepath = ""
self.budget = player_budget
self.enemy_budget = enemy_budget
self.current_unit_id = 0
self.current_group_id = 0
self.name_generator = naming.namegen
self.conditions = self.generate_conditions()
@@ -148,7 +149,7 @@ class Game:
self.on_load(game_still_initializing=True)
def __getstate__(self) -> Dict[str, Any]:
def __getstate__(self) -> dict[str, Any]:
state = self.__dict__.copy()
# Avoid persisting any volatile types that can be deterministically
# recomputed on load for the sake of save compatibility.
@@ -160,7 +161,7 @@ class Game:
del state["red_faker"]
return state
def __setstate__(self, state: Dict[str, Any]) -> None:
def __setstate__(self, state: dict[str, Any]) -> None:
self.__dict__.update(state)
# Regenerate any state that was not persisted.
self.on_load()
@@ -187,7 +188,7 @@ class Game:
self.theater, self.current_day, self.current_turn_time_of_day, self.settings
)
def sanitize_sides(self):
def sanitize_sides(self) -> None:
"""
Make sure the opposing factions are using different countries
:return:
@@ -200,14 +201,6 @@ class Game:
else:
self.enemy_country = "Russia"
@property
def player_faction(self) -> Faction:
return db.FACTIONS[self.player_name]
@property
def enemy_faction(self) -> Faction:
return db.FACTIONS[self.enemy_name]
def faction_for(self, player: bool) -> Faction:
if player:
return self.player_faction
@@ -233,26 +226,21 @@ class Game:
return self.blue_bullseye
return self.red_bullseye
def _roll(self, prob, mult):
if self.settings.version == "dev":
# always generate all events for dev
return 100
else:
return random.randint(1, 100) <= prob * mult
def _generate_player_event(self, event_class, player_cp, enemy_cp):
def _generate_player_event(
self, event_class: Type[Event], player_cp: ControlPoint, enemy_cp: ControlPoint
) -> None:
self.events.append(
event_class(
self,
player_cp,
enemy_cp,
enemy_cp.position,
self.player_name,
self.enemy_name,
self.player_faction.name,
self.enemy_faction.name,
)
)
def _generate_events(self):
def _generate_events(self) -> None:
for front_line in self.theater.conflicts():
self._generate_player_event(
FrontlineAttackEvent,
@@ -266,21 +254,22 @@ class Game:
else:
self.enemy_budget += amount
def process_player_income(self):
def process_player_income(self) -> None:
self.budget += Income(self, player=True).total
def process_enemy_income(self):
def process_enemy_income(self) -> None:
# TODO: Clean up save compat.
if not hasattr(self, "enemy_budget"):
self.enemy_budget = 0
self.enemy_budget += Income(self, player=False).total
def initiate_event(self, event: Event) -> UnitMap:
@staticmethod
def initiate_event(event: Event) -> UnitMap:
# assert event in self.events
logging.info("Generating {} (regular)".format(event))
return event.generate()
def finish_event(self, event: Event, debriefing: Debriefing):
def finish_event(self, event: Event, debriefing: Debriefing) -> None:
logging.info("Finishing event {}".format(event))
event.commit(debriefing)
@@ -289,17 +278,15 @@ class Game:
else:
logging.info("finish_event: event not in the events!")
def is_player_attack(self, event):
if isinstance(event, Event):
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")
def on_load(self, game_still_initializing: bool = False) -> None:
if not hasattr(self, "name_generator"):
self.name_generator = naming.namegen
# Hack: Replace the global name generator state with the state from the save
# game.
#
# We need to persist this state so that names generated after game load don't
# conflict with those generated before exit.
naming.namegen = self.name_generator
LuaPluginManager.load_settings(self.settings)
ObjectiveDistanceCache.set_theater(self.theater)
self.compute_conflicts_position()
@@ -313,6 +300,33 @@ class Game:
self.red_ato.clear()
def finish_turn(self, skipped: bool = False) -> None:
"""Finalizes the current turn and advances to the next turn.
This handles the turn-end portion of passing a turn. Initialization of the next
turn is handled by `initialize_turn`. These are separate processes because while
turns may be initialized more than once under some circumstances (see the
documentation for `initialize_turn`), `finish_turn` performs the work that
should be guaranteed to happen only once per turn:
* Turn counter increment.
* Delivering units ordered the previous turn.
* Transfer progress.
* Squadron replenishment.
* Income distribution.
* Base strength (front line position) adjustment.
* Weather/time-of-day generation.
Some actions (like transit network assembly) will happen both here and in
`initialize_turn`. We need the network to be up to date so we can account for
base captures when processing the transfers that occurred last turn, but we also
need it to be up to date in the case of a re-initialization in `initialize_turn`
(such as to account for a cheat base capture) so that orders are only placed
where a supply route exists to the destination. This is a relatively cheap
operation so duplicating the effort is not a problem.
Args:
skipped: True if the turn was skipped.
"""
self.informations.append(
Information("End of turn #" + str(self.turn), "-" * 40, 0)
)
@@ -327,15 +341,18 @@ class Game:
# one hop ahead. ControlPoint.process_turn handles unit deliveries.
self.transfers.perform_transfers()
# Needs to happen *before* planning transfers so we don't cancel the
# Needs to happen *before* planning transfers so we don't cancel them.
self.reset_ato()
for control_point in self.theater.controlpoints:
control_point.process_turn(self)
if not skipped and self.turn > 1:
self.blue_air_wing.replenish()
self.red_air_wing.replenish()
if not skipped:
for cp in self.theater.player_points():
cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)
else:
elif self.turn > 1:
for cp in self.theater.player_points():
if not cp.is_carrier and not cp.is_lha:
cp.base.affect_strength(-PLAYER_BASE_STRENGTH_RECOVERY)
@@ -346,10 +363,18 @@ class Game:
self.process_player_income()
def begin_turn_0(self) -> None:
"""Initialization for the first turn of the game."""
self.turn = 0
self.initialize_turn()
def pass_turn(self, no_action: bool = False) -> None:
"""Ends the current turn and initializes the new turn.
Called both when skipping a turn or by ending the turn as the result of combat.
Args:
no_action: True if the turn was skipped.
"""
logging.info("Pass turn")
with logged_duration("Turn finalization"):
self.finish_turn(no_action)
@@ -359,7 +384,7 @@ class Game:
# Autosave progress
persistency.autosave(self)
def check_win_loss(self):
def check_win_loss(self) -> TurnState:
player_airbases = {
cp for cp in self.theater.player_points() if cp.runway_is_operational()
}
@@ -379,26 +404,90 @@ class Game:
self.blue_bullseye = Bullseye(enemy_cp.position)
self.red_bullseye = Bullseye(player_cp.position)
def initialize_turn(self) -> None:
def initialize_turn(self, for_red: bool = True, for_blue: bool = True) -> None:
"""Performs turn initialization for the specified players.
Turn initialization performs all of the beginning-of-turn actions. *End-of-turn*
processing happens in `pass_turn` (despite the name, it's called both for
skipping the turn and ending the turn after combat).
Special care needs to be taken here because initialization can occur more than
once per turn. A number of events can require re-initializing a turn:
* Cheat capture. Bases changing hands invalidates many missions in both ATOs,
purchase orders, threat zones, transit networks, etc. Practically speaking,
after a base capture the turn needs to be treated as fully new. The game might
even be over after a capture.
* Cheat front line position. CAS missions are no longer in the correct location,
and the ground planner may also need changes.
* Selling/buying units at TGOs. Selling a TGO might leave missions in the ATO
with invalid targets. Buying a new SAM (or even replacing some units in a SAM)
potentially changes the threat zone and may alter mission priorities and
flight planning.
Most of the work is delegated to initialize_turn_for, which handles the
coalition-specific turn initialization. In some cases only one coalition will be
(re-) initialized. This is the case when buying or selling TGO units, since we
don't want to force the player to redo all their planning just because they
repaired a SAM, but should replan opfor when that happens. On the other hand,
base captures are significant enough (and likely enough to be the first thing
the player does in a turn) that we replan blue as well. Front lines are less
impactful but also likely to be early, so they also cause a blue replan.
Args:
for_red: True if opfor should be re-initialized.
for_blue: True if the player coalition should be re-initialized.
"""
self.events = []
self._generate_events()
self.set_bullseye()
# Update statistics
self.game_stats.update(self)
self.blue_air_wing.reset()
self.red_air_wing.reset()
self.aircraft_inventory.reset()
for cp in self.theater.controlpoints:
self.aircraft_inventory.set_from_control_point(cp)
# Check for win or loss condition
turn_state = self.check_win_loss()
if turn_state in (TurnState.LOSS, TurnState.WIN):
return self.process_win_loss(turn_state)
# Plan Coalition specific turn
if for_red:
self.initialize_turn_for(player=False)
if for_blue:
self.initialize_turn_for(player=True)
# Plan GroundWar
for cp in self.theater.controlpoints:
if cp.has_frontline:
gplanner = GroundPlanner(cp, self)
gplanner.plan_groundwar()
self.ground_planners[cp.id] = gplanner
def initialize_turn_for(self, player: bool) -> None:
"""Processes coalition-specific turn initialization.
For more information on turn initialization in general, see the documentation
for `Game.initialize_turn`.
Args:
player: True if the player coalition is being initialized. False for opfor
initialization.
"""
self.ato_for(player).clear()
self.air_wing_for(player).reset()
self.aircraft_inventory.reset()
for cp in self.theater.controlpoints:
self.aircraft_inventory.set_from_control_point(cp)
# Refund all pending deliveries for opfor and if player
# has automate_aircraft_reinforcements
if (not player and not cp.captured) or (
player
and cp.captured
and self.settings.automate_aircraft_reinforcements
):
cp.pending_unit_deliveries.refund_all(self)
# Plan flights & combat for next turn
with logged_duration("Computing conflict positions"):
self.compute_conflicts_position()
@@ -408,55 +497,48 @@ class Game:
self.compute_transit_networks()
self.ground_planners = {}
self.blue_procurement_requests.clear()
self.red_procurement_requests.clear()
self.procurement_requests_for(player).clear()
with logged_duration("Procurement of airlift assets"):
self.transfers.order_airlift_assets()
with logged_duration("Transport planning"):
self.transfers.plan_transports()
with logged_duration("Blue mission planning"):
if self.settings.auto_ato_behavior is not AutoAtoBehavior.Disabled:
blue_planner = CoalitionMissionPlanner(self, is_player=True)
blue_planner.plan_missions()
if not player or (
player and self.settings.auto_ato_behavior is not AutoAtoBehavior.Disabled
):
color = "Blue" if player else "Red"
with logged_duration(f"{color} mission planning"):
mission_planner = CoalitionMissionPlanner(self, player)
mission_planner.plan_missions()
with logged_duration("Red mission planning"):
red_planner = CoalitionMissionPlanner(self, is_player=False)
red_planner.plan_missions()
self.plan_procurement_for(player)
for cp in self.theater.controlpoints:
if cp.has_frontline:
gplanner = GroundPlanner(cp, self)
gplanner.plan_groundwar()
self.ground_planners[cp.id] = gplanner
self.plan_procurement()
def plan_procurement(self) -> None:
def plan_procurement_for(self, for_player: bool) -> 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
# starting budget of 2000 this gives 600 to ground forces and 1400 to
# aircraft. After that the budget will be spend proportionally based on how much is already invested
self.budget = ProcurementAi(
self,
for_player=True,
faction=self.player_faction,
manage_runways=self.settings.automate_runway_repair,
manage_front_line=self.settings.automate_front_line_reinforcements,
manage_aircraft=self.settings.automate_aircraft_reinforcements,
).spend_budget(self.budget)
self.enemy_budget = ProcurementAi(
self,
for_player=False,
faction=self.enemy_faction,
manage_runways=True,
manage_front_line=True,
manage_aircraft=True,
).spend_budget(self.enemy_budget)
if for_player:
self.budget = ProcurementAi(
self,
for_player=True,
faction=self.player_faction,
manage_runways=self.settings.automate_runway_repair,
manage_front_line=self.settings.automate_front_line_reinforcements,
manage_aircraft=self.settings.automate_aircraft_reinforcements,
).spend_budget(self.budget)
else:
self.enemy_budget = ProcurementAi(
self,
for_player=False,
faction=self.enemy_faction,
manage_runways=True,
manage_front_line=True,
manage_aircraft=True,
).spend_budget(self.enemy_budget)
def message(self, text: str) -> None:
self.informations.append(Information(text, turn=self.turn))
@@ -469,14 +551,14 @@ class Game:
def current_day(self) -> date:
return self.date + timedelta(days=self.turn // 4)
def next_unit_id(self):
def next_unit_id(self) -> int:
"""
Next unit id for pre-generated units
"""
self.current_unit_id += 1
return self.current_unit_id
def next_group_id(self):
def next_group_id(self) -> int:
"""
Next unit id for pre-generated units
"""
@@ -510,7 +592,7 @@ class Game:
return self.blue_navmesh
return self.red_navmesh
def compute_conflicts_position(self):
def compute_conflicts_position(self) -> None:
"""
Compute the current conflict center position(s), mainly used for culling calculation
:return: List of points of interests
@@ -533,7 +615,7 @@ class Game:
# If there is no conflict take the center point between the two nearest opposing bases
if len(zones) == 0:
cpoint = None
min_distance = sys.maxsize
min_distance = math.inf
for cp in self.theater.player_points():
for cp2 in self.theater.enemy_points():
d = cp.position.distance_to_point(cp2.position)
@@ -569,15 +651,15 @@ class Game:
self.__culling_zones = zones
def add_destroyed_units(self, data):
pos = Point(data["x"], data["z"])
def add_destroyed_units(self, data: dict[str, Union[float, str]]) -> None:
pos = Point(cast(float, data["x"]), cast(float, data["z"]))
if self.theater.is_on_land(pos):
self.__destroyed_units.append(data)
def get_destroyed_units(self):
def get_destroyed_units(self) -> list[dict[str, Union[float, str]]]:
return self.__destroyed_units
def position_culled(self, pos):
def position_culled(self, pos: Point) -> bool:
"""
Check if unit can be generated at given position depending on culling performance settings
:param pos: Position you are tryng to spawn stuff at
@@ -590,7 +672,7 @@ class Game:
return False
return True
def get_culling_zones(self):
def get_culling_zones(self) -> list[Point]:
"""
Check culling points
:return: List of culling zones
@@ -598,30 +680,28 @@ class Game:
return self.__culling_zones
# 1 = red, 2 = blue
def get_player_coalition_id(self):
def get_player_coalition_id(self) -> int:
return 2
def get_enemy_coalition_id(self):
def get_enemy_coalition_id(self) -> int:
return 1
def get_player_coalition(self):
def get_player_coalition(self) -> Coalition:
return Coalition.Blue
def get_enemy_coalition(self):
def get_enemy_coalition(self) -> Coalition:
return Coalition.Red
def get_player_color(self):
def get_player_color(self) -> str:
return "blue"
def get_enemy_color(self):
def get_enemy_color(self) -> str:
return "red"
def process_win_loss(self, turn_state: TurnState):
def process_win_loss(self, turn_state: TurnState) -> None:
if turn_state is TurnState.WIN:
return self.message(
"Congratulations, you are victorious! Start a new campaign to continue."
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."
)
self.message("Game Over, you lose. Start a new campaign to continue.")

View File

@@ -2,13 +2,13 @@ import datetime
class Information:
def __init__(self, title="", text="", turn=0):
def __init__(self, title: str = "", text: str = "", turn: int = 0) -> None:
self.title = title
self.text = text
self.turn = turn
self.timestamp = datetime.datetime.now()
def __str__(self):
def __str__(self) -> str:
return "[{}][{}] {} {}".format(
self.timestamp.strftime("%Y-%m-%d %H:%M:%S")
if self.timestamp is not None

View File

@@ -6,6 +6,7 @@ from typing import Dict, Iterable, Iterator, Set, Tuple, TYPE_CHECKING, Type
from dcs.unittype import FlyingType
from game.dcs.aircrafttype import AircraftType
from gen.flights.flight import Flight
if TYPE_CHECKING:
@@ -17,9 +18,9 @@ class ControlPointAircraftInventory:
def __init__(self, control_point: ControlPoint) -> None:
self.control_point = control_point
self.inventory: Dict[Type[FlyingType], int] = defaultdict(int)
self.inventory: Dict[AircraftType, int] = defaultdict(int)
def add_aircraft(self, aircraft: Type[FlyingType], count: int) -> None:
def add_aircraft(self, aircraft: AircraftType, count: int) -> None:
"""Adds aircraft to the inventory.
Args:
@@ -28,7 +29,7 @@ class ControlPointAircraftInventory:
"""
self.inventory[aircraft] += count
def remove_aircraft(self, aircraft: Type[FlyingType], count: int) -> None:
def remove_aircraft(self, aircraft: AircraftType, count: int) -> None:
"""Removes aircraft from the inventory.
Args:
@@ -42,12 +43,12 @@ class ControlPointAircraftInventory:
available = self.inventory[aircraft]
if available < count:
raise ValueError(
f"Cannot remove {count} {aircraft.id} from "
f"Cannot remove {count} {aircraft} from "
f"{self.control_point.name}. Only have {available}."
)
self.inventory[aircraft] -= count
def available(self, aircraft: Type[FlyingType]) -> int:
def available(self, aircraft: AircraftType) -> int:
"""Returns the number of available aircraft of the given type.
Args:
@@ -59,14 +60,14 @@ class ControlPointAircraftInventory:
return 0
@property
def types_available(self) -> Iterator[Type[FlyingType]]:
def types_available(self) -> Iterator[AircraftType]:
"""Iterates over all available aircraft types."""
for aircraft, count in self.inventory.items():
if count > 0:
yield aircraft
@property
def all_aircraft(self) -> Iterator[Tuple[Type[FlyingType], int]]:
def all_aircraft(self) -> Iterator[Tuple[AircraftType, int]]:
"""Iterates over all available aircraft types, including amounts."""
for aircraft, count in self.inventory.items():
if count > 0:
@@ -107,9 +108,9 @@ class GlobalAircraftInventory:
return self.inventories[control_point]
@property
def available_types_for_player(self) -> Iterator[Type[FlyingType]]:
def available_types_for_player(self) -> Iterator[AircraftType]:
"""Iterates over all aircraft types available to the player."""
seen: Set[Type[FlyingType]] = set()
seen: Set[AircraftType] = set()
for control_point, inventory in self.inventories.items():
if control_point.captured:
for aircraft in inventory.types_available:

View File

@@ -1,13 +0,0 @@
class DestroyedUnit:
"""
Store info about a destroyed unit
"""
x: int
y: int
name: str
def __init__(self, x, y, name):
self.x = x
self.y = y
self.name = name

View File

@@ -1,4 +1,9 @@
from typing import List
from __future__ import annotations
from typing import List, TYPE_CHECKING
if TYPE_CHECKING:
from game import Game
class FactionTurnMetadata:
@@ -10,7 +15,7 @@ class FactionTurnMetadata:
vehicles_count: int = 0
sam_count: int = 0
def __init__(self):
def __init__(self) -> None:
self.aircraft_count = 0
self.vehicles_count = 0
self.sam_count = 0
@@ -24,7 +29,7 @@ class GameTurnMetadata:
allied_units: FactionTurnMetadata
enemy_units: FactionTurnMetadata
def __init__(self):
def __init__(self) -> None:
self.allied_units = FactionTurnMetadata()
self.enemy_units = FactionTurnMetadata()
@@ -34,15 +39,19 @@ class GameStats:
Store statistics for the current game
"""
def __init__(self):
def __init__(self) -> None:
self.data_per_turn: List[GameTurnMetadata] = []
def update(self, game):
def update(self, game: Game) -> None:
"""
Save data for current turn
:param game: Game we want to save the data about
"""
# Remove the current turn if its just an update for this turn
if 0 < game.turn < len(self.data_per_turn):
del self.data_per_turn[-1]
turn_data = GameTurnMetadata()
for cp in game.theater.controlpoints:

View File

@@ -3,7 +3,7 @@ from __future__ import annotations
import logging
import os
from pathlib import Path
from typing import Iterable, List, Set, TYPE_CHECKING
from typing import Iterable, List, Set, TYPE_CHECKING, cast
from dcs import Mission
from dcs.action import DoScript, DoScriptFile
@@ -17,7 +17,7 @@ from dcs.triggers import TriggerStart
from game.plugins import LuaPluginManager
from game.theater.theatergroundobject import TheaterGroundObject
from gen import Conflict, FlightType, VisualGenerator
from gen.aircraft import AIRCRAFT_DATA, AircraftConflictGenerator, FlightData
from gen.aircraft import AircraftConflictGenerator, FlightData
from gen.airfields import AIRFIELD_DATA
from gen.airsupportgen import AirSupport, AirSupportConflictGenerator
from gen.armor import GroundConflictGenerator, JtacInfo
@@ -62,28 +62,14 @@ class Operation:
plugin_scripts: List[str] = []
@classmethod
def prepare(cls, game: Game):
with open("resources/default_options.lua", "r") as f:
def prepare(cls, game: Game) -> None:
with open("resources/default_options.lua", "r", encoding="utf-8") as f:
options_dict = loads(f.read())["options"]
cls._set_mission(Mission(game.theater.terrain))
cls.game = game
cls._setup_mission_coalitions()
cls.current_mission.options.load_from_dict(options_dict)
@classmethod
def conflicts(cls) -> Iterable[Conflict]:
assert cls.game
for frontline in cls.game.theater.conflicts():
yield Conflict(
cls.game.theater,
frontline,
cls.game.player_name,
cls.game.enemy_name,
cls.game.player_country,
cls.game.enemy_country,
frontline.position,
)
@classmethod
def air_conflict(cls) -> Conflict:
assert cls.game
@@ -95,10 +81,10 @@ class Operation:
return Conflict(
cls.game.theater,
FrontLine(player_cp, enemy_cp),
cls.game.player_name,
cls.game.enemy_name,
cls.game.player_country,
cls.game.enemy_country,
cls.game.player_faction.name,
cls.game.enemy_faction.name,
cls.current_mission.country(cls.game.player_country),
cls.current_mission.country(cls.game.enemy_country),
mid_point,
)
@@ -107,7 +93,7 @@ class Operation:
cls.current_mission = mission
@classmethod
def _setup_mission_coalitions(cls):
def _setup_mission_coalitions(cls) -> None:
cls.current_mission.coalition["blue"] = Coalition(
"blue", bullseye=cls.game.blue_bullseye.to_pydcs()
)
@@ -163,7 +149,7 @@ class Operation:
airsupportgen: AirSupportConflictGenerator,
jtacs: List[JtacInfo],
airgen: AircraftConflictGenerator,
):
) -> None:
"""Generates subscribed MissionInfoGenerator objects (currently kneeboards and briefings)"""
gens: List[MissionInfoGenerator] = [
@@ -215,23 +201,7 @@ class Operation:
for flight in flights:
if not flight.client_units:
continue
cls.assign_channels_to_flight(flight, air_support)
@staticmethod
def assign_channels_to_flight(flight: FlightData, air_support: AirSupport) -> None:
"""Assigns preset radio channels for a client flight."""
airframe = flight.aircraft_type
try:
aircraft_data = AIRCRAFT_DATA[airframe.id]
except KeyError:
logging.warning(f"No aircraft data for {airframe.id}")
return
if aircraft_data.channel_allocator is not None:
aircraft_data.channel_allocator.assign_channels_for_flight(
flight, air_support
)
flight.aircraft_type.assign_channels_for_flight(flight, air_support)
@classmethod
def _create_tacan_registry(
@@ -267,7 +237,7 @@ class Operation:
# beacon list.
@classmethod
def _generate_ground_units(cls):
def _generate_ground_units(cls) -> None:
cls.groundobjectgen = GroundObjectsGenerator(
cls.current_mission,
cls.game,
@@ -282,11 +252,16 @@ class Operation:
"""Add destroyed units to the Mission"""
for d in cls.game.get_destroyed_units():
try:
utype = db.unit_type_from_name(d["type"])
type_name = d["type"]
if not isinstance(type_name, str):
raise TypeError(
"Expected the type of the destroyed static to be a string"
)
utype = db.unit_type_from_name(type_name)
except KeyError:
continue
pos = Point(d["x"], d["z"])
pos = Point(cast(float, d["x"]), cast(float, d["z"]))
if (
utype is not None
and not cls.game.position_culled(pos)
@@ -375,6 +350,7 @@ class Operation:
cls.game.settings,
cls.game,
cls.radio_registry,
cls.tacan_registry,
cls.unit_map,
air_support=cls.airsupportgen.air_support,
)
@@ -399,12 +375,13 @@ class Operation:
@classmethod
def _generate_ground_conflicts(cls) -> None:
"""For each frontline in the Operation, generate the ground conflicts and JTACs"""
cls.jtacs = []
for front_line in cls.game.theater.conflicts():
player_cp = front_line.blue_cp
enemy_cp = front_line.red_cp
conflict = Conflict.frontline_cas_conflict(
cls.game.player_name,
cls.game.enemy_name,
cls.game.player_faction.name,
cls.game.enemy_faction.name,
cls.current_mission.country(cls.game.player_country),
cls.current_mission.country(cls.game.enemy_country),
front_line,
@@ -432,7 +409,7 @@ class Operation:
CargoShipGenerator(cls.current_mission, cls.game, cls.unit_map).generate()
@classmethod
def reset_naming_ids(cls):
def reset_naming_ids(cls) -> None:
namegen.reset_numbers()
@classmethod
@@ -453,8 +430,8 @@ class Operation:
"BlueAA": {},
} # type: ignore
for tanker in airsupportgen.air_support.tankers:
luaData["Tankers"][tanker.callsign] = {
for i, tanker in enumerate(airsupportgen.air_support.tankers):
luaData["Tankers"][i] = {
"dcsGroupName": tanker.group_name,
"callsign": tanker.callsign,
"variant": tanker.variant,
@@ -462,23 +439,22 @@ class Operation:
"tacan": str(tanker.tacan.number) + tanker.tacan.band.name,
}
if airsupportgen.air_support.awacs:
for awacs in airsupportgen.air_support.awacs:
luaData["AWACs"][awacs.callsign] = {
"dcsGroupName": awacs.group_name,
"callsign": awacs.callsign,
"radio": awacs.freq.mhz,
}
for i, awacs in enumerate(airsupportgen.air_support.awacs):
luaData["AWACs"][i] = {
"dcsGroupName": awacs.group_name,
"callsign": awacs.callsign,
"radio": awacs.freq.mhz,
}
for jtac in jtacs:
luaData["JTACs"][jtac.callsign] = {
for i, jtac in enumerate(jtacs):
luaData["JTACs"][i] = {
"dcsGroupName": jtac.group_name,
"callsign": jtac.callsign,
"zone": jtac.region,
"dcsUnit": jtac.unit_name,
"laserCode": jtac.code,
}
flight_count = 0
for flight in airgen.flights:
if flight.friendly and flight.flight_type in [
FlightType.ANTISHIP,
@@ -499,7 +475,7 @@ class Operation:
elif hasattr(flightTarget, "name"):
flightTargetName = flightTarget.name
flightTargetType = flightType + " TGT (Airbase)"
luaData["TargetPoints"][flightTargetName] = {
luaData["TargetPoints"][flight_count] = {
"name": flightTargetName,
"type": flightTargetType,
"position": {
@@ -507,6 +483,7 @@ class Operation:
"y": flightTarget.position.y,
},
}
flight_count += 1
for cp in cls.game.theater.controlpoints:
for ground_object in cp.ground_objects:
@@ -592,8 +569,7 @@ class Operation:
zone = data["zone"]
laserCode = data["laserCode"]
dcsUnit = data["dcsUnit"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', zone='{zone}', laserCode='{laserCode}', dcsUnit='{dcsUnit}' }}, \n"
# lua += f" {{name='{dcsGroupName}', description='JTAC {callsign} ', information='Laser:{laserCode}', jtac={laserCode} }}, \n"
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', zone={repr(zone)}, laserCode='{laserCode}', dcsUnit='{dcsUnit}' }}, \n"
lua += "}"
# Process the Target Points

View File

@@ -1,17 +1,23 @@
from __future__ import annotations
import logging
import os
import pickle
import shutil
from typing import Optional
from pathlib import Path
from typing import Optional, TYPE_CHECKING
if TYPE_CHECKING:
from game import Game
_dcs_saved_game_folder: Optional[str] = None
_file_abs_path = None
def setup(user_folder: str):
def setup(user_folder: str) -> None:
global _dcs_saved_game_folder
_dcs_saved_game_folder = user_folder
_file_abs_path = os.path.join(base_path(), "default.liberation")
if not save_dir().exists():
save_dir().mkdir(parents=True)
def base_path() -> str:
@@ -20,19 +26,23 @@ def base_path() -> str:
return _dcs_saved_game_folder
def save_dir() -> Path:
return Path(base_path()) / "Liberation" / "Saves"
def _temporary_save_file() -> str:
return os.path.join(base_path(), "tmpsave.liberation")
return str(save_dir() / "tmpsave.liberation")
def _autosave_path() -> str:
return os.path.join(base_path(), "autosave.liberation")
return str(save_dir() / "autosave.liberation")
def mission_path_for(name: str) -> str:
return os.path.join(base_path(), "Missions", "{}".format(name))
return os.path.join(base_path(), "Missions", name)
def load_game(path):
def load_game(path: str) -> Optional[Game]:
with open(path, "rb") as f:
try:
save = pickle.load(f)
@@ -43,7 +53,7 @@ def load_game(path):
return None
def save_game(game) -> bool:
def save_game(game: Game) -> bool:
try:
with open(_temporary_save_file(), "wb") as f:
pickle.dump(game, f)
@@ -54,7 +64,7 @@ def save_game(game) -> bool:
return False
def autosave(game) -> bool:
def autosave(game: Game) -> bool:
"""
Autosave to the autosave location
:param game: Game to save

View File

@@ -38,7 +38,7 @@ class PluginSettings:
self.settings = Settings()
self.initialize_settings()
def set_settings(self, settings: Settings):
def set_settings(self, settings: Settings) -> None:
self.settings = settings
self.initialize_settings()
@@ -146,7 +146,7 @@ class LuaPlugin(PluginSettings):
return cls(definition)
def set_settings(self, settings: Settings):
def set_settings(self, settings: Settings) -> None:
super().set_settings(settings)
for option in self.definition.options:
option.set_settings(self.settings)

View File

@@ -1,13 +1,15 @@
from __future__ import annotations
from dcs import Point
class PointWithHeading(Point):
def __init__(self):
def __init__(self) -> None:
super(PointWithHeading, self).__init__(0, 0)
self.heading = 0
@staticmethod
def from_point(point: Point, heading: int):
def from_point(point: Point, heading: int) -> PointWithHeading:
p = PointWithHeading()
p.x = point.x
p.y = point.y

9
game/positioned.py Normal file
View File

@@ -0,0 +1,9 @@
from typing import Protocol
from dcs import Point
class Positioned(Protocol):
@property
def position(self) -> Point:
raise NotImplementedError

View File

@@ -3,12 +3,12 @@ from __future__ import annotations
import math
import random
from dataclasses import dataclass
from typing import Iterator, List, Optional, TYPE_CHECKING, Tuple, Type
from dcs.unittype import FlyingType, VehicleType
from typing import Iterator, List, Optional, TYPE_CHECKING, Tuple
from game import db
from game.data.groundunitclass import GroundUnitClass
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.factions.faction import Faction
from game.theater import ControlPoint, MissionTarget
from game.utils import Distance
@@ -59,6 +59,18 @@ class ProcurementAi:
def calculate_ground_unit_budget_share(self) -> float:
armor_investment = 0
aircraft_investment = 0
# faction has no ground units
if (
len(self.faction.artillery_units) == 0
and len(self.faction.frontline_units) == 0
):
return 0
# faction has no planes
if len(self.faction.aircrafts) == 0:
return 1
for cp in self.owned_points:
cp_ground_units = cp.allocated_ground_units(self.game.transfers)
armor_investment += cp_ground_units.total_value
@@ -113,7 +125,7 @@ class ProcurementAi:
if available % 2 == 0:
continue
inventory.remove_aircraft(aircraft, 1)
total += db.PRICES[aircraft]
total += aircraft.price
return total
def repair_runways(self, budget: float) -> float:
@@ -135,12 +147,17 @@ class ProcurementAi:
def affordable_ground_unit_of_class(
self, budget: float, unit_class: GroundUnitClass
) -> Optional[Type[VehicleType]]:
) -> Optional[GroundUnitType]:
faction_units = set(self.faction.frontline_units) | set(
self.faction.artillery_units
)
of_class = set(unit_class.unit_list) & faction_units
affordable_units = [u for u in of_class if db.PRICES[u] <= budget]
of_class = {u for u in faction_units if u.unit_class is unit_class}
# faction has no access to needed unit type, take a random unit
if not of_class:
of_class = faction_units
affordable_units = [u for u in of_class if u.price <= budget]
if not affordable_units:
return None
return random.choice(affordable_units)
@@ -162,7 +179,7 @@ class ProcurementAi:
# Can't afford any more units.
break
budget -= db.PRICES[unit]
budget -= unit.price
cp.pending_unit_deliveries.order({unit: 1})
return budget
@@ -198,12 +215,12 @@ class ProcurementAi:
airbase: ControlPoint,
number: int,
max_price: float,
) -> Optional[Type[FlyingType]]:
best_choice: Optional[Type[FlyingType]] = None
) -> Optional[AircraftType]:
best_choice: Optional[AircraftType] = None
for unit in aircraft_for_task(task):
if unit not in self.faction.aircrafts:
continue
if db.PRICES[unit] * number > max_price:
if unit.price * number > max_price:
continue
if not airbase.can_operate(unit):
continue
@@ -224,7 +241,7 @@ class ProcurementAi:
def affordable_aircraft_for(
self, request: AircraftProcurementRequest, airbase: ControlPoint, budget: float
) -> Optional[Type[FlyingType]]:
) -> Optional[AircraftType]:
return self._affordable_aircraft_for_task(
request.task_capability, airbase, request.number, budget
)
@@ -242,7 +259,7 @@ class ProcurementAi:
# able to operate expensive aircraft.
continue
budget -= db.PRICES[unit] * request.number
budget -= unit.price * request.number
airbase.pending_unit_deliveries.order({unit: request.number})
return budget, True
return budget, False
@@ -343,9 +360,9 @@ class ProcurementAi:
class_cost = 0
total_cost = 0
for unit_type, count in allocations.all.items():
cost = db.PRICES[unit_type] * count
cost = unit_type.price * count
total_cost += cost
if unit_type in unit_class:
if unit_type.unit_class is unit_class:
class_cost += cost
if not total_cost:
return 0

View File

@@ -5,7 +5,8 @@ import timeit
from collections import defaultdict
from contextlib import contextmanager
from datetime import timedelta
from typing import Iterator
from types import TracebackType
from typing import Iterator, Optional, Type
@contextmanager
@@ -23,7 +24,12 @@ class MultiEventTracer:
def __enter__(self) -> MultiEventTracer:
return self
def __exit__(self, exc_type, exc_val, exc_tb) -> None:
def __exit__(
self,
exc_type: Optional[Type[BaseException]],
exc_val: Optional[BaseException],
exc_tb: Optional[TracebackType],
) -> None:
for event, duration in self.events.items():
logging.debug("%s took %s", event, duration)

298
game/radio/channels.py Normal file
View File

@@ -0,0 +1,298 @@
from __future__ import annotations
from dataclasses import dataclass
from typing import Optional, Any, TYPE_CHECKING
if TYPE_CHECKING:
from gen import FlightData, AirSupport
class RadioChannelAllocator:
"""Base class for radio channel allocators."""
def assign_channels_for_flight(
self, flight: FlightData, air_support: AirSupport
) -> None:
"""Assigns mission frequencies to preset channels for the flight."""
raise NotImplementedError
@classmethod
def from_cfg(cls, cfg: dict[str, Any]) -> RadioChannelAllocator:
return cls()
@classmethod
def name(cls) -> str:
raise NotImplementedError
@dataclass(frozen=True)
class CommonRadioChannelAllocator(RadioChannelAllocator):
"""Radio channel allocator suitable for most aircraft.
Most of the aircraft with preset channels available have one or more radios
with 20 or more channels available (typically per-radio, but this is not the
case for the JF-17).
"""
#: Index of the radio used for intra-flight communications. Matches the
#: index of the panel_radio field of the pydcs.dcs.planes object.
inter_flight_radio_index: Optional[int]
#: Index of the radio used for intra-flight communications. Matches the
#: index of the panel_radio field of the pydcs.dcs.planes object.
intra_flight_radio_index: Optional[int]
def assign_channels_for_flight(
self, flight: FlightData, air_support: AirSupport
) -> None:
if self.intra_flight_radio_index is not None:
flight.assign_channel(
self.intra_flight_radio_index, 1, flight.intra_flight_channel
)
if self.inter_flight_radio_index is None:
return
# For cases where the inter-flight and intra-flight radios share presets
# (the JF-17 only has one set of channels, even though it can use two
# channels simultaneously), start assigning inter-flight channels at 2.
radio_id = self.inter_flight_radio_index
if self.intra_flight_radio_index == radio_id:
first_channel = 2
else:
first_channel = 1
last_channel = flight.num_radio_channels(radio_id)
channel_alloc = iter(range(first_channel, last_channel + 1))
if flight.departure.atc is not None:
flight.assign_channel(radio_id, next(channel_alloc), flight.departure.atc)
# TODO: If there ever are multiple AWACS, limit to mission relevant.
for awacs in air_support.awacs:
flight.assign_channel(radio_id, next(channel_alloc), awacs.freq)
if flight.arrival != flight.departure and flight.arrival.atc is not None:
flight.assign_channel(radio_id, next(channel_alloc), flight.arrival.atc)
try:
# TODO: Skip incompatible tankers.
for tanker in air_support.tankers:
flight.assign_channel(radio_id, next(channel_alloc), tanker.freq)
if flight.divert is not None and flight.divert.atc is not None:
flight.assign_channel(radio_id, next(channel_alloc), flight.divert.atc)
except StopIteration:
# Any remaining channels are nice-to-haves, but not necessary for
# the few aircraft with a small number of channels available.
pass
@classmethod
def from_cfg(cls, cfg: dict[str, Any]) -> CommonRadioChannelAllocator:
return CommonRadioChannelAllocator(
inter_flight_radio_index=cfg["inter_flight_radio_index"],
intra_flight_radio_index=cfg["intra_flight_radio_index"],
)
@classmethod
def name(cls) -> str:
return "common"
@dataclass(frozen=True)
class NoOpChannelAllocator(RadioChannelAllocator):
"""Channel allocator for aircraft that don't support preset channels."""
def assign_channels_for_flight(
self, flight: FlightData, air_support: AirSupport
) -> None:
pass
@classmethod
def name(cls) -> str:
return "noop"
@dataclass(frozen=True)
class FarmerRadioChannelAllocator(RadioChannelAllocator):
"""Preset channel allocator for the MiG-19P."""
def assign_channels_for_flight(
self, flight: FlightData, air_support: AirSupport
) -> None:
# The Farmer only has 6 preset channels. It also only has a VHF radio,
# and currently our ATC data and AWACS are only in the UHF band.
radio_id = 1
flight.assign_channel(radio_id, 1, flight.intra_flight_channel)
# TODO: Assign 4-6 to VHF frequencies of departure, arrival, and divert.
# TODO: Assign 2 and 3 to AWACS if it is VHF.
@classmethod
def name(cls) -> str:
return "farmer"
@dataclass(frozen=True)
class ViggenRadioChannelAllocator(RadioChannelAllocator):
"""Preset channel allocator for the AJS37."""
def assign_channels_for_flight(
self, flight: FlightData, air_support: AirSupport
) -> None:
# The Viggen's preset channels are handled differently from other
# aircraft. The aircraft automatically configures channels for every
# allied flight in the game (including AWACS) and for every airfield. As
# such, we don't need to allocate any of those. There are seven presets
# we can modify, however: three channels for the main radio intended for
# communication with wingmen, and four emergency channels for the backup
# radio. We'll set the first channel of the main radio to the
# intra-flight channel, and the first three emergency channels to each
# of the flight plan's airfields. The fourth emergency channel is always
# the guard channel.
radio_id = 1
flight.assign_channel(radio_id, 1, flight.intra_flight_channel)
if flight.departure.atc is not None:
flight.assign_channel(radio_id, 4, flight.departure.atc)
if flight.arrival.atc is not None:
flight.assign_channel(radio_id, 5, flight.arrival.atc)
# TODO: Assign divert to 6 when we support divert airfields.
@classmethod
def name(cls) -> str:
return "viggen"
@dataclass(frozen=True)
class SCR522RadioChannelAllocator(RadioChannelAllocator):
"""Preset channel allocator for the SCR522 WW2 radios. (4 channels)"""
def assign_channels_for_flight(
self, flight: FlightData, air_support: AirSupport
) -> None:
radio_id = 1
flight.assign_channel(radio_id, 1, flight.intra_flight_channel)
if flight.departure.atc is not None:
flight.assign_channel(radio_id, 2, flight.departure.atc)
if flight.arrival.atc is not None:
flight.assign_channel(radio_id, 3, flight.arrival.atc)
# TODO : Some GCI on Channel 4 ?
@classmethod
def name(cls) -> str:
return "SCR-522"
class ChannelNamer:
"""Base class allowing channel name customization per-aircraft.
Most aircraft will want to customize this behavior, but the default is
reasonable for any aircraft with numbered radios.
"""
@staticmethod
def channel_name(radio_id: int, channel_id: int) -> str:
"""Returns the name of the channel for the given radio and channel."""
return f"COMM{radio_id} Ch {channel_id}"
@classmethod
def name(cls) -> str:
return "default"
class SingleRadioChannelNamer(ChannelNamer):
"""Channel namer for the aircraft with only a single radio.
Aircraft like the MiG-19P and the MiG-21bis only have a single radio, so
it's not necessary for us to name the radio when naming the channel.
"""
@staticmethod
def channel_name(radio_id: int, channel_id: int) -> str:
return f"Ch {channel_id}"
@classmethod
def name(cls) -> str:
return "single"
class HueyChannelNamer(ChannelNamer):
"""Channel namer for the UH-1H."""
@staticmethod
def channel_name(radio_id: int, channel_id: int) -> str:
return f"COM3 Ch {channel_id}"
@classmethod
def name(cls) -> str:
return "huey"
class MirageChannelNamer(ChannelNamer):
"""Channel namer for the M-2000."""
@staticmethod
def channel_name(radio_id: int, channel_id: int) -> str:
radio_name = ["V/UHF", "UHF"][radio_id - 1]
return f"{radio_name} Ch {channel_id}"
@classmethod
def name(cls) -> str:
return "mirage"
class TomcatChannelNamer(ChannelNamer):
"""Channel namer for the F-14."""
@staticmethod
def channel_name(radio_id: int, channel_id: int) -> str:
radio_name = ["UHF", "VHF/UHF"][radio_id - 1]
return f"{radio_name} Ch {channel_id}"
@classmethod
def name(cls) -> str:
return "tomcat"
class ViggenChannelNamer(ChannelNamer):
"""Channel namer for the AJS37."""
@staticmethod
def channel_name(radio_id: int, channel_id: int) -> str:
if channel_id >= 4:
channel_letter = "EFGH"[channel_id - 4]
return f"FR 24 {channel_letter}"
return f"FR 22 Special {channel_id}"
@classmethod
def name(cls) -> str:
return "viggen"
class ViperChannelNamer(ChannelNamer):
"""Channel namer for the F-16."""
@staticmethod
def channel_name(radio_id: int, channel_id: int) -> str:
return f"COM{radio_id} Ch {channel_id}"
@classmethod
def name(cls) -> str:
return "viper"
class SCR522ChannelNamer(ChannelNamer):
"""
Channel namer for P-51 & P-47D
"""
@staticmethod
def channel_name(radio_id: int, channel_id: int) -> str:
if channel_id > 3:
return "?"
else:
return f"Button " + "ABCD"[channel_id - 1]
@classmethod
def name(cls) -> str:
return "SCR-522"

48
game/savecompat.py Normal file
View File

@@ -0,0 +1,48 @@
"""Tools for aiding in save compat removal after compatibility breaks."""
from collections import Callable
from typing import TypeVar
from game.version import MAJOR_VERSION
ReturnT = TypeVar("ReturnT")
class DeprecatedSaveCompatError(RuntimeError):
def __init__(self, function_name: str) -> None:
super().__init__(
f"{function_name} has save compat code for a different major version."
)
def has_save_compat_for(
major: int,
) -> Callable[[Callable[..., ReturnT]], Callable[..., ReturnT]]:
"""Declares a function or method as having save compat code for a given version.
If the function has save compatibility for the current major version, there is no
change in behavior.
If the function has save compatibility for a *different* (future or past) major
version, DeprecatedSaveCompatError will be raised during startup. Since a break in
save compatibility is the definition of a major version break, there's no need to
keep around old save compat code; it only serves to mask initialization bugs.
Args:
major: The major version for which the decorated function has save
compatibility.
Returns:
The decorated function or method.
Raises:
DeprecatedSaveCompatError: The decorated function has save compat code for
another version of liberation, and that code (and the decorator declaring it)
should be removed from this branch.
"""
def decorator(func: Callable[..., ReturnT]) -> Callable[..., ReturnT]:
if major != MAJOR_VERSION:
raise DeprecatedSaveCompatError(func.__name__)
return func
return decorator

View File

@@ -1,7 +1,7 @@
from dataclasses import dataclass, field
from datetime import timedelta
from enum import Enum, unique
from typing import Dict, Optional
from typing import Dict, Optional, Any
from dcs.forcedoptions import ForcedOptions
@@ -20,6 +20,7 @@ class Settings:
# Difficulty settings
player_skill: str = "Good"
enemy_skill: str = "Average"
ai_pilot_levelling: bool = True
enemy_vehicle_skill: str = "Average"
map_coalition_visibility: ForcedOptions.Views = ForcedOptions.Views.All
labels: str = "Full"
@@ -33,6 +34,18 @@ class Settings:
player_income_multiplier: float = 1.0
enemy_income_multiplier: float = 1.0
#: Feature flag for squadron limits.
enable_squadron_pilot_limits: bool = False
#: The maximum number of pilots a squadron can have at one time. Changing this after
#: the campaign has started will have no immediate effect; pilots already in the
#: squadron will not be removed if the limit is lowered and pilots will not be
#: immediately created if the limit is raised.
squadron_pilot_limit: int = 12
#: The number of pilots a squadron can replace per turn.
squadron_replenishment_rate: int = 4
default_start_type: str = "Cold"
# Mission specific
@@ -44,6 +57,7 @@ class Settings:
automate_aircraft_reinforcements: bool = False
restrict_weapons_by_date: bool = False
disable_legacy_aewc: bool = True
disable_legacy_tanker: bool = True
generate_dark_kneeboard: bool = False
invulnerable_player_pilots: bool = True
auto_ato_behavior: AutoAtoBehavior = AutoAtoBehavior.Default
@@ -90,7 +104,7 @@ class Settings:
def set_plugin_option(self, identifier: str, enabled: bool) -> None:
self.plugins[self.plugin_settings_key(identifier)] = enabled
def __setstate__(self, state) -> None:
def __setstate__(self, state: dict[str, Any]) -> None:
# __setstate__ is called with the dict of the object being unpickled. We
# can provide save compatibility for new settings options (which
# normally would not be present in the unpickled object) by creating a

View File

@@ -8,19 +8,18 @@ from dataclasses import dataclass, field
from enum import unique, Enum
from pathlib import Path
from typing import (
Type,
Tuple,
TYPE_CHECKING,
Optional,
Iterator,
Sequence,
Any,
)
import yaml
from dcs.unittype import FlyingType
from faker import Faker
from game.db import flying_type_from_name
from game.dcs.aircrafttype import AircraftType
from game.settings import AutoAtoBehavior
if TYPE_CHECKING:
@@ -76,14 +75,23 @@ class Pilot:
@dataclass
class Squadron:
name: str
nickname: str
nickname: Optional[str]
country: str
role: str
aircraft: Type[FlyingType]
aircraft: AircraftType
livery: Optional[str]
mission_types: tuple[FlightType, ...]
pilots: list[Pilot]
available_pilots: list[Pilot] = field(init=False, hash=False, compare=False)
#: The pool of pilots that have not yet been assigned to the squadron. This only
#: happens when a preset squadron defines more preset pilots than the squadron limit
#: allows. This pool will be consumed before random pilots are generated.
pilot_pool: list[Pilot]
current_roster: list[Pilot] = field(default_factory=list, init=False, hash=False)
available_pilots: list[Pilot] = field(
default_factory=list, init=False, hash=False, compare=False
)
auto_assignable_mission_types: set[FlightType] = field(
init=False, hash=False, compare=False
)
@@ -95,18 +103,29 @@ class Squadron:
player: bool
def __post_init__(self) -> None:
self.available_pilots = list(self.active_pilots)
if any(p.status is not PilotStatus.Active for p in self.pilot_pool):
raise ValueError("Squadrons can only be created with active pilots.")
self._recruit_pilots(self.game.settings.squadron_pilot_limit)
self.auto_assignable_mission_types = set(self.mission_types)
def __str__(self) -> str:
if self.nickname is None:
return self.name
return f'{self.name} "{self.nickname}"'
@property
def pilot_limits_enabled(self) -> bool:
return self.game.settings.enable_squadron_pilot_limits
def claim_new_pilot_if_allowed(self) -> Optional[Pilot]:
if self.pilot_limits_enabled:
return None
self._recruit_pilots(1)
return self.available_pilots.pop()
def claim_available_pilot(self) -> Optional[Pilot]:
# No pilots available, so the preference is irrelevant. Create a new pilot and
# return it.
if not self.available_pilots:
self.enlist_new_pilots(1)
return self.available_pilots.pop()
return self.claim_new_pilot_if_allowed()
# For opfor, so player/AI option is irrelevant.
if not self.player:
@@ -127,11 +146,12 @@ class Squadron:
# No pilot was found that matched the user's preference.
#
# If they chose to *never* assign players and only players remain in the pool,
# we cannot fill the slot with the available pilots. Recruit a new one.
# we cannot fill the slot with the available pilots.
#
# If they prefer players and we're out of players, just return an AI pilot.
# If they only *prefer* players and we're out of players, just return an AI
# pilot.
if not prefer_players:
self.enlist_new_pilots(1)
return self.claim_new_pilot_if_allowed()
return self.available_pilots.pop()
def claim_pilot(self, pilot: Pilot) -> None:
@@ -151,23 +171,48 @@ class Squadron:
# repopulating the same size flight from the same squadron.
self.available_pilots.extend(reversed(pilots))
def enlist_new_pilots(self, count: int) -> None:
new_pilots = [Pilot(self.faker.name()) for _ in range(count)]
self.pilots.extend(new_pilots)
def _recruit_pilots(self, count: int) -> None:
new_pilots = self.pilot_pool[:count]
self.pilot_pool = self.pilot_pool[count:]
count -= len(new_pilots)
new_pilots.extend([Pilot(self.faker.name()) for _ in range(count)])
self.current_roster.extend(new_pilots)
self.available_pilots.extend(new_pilots)
def replenish_lost_pilots(self) -> None:
if not self.pilot_limits_enabled:
return
replenish_count = min(
self.game.settings.squadron_replenishment_rate,
self._number_of_unfilled_pilot_slots,
)
if replenish_count > 0:
self._recruit_pilots(replenish_count)
def return_all_pilots(self) -> None:
self.available_pilots = list(self.active_pilots)
@staticmethod
def send_on_leave(pilot: Pilot) -> None:
pilot.send_on_leave()
def return_from_leave(self, pilot: Pilot) -> None:
if not self.has_unfilled_pilot_slots:
raise RuntimeError(
f"Cannot return {pilot} from leave because {self} is full"
)
pilot.return_from_leave()
@property
def faker(self) -> Faker:
return self.game.faker_for(self.player)
def _pilots_with_status(self, status: PilotStatus) -> list[Pilot]:
return [p for p in self.pilots if p.status == status]
return [p for p in self.current_roster if p.status == status]
def _pilots_without_status(self, status: PilotStatus) -> list[Pilot]:
return [p for p in self.pilots if p.status != status]
return [p for p in self.current_roster if p.status != status]
@property
def active_pilots(self) -> list[Pilot]:
@@ -178,27 +223,47 @@ class Squadron:
return self._pilots_with_status(PilotStatus.OnLeave)
@property
def number_of_pilots_including_dead(self) -> int:
return len(self.pilots)
def number_of_pilots_including_inactive(self) -> int:
return len(self.current_roster)
@property
def number_of_living_pilots(self) -> int:
return len(self._pilots_without_status(PilotStatus.Dead))
def _number_of_unfilled_pilot_slots(self) -> int:
return self.game.settings.squadron_pilot_limit - len(self.active_pilots)
@property
def number_of_available_pilots(self) -> int:
return len(self.available_pilots)
def can_provide_pilots(self, count: int) -> bool:
return not self.pilot_limits_enabled or self.number_of_available_pilots >= count
@property
def has_available_pilots(self) -> bool:
return not self.pilot_limits_enabled or bool(self.available_pilots)
@property
def has_unfilled_pilot_slots(self) -> bool:
return not self.pilot_limits_enabled or self._number_of_unfilled_pilot_slots > 0
def can_auto_assign(self, task: FlightType) -> bool:
return task in self.auto_assignable_mission_types
def pilot_at_index(self, index: int) -> Pilot:
return self.pilots[index]
return self.current_roster[index]
@classmethod
def from_yaml(cls, path: Path, game: Game, player: bool) -> Squadron:
from gen.flights.ai_flight_planner_db import tasks_for_aircraft
from gen.flights.flight import FlightType
with path.open() as squadron_file:
with path.open(encoding="utf8") as squadron_file:
data = yaml.safe_load(squadron_file)
unit_type = flying_type_from_name(data["aircraft"])
if unit_type is None:
raise KeyError(f"Could not find any aircraft with the ID {unit_type}")
name = data["aircraft"]
try:
unit_type = AircraftType.named(name)
except KeyError as ex:
raise KeyError(f"Could not find any aircraft named {name}") from ex
pilots = [Pilot(n, player=False) for n in data.get("pilots", [])]
pilots.extend([Pilot(n, player=True) for n in data.get("players", [])])
@@ -215,18 +280,18 @@ class Squadron:
return Squadron(
name=data["name"],
nickname=data["nickname"],
nickname=data.get("nickname"),
country=data["country"],
role=data["role"],
aircraft=unit_type,
livery=data.get("livery"),
mission_types=tuple(mission_types),
pilots=pilots,
pilot_pool=pilots,
game=game,
player=player,
)
def __setstate__(self, state) -> None:
def __setstate__(self, state: dict[str, Any]) -> None:
# TODO: Remove save compat.
if "auto_assignable_mission_types" not in state:
state["auto_assignable_mission_types"] = set(state["mission_types"])
@@ -245,8 +310,8 @@ class SquadronLoader:
yield Path(persistency.base_path()) / "Liberation/Squadrons"
yield Path("resources/squadrons")
def load(self) -> dict[Type[FlyingType], list[Squadron]]:
squadrons: dict[Type[FlyingType], list[Squadron]] = defaultdict(list)
def load(self) -> dict[AircraftType, list[Squadron]]:
squadrons: dict[AircraftType, list[Squadron]] = defaultdict(list)
country = self.game.country_for(self.player)
faction = self.game.faction_for(self.player)
any_country = country.startswith("Combined Joint Task Forces ")
@@ -311,21 +376,35 @@ class AirWing:
aircraft=aircraft,
livery=None,
mission_types=tuple(tasks_for_aircraft(aircraft)),
pilots=[],
pilot_pool=[],
game=game,
player=player,
)
]
def squadrons_for(self, aircraft: Type[FlyingType]) -> Sequence[Squadron]:
def squadrons_for(self, aircraft: AircraftType) -> Sequence[Squadron]:
return self.squadrons[aircraft]
def squadrons_for_task(self, task: FlightType) -> Iterator[Squadron]:
def can_auto_plan(self, task: FlightType) -> bool:
try:
next(self.auto_assignable_for_task(task))
return True
except StopIteration:
return False
def auto_assignable_for_task(self, task: FlightType) -> Iterator[Squadron]:
for squadron in self.iter_squadrons():
if task in squadron.mission_types:
if squadron.can_auto_assign(task):
yield squadron
def squadron_for(self, aircraft: Type[FlyingType]) -> Squadron:
def auto_assignable_for_task_with_type(
self, aircraft: AircraftType, task: FlightType
) -> Iterator[Squadron]:
for squadron in self.squadrons_for(aircraft):
if squadron.can_auto_assign(task) and squadron.has_available_pilots:
yield squadron
def squadron_for(self, aircraft: AircraftType) -> Squadron:
return self.squadrons_for(aircraft)[0]
def iter_squadrons(self) -> Iterator[Squadron]:
@@ -334,6 +413,10 @@ class AirWing:
def squadron_at_index(self, index: int) -> Squadron:
return list(self.iter_squadrons())[index]
def replenish(self) -> None:
for squadron in self.iter_squadrons():
squadron.replenish_lost_pilots()
def reset(self) -> None:
for squadron in self.iter_squadrons():
squadron.return_all_pilots()

View File

@@ -1,33 +1,20 @@
import itertools
import logging
import math
import typing
from typing import Dict, Type
from typing import Any
from dcs.task import AWACS, CAP, CAS, Embarking, PinpointStrike, Task, Transport
from dcs.unittype import FlyingType, UnitType, VehicleType
from dcs.vehicles import AirDefence, Armor
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.dcs.unittype import UnitType
from game import db
from game.db import PRICES
STRENGTH_AA_ASSEMBLE_MIN = 0.2
PLANES_SCRAMBLE_MIN_BASE = 2
PLANES_SCRAMBLE_MAX_BASE = 8
PLANES_SCRAMBLE_FACTOR = 0.3
BASE_MAX_STRENGTH = 1
BASE_MIN_STRENGTH = 0
BASE_MAX_STRENGTH = 1.0
BASE_MIN_STRENGTH = 0.0
class Base:
def __init__(self):
self.aircraft: Dict[Type[FlyingType], int] = {}
self.armor: Dict[Type[VehicleType], int] = {}
# TODO: Appears unused.
self.aa: Dict[AirDefence, int] = {}
self.commision_points: Dict[Type, float] = {}
self.strength = 1
def __init__(self) -> None:
self.aircraft: dict[AircraftType, int] = {}
self.armor: dict[GroundUnitType, int] = {}
self.strength = 1.0
@property
def total_aircraft(self) -> int:
@@ -41,147 +28,54 @@ class Base:
def total_armor_value(self) -> int:
total = 0
for unit_type, count in self.armor.items():
try:
total += PRICES[unit_type] * count
except KeyError:
logging.exception(f"No price found for {unit_type.id}")
total += unit_type.price * count
return total
@property
def total_aa(self) -> int:
return sum(self.aa.values())
def total_units(self, task: Task) -> int:
def total_units_of_type(self, unit_type: UnitType[Any]) -> 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]
]
)
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()
)
for t, c in itertools.chain(self.aircraft.items(), self.armor.items())
if t == unit_type
]
)
@property
def all_units(self):
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]:
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.sort(key=lambda x: db.PRICES[x], reverse=True)
result: Dict[UnitType, int] = {}
for unit_type in sorted_units:
existing_count = available_units[unit_type] # type: int
if not existing_count:
continue
if count <= 0:
break
result_unit_count = min(count, existing_count)
count -= result_unit_count
assert result_unit_count > 0
result[unit_type] = result.get(unit_type, 0) + result_unit_count
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]:
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
)
points = self.commision_points[for_type]
if points >= 1:
self.commision_points[for_type] = points - math.floor(points)
return int(math.floor(points))
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.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]):
def commission_units(self, units: dict[Any, int]) -> None:
for unit_type, unit_count in units.items():
if unit_count <= 0:
continue
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
or for_task == Transport
):
target_dict: dict[Any, int]
if isinstance(unit_type, AircraftType):
target_dict = self.aircraft
elif for_task == PinpointStrike:
elif isinstance(unit_type, GroundUnitType):
target_dict = self.armor
elif for_task == AirDefence:
target_dict = self.aa
if target_dict is not None:
target_dict[unit_type] = target_dict.get(unit_type, 0) + unit_count
else:
logging.error("Unable to determine target dict for " + str(unit_type))
logging.error(f"Unexpected unit type of {unit_type}")
return
def commit_losses(self, units_lost: typing.Dict[typing.Any, int]):
target_dict[unit_type] = target_dict.get(unit_type, 0) + unit_count
def commit_losses(self, units_lost: dict[Any, int]) -> None:
for unit_type, count in units_lost.items():
target_dict: dict[Any, int]
if unit_type in self.aircraft:
target_array = self.aircraft
target_dict = self.aircraft
elif unit_type in self.armor:
target_array = self.armor
target_dict = self.armor
else:
print("Base didn't find event type {}".format(unit_type))
continue
if unit_type not in target_array:
if unit_type not in target_dict:
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]
target_dict[unit_type] = max(target_dict[unit_type] - count, 0)
if target_dict[unit_type] == 0:
del target_dict[unit_type]
def affect_strength(self, amount):
def affect_strength(self, amount: float) -> None:
self.strength += amount
if self.strength > BASE_MAX_STRENGTH:
self.strength = BASE_MAX_STRENGTH
@@ -190,55 +84,3 @@ class Base:
def set_strength_to_minimum(self) -> None:
self.strength = BASE_MIN_STRENGTH
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]
)
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,
)
def assemble_count(self):
return int(self.total_armor * 0.5)
def assemble_aa_count(self) -> int:
# previous logic removed because we always want the full air defense capabilities.
return self.total_aa
def scramble_sweep(self, multiplier: float) -> typing.Dict[FlyingType, int]:
return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
def scramble_last_defense(self):
# return as many CAP-capable aircraft as we can since this is the last defense of the base
# (but not more than 20 - that's just nuts)
return self._find_best_planes(CAP, min(self.total_aircraft, 20))
def scramble_cas(self, multiplier: float) -> typing.Dict[FlyingType, int]:
return self._find_best_planes(CAS, self.scramble_count(multiplier, CAS))
def scramble_interceptors(self, multiplier: float) -> typing.Dict[FlyingType, int]:
return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
def assemble_attack(self) -> typing.Dict[Armor, int]:
return self._find_best_armor(PinpointStrike, self.assemble_count())
def assemble_defense(self) -> typing.Dict[Armor, int]:
count = int(self.total_armor * min(self.strength + 0.5, 1))
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(),
)

View File

@@ -5,7 +5,7 @@ import math
from dataclasses import dataclass
from functools import cached_property
from pathlib import Path
from typing import Any, Dict, Iterator, List, Optional, Tuple
from typing import Any, Dict, Iterator, List, Optional, Tuple, TYPE_CHECKING
from dcs import Mission
from dcs.countries import (
@@ -16,10 +16,10 @@ from dcs.country import Country
from dcs.mapping import Point
from dcs.planes import F_15C
from dcs.ships import (
Bulker_Handy_Wind,
CVN_74_John_C__Stennis,
DDG_Arleigh_Burke_IIa,
LHA_1_Tarawa,
HandyWind,
Stennis,
USS_Arleigh_Burke_IIa,
LHA_Tarawa,
)
from dcs.statics import Fortification, Warehouse
from dcs.terrain import (
@@ -29,14 +29,14 @@ from dcs.terrain import (
persiangulf,
syria,
thechannel,
marianaislands,
)
from dcs.terrain.terrain import Airport, Terrain
from dcs.unitgroup import (
FlyingGroup,
Group,
ShipGroup,
StaticGroup,
VehicleGroup,
PlaneGroup,
)
from dcs.vehicles import AirDefence, Armor, MissilesSS, Unarmed
from pyproj import CRS, Transformer
@@ -56,10 +56,14 @@ from .landmap import Landmap, load_landmap, poly_contains
from .latlon import LatLon
from .projections import TransverseMercator
from ..point_with_heading import PointWithHeading
from ..positioned import Positioned
from ..profiling import logged_duration
from ..scenery_group import SceneryGroup
from ..utils import Distance, meters
if TYPE_CHECKING:
from . import TheaterGroundObject
SIZE_TINY = 150
SIZE_SMALL = 600
SIZE_REGULAR = 1000
@@ -77,53 +81,53 @@ class MizCampaignLoader:
OFF_MAP_UNIT_TYPE = F_15C.id
CV_UNIT_TYPE = CVN_74_John_C__Stennis.id
LHA_UNIT_TYPE = LHA_1_Tarawa.id
FRONT_LINE_UNIT_TYPE = Armor.APC_M113.id
SHIPPING_LANE_UNIT_TYPE = Bulker_Handy_Wind.id
CV_UNIT_TYPE = Stennis.id
LHA_UNIT_TYPE = LHA_Tarawa.id
FRONT_LINE_UNIT_TYPE = Armor.M_113.id
SHIPPING_LANE_UNIT_TYPE = HandyWind.id
FOB_UNIT_TYPE = Unarmed.Truck_SKP_11_Mobile_ATC.id
FOB_UNIT_TYPE = Unarmed.SKP_11.id
FARP_HELIPAD = "SINGLE_HELIPAD"
OFFSHORE_STRIKE_TARGET_UNIT_TYPE = Fortification.Oil_platform.id
SHIP_UNIT_TYPE = DDG_Arleigh_Burke_IIa.id
MISSILE_SITE_UNIT_TYPE = MissilesSS.SSM_SS_1C_Scud_B.id
COASTAL_DEFENSE_UNIT_TYPE = MissilesSS.AShM_SS_N_2_Silkworm.id
SHIP_UNIT_TYPE = USS_Arleigh_Burke_IIa.id
MISSILE_SITE_UNIT_TYPE = MissilesSS.Scud_B.id
COASTAL_DEFENSE_UNIT_TYPE = MissilesSS.Hy_launcher.id
# Multiple options for air defenses so campaign designers can more accurately see
# the coverage of their IADS for the expected type.
LONG_RANGE_SAM_UNIT_TYPES = {
AirDefence.SAM_Patriot_LN.id,
AirDefence.SAM_SA_10_S_300_Grumble_TEL_C.id,
AirDefence.SAM_SA_10_S_300_Grumble_TEL_D.id,
AirDefence.Patriot_ln.id,
AirDefence.S_300PS_5P85C_ln.id,
AirDefence.S_300PS_5P85D_ln.id,
}
MEDIUM_RANGE_SAM_UNIT_TYPES = {
AirDefence.SAM_Hawk_LN_M192.id,
AirDefence.SAM_SA_2_S_75_Guideline_LN.id,
AirDefence.SAM_SA_3_S_125_Goa_LN.id,
AirDefence.Hawk_ln.id,
AirDefence.S_75M_Volhov.id,
AirDefence._5p73_s_125_ln.id,
}
SHORT_RANGE_SAM_UNIT_TYPES = {
AirDefence.SAM_Avenger__Stinger.id,
AirDefence.SAM_Rapier_LN.id,
AirDefence.SAM_SA_19_Tunguska_Grison.id,
AirDefence.SAM_SA_9_Strela_1_Gaskin_TEL.id,
AirDefence.M1097_Avenger.id,
AirDefence.Rapier_fsa_launcher.id,
AirDefence._2S6_Tunguska.id,
AirDefence.Strela_1_9P31.id,
}
AAA_UNIT_TYPES = {
AirDefence.AAA_8_8cm_Flak_18.id,
AirDefence.SPAAA_Vulcan_M163.id,
AirDefence.SPAAA_ZSU_23_4_Shilka_Gun_Dish.id,
AirDefence.Flak18.id,
AirDefence.Vulcan.id,
AirDefence.ZSU_23_4_Shilka.id,
}
EWR_UNIT_TYPE = AirDefence.EWR_1L13.id
EWR_UNIT_TYPE = AirDefence._1L13_EWR.id
ARMOR_GROUP_UNIT_TYPE = Armor.MBT_M1A2_Abrams.id
ARMOR_GROUP_UNIT_TYPE = Armor.M_1_Abrams.id
FACTORY_UNIT_TYPE = Fortification.Workshop_A.id
AMMUNITION_DEPOT_UNIT_TYPE = Warehouse.Ammunition_depot.id
AMMUNITION_DEPOT_UNIT_TYPE = Warehouse._Ammunition_depot.id
STRIKE_TARGET_UNIT_TYPE = Fortification.Tech_combine.id
@@ -181,7 +185,7 @@ class MizCampaignLoader:
def red(self) -> Country:
return self.country(blue=False)
def off_map_spawns(self, blue: bool) -> Iterator[FlyingGroup]:
def off_map_spawns(self, blue: bool) -> Iterator[PlaneGroup]:
for group in self.country(blue).plane_group:
if group.units[0].type == self.OFF_MAP_UNIT_TYPE:
yield group
@@ -305,26 +309,26 @@ class MizCampaignLoader:
control_point.captured = blue
control_point.captured_invert = group.late_activation
control_points[control_point.id] = control_point
for group in self.carriers(blue):
for ship in self.carriers(blue):
# TODO: Name the carrier.
control_point = Carrier(
"carrier", group.position, next(self.control_point_id)
"carrier", ship.position, next(self.control_point_id)
)
control_point.captured = blue
control_point.captured_invert = group.late_activation
control_point.captured_invert = ship.late_activation
control_points[control_point.id] = control_point
for group in self.lhas(blue):
for ship in self.lhas(blue):
# TODO: Name the LHA.db
control_point = Lha("lha", group.position, next(self.control_point_id))
control_point = Lha("lha", ship.position, next(self.control_point_id))
control_point.captured = blue
control_point.captured_invert = group.late_activation
control_point.captured_invert = ship.late_activation
control_points[control_point.id] = control_point
for group in self.fobs(blue):
for fob in self.fobs(blue):
control_point = Fob(
str(group.name), group.position, next(self.control_point_id)
str(fob.name), fob.position, next(self.control_point_id)
)
control_point.captured = blue
control_point.captured_invert = group.late_activation
control_point.captured_invert = fob.late_activation
control_points[control_point.id] = control_point
return control_points
@@ -385,22 +389,22 @@ class MizCampaignLoader:
origin, list(reversed(waypoints))
)
def objective_info(self, group: Group) -> Tuple[ControlPoint, Distance]:
closest = self.theater.closest_control_point(group.position)
distance = meters(closest.position.distance_to_point(group.position))
def objective_info(self, near: Positioned) -> Tuple[ControlPoint, Distance]:
closest = self.theater.closest_control_point(near.position)
distance = meters(closest.position.distance_to_point(near.position))
return closest, distance
def add_preset_locations(self) -> None:
for group in self.offshore_strike_targets:
closest, distance = self.objective_info(group)
for static in self.offshore_strike_targets:
closest, distance = self.objective_info(static)
closest.preset_locations.offshore_strike_locations.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
PointWithHeading.from_point(static.position, static.units[0].heading)
)
for group in self.ships:
closest, distance = self.objective_info(group)
for ship in self.ships:
closest, distance = self.objective_info(ship)
closest.preset_locations.ships.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
PointWithHeading.from_point(ship.position, ship.units[0].heading)
)
for group in self.missile_sites:
@@ -451,33 +455,33 @@ class MizCampaignLoader:
PointWithHeading.from_point(group.position, group.units[0].heading)
)
for group in self.helipads:
closest, distance = self.objective_info(group)
for static in self.helipads:
closest, distance = self.objective_info(static)
closest.helipads.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
PointWithHeading.from_point(static.position, static.units[0].heading)
)
for group in self.factories:
closest, distance = self.objective_info(group)
for static in self.factories:
closest, distance = self.objective_info(static)
closest.preset_locations.factories.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
PointWithHeading.from_point(static.position, static.units[0].heading)
)
for group in self.ammunition_depots:
closest, distance = self.objective_info(group)
for static in self.ammunition_depots:
closest, distance = self.objective_info(static)
closest.preset_locations.ammunition_depots.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
PointWithHeading.from_point(static.position, static.units[0].heading)
)
for group in self.strike_targets:
closest, distance = self.objective_info(group)
for static in self.strike_targets:
closest, distance = self.objective_info(static)
closest.preset_locations.strike_locations.append(
PointWithHeading.from_point(group.position, group.units[0].heading)
PointWithHeading.from_point(static.position, static.units[0].heading)
)
for group in self.scenery:
closest, distance = self.objective_info(group)
closest.preset_locations.scenery.append(group)
for scenery_group in self.scenery:
closest, distance = self.objective_info(scenery_group)
closest.preset_locations.scenery.append(scenery_group)
def populate_theater(self) -> None:
for control_point in self.control_points.values():
@@ -504,7 +508,7 @@ class ConflictTheater:
"""
daytime_map: Dict[str, Tuple[int, int]]
def __init__(self):
def __init__(self) -> None:
self.controlpoints: List[ControlPoint] = []
self.point_to_ll_transformer = Transformer.from_crs(
self.projection_parameters.to_crs(), CRS("WGS84")
@@ -536,10 +540,12 @@ class ConflictTheater:
CRS("WGS84"), self.projection_parameters.to_crs()
)
def add_controlpoint(self, point: ControlPoint):
def add_controlpoint(self, point: ControlPoint) -> None:
self.controlpoints.append(point)
def find_ground_objects_by_obj_name(self, obj_name):
def find_ground_objects_by_obj_name(
self, obj_name: str
) -> list[TheaterGroundObject[Any]]:
found = []
for cp in self.controlpoints:
for g in cp.ground_objects:
@@ -581,12 +587,12 @@ class ConflictTheater:
return True
def nearest_land_pos(self, point: Point, extend_dist: int = 50) -> Point:
def nearest_land_pos(self, near: Point, extend_dist: int = 50) -> Point:
"""Returns the nearest point inside a land exclusion zone from point
`extend_dist` determines how far inside the zone the point should be placed"""
if self.is_on_land(point):
return point
point = geometry.Point(point.x, point.y)
if self.is_on_land(near):
return near
point = geometry.Point(near.x, near.y)
nearest_points = []
if not self.landmap:
raise RuntimeError("Landmap not initialized")
@@ -698,6 +704,7 @@ class ConflictTheater:
"Normandy": NormandyTheater,
"The Channel": TheChannelTheater,
"Syria": SyriaTheater,
"MarianaIslands": MarianaIslandsTheater,
}
theater = theaters[data["theater"]]
t = theater()
@@ -856,3 +863,22 @@ class SyriaTheater(ConflictTheater):
from .syria import PARAMETERS
return PARAMETERS
class MarianaIslandsTheater(ConflictTheater):
terrain = marianaislands.MarianaIslands()
overview_image = "marianaislands.gif"
landmap = load_landmap("resources\\marianaislandslandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (8, 16),
"dusk": (16, 18),
"night": (0, 5),
}
@property
def projection_parameters(self) -> TransverseMercator:
from .marianaislands import PARAMETERS
return PARAMETERS

View File

@@ -16,7 +16,6 @@ from typing import (
Optional,
Set,
TYPE_CHECKING,
Type,
Union,
Sequence,
Iterable,
@@ -25,14 +24,13 @@ from typing import (
from dcs.mapping import Point
from dcs.ships import (
CVN_74_John_C__Stennis,
CV_1143_5_Admiral_Kuznetsov,
LHA_1_Tarawa,
Type_071_Amphibious_Transport_Dock,
Stennis,
KUZNECOW,
LHA_Tarawa,
Type_071,
)
from dcs.terrain.terrain import Airport, ParkingSlot
from dcs.unit import Unit
from dcs.unittype import FlyingType, VehicleType
from game import db
from game.point_with_heading import PointWithHeading
@@ -45,8 +43,10 @@ from .missiontarget import MissionTarget
from .theatergroundobject import (
GenericCarrierGroundObject,
TheaterGroundObject,
NavalGroundObject,
)
from ..db import PRICES
from ..dcs.aircrafttype import AircraftType
from ..dcs.groundunittype import GroundUnitType
from ..utils import nautical_miles
from ..weather import Conditions
@@ -125,19 +125,19 @@ class PresetLocations:
@dataclass(frozen=True)
class AircraftAllocations:
present: dict[Type[FlyingType], int]
ordered: dict[Type[FlyingType], int]
transferring: dict[Type[FlyingType], int]
present: dict[AircraftType, int]
ordered: dict[AircraftType, int]
transferring: dict[AircraftType, int]
@property
def total_value(self) -> int:
total: int = 0
for unit_type, count in self.present.items():
total += PRICES[unit_type] * count
total += unit_type.price * count
for unit_type, count in self.ordered.items():
total += PRICES[unit_type] * count
total += unit_type.price * count
for unit_type, count in self.transferring.items():
total += PRICES[unit_type] * count
total += unit_type.price * count
return total
@@ -160,13 +160,13 @@ class AircraftAllocations:
@dataclass(frozen=True)
class GroundUnitAllocations:
present: dict[Type[VehicleType], int]
ordered: dict[Type[VehicleType], int]
transferring: dict[Type[VehicleType], int]
present: dict[GroundUnitType, int]
ordered: dict[GroundUnitType, int]
transferring: dict[GroundUnitType, int]
@property
def all(self) -> dict[Type[VehicleType], int]:
combined: dict[Type[VehicleType], int] = defaultdict(int)
def all(self) -> dict[GroundUnitType, int]:
combined: dict[GroundUnitType, int] = defaultdict(int)
for unit_type, count in itertools.chain(
self.present.items(), self.ordered.items(), self.transferring.items()
):
@@ -177,11 +177,11 @@ class GroundUnitAllocations:
def total_value(self) -> int:
total: int = 0
for unit_type, count in self.present.items():
total += PRICES[unit_type] * count
total += unit_type.price * count
for unit_type, count in self.ordered.items():
total += PRICES[unit_type] * count
total += unit_type.price * count
for unit_type, count in self.transferring.items():
total += PRICES[unit_type] * count
total += unit_type.price * count
return total
@@ -291,15 +291,15 @@ class ControlPoint(MissionTarget, ABC):
at: db.StartingPosition,
size: int,
importance: float,
has_frontline=True,
cptype=ControlPointType.AIRBASE,
):
has_frontline: bool = True,
cptype: ControlPointType = ControlPointType.AIRBASE,
) -> None:
super().__init__(name, position)
# TODO: Should be Airbase specific.
self.id = cp_id
self.full_name = name
self.at = at
self.connected_objectives: List[TheaterGroundObject] = []
self.connected_objectives: List[TheaterGroundObject[Any]] = []
self.preset_locations = PresetLocations()
self.helipads: List[PointWithHeading] = []
@@ -323,11 +323,11 @@ class ControlPoint(MissionTarget, ABC):
self.target_position: Optional[Point] = None
def __repr__(self):
return f"<{__class__}: {self.name}>"
def __repr__(self) -> str:
return f"<{self.__class__}: {self.name}>"
@property
def ground_objects(self) -> List[TheaterGroundObject]:
def ground_objects(self) -> List[TheaterGroundObject[Any]]:
return list(self.connected_objectives)
@property
@@ -335,11 +335,11 @@ class ControlPoint(MissionTarget, ABC):
def heading(self) -> int:
...
def __str__(self):
def __str__(self) -> str:
return self.name
@property
def is_global(self):
def is_global(self) -> bool:
return not self.connected_points
def transitive_connected_friendly_points(
@@ -406,21 +406,21 @@ class ControlPoint(MissionTarget, ABC):
return False
@property
def is_carrier(self):
def is_carrier(self) -> bool:
"""
:return: Whether this control point is an aircraft carrier
"""
return False
@property
def is_fleet(self):
def is_fleet(self) -> bool:
"""
:return: Whether this control point is a boat (mobile)
"""
return False
@property
def is_lha(self):
def is_lha(self) -> bool:
"""
:return: Whether this control point is an LHA
"""
@@ -440,7 +440,7 @@ class ControlPoint(MissionTarget, ABC):
@property
@abstractmethod
def total_aircraft_parking(self):
def total_aircraft_parking(self) -> int:
"""
:return: The maximum number of aircraft that can be stored in this
control point
@@ -472,7 +472,7 @@ class ControlPoint(MissionTarget, ABC):
...
# TODO: Should be naval specific.
def get_carrier_group_name(self):
def get_carrier_group_name(self) -> Optional[str]:
"""
Get the carrier group name if the airbase is a carrier
:return: Carrier group name
@@ -486,22 +486,24 @@ class ControlPoint(MissionTarget, 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,
CV_1143_5_Admiral_Kuznetsov,
Stennis,
KUZNECOW,
]:
return group.name
elif g.dcs_identifier == "LHA":
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [LHA_1_Tarawa]:
if db.unit_type_from_name(u.type) in [LHA_Tarawa]:
return group.name
return None
# TODO: Should be Airbase specific.
def is_connected(self, to) -> bool:
def is_connected(self, to: ControlPoint) -> bool:
return to in self.connected_points
def find_ground_objects_by_obj_name(self, obj_name):
def find_ground_objects_by_obj_name(
self, obj_name: str
) -> list[TheaterGroundObject[Any]]:
found = []
for g in self.ground_objects:
if g.obj_name == obj_name:
@@ -523,7 +525,7 @@ class ControlPoint(MissionTarget, ABC):
f"vehicles have been captured and sold for ${total}M."
)
def retreat_ground_units(self, game: Game):
def retreat_ground_units(self, game: Game) -> None:
# When there are multiple valid destinations, deliver units to whichever
# base is least defended first. The closest approximation of unit
# strength we have is price
@@ -541,27 +543,19 @@ class ControlPoint(MissionTarget, ABC):
while self.base.armor:
unit_type, count = self.base.armor.popitem()
for _ in range(count):
destination.control_point.base.commision_units({unit_type: 1})
destination.control_point.base.commission_units({unit_type: 1})
destination = heapq.heappushpop(destinations, destination)
def capture_aircraft(
self, game: Game, airframe: Type[FlyingType], count: int
) -> None:
try:
value = PRICES[airframe] * count
except KeyError:
logging.exception(f"Unknown price for {airframe.id}")
return
def capture_aircraft(self, game: Game, airframe: AircraftType, count: int) -> None:
value = airframe.price * count
game.adjust_budget(value, player=not self.captured)
game.message(
f"No valid retreat destination in range of {self.name} for "
f"{airframe.id}. {count} aircraft have been captured and sold for "
f"${value}M."
f"No valid retreat destination in range of {self.name} for {airframe}"
f"{count} aircraft have been captured and sold for ${value}M."
)
def aircraft_retreat_destination(
self, game: Game, airframe: Type[FlyingType]
self, game: Game, airframe: AircraftType
) -> Optional[ControlPoint]:
closest = ObjectiveDistanceCache.get_closest_airfields(self)
# TODO: Should be airframe dependent.
@@ -579,17 +573,17 @@ class ControlPoint(MissionTarget, ABC):
return None
def _retreat_air_units(
self, game: Game, airframe: Type[FlyingType], count: int
self, game: Game, airframe: AircraftType, count: int
) -> None:
while count:
logging.debug(f"Retreating {count} {airframe.id} from {self.name}")
logging.debug(f"Retreating {count} {airframe} from {self.name}")
destination = self.aircraft_retreat_destination(game, airframe)
if destination is None:
self.capture_aircraft(game, airframe, count)
return
parking = destination.unclaimed_parking(game)
transfer_amount = min([parking, count])
destination.base.commision_units({airframe: transfer_amount})
destination.base.commission_units({airframe: transfer_amount})
count -= transfer_amount
def retreat_air_units(self, game: Game) -> None:
@@ -618,16 +612,16 @@ class ControlPoint(MissionTarget, ABC):
self.base.set_strength_to_minimum()
@abstractmethod
def can_operate(self, aircraft: Type[FlyingType]) -> bool:
def can_operate(self, aircraft: AircraftType) -> bool:
...
def aircraft_transferring(self, game: Game) -> dict[Type[FlyingType], int]:
def aircraft_transferring(self, game: Game) -> dict[AircraftType, int]:
if self.captured:
ato = game.blue_ato
else:
ato = game.red_ato
transferring: defaultdict[Type[FlyingType], int] = defaultdict(int)
transferring: defaultdict[AircraftType, int] = defaultdict(int)
for package in ato.packages:
for flight in package.flights:
if flight.departure == flight.arrival:
@@ -692,7 +686,7 @@ class ControlPoint(MissionTarget, ABC):
def allocated_aircraft(self, game: Game) -> AircraftAllocations:
on_order = {}
for unit_bought, count in self.pending_unit_deliveries.units.items():
if issubclass(unit_bought, FlyingType):
if isinstance(unit_bought, AircraftType):
on_order[unit_bought] = count
return AircraftAllocations(
@@ -704,10 +698,10 @@ class ControlPoint(MissionTarget, ABC):
) -> GroundUnitAllocations:
on_order = {}
for unit_bought, count in self.pending_unit_deliveries.units.items():
if issubclass(unit_bought, VehicleType):
if isinstance(unit_bought, GroundUnitType):
on_order[unit_bought] = count
transferring: dict[Type[VehicleType], int] = defaultdict(int)
transferring: dict[GroundUnitType, int] = defaultdict(int)
for transfer in transfers:
if transfer.destination == self:
for unit_type, count in transfer.units.items():
@@ -757,7 +751,7 @@ class ControlPoint(MissionTarget, ABC):
return len([obj for obj in self.connected_objectives if obj.category == "ammo"])
@property
def strike_targets(self) -> List[Union[MissionTarget, Unit]]:
def strike_targets(self) -> Sequence[Union[MissionTarget, Unit]]:
return []
@property
@@ -773,8 +767,8 @@ class ControlPoint(MissionTarget, ABC):
class Airfield(ControlPoint):
def __init__(
self, airport: Airport, size: int, importance: float, has_frontline=True
):
self, airport: Airport, size: int, importance: float, has_frontline: bool = True
) -> None:
super().__init__(
airport.id,
airport.name,
@@ -788,7 +782,7 @@ class Airfield(ControlPoint):
self.airport = airport
self._runway_status = RunwayStatus()
def can_operate(self, aircraft: FlyingType) -> bool:
def can_operate(self, aircraft: AircraftType) -> bool:
# TODO: Allow helicopters.
# Need to implement ground spawns so the helos don't use the runway.
# TODO: Allow harrier.
@@ -810,6 +804,7 @@ class Airfield(ControlPoint):
if self.is_friendly(for_player):
yield from [
FlightType.AEWC,
FlightType.REFUELING,
# TODO: FlightType.INTERCEPTION
# TODO: FlightType.LOGISTICS
]
@@ -887,9 +882,12 @@ class NavalControlPoint(ControlPoint, ABC):
def heading(self) -> int:
return 0 # TODO compute heading
def find_main_tgo(self) -> TheaterGroundObject:
def find_main_tgo(self) -> GenericCarrierGroundObject:
for g in self.ground_objects:
if g.dcs_identifier in ["CARRIER", "LHA"]:
if isinstance(g, GenericCarrierGroundObject) and g.dcs_identifier in [
"CARRIER",
"LHA",
]:
return g
raise RuntimeError(f"Found no carrier/LHA group for {self.name}")
@@ -899,10 +897,10 @@ class NavalControlPoint(ControlPoint, ABC):
for group in self.find_main_tgo().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,
Stennis,
LHA_Tarawa,
KUZNECOW,
Type_071,
]:
return True
return False
@@ -959,17 +957,20 @@ class Carrier(NavalControlPoint):
yield from super().mission_types(for_player)
if self.is_friendly(for_player):
yield FlightType.AEWC
yield from [
FlightType.AEWC,
FlightType.REFUELING,
]
def capture(self, game: Game, for_player: bool) -> None:
raise RuntimeError("Carriers cannot be captured")
@property
def is_carrier(self):
def is_carrier(self) -> bool:
return True
def can_operate(self, aircraft: FlyingType) -> bool:
return aircraft in db.CARRIER_CAPABLE
def can_operate(self, aircraft: AircraftType) -> bool:
return aircraft.carrier_capable
@property
def total_aircraft_parking(self) -> int:
@@ -1002,8 +1003,8 @@ class Lha(NavalControlPoint):
def is_lha(self) -> bool:
return True
def can_operate(self, aircraft: FlyingType) -> bool:
return aircraft in db.LHA_CAPABLE
def can_operate(self, aircraft: AircraftType) -> bool:
return aircraft.lha_capable
@property
def total_aircraft_parking(self) -> int:
@@ -1042,7 +1043,7 @@ class OffMapSpawn(ControlPoint):
def total_aircraft_parking(self) -> int:
return 1000
def can_operate(self, aircraft: FlyingType) -> bool:
def can_operate(self, aircraft: AircraftType) -> bool:
return True
@property
@@ -1113,7 +1114,7 @@ class Fob(ControlPoint):
def total_aircraft_parking(self) -> int:
return 0
def can_operate(self, aircraft: FlyingType) -> bool:
def can_operate(self, aircraft: AircraftType) -> bool:
return False
@property

View File

@@ -2,7 +2,7 @@ from __future__ import annotations
import logging
from dataclasses import dataclass
from typing import Iterator, List, Tuple
from typing import Iterator, List, Tuple, Any
from dcs.mapping import Point
@@ -66,7 +66,15 @@ class FrontLine(MissionTarget):
self.segments: List[FrontLineSegment] = [
FrontLineSegment(a, b) for a, b in pairwise(route)
]
self.name = f"Front line {blue_point}/{red_point}"
super().__init__(
f"Front line {blue_point}/{red_point}",
self.point_from_a(self._position_distance),
)
def __setstate__(self, state: dict[str, Any]) -> None:
self.__dict__.update(state)
if not hasattr(self, "position"):
self.position = self.point_from_a(self._position_distance)
def control_point_hostile_to(self, player: bool) -> ControlPoint:
if player:
@@ -81,19 +89,12 @@ class FrontLine(MissionTarget):
yield from [
FlightType.CAS,
FlightType.AEWC,
FlightType.REFUELING
# TODO: FlightType.TROOP_TRANSPORT
# TODO: FlightType.EVAC
]
yield from super().mission_types(for_player)
@property
def position(self):
"""
The position where the conflict should occur
according to the current strength of each control point.
"""
return self.point_from_a(self._position_distance)
@property
def points(self) -> Iterator[Point]:
yield self.segments[0].point_a
@@ -106,12 +107,12 @@ class FrontLine(MissionTarget):
return self.blue_cp, self.red_cp
@property
def attack_distance(self):
def attack_distance(self) -> float:
"""The total distance of all segments"""
return sum(i.attack_distance for i in self.segments)
@property
def attack_heading(self):
def attack_heading(self) -> float:
"""The heading of the active attack segment from player to enemy control point"""
return self.active_segment.attack_heading
@@ -148,6 +149,9 @@ class FrontLine(MissionTarget):
)
else:
remaining_dist -= segment.attack_distance
raise RuntimeError(
f"Could not find front line point {distance} from {self.blue_cp}"
)
@property
def _position_distance(self) -> float:

View File

@@ -14,7 +14,7 @@ class Landmap:
exclusion_zones: MultiPolygon
sea_zones: MultiPolygon
def __post_init__(self):
def __post_init__(self) -> None:
if not self.inclusion_zones.is_valid:
raise RuntimeError("Inclusion zones not valid")
if not self.exclusion_zones.is_valid:
@@ -36,13 +36,5 @@ def load_landmap(filename: str) -> Optional[Landmap]:
return None
def poly_contains(x, y, poly: Union[MultiPolygon, Polygon]):
def poly_contains(x: float, y: float, poly: Union[MultiPolygon, Polygon]) -> bool:
return poly.contains(geometry.Point(x, y))
def poly_centroid(poly) -> Tuple[float, float]:
x_list = [vertex[0] for vertex in poly]
y_list = [vertex[1] for vertex in poly]
x = sum(x_list) / len(poly)
y = sum(y_list) / len(poly)
return (x, y)

View File

@@ -0,0 +1,8 @@
from game.theater.projections import TransverseMercator
PARAMETERS = TransverseMercator(
central_meridian=147,
false_easting=238417.99999989968,
false_northing=-1491840.000000048,
scale_factor=0.9996,
)

View File

@@ -1,5 +1,6 @@
from __future__ import annotations
from collections import Sequence
from typing import Iterator, TYPE_CHECKING, List, Union
from dcs.mapping import Point
@@ -20,7 +21,7 @@ class MissionTarget:
self.name = name
self.position = position
def distance_to(self, other: MissionTarget) -> int:
def distance_to(self, other: MissionTarget) -> float:
"""Computes the distance to the given mission target."""
return self.position.distance_to_point(other.position)
@@ -45,5 +46,5 @@ class MissionTarget:
]
@property
def strike_targets(self) -> List[Union[MissionTarget, Unit]]:
def strike_targets(self) -> Sequence[Union[MissionTarget, Unit]]:
return []

View File

@@ -78,20 +78,33 @@ class GeneratorSettings:
no_enemy_navy: bool
@dataclass
class ModSettings:
a4_skyhawk: bool = False
f22_raptor: bool = False
hercules: bool = False
jas39_gripen: bool = False
su57_felon: bool = False
frenchpack: bool = False
high_digit_sams: bool = False
class GameGenerator:
def __init__(
self,
player: str,
enemy: str,
player: Faction,
enemy: Faction,
theater: ConflictTheater,
settings: Settings,
generator_settings: GeneratorSettings,
mod_settings: ModSettings,
) -> None:
self.player = player
self.enemy = enemy
self.theater = theater
self.settings = settings
self.generator_settings = generator_settings
self.mod_settings = mod_settings
def generate(self) -> Game:
with logged_duration("TGO population"):
@@ -99,8 +112,8 @@ class GameGenerator:
namegen.reset()
self.prepare_theater()
game = Game(
player_name=self.player,
enemy_name=self.enemy,
player_faction=self.player.apply_mod_settings(self.mod_settings),
enemy_faction=self.enemy.apply_mod_settings(self.mod_settings),
theater=self.theater,
start_date=self.generator_settings.start_date,
settings=self.settings,
@@ -159,9 +172,9 @@ class ControlPointGroundObjectGenerator:
@property
def faction_name(self) -> str:
if self.control_point.captured:
return self.game.player_name
return self.game.player_faction.name
else:
return self.game.enemy_name
return self.game.enemy_faction.name
@property
def faction(self) -> Faction:

View File

@@ -2,13 +2,13 @@ from __future__ import annotations
import itertools
import logging
from typing import Iterator, List, TYPE_CHECKING, Union
from collections import Sequence
from typing import Iterator, List, TYPE_CHECKING, Union, Generic, TypeVar, Any
from dcs.mapping import Point
from dcs.triggers import TriggerZone
from dcs.unit import Unit
from dcs.unitgroup import Group
from dcs.unittype import VehicleType
from dcs.unitgroup import ShipGroup, VehicleGroup
from .. import db
from ..data.radar_db import (
@@ -47,7 +47,10 @@ NAME_BY_CATEGORY = {
}
class TheaterGroundObject(MissionTarget):
GroupT = TypeVar("GroupT", ShipGroup, VehicleGroup)
class TheaterGroundObject(MissionTarget, Generic[GroupT]):
def __init__(
self,
name: str,
@@ -66,7 +69,7 @@ class TheaterGroundObject(MissionTarget):
self.control_point = control_point
self.dcs_identifier = dcs_identifier
self.sea_object = sea_object
self.groups: List[Group] = []
self.groups: List[GroupT] = []
@property
def is_dead(self) -> bool:
@@ -147,7 +150,7 @@ class TheaterGroundObject(MissionTarget):
return True
return False
def _max_range_of_type(self, group: Group, range_type: str) -> Distance:
def _max_range_of_type(self, group: GroupT, range_type: str) -> Distance:
if not self.might_have_aa:
return meters(0)
@@ -168,13 +171,13 @@ class TheaterGroundObject(MissionTarget):
def max_detection_range(self) -> Distance:
return max(self.detection_range(g) for g in self.groups)
def detection_range(self, group: Group) -> Distance:
def detection_range(self, group: GroupT) -> Distance:
return self._max_range_of_type(group, "detection_range")
def max_threat_range(self) -> Distance:
return max(self.threat_range(g) for g in self.groups)
def threat_range(self, group: Group, radar_only: bool = False) -> Distance:
def threat_range(self, group: GroupT, radar_only: bool = False) -> Distance:
return self._max_range_of_type(group, "threat_range")
@property
@@ -187,7 +190,7 @@ class TheaterGroundObject(MissionTarget):
return False
@property
def strike_targets(self) -> List[Union[MissionTarget, Unit]]:
def strike_targets(self) -> Sequence[Union[MissionTarget, Unit]]:
return self.units
@property
@@ -206,7 +209,7 @@ class TheaterGroundObject(MissionTarget):
raise NotImplementedError
class BuildingGroundObject(TheaterGroundObject):
class BuildingGroundObject(TheaterGroundObject[VehicleGroup]):
def __init__(
self,
name: str,
@@ -217,7 +220,7 @@ class BuildingGroundObject(TheaterGroundObject):
heading: int,
control_point: ControlPoint,
dcs_identifier: str,
is_fob_structure=False,
is_fob_structure: bool = False,
) -> None:
super().__init__(
name=name,
@@ -253,7 +256,7 @@ class BuildingGroundObject(TheaterGroundObject):
def kill(self) -> None:
self._dead = True
def iter_building_group(self) -> Iterator[TheaterGroundObject]:
def iter_building_group(self) -> Iterator[TheaterGroundObject[Any]]:
for tgo in self.control_point.ground_objects:
if tgo.obj_name == self.obj_name and not tgo.is_dead:
yield tgo
@@ -338,7 +341,7 @@ class FactoryGroundObject(BuildingGroundObject):
)
class NavalGroundObject(TheaterGroundObject):
class NavalGroundObject(TheaterGroundObject[ShipGroup]):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
@@ -407,7 +410,7 @@ class LhaGroundObject(GenericCarrierGroundObject):
return f"{self.faction_color}|EWR|{super().group_name}"
class MissileSiteGroundObject(TheaterGroundObject):
class MissileSiteGroundObject(TheaterGroundObject[VehicleGroup]):
def __init__(
self, name: str, group_id: int, position: Point, control_point: ControlPoint
) -> None:
@@ -431,14 +434,14 @@ class MissileSiteGroundObject(TheaterGroundObject):
return False
class CoastalSiteGroundObject(TheaterGroundObject):
class CoastalSiteGroundObject(TheaterGroundObject[VehicleGroup]):
def __init__(
self,
name: str,
group_id: int,
position: Point,
control_point: ControlPoint,
heading,
heading: int,
) -> None:
super().__init__(
name=name,
@@ -460,10 +463,10 @@ class CoastalSiteGroundObject(TheaterGroundObject):
return False
# TODO: Differentiate types.
# This type gets used both for AA sites (SAM, AAA, or SHORAD). These should each
# be split into their own types.
class SamGroundObject(TheaterGroundObject):
# The SamGroundObject represents all type of AA
# The TGO can have multiple types of units (AAA,SAM,Support...)
# Differentiation can be made during generation with the airdefensegroupgenerator
class SamGroundObject(TheaterGroundObject[VehicleGroup]):
def __init__(
self,
name: str,
@@ -481,18 +484,6 @@ class SamGroundObject(TheaterGroundObject):
dcs_identifier="AA",
sea_object=False,
)
# Set by the SAM unit generator if the generated group is compatible
# with Skynet.
self.skynet_capable = False
@property
def group_name(self) -> str:
if self.skynet_capable:
# Prefix the group names of SAM sites with the side color so Skynet
# can find them.
return f"{self.faction_color}|SAM|{self.group_id}"
else:
return super().group_name
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
@@ -506,33 +497,25 @@ class SamGroundObject(TheaterGroundObject):
def might_have_aa(self) -> bool:
return True
def threat_range(self, group: Group, radar_only: bool = False) -> Distance:
def threat_range(self, group: VehicleGroup, radar_only: bool = False) -> Distance:
max_non_radar = meters(0)
live_trs = set()
max_telar_range = meters(0)
launchers = set()
for unit in group.units:
unit_type = db.unit_type_from_name(unit.type)
if unit_type is None or not issubclass(unit_type, VehicleType):
continue
unit_type = db.vehicle_type_from_name(unit.type)
if unit_type in TRACK_RADARS:
live_trs.add(unit_type)
elif unit_type in TELARS:
max_telar_range = max(
max_telar_range, meters(getattr(unit_type, "threat_range", 0))
)
max_telar_range = max(max_telar_range, meters(unit_type.threat_range))
elif unit_type in LAUNCHER_TRACKER_PAIRS:
launchers.add(unit_type)
else:
max_non_radar = max(
max_non_radar, meters(getattr(unit_type, "threat_range", 0))
)
max_non_radar = max(max_non_radar, meters(unit_type.threat_range))
max_tel_range = meters(0)
for launcher in launchers:
if LAUNCHER_TRACKER_PAIRS[launcher] in live_trs:
max_tel_range = max(
max_tel_range, meters(getattr(launcher, "threat_range"))
)
max_tel_range = max(max_tel_range, meters(unit_type.threat_range))
if radar_only:
return max(max_tel_range, max_telar_range)
else:
@@ -547,7 +530,7 @@ class SamGroundObject(TheaterGroundObject):
return True
class VehicleGroupGroundObject(TheaterGroundObject):
class VehicleGroupGroundObject(TheaterGroundObject[VehicleGroup]):
def __init__(
self,
name: str,
@@ -575,7 +558,7 @@ class VehicleGroupGroundObject(TheaterGroundObject):
return True
class EwrGroundObject(TheaterGroundObject):
class EwrGroundObject(TheaterGroundObject[VehicleGroup]):
def __init__(
self,
name: str,
@@ -597,7 +580,8 @@ class EwrGroundObject(TheaterGroundObject):
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them.
return f"{self.faction_color}|{super().group_name}"
# Use Group Id and uppercase EWR
return f"{self.faction_color}|EWR|{self.group_id}"
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType

View File

@@ -27,7 +27,10 @@ ThreatPoly = Union[MultiPolygon, Polygon]
class ThreatZones:
def __init__(
self, airbases: ThreatPoly, air_defenses: ThreatPoly, radar_sam_threats
self,
airbases: ThreatPoly,
air_defenses: ThreatPoly,
radar_sam_threats: ThreatPoly,
) -> None:
self.airbases = airbases
self.air_defenses = air_defenses
@@ -44,8 +47,10 @@ class ThreatZones:
boundary = self.closest_boundary(point)
return meters(boundary.distance_to_point(point))
# Type checking ignored because singledispatchmethod doesn't work with required type
# definitions. The implementation methods are all typed, so should be fine.
@singledispatchmethod
def threatened(self, position) -> bool:
def threatened(self, position) -> bool: # type: ignore
raise NotImplementedError
@threatened.register
@@ -61,8 +66,10 @@ class ThreatZones:
LineString([self.dcs_to_shapely_point(a), self.dcs_to_shapely_point(b)])
)
# Type checking ignored because singledispatchmethod doesn't work with required type
# definitions. The implementation methods are all typed, so should be fine.
@singledispatchmethod
def threatened_by_aircraft(self, target) -> bool:
def threatened_by_aircraft(self, target) -> bool: # type: ignore
raise NotImplementedError
@threatened_by_aircraft.register
@@ -82,8 +89,10 @@ class ThreatZones:
LineString((self.dcs_to_shapely_point(p.position) for p in waypoints))
)
# Type checking ignored because singledispatchmethod doesn't work with required type
# definitions. The implementation methods are all typed, so should be fine.
@singledispatchmethod
def threatened_by_air_defense(self, target) -> bool:
def threatened_by_air_defense(self, target) -> bool: # type: ignore
raise NotImplementedError
@threatened_by_air_defense.register
@@ -102,8 +111,10 @@ class ThreatZones:
self.dcs_to_shapely_point(target.position)
)
# Type checking ignored because singledispatchmethod doesn't work with required type
# definitions. The implementation methods are all typed, so should be fine.
@singledispatchmethod
def threatened_by_radar_sam(self, target) -> bool:
def threatened_by_radar_sam(self, target) -> bool: # type: ignore
raise NotImplementedError
@threatened_by_radar_sam.register

View File

@@ -6,20 +6,19 @@ from collections import defaultdict
from dataclasses import dataclass, field
from functools import singledispatchmethod
from typing import (
Dict,
Generic,
Iterator,
List,
Optional,
TYPE_CHECKING,
Type,
TypeVar,
Sequence,
)
from dcs.mapping import Point
from dcs.unittype import FlyingType, VehicleType
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.procurement import AircraftProcurementRequest
from game.squadrons import Squadron
from game.theater import ControlPoint, MissionTarget
@@ -29,7 +28,7 @@ from game.theater.transitnetwork import (
)
from game.utils import meters, nautical_miles
from gen.ato import Package
from gen.flights.ai_flight_planner_db import TRANSPORT_CAPABLE
from gen.flights.ai_flight_planner_db import TRANSPORT_CAPABLE, aircraft_for_task
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flight import Flight, FlightType
from gen.flights.flightplan import FlightPlanBuilder
@@ -72,10 +71,18 @@ class TransferOrder:
player: bool = field(init=False)
#: The units being transferred.
units: Dict[Type[VehicleType], int]
units: dict[GroundUnitType, int]
transport: Optional[Transport] = field(default=None)
def __str__(self) -> str:
"""Returns the text that should be displayed for the transfer."""
count = self.size
origin = self.origin.name
destination = self.destination.name
description = "Transfer" if self.player else "Enemy transfer"
return f"{description} of {count} units from {origin} to {destination}"
def __post_init__(self) -> None:
self.position = self.origin
self.player = self.origin.is_friendly(to_player=True)
@@ -89,27 +96,30 @@ class TransferOrder:
def kill_all(self) -> None:
self.units.clear()
def kill_unit(self, unit_type: Type[VehicleType]) -> None:
def kill_unit(self, unit_type: GroundUnitType) -> None:
if unit_type not in self.units or not self.units[unit_type]:
raise KeyError(f"{self.destination} has no {unit_type} remaining")
self.units[unit_type] -= 1
raise KeyError(f"{self} has no {unit_type} remaining")
if self.units[unit_type] == 1:
del self.units[unit_type]
else:
self.units[unit_type] -= 1
@property
def size(self) -> int:
return sum(c for c in self.units.values())
return sum(self.units.values())
def iter_units(self) -> Iterator[Type[VehicleType]]:
def iter_units(self) -> Iterator[GroundUnitType]:
for unit_type, count in self.units.items():
for _ in range(count):
yield unit_type
@property
def completed(self) -> bool:
return self.destination == self.position or not self.units
return self.destination == self.position or not self.size
def disband_at(self, location: ControlPoint) -> None:
logging.info(f"Units halting at {location}.")
location.base.commision_units(self.units)
location.base.commission_units(self.units)
self.units.clear()
@property
@@ -120,22 +130,64 @@ class TransferOrder:
)
return self.transport.destination
def proceed(self) -> None:
if self.transport is None:
return
def find_escape_route(self) -> Optional[ControlPoint]:
if self.transport is not None:
return self.transport.find_escape_route()
return None
if not self.destination.is_friendly(self.player):
logging.info(f"Transfer destination {self.destination} was captured.")
if self.position.is_friendly(self.player):
self.disband_at(self.position)
elif (escape_route := self.transport.find_escape_route()) is not None:
self.disband_at(escape_route)
else:
def disband(self) -> None:
"""
Disbands the specific transfer at the current position if friendly, at a
possible escape route or kills all units if none is possible
"""
if self.position.is_friendly(self.player):
self.disband_at(self.position)
elif (escape_route := self.find_escape_route()) is not None:
self.disband_at(escape_route)
else:
logging.info(
f"No escape route available. Units were surrounded and destroyed "
"during transfer."
)
self.kill_all()
def is_completable(self, network: TransitNetwork) -> bool:
"""
Checks if the transfer can be completed with the current theater state / transit
network to ensure that there is possible route between the current position and
the planned destination. This also ensures that the points are friendly.
"""
if self.transport is None:
# Check if unplanned transfers could be completed
if not self.position.is_friendly(self.player):
logging.info(
f"No escape route available. Units were surrounded and destroyed "
"during transfer."
f"Current position ({self.position}) "
f"of the halting transfer was captured."
)
self.kill_all()
return False
if not network.has_path_between(self.position, self.destination):
logging.info(
f"Destination of transfer ({self.destination}) "
f"can not be reached anymore."
)
return False
if self.transport is not None and not self.next_stop.is_friendly(self.player):
# check if already proceeding transfers can reach the next stop
logging.info(
f"The next stop of the transfer ({self.next_stop}) "
f"was captured while transfer was on route."
)
return False
return True
def proceed(self) -> None:
"""
Let the transfer proceed to the next stop and disbands it if the next stop
is the destination
"""
if self.transport is None:
return
self.position = self.next_stop
@@ -156,7 +208,7 @@ class Airlift(Transport):
self.flight = flight
@property
def units(self) -> Dict[Type[VehicleType], int]:
def units(self) -> dict[GroundUnitType, int]:
return self.transfer.units
@property
@@ -191,9 +243,9 @@ class AirliftPlanner:
self.package = Package(target=next_stop, auto_asap=True)
def compatible_with_mission(
self, unit_type: Type[FlyingType], airfield: ControlPoint
self, unit_type: AircraftType, airfield: ControlPoint
) -> bool:
if not unit_type in TRANSPORT_CAPABLE:
if unit_type not in aircraft_for_task(FlightType.TRANSPORT):
return False
if not self.transfer.origin.can_operate(unit_type):
return False
@@ -201,7 +253,7 @@ class AirliftPlanner:
return False
# Cargo planes have no maximum range.
if not unit_type.helicopter:
if not unit_type.dcs_unit_type.helicopter:
return True
# A helicopter that is transport capable and able to operate at both bases. Need
@@ -227,36 +279,46 @@ class AirliftPlanner:
distance_cache = ObjectiveDistanceCache.get_closest_airfields(
self.transfer.position
)
air_wing = self.game.air_wing_for(self.for_player)
for cp in distance_cache.closest_airfields:
if cp.captured != self.for_player:
continue
inventory = self.game.aircraft_inventory.for_control_point(cp)
for unit_type, available in inventory.all_aircraft:
squadrons = [
s
for s in self.game.air_wing_for(self.for_player).squadrons_for(
unit_type
)
if FlightType.TRANSPORT in s.auto_assignable_mission_types
]
if not squadrons:
continue
squadron = squadrons[0]
if self.compatible_with_mission(unit_type, cp):
while available and self.transfer.transport is None:
flight_size = self.create_airlift_flight(squadron, inventory)
available -= flight_size
squadrons = air_wing.auto_assignable_for_task_with_type(
unit_type, FlightType.TRANSPORT
)
for squadron in squadrons:
if self.compatible_with_mission(unit_type, cp):
while (
available
and squadron.has_available_pilots
and self.transfer.transport is None
):
flight_size = self.create_airlift_flight(
squadron, inventory
)
available -= flight_size
if self.package.flights:
self.game.ato_for(self.for_player).add_package(self.package)
def create_airlift_flight(
self, squadron: Squadron, inventory: ControlPointAircraftInventory
) -> int:
available = inventory.available(squadron.aircraft)
capacity_each = 1 if squadron.aircraft.helicopter else 2
available_aircraft = inventory.available(squadron.aircraft)
capacity_each = 1 if squadron.aircraft.dcs_unit_type.helicopter else 2
required = math.ceil(self.transfer.size / capacity_each)
flight_size = min(required, available, squadron.aircraft.group_size_max)
flight_size = min(
required,
available_aircraft,
squadron.aircraft.dcs_unit_type.group_size_max,
)
# TODO: Use number_of_available_pilots directly once feature flag is gone.
# The number of currently available pilots is not relevant when pilot limits
# are disabled.
if not squadron.can_provide_pilots(flight_size):
flight_size = squadron.number_of_available_pilots
capacity = flight_size * capacity_each
if capacity < self.transfer.size:
@@ -308,7 +370,7 @@ class MultiGroupTransport(MissionTarget, Transport):
transfer.transport = None
self.transfers.remove(transfer)
def kill_unit(self, unit_type: Type[VehicleType]) -> None:
def kill_unit(self, unit_type: GroundUnitType) -> None:
for transfer in self.transfers:
try:
transfer.kill_unit(unit_type)
@@ -328,16 +390,21 @@ class MultiGroupTransport(MissionTarget, Transport):
@property
def size(self) -> int:
return sum(sum(t.units.values()) for t in self.transfers)
return sum(t.size for t in self.transfers)
@property
def units(self) -> Dict[Type[VehicleType], int]:
units: Dict[Type[VehicleType], int] = defaultdict(int)
def units(self) -> dict[GroundUnitType, int]:
units: dict[GroundUnitType, int] = defaultdict(int)
for transfer in self.transfers:
for unit_type, count in transfer.units.items():
units[unit_type] += count
return units
def iter_units(self) -> Iterator[GroundUnitType]:
for unit_type, count in self.units.items():
for _ in range(count):
yield unit_type
@property
def player_owned(self) -> bool:
return self.origin.captured
@@ -403,8 +470,8 @@ TransportType = TypeVar("TransportType", bound=MultiGroupTransport)
class TransportMap(Generic[TransportType]):
def __init__(self) -> None:
# Dict of origin -> destination -> transport.
self.transports: Dict[
ControlPoint, Dict[ControlPoint, TransportType]
self.transports: dict[
ControlPoint, dict[ControlPoint, TransportType]
] = defaultdict(dict)
def create_transport(
@@ -458,14 +525,14 @@ class TransportMap(Generic[TransportType]):
yield from destination_dict.values()
class ConvoyMap(TransportMap):
class ConvoyMap(TransportMap[Convoy]):
def create_transport(
self, origin: ControlPoint, destination: ControlPoint
) -> Convoy:
return Convoy(origin, destination)
class CargoShipMap(TransportMap):
class CargoShipMap(TransportMap[CargoShip]):
def create_transport(
self, origin: ControlPoint, destination: ControlPoint
) -> CargoShip:
@@ -531,8 +598,14 @@ class PendingTransfers:
self.pending_transfers.append(new_transfer)
return new_transfer
# Type checking ignored because singledispatchmethod doesn't work with required type
# definitions. The implementation methods are all typed, so should be fine.
@singledispatchmethod
def cancel_transport(self, transport, transfer: TransferOrder) -> None:
def cancel_transport( # type: ignore
self,
transport,
transfer: TransferOrder,
) -> None:
pass
@cancel_transport.register
@@ -562,9 +635,15 @@ class PendingTransfers:
if transfer.transport is not None:
self.cancel_transport(transfer.transport, transfer)
self.pending_transfers.remove(transfer)
transfer.origin.base.commision_units(transfer.units)
transfer.origin.base.commission_units(transfer.units)
def perform_transfers(self) -> None:
"""
Performs completable transfers from the list of pending transfers and adds
uncompleted transfers which are en route back to the list of pending transfers.
Disbands all convoys and cargo ships
"""
self.disband_uncompletable_transfers()
incomplete = []
for transfer in self.pending_transfers:
transfer.proceed()
@@ -575,24 +654,78 @@ class PendingTransfers:
self.cargo_ships.disband_all()
def plan_transports(self) -> None:
"""
Plan transports for all pending and completable transfers which don't have a
transport assigned already. This calculates the shortest path between current
position and destination on every execution to ensure the route is adopted to
recent changes in the theater state / transit network.
"""
self.disband_uncompletable_transfers()
for transfer in self.pending_transfers:
if transfer.transport is None:
self.arrange_transport(transfer)
def disband_uncompletable_transfers(self) -> None:
"""
Disbands all transfers from the list of pending_transfers which can not be
completed anymore because the theater state changed or the transit network does
not allow a route to the destination anymore
"""
completable_transfers = []
for transfer in self.pending_transfers:
if not transfer.is_completable(self.network_for(transfer.position)):
transfer.disband()
else:
completable_transfers.append(transfer)
self.pending_transfers = completable_transfers
def order_airlift_assets(self) -> None:
for control_point in self.game.theater.controlpoints:
self.order_airlift_assets_at(control_point)
if self.game.air_wing_for(control_point.captured).can_auto_plan(
FlightType.TRANSPORT
):
self.order_airlift_assets_at(control_point)
@staticmethod
def desired_airlift_capacity(control_point: ControlPoint) -> int:
return 4 if control_point.has_factory else 0
def desired_airlift_capacity(self, control_point: ControlPoint) -> int:
if control_point.has_factory:
is_major_hub = control_point.total_aircraft_parking > 0
# Check if there is a CP which is only reachable via Airlift
transit_network = self.network_for(control_point)
for cp in self.game.theater.control_points_for(control_point.captured):
# check if the CP has no factory, is reachable from the current
# position and can only be reached with airlift connections
if (
cp.can_deploy_ground_units
and not cp.has_factory
and transit_network.has_link(control_point, cp)
and not any(
link_type
for link, link_type in transit_network.nodes[cp].items()
if not link_type == TransitConnection.Airlift
)
):
return 4
if (
is_major_hub
and cp.has_factory
and cp.total_aircraft_parking > control_point.total_aircraft_parking
):
is_major_hub = False
if is_major_hub:
# If the current CP is a major hub keep always 2 planes on reserve
return 2
return 0
def current_airlift_capacity(self, control_point: ControlPoint) -> int:
inventory = self.game.aircraft_inventory.for_control_point(control_point)
squadrons = self.game.air_wing_for(control_point.captured).squadrons_for_task(
FlightType.TRANSPORT
)
unit_types = {s.aircraft for s in squadrons}.intersection(TRANSPORT_CAPABLE)
squadrons = self.game.air_wing_for(
control_point.captured
).auto_assignable_for_task(FlightType.TRANSPORT)
unit_types = {s.aircraft for s in squadrons}
return sum(
count
for unit_type, count in inventory.all_aircraft
@@ -600,9 +733,16 @@ class PendingTransfers:
)
def order_airlift_assets_at(self, control_point: ControlPoint) -> None:
gap = self.desired_airlift_capacity(
control_point
) - self.current_airlift_capacity(control_point)
unclaimed_parking = control_point.unclaimed_parking(self.game)
# Buy a maximum of unclaimed_parking only to prevent that aircraft procurement
# take place at another base
gap = min(
[
self.desired_airlift_capacity(control_point)
- self.current_airlift_capacity(control_point),
unclaimed_parking,
]
)
if gap <= 0:
return
@@ -612,6 +752,10 @@ class PendingTransfers:
# aesthetic.
gap += 1
if gap > unclaimed_parking:
# Prevent to buy more aircraft than possible
return
self.game.procurement_requests_for(player=control_point.captured).append(
AircraftProcurementRequest(
control_point, nautical_miles(200), FlightType.TRANSPORT, gap

View File

@@ -3,12 +3,11 @@ from __future__ import annotations
import logging
from collections import defaultdict
from dataclasses import dataclass
from typing import Dict, Optional, TYPE_CHECKING, Type
from dcs.unittype import UnitType, VehicleType
from typing import Optional, TYPE_CHECKING, Any
from game.theater import ControlPoint
from .db import PRICES
from .dcs.groundunittype import GroundUnitType
from .dcs.unittype import UnitType
from .theater.transitnetwork import (
NoPathError,
TransitNetwork,
@@ -29,41 +28,47 @@ class PendingUnitDeliveries:
self.destination = destination
# Maps unit type to order quantity.
self.units: Dict[Type[UnitType], int] = defaultdict(int)
self.units: dict[UnitType[Any], int] = defaultdict(int)
def __str__(self) -> str:
return f"Pending delivery to {self.destination}"
def order(self, units: Dict[Type[UnitType], int]) -> None:
def order(self, units: dict[UnitType[Any], int]) -> None:
for k, v in units.items():
self.units[k] += v
def sell(self, units: Dict[Type[UnitType], int]) -> None:
def sell(self, units: dict[UnitType[Any], int]) -> None:
for k, v in units.items():
self.units[k] -= v
if self.units[k] == 0:
del self.units[k]
def refund_all(self, game: Game) -> None:
self.refund(game, self.units)
self.units = defaultdict(int)
def refund(self, game: Game, units: Dict[Type[UnitType], int]) -> None:
def refund_ground_units(self, game: Game) -> None:
ground_units: dict[UnitType[Any], int] = {
u: self.units[u] for u in self.units.keys() if isinstance(u, GroundUnitType)
}
self.refund(game, ground_units)
for gu in ground_units.keys():
del self.units[gu]
def refund(self, game: Game, units: dict[UnitType[Any], int]) -> None:
for unit_type, count in units.items():
try:
price = PRICES[unit_type]
except KeyError:
logging.error(f"Could not refund {unit_type.id}, price unknown")
continue
logging.info(f"Refunding {count} {unit_type} at {self.destination.name}")
game.adjust_budget(
unit_type.price * count, player=self.destination.captured
)
logging.info(f"Refunding {count} {unit_type.id} at {self.destination.name}")
game.adjust_budget(price * count, player=self.destination.captured)
def pending_orders(self, unit_type: Type[UnitType]) -> int:
def pending_orders(self, unit_type: UnitType[Any]) -> int:
pending_units = self.units.get(unit_type)
if pending_units is None:
pending_units = 0
return pending_units
def available_next_turn(self, unit_type: Type[UnitType]) -> int:
def available_next_turn(self, unit_type: UnitType[Any]) -> int:
current_units = self.destination.base.total_units_of_type(unit_type)
return self.pending_orders(unit_type) + current_units
@@ -74,18 +79,16 @@ class PendingUnitDeliveries:
f"{self.destination.name} lost its source for ground unit "
"reinforcements. Refunding purchase price."
)
self.refund_all(game)
return
self.refund_ground_units(game)
bought_units: Dict[Type[UnitType], int] = {}
units_needing_transfer: Dict[Type[VehicleType], int] = {}
sold_units: Dict[Type[UnitType], int] = {}
bought_units: dict[UnitType[Any], int] = {}
units_needing_transfer: dict[GroundUnitType, int] = {}
sold_units: dict[UnitType[Any], int] = {}
for unit_type, count in self.units.items():
coalition = "Ally" if self.destination.captured else "Enemy"
name = unit_type.id
d: dict[Any, int]
if (
issubclass(unit_type, VehicleType)
isinstance(unit_type, GroundUnitType)
and self.destination != ground_unit_source
):
source = ground_unit_source
@@ -97,22 +100,27 @@ class PendingUnitDeliveries:
if count >= 0:
d[unit_type] = count
game.message(
f"{coalition} reinforcements: {name} x {count} at {source}"
f"{coalition} reinforcements: {unit_type} x {count} at {source}"
)
else:
sold_units[unit_type] = -count
game.message(f"{coalition} sold: {name} x {-count} at {source}")
game.message(f"{coalition} sold: {unit_type} x {-count} at {source}")
self.units = defaultdict(int)
self.destination.base.commision_units(bought_units)
self.destination.base.commission_units(bought_units)
self.destination.base.commit_losses(sold_units)
if units_needing_transfer:
ground_unit_source.base.commision_units(units_needing_transfer)
if ground_unit_source is None:
raise RuntimeError(
f"ground unit source could not be found for {self.destination} but still tried to "
f"transfer units to there"
)
ground_unit_source.base.commission_units(units_needing_transfer)
self.create_transfer(game, ground_unit_source, units_needing_transfer)
def create_transfer(
self, game: Game, source: ControlPoint, units: Dict[Type[VehicleType], int]
self, game: Game, source: ControlPoint, units: dict[GroundUnitType, int]
) -> None:
game.transfers.new_transfer(TransferOrder(source, self.destination, units))

View File

@@ -2,13 +2,12 @@
import itertools
import math
from dataclasses import dataclass
from typing import Dict, Optional, Type
from typing import Dict, Optional, Any, Union, TypeVar, Generic
from dcs.unit import Unit
from dcs.unitgroup import FlyingGroup, Group, VehicleGroup
from dcs.unittype import VehicleType
from dcs.unit import Vehicle, Ship
from dcs.unitgroup import FlyingGroup, VehicleGroup, StaticGroup, ShipGroup, MovingGroup
from game import db
from game.dcs.groundunittype import GroundUnitType
from game.squadrons import Pilot
from game.theater import Airfield, ControlPoint, TheaterGroundObject
from game.theater.theatergroundobject import BuildingGroundObject, SceneryGroundObject
@@ -19,31 +18,34 @@ from gen.flights.flight import Flight
@dataclass(frozen=True)
class FlyingUnit:
flight: Flight
pilot: Pilot
pilot: Optional[Pilot]
@dataclass(frozen=True)
class FrontLineUnit:
unit_type: Type[VehicleType]
unit_type: GroundUnitType
origin: ControlPoint
UnitT = TypeVar("UnitT", Ship, Vehicle)
@dataclass(frozen=True)
class GroundObjectUnit:
ground_object: TheaterGroundObject
group: Group
unit: Unit
class GroundObjectUnit(Generic[UnitT]):
ground_object: TheaterGroundObject[Any]
group: MovingGroup[UnitT]
unit: UnitT
@dataclass(frozen=True)
class ConvoyUnit:
unit_type: Type[VehicleType]
unit_type: GroundUnitType
convoy: Convoy
@dataclass(frozen=True)
class AirliftUnits:
cargo: tuple[Type[VehicleType], ...]
cargo: tuple[GroundUnitType, ...]
transfer: TransferOrder
@@ -57,21 +59,19 @@ class UnitMap:
self.aircraft: Dict[str, FlyingUnit] = {}
self.airfields: Dict[str, Airfield] = {}
self.front_line_units: Dict[str, FrontLineUnit] = {}
self.ground_object_units: Dict[str, GroundObjectUnit] = {}
self.ground_object_units: Dict[str, GroundObjectUnit[Any]] = {}
self.buildings: Dict[str, Building] = {}
self.convoys: Dict[str, ConvoyUnit] = {}
self.cargo_ships: Dict[str, CargoShip] = {}
self.airlifts: Dict[str, AirliftUnits] = {}
def add_aircraft(self, group: FlyingGroup, flight: Flight) -> None:
def add_aircraft(self, group: FlyingGroup[Any], flight: Flight) -> None:
for pilot, unit in zip(flight.roster.pilots, group.units):
# The actual name is a String (the pydcs translatable string), which
# doesn't define __eq__.
name = str(unit.name)
if name in self.aircraft:
raise RuntimeError(f"Duplicate unit name: {name}")
if pilot is None:
raise ValueError(f"{name} has no pilot assigned")
self.aircraft[name] = FlyingUnit(flight, pilot)
if flight.cargo is not None:
self.add_airlift_units(group, flight.cargo)
@@ -87,20 +87,15 @@ class UnitMap:
def airfield(self, name: str) -> Optional[Airfield]:
return self.airfields.get(name, None)
def add_front_line_units(self, group: Group, origin: ControlPoint) -> None:
def add_front_line_units(
self, group: VehicleGroup, origin: ControlPoint, unit_type: GroundUnitType
) -> None:
for unit in group.units:
# The actual name is a String (the pydcs translatable string), which
# doesn't define __eq__.
name = str(unit.name)
if name in self.front_line_units:
raise RuntimeError(f"Duplicate front line unit: {name}")
unit_type = db.unit_type_from_name(unit.type)
if unit_type is None:
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"
)
self.front_line_units[name] = FrontLineUnit(unit_type, origin)
def front_line_unit(self, name: str) -> Optional[FrontLineUnit]:
@@ -108,9 +103,9 @@ class UnitMap:
def add_ground_object_units(
self,
ground_object: TheaterGroundObject,
persistence_group: Group,
miz_group: Group,
ground_object: TheaterGroundObject[Any],
persistence_group: Union[ShipGroup, VehicleGroup],
miz_group: Union[ShipGroup, VehicleGroup],
) -> None:
"""Adds a group associated with a TGO to the unit map.
@@ -139,29 +134,22 @@ class UnitMap:
ground_object, persistence_group, persistent_unit
)
def ground_object_unit(self, name: str) -> Optional[GroundObjectUnit]:
def ground_object_unit(self, name: str) -> Optional[GroundObjectUnit[Any]]:
return self.ground_object_units.get(name, None)
def add_convoy_units(self, group: Group, convoy: Convoy) -> None:
for unit in group.units:
def add_convoy_units(self, group: VehicleGroup, convoy: Convoy) -> None:
for unit, unit_type in zip(group.units, convoy.iter_units()):
# The actual name is a String (the pydcs translatable string), which
# doesn't define __eq__.
name = str(unit.name)
if name in self.convoys:
raise RuntimeError(f"Duplicate convoy unit: {name}")
unit_type = db.unit_type_from_name(unit.type)
if unit_type is None:
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"
)
self.convoys[name] = ConvoyUnit(unit_type, convoy)
def convoy_unit(self, name: str) -> Optional[ConvoyUnit]:
return self.convoys.get(name, None)
def add_cargo_ship(self, group: Group, ship: CargoShip) -> None:
def add_cargo_ship(self, group: ShipGroup, ship: CargoShip) -> None:
if len(group.units) > 1:
# Cargo ship "groups" are single units. Killing the one ship kills the whole
# transfer. If we ever want to add escorts or create multiple cargo ships in
@@ -178,7 +166,9 @@ class UnitMap:
def cargo_ship(self, name: str) -> Optional[CargoShip]:
return self.cargo_ships.get(name, None)
def add_airlift_units(self, group: FlyingGroup, transfer: TransferOrder) -> None:
def add_airlift_units(
self, group: FlyingGroup[Any], transfer: TransferOrder
) -> None:
capacity_each = math.ceil(transfer.size / len(group.units))
for idx, transport in enumerate(group.units):
# Slice the units in groups based on the capacity of each unit. Cargo is
@@ -201,7 +191,9 @@ class UnitMap:
def airlift_unit(self, name: str) -> Optional[AirliftUnits]:
return self.airlifts.get(name, None)
def add_building(self, ground_object: BuildingGroundObject, group: Group) -> None:
def add_building(
self, ground_object: BuildingGroundObject, group: StaticGroup
) -> 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"

View File

@@ -2,8 +2,9 @@ from __future__ import annotations
import itertools
import math
from collections import Iterable
from dataclasses import dataclass
from typing import Union
from typing import Union, Any
METERS_TO_FEET = 3.28084
FEET_TO_METERS = 1 / METERS_TO_FEET
@@ -16,17 +17,12 @@ MS_TO_KPH = 3.6
KPH_TO_MS = 1 / MS_TO_KPH
def heading_sum(h, a) -> int:
def heading_sum(h: int, a: int) -> int:
h += a
if h > 360:
return h - 360
elif h < 0:
return 360 + h
else:
return h
return h % 360
def opposite_heading(h):
def opposite_heading(h: int) -> int:
return heading_sum(h, 180)
@@ -58,6 +54,10 @@ class Distance:
def from_nautical_miles(cls, value: float) -> Distance:
return cls(value * NM_TO_METERS)
@classmethod
def inf(cls) -> Distance:
return cls.from_meters(math.inf)
def __add__(self, other: Distance) -> Distance:
return meters(self.meters + other.meters)
@@ -181,7 +181,7 @@ def mach(value: float, altitude: Distance) -> Speed:
SPEED_OF_SOUND_AT_SEA_LEVEL = knots(661.5)
def pairwise(iterable):
def pairwise(iterable: Iterable[Any]) -> Iterable[tuple[Any, Any]]:
"""
itertools recipe
s -> (s0,s1), (s1,s2), (s2, s3), ...

View File

@@ -1,11 +1,18 @@
from pathlib import Path
MAJOR_VERSION = 4
MINOR_VERSION = 1
MICRO_VERSION = 2
def _build_version_string() -> str:
components = ["3.0"]
components = [
".".join(str(v) for v in (MAJOR_VERSION, MINOR_VERSION, MICRO_VERSION))
]
build_number_path = Path("resources/buildnumber")
if build_number_path.exists():
with build_number_path.open("r") as build_number_file:
with build_number_path.open("r", encoding="utf-8") as build_number_file:
components.append(build_number_file.readline())
if not Path("resources/final").exists():
@@ -70,9 +77,9 @@ VERSION = _build_version_string()
#: Version 4.2
#: * Adds support for AAA objectives. Place with any of the following units (either red
#: or blue):
#: * AAA_8_8cm_Flak_18,
#: * SPAAA_Vulcan_M163,
#: * SPAAA_ZSU_23_4_Shilka_Gun_Dish,
#: * Flak18,
#: * Vulcan,
#: * ZSU_23_4_Shilka,
#:
#: Version 5.0
#: * Ammunition Depots objective locations are now predetermined using the "Ammunition
@@ -87,4 +94,20 @@ VERSION = _build_version_string()
#: Version 6.0
#: * Random objective generation no is longer supported. Fixed objective locations were
#: added in 4.1.
CAMPAIGN_FORMAT_VERSION = (6, 0)
#:
#: Version 6.1
#: * Support for new Syrian airfields in DCS 2.7.2.7910.1 (Cyprus update).
#:
#: Version 7.0
#: * DCS 2.7.2.7910.1 (Cyprus update) changed the IDs of scenery strike targets. Any
#: mission using map buildings as strike targets must check and potentially recreate
#: all those objectives. This definitely affects all Syria campaigns, other maps are
#: not yet verified.
#:
#: Version 7.1
#: * Support for Mariana Islands terrain
#:
#: Version 8.0
#: * DCS 2.7.4.9632 changed scenery target IDs. Any mission using map buildings as
#: strike targets must check and potentially recreate all those objectives.
CAMPAIGN_FORMAT_VERSION = (8, 0)

View File

@@ -83,7 +83,7 @@ class Weather:
raise NotImplementedError
@staticmethod
def random_wind(minimum: int, maximum) -> WindConditions:
def random_wind(minimum: int, maximum: int) -> WindConditions:
wind_direction = random.randint(0, 360)
at_0m_factor = 1
at_2000m_factor = 2

File diff suppressed because it is too large Load Diff

View File

@@ -674,7 +674,7 @@ AIRFIELD_DATA = {
vor=("DAN", MHz(108, 400)),
atc=AtcData(MHz(3, 900), MHz(38, 700), MHz(122, 100), MHz(360, 100)),
ils={
"50": ("IDAN", MHz(109, 300)),
"05": ("IDAN", MHz(109, 300)),
"23": ("DANM", MHz(111, 700)),
},
),
@@ -966,7 +966,96 @@ AIRFIELD_DATA = {
runway_length=8871,
atc=AtcData(MHz(3, 775), MHz(38, 450), MHz(120, 100), MHz(250, 50)),
ils={
"28": ("IGNP", MHz(109, 10)),
"28": ("IGNP", MHz(109, 100)),
},
),
"Gecitkale": AirfieldData(
theater="Syria",
icao="LCGK",
elevation=147,
runway_length=8156,
vor=("GKE", MHz(114, 300)),
atc=AtcData(MHz(3, 775), MHz(4, 800), MHz(40, 500), MHz(252, 50)),
),
"Kingsfield": AirfieldData(
theater="Syria",
icao="CY-0004",
elevation=270,
runway_length=3069,
atc=AtcData(MHz(4, 650), MHz(40, 200), MHz(121), MHz(251, 750)),
),
"Larnaca": AirfieldData(
theater="Syria",
icao="LCRE",
elevation=16,
runway_length=8009,
vor=("LCA", MHz(112, 80)),
atc=AtcData(MHz(4, 700), MHz(40, 300), MHz(121, 200), MHz(251, 850)),
ils={
"22": ("ILC", MHz(110, 300)),
},
),
"Ercan": AirfieldData(
theater="Syria",
icao="LCEN",
elevation=383,
runway_length=7559,
vor=("ECN", MHz(117)),
atc=AtcData(MHz(4, 750), MHz(40, 400), MHz(120, 200), MHz(251, 950)),
),
"Lakatamia": AirfieldData(
theater="Syria",
icao="CY-0001",
elevation=757,
runway_length=1230,
atc=AtcData(MHz(4, 725), MHz(40, 350), MHz(120, 200), MHz(251, 900)),
),
"Nicosia": AirfieldData(
theater="Syria",
icao="LCNC",
elevation=716,
runway_length=0,
),
"Pinarbashi": AirfieldData(
theater="Syria",
icao="CY-0003",
elevation=770,
runway_length=3364,
atc=AtcData(MHz(4, 825), MHz(40, 550), MHz(121), MHz(252, 100)),
),
"Akrotiri": AirfieldData(
theater="Syria",
icao="LCRA",
elevation=62,
runway_length=8276,
tacan=TacanChannel(107, TacanBand.X),
tacan_callsign="AKR",
vor=("AKR", MHz(116)),
atc=AtcData(MHz(4, 625), MHz(40, 150), MHz(128), MHz(251, 700)),
ils={
"28": ("IAK", MHz(109, 700)),
},
),
"Paphos": AirfieldData(
theater="Syria",
icao="LCPH",
elevation=40,
runway_length=8425,
vor=("PHA", MHz(117, 900)),
atc=AtcData(MHz(4, 675), MHz(40, 250), MHz(119, 900), MHz(251, 800)),
ils={
"29": ("IPA", MHz(108, 900)),
},
),
"Gazipasa": AirfieldData(
theater="Syria",
icao="LTFG",
elevation=36,
runway_length=6885,
vor=("GZP", MHz(114, 200)),
atc=AtcData(MHz(4, 600), MHz(40, 100), MHz(119, 250), MHz(251, 650)),
ils={
"8": ("IGZP", MHz(108, 500)),
},
),
# NTTR
@@ -1432,4 +1521,47 @@ AIRFIELD_DATA = {
runway_length=3953,
atc=AtcData(MHz(3, 850), MHz(118, 200), MHz(38, 600), MHz(250, 200)),
),
"Antonio B. Won Pat Intl": AirfieldData(
theater="MarianaIslands",
icao="PGUM",
elevation=255,
runway_length=9359,
atc=AtcData(MHz(3, 825), MHz(118, 100), MHz(38, 550), MHz(340, 200)),
ils={
"06": ("IGUM", MHz(110, 30)),
},
),
"Andersen AFB": AirfieldData(
theater="MarianaIslands",
icao="PGUA",
elevation=545,
runway_length=10490,
tacan=TacanChannel(54, TacanBand.X),
tacan_callsign="UAM",
atc=AtcData(MHz(3, 850), MHz(126, 200), MHz(38, 600), MHz(250, 100)),
),
"Rota Intl": AirfieldData(
theater="MarianaIslands",
icao="PGRO",
elevation=568,
runway_length=6105,
atc=AtcData(MHz(3, 750), MHz(123, 600), MHz(38, 400), MHz(250, 0)),
),
"Tinian Intl": AirfieldData(
theater="MarianaIslands",
icao="PGWT",
elevation=240,
runway_length=7777,
atc=AtcData(MHz(3, 800), MHz(123, 650), MHz(38, 500), MHz(250, 50)),
),
"Saipan Intl": AirfieldData(
theater="MarianaIslands",
icao="PGSN",
elevation=213,
runway_length=7790,
atc=AtcData(MHz(3, 775), MHz(125, 700), MHz(38, 450), MHz(256, 900)),
ils={
"07": ("IGSN", MHz(109, 90)),
},
),
}

View File

@@ -1,11 +1,12 @@
from __future__ import annotations
import logging
from dataclasses import dataclass, field
from datetime import timedelta
from typing import List, Type, Tuple, Optional
from typing import List, Type, Tuple, Optional, TYPE_CHECKING
from dcs.mission import Mission, StartType
from dcs.planes import IL_78M, KC130, KC135MPRS, KC_135
from dcs.unittype import UnitType
from dcs.planes import IL_78M, KC130, KC135MPRS, KC_135, PlaneType
from dcs.task import (
AWACS,
ActivateBeaconCommand,
@@ -14,14 +15,17 @@ from dcs.task import (
SetImmortalCommand,
SetInvisibleCommand,
)
from dcs.unittype import UnitType
from game import db
from .naming import namegen
from .callsigns import callsign_for_support_unit
from .conflictgen import Conflict
from .flights.ai_flight_planner_db import AEWC_CAPABLE
from .naming import namegen
from .radios import RadioFrequency, RadioRegistry
from .tacan import TacanBand, TacanChannel, TacanRegistry
if TYPE_CHECKING:
from game import Game
TANKER_DISTANCE = 15000
TANKER_ALT = 4572
@@ -53,6 +57,8 @@ class TankerInfo:
variant: str
freq: RadioFrequency
tacan: TacanChannel
start_time: Optional[timedelta]
end_time: Optional[timedelta]
blue: bool
@@ -67,7 +73,7 @@ class AirSupportConflictGenerator:
self,
mission: Mission,
conflict: Conflict,
game,
game: Game,
radio_registry: RadioRegistry,
tacan_registry: TacanRegistry,
) -> None:
@@ -92,127 +98,145 @@ class AirSupportConflictGenerator:
return (TANKER_ALT + 500, 596)
return (TANKER_ALT, 574)
def generate(self):
def generate(self) -> None:
player_cp = (
self.conflict.blue_cp
if self.conflict.blue_cp.captured
else self.conflict.red_cp
)
fallback_tanker_number = 0
if not self.game.settings.disable_legacy_tanker:
fallback_tanker_number = 0
for i, tanker_unit_type in enumerate(
db.find_unittype(Refueling, self.conflict.attackers_side)
):
alt, airspeed = self._get_tanker_params(tanker_unit_type)
variant = db.unit_type_name(tanker_unit_type)
freq = self.radio_registry.alloc_uhf()
tacan = self.tacan_registry.alloc_for_band(TacanBand.Y)
tanker_heading = (
self.conflict.red_cp.position.heading_between_point(
self.conflict.blue_cp.position
)
+ TANKER_HEADING_OFFSET * i
)
tanker_position = player_cp.position.point_from_heading(
tanker_heading, TANKER_DISTANCE
)
tanker_group = self.mission.refuel_flight(
country=self.mission.country(self.game.player_country),
name=namegen.next_tanker_name(
self.mission.country(self.game.player_country), tanker_unit_type
),
airport=None,
plane_type=tanker_unit_type,
position=tanker_position,
altitude=alt,
race_distance=58000,
frequency=freq.mhz,
start_type=StartType.Warm,
speed=airspeed,
tacanchannel=str(tacan),
)
tanker_group.set_frequency(freq.mhz)
for i, tanker_unit_type in enumerate(
self.game.faction_for(player=True).tankers
):
unit_type = tanker_unit_type.dcs_unit_type
if not issubclass(unit_type, PlaneType):
logging.warning(f"Refueling aircraft {unit_type} must be a plane")
continue
callsign = callsign_for_support_unit(tanker_group)
tacan_callsign = {
"Texaco": "TEX",
"Arco": "ARC",
"Shell": "SHL",
}.get(callsign)
if tacan_callsign is None:
# The dict above is all the callsigns currently in the game, but
# non-Western countries don't use the callsigns and instead just
# use numbers. It's possible that none of those nations have
# TACAN compatible refueling aircraft, but fallback just in
# case.
tacan_callsign = f"TK{fallback_tanker_number}"
fallback_tanker_number += 1
if tanker_unit_type != IL_78M:
# Override PyDCS tacan channel.
tanker_group.points[0].tasks.pop()
tanker_group.points[0].tasks.append(
ActivateBeaconCommand(
tacan.number,
tacan.band.value,
tacan_callsign,
True,
tanker_group.units[0].id,
True,
)
)
tanker_group.points[0].tasks.append(SetInvisibleCommand(True))
tanker_group.points[0].tasks.append(SetImmortalCommand(True))
self.air_support.tankers.append(
TankerInfo(
str(tanker_group.name),
callsign,
variant,
freq,
tacan,
blue=True,
)
)
if not self.game.settings.disable_legacy_aewc:
possible_awacs = db.find_unittype(AWACS, self.conflict.attackers_side)
if len(possible_awacs) > 0:
awacs_unit = possible_awacs[0]
# TODO: Make loiter altitude a property of the unit type.
alt, airspeed = self._get_tanker_params(tanker_unit_type.dcs_unit_type)
freq = self.radio_registry.alloc_uhf()
awacs_flight = self.mission.awacs_flight(
tacan = self.tacan_registry.alloc_for_band(TacanBand.Y)
tanker_heading = (
self.conflict.red_cp.position.heading_between_point(
self.conflict.blue_cp.position
)
+ TANKER_HEADING_OFFSET * i
)
tanker_position = player_cp.position.point_from_heading(
tanker_heading, TANKER_DISTANCE
)
tanker_group = self.mission.refuel_flight(
country=self.mission.country(self.game.player_country),
name=namegen.next_awacs_name(
self.mission.country(self.game.player_country)
name=namegen.next_tanker_name(
self.mission.country(self.game.player_country), tanker_unit_type
),
plane_type=awacs_unit,
altitude=AWACS_ALT,
airport=None,
position=self.conflict.position.random_point_within(
AWACS_DISTANCE, AWACS_DISTANCE
),
plane_type=unit_type,
position=tanker_position,
altitude=alt,
race_distance=58000,
frequency=freq.mhz,
start_type=StartType.Warm,
speed=airspeed,
tacanchannel=str(tacan),
)
awacs_flight.set_frequency(freq.mhz)
tanker_group.set_frequency(freq.mhz)
awacs_flight.points[0].tasks.append(SetInvisibleCommand(True))
awacs_flight.points[0].tasks.append(SetImmortalCommand(True))
callsign = callsign_for_support_unit(tanker_group)
tacan_callsign = {
"Texaco": "TEX",
"Arco": "ARC",
"Shell": "SHL",
}.get(callsign)
if tacan_callsign is None:
# The dict above is all the callsigns currently in the game, but
# non-Western countries don't use the callsigns and instead just
# use numbers. It's possible that none of those nations have
# TACAN compatible refueling aircraft, but fallback just in
# case.
tacan_callsign = f"TK{fallback_tanker_number}"
fallback_tanker_number += 1
self.air_support.awacs.append(
AwacsInfo(
group_name=str(awacs_flight.name),
callsign=callsign_for_support_unit(awacs_flight),
freq=freq,
depature_location=None,
if tanker_unit_type != IL_78M:
# Override PyDCS tacan channel.
tanker_group.points[0].tasks.pop()
tanker_group.points[0].tasks.append(
ActivateBeaconCommand(
tacan.number,
tacan.band.value,
tacan_callsign,
True,
tanker_group.units[0].id,
True,
)
)
tanker_group.points[0].tasks.append(SetInvisibleCommand(True))
tanker_group.points[0].tasks.append(SetImmortalCommand(True))
self.air_support.tankers.append(
TankerInfo(
str(tanker_group.name),
callsign,
tanker_unit_type.name,
freq,
tacan,
start_time=None,
end_time=None,
blue=True,
)
)
else:
if not self.game.settings.disable_legacy_aewc:
possible_awacs = [
a
for a in self.game.faction_for(player=True).aircrafts
if a in AEWC_CAPABLE
]
if not possible_awacs:
logging.warning("No AWACS for faction")
return
awacs_unit = possible_awacs[0]
freq = self.radio_registry.alloc_uhf()
unit_type = awacs_unit.dcs_unit_type
if not issubclass(unit_type, PlaneType):
logging.warning(f"AWACS aircraft {unit_type} must be a plane")
return
awacs_flight = self.mission.awacs_flight(
country=self.mission.country(self.game.player_country),
name=namegen.next_awacs_name(
self.mission.country(self.game.player_country)
),
plane_type=unit_type,
altitude=AWACS_ALT,
airport=None,
position=self.conflict.position.random_point_within(
AWACS_DISTANCE, AWACS_DISTANCE
),
frequency=freq.mhz,
start_type=StartType.Warm,
)
awacs_flight.set_frequency(freq.mhz)
awacs_flight.points[0].tasks.append(SetInvisibleCommand(True))
awacs_flight.points[0].tasks.append(SetImmortalCommand(True))
self.air_support.awacs.append(
AwacsInfo(
group_name=str(awacs_flight.name),
callsign=callsign_for_support_unit(awacs_flight),
freq=freq,
depature_location=None,
start_time=None,
end_time=None,
blue=True,
)
)

View File

@@ -1,6 +1,7 @@
from __future__ import annotations
import logging
import math
import random
from dataclasses import dataclass
from typing import TYPE_CHECKING, List, Optional, Tuple
@@ -10,7 +11,6 @@ from dcs.action import AITaskPush
from dcs.condition import GroupLifeLess, Or, TimeAfter, UnitDamaged
from dcs.country import Country
from dcs.mapping import Point
from dcs.planes import MQ_9_Reaper
from dcs.point import PointAction
from dcs.task import (
EPLRS,
@@ -24,20 +24,20 @@ from dcs.task import (
SetInvisibleCommand,
)
from dcs.triggers import Event, TriggerOnce
from dcs.unit import Vehicle
from dcs.unit import Vehicle, Skill
from dcs.unitgroup import VehicleGroup
from dcs.unittype import VehicleType
from game import db
from game.data.groundunitclass import GroundUnitClass
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.theater.controlpoint import ControlPoint
from game.unitmap import UnitMap
from game.utils import heading_sum, opposite_heading
from game.theater.controlpoint import ControlPoint
from gen.ground_forces.ai_ground_planner import (
DISTANCE_FROM_FRONTLINE,
CombatGroup,
CombatGroupRole,
)
from .callsigns import callsign_for_support_unit
from .conflictgen import Conflict
from .ground_forces.combat_stance import CombatStance
@@ -98,7 +98,7 @@ class GroundConflictGenerator:
self.unit_map = unit_map
self.jtacs: List[JtacInfo] = []
def _enemy_stance(self):
def _enemy_stance(self) -> CombatStance:
"""Picks the enemy stance according to the number of planned groups on the frontline for each side"""
if len(self.enemy_planned_combat_groups) > len(
self.player_planned_combat_groups
@@ -123,20 +123,11 @@ class GroundConflictGenerator:
]
)
@staticmethod
def _group_point(point: Point, base_distance) -> Point:
distance = random.randint(
int(base_distance * SPREAD_DISTANCE_FACTOR[0]),
int(base_distance * SPREAD_DISTANCE_FACTOR[1]),
)
return point.random_point_within(
distance, base_distance * SPREAD_DISTANCE_SIZE_FACTOR
)
def generate(self):
def generate(self) -> None:
position = Conflict.frontline_position(
self.conflict.front_line, self.game.theater
)
frontline_vector = Conflict.frontline_vector(
self.conflict.front_line, self.game.theater
)
@@ -151,6 +142,13 @@ class GroundConflictGenerator:
self.enemy_planned_combat_groups, frontline_vector, False
)
# TODO: Differentiate AirConflict and GroundConflict classes.
if self.conflict.heading is None:
raise RuntimeError(
"Cannot generate ground units for non-ground conflict. Ground unit "
"conflicts cannot have the heading `None`."
)
# Plan combat actions for groups
self.plan_action_for_groups(
self.player_stance,
@@ -174,14 +172,14 @@ class GroundConflictGenerator:
n = "JTAC" + str(self.conflict.blue_cp.id) + str(self.conflict.red_cp.id)
code = 1688 - len(self.jtacs)
utype = MQ_9_Reaper
if self.game.player_faction.jtac_unit is not None:
utype = self.game.player_faction.jtac_unit
utype = self.game.player_faction.jtac_unit
if utype is None:
utype = AircraftType.named("MQ-9 Reaper")
jtac = self.mission.flight_group(
country=self.mission.country(self.game.player_country),
name=n,
aircraft_type=utype,
aircraft_type=utype.dcs_unit_type,
position=position[0],
airport=None,
altitude=5000,
@@ -225,23 +223,22 @@ class GroundConflictGenerator:
else:
cp = self.conflict.red_cp
if is_player:
faction = self.game.player_name
else:
faction = self.game.enemy_name
faction = self.game.faction_for(is_player)
# Disable infantry unit gen if disabled
if not self.game.settings.perf_infantry:
if self.game.settings.manpads:
# 50% of armored units protected by manpad
if random.choice([True, False]):
manpads = db.find_manpad(faction)
if len(manpads) > 0:
u = random.choice(manpads)
manpads = list(faction.infantry_with_class(GroundUnitClass.Manpads))
if manpads:
u = random.choices(
manpads, weights=[m.spawn_weight for m in manpads]
)[0]
self.mission.vehicle_group(
side,
namegen.next_infantry_name(side, cp.id, u),
u,
u.dcs_unit_type,
position=infantry_position,
group_size=1,
heading=forward_heading,
@@ -249,30 +246,38 @@ class GroundConflictGenerator:
)
return
possible_infantry_units = db.find_infantry(
faction, allow_manpad=self.game.settings.manpads
possible_infantry_units = set(
faction.infantry_with_class(GroundUnitClass.Infantry)
)
if len(possible_infantry_units) == 0:
if self.game.settings.manpads:
possible_infantry_units |= set(
faction.infantry_with_class(GroundUnitClass.Manpads)
)
if not possible_infantry_units:
return
u = random.choice(possible_infantry_units)
infantry_choices = list(possible_infantry_units)
units = random.choices(
infantry_choices,
weights=[u.spawn_weight for u in infantry_choices],
k=INFANTRY_GROUP_SIZE,
)
self.mission.vehicle_group(
side,
namegen.next_infantry_name(side, cp.id, u),
u,
namegen.next_infantry_name(side, cp.id, units[0]),
units[0].dcs_unit_type,
position=infantry_position,
group_size=1,
heading=forward_heading,
move_formation=PointAction.OffRoad,
)
for i in range(INFANTRY_GROUP_SIZE):
u = random.choice(possible_infantry_units)
for unit in units[1:]:
position = infantry_position.random_point_within(55, 5)
self.mission.vehicle_group(
side,
namegen.next_infantry_name(side, cp.id, u),
u,
namegen.next_infantry_name(side, cp.id, unit),
unit.dcs_unit_type,
position=position,
group_size=1,
heading=forward_heading,
@@ -312,7 +317,7 @@ class GroundConflictGenerator:
)
artillery_trigger.add_condition(TimeAfter(seconds=random.randint(1, 45) * 60))
# TODO: Update to fire at group instead of point
fire_task = FireAtPoint(target, len(gen_group.units) * 10, 100)
fire_task = FireAtPoint(target, gen_group.size * 10, 100)
fire_task.number = 2 if stance != CombatStance.RETREAT else 1
dcs_group.add_trigger_action(fire_task)
artillery_trigger.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
@@ -355,7 +360,6 @@ class GroundConflictGenerator:
self.mission.triggerrules.triggers.append(artillery_fallback)
for u in dcs_group.units:
u.initial = True
u.heading = forward_heading + random.randint(-5, 5)
return True
return False
@@ -502,7 +506,7 @@ class GroundConflictGenerator:
return
for dcs_group, group in ally_groups:
if hasattr(group.units[0], "eplrs") and group.units[0].eplrs:
if group.unit_type.eplrs_capable:
dcs_group.points[0].tasks.append(EPLRS(dcs_group.id))
if group.role == CombatGroupRole.ARTILLERY:
@@ -564,10 +568,10 @@ class GroundConflictGenerator:
)
# Fallback task
fallback = ControlledTask(GoToWaypoint(to_index=len(dcs_group.points)))
fallback.enabled = False
task = ControlledTask(GoToWaypoint(to_index=len(dcs_group.points)))
task.enabled = False
dcs_group.add_trigger_action(Hold())
dcs_group.add_trigger_action(fallback)
dcs_group.add_trigger_action(task)
# Create trigger
fallback = TriggerOnce(Event.NoEvent, "Morale manager #" + str(dcs_group.id))
@@ -628,7 +632,7 @@ class GroundConflictGenerator:
@param enemy_groups Potential enemy groups
@param n number of nearby groups to take
"""
targets = [] # type: List[Optional[VehicleGroup]]
targets = [] # type: List[VehicleGroup]
sorted_list = sorted(
enemy_groups,
key=lambda group: player_group.points[0].position.distance_to_point(
@@ -652,7 +656,7 @@ class GroundConflictGenerator:
@param group Group for which we should find the nearest ennemy
@param enemy_groups Potential enemy groups
"""
min_distance = 99999999
min_distance = math.inf
target = None
for dcs_group, _ in enemy_groups:
dist = player_group.points[0].position.distance_to_point(
@@ -673,7 +677,7 @@ class GroundConflictGenerator:
Search the enemy groups for a potential target suitable to an artillery unit
"""
# TODO: Update to return a list of groups instead of a single point
rng = group.units[0].threat_range
rng = getattr(group.unit_type.dcs_unit_type, "threat_range", 0)
if not enemy_groups:
return None
for _ in range(10):
@@ -690,7 +694,7 @@ class GroundConflictGenerator:
"""
For artilery group, decide the distance from frontline with the range of the unit
"""
rg = group.units[0].threat_range - 7500
rg = group.unit_type.dcs_unit_type.threat_range - 7500
if rg > DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
rg = random.randint(
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][0],
@@ -710,7 +714,7 @@ class GroundConflictGenerator:
distance_from_frontline: int,
heading: int,
spawn_heading: int,
):
) -> Optional[Point]:
shifted = conflict_position.point_from_heading(
heading, random.randint(0, combat_width)
)
@@ -723,7 +727,7 @@ class GroundConflictGenerator:
def _generate_groups(
self,
groups: List[CombatGroup],
groups: list[CombatGroup],
frontline_vector: Tuple[Point, int, int],
is_player: bool,
) -> List[Tuple[VehicleGroup, CombatGroup]]:
@@ -754,16 +758,15 @@ class GroundConflictGenerator:
if final_position is not None:
g = self._generate_group(
self.mission.country(country),
group.units[0],
len(group.units),
group.unit_type,
group.size,
final_position,
distance_from_frontline,
heading=opposite_heading(spawn_heading),
)
if is_player:
g.set_skill(self.game.settings.player_skill)
g.set_skill(Skill(self.game.settings.player_skill))
else:
g.set_skill(self.game.settings.enemy_vehicle_skill)
g.set_skill(Skill(self.game.settings.enemy_vehicle_skill))
positioned_groups.append((g, group))
if group.role in [CombatGroupRole.APC, CombatGroupRole.IFV]:
@@ -781,12 +784,11 @@ class GroundConflictGenerator:
def _generate_group(
self,
side: Country,
unit: VehicleType,
unit_type: GroundUnitType,
count: int,
at: Point,
distance_from_frontline,
move_formation: PointAction = PointAction.OffRoad,
heading=0,
heading: int = 0,
) -> VehicleGroup:
if side == self.conflict.attackers_country:
@@ -794,18 +796,17 @@ class GroundConflictGenerator:
else:
cp = self.conflict.red_cp
logging.info("armorgen: {} for {}".format(unit, side.id))
group = self.mission.vehicle_group(
side,
namegen.next_unit_name(side, cp.id, unit),
unit,
namegen.next_unit_name(side, cp.id, unit_type),
unit_type.dcs_unit_type,
position=at,
group_size=count,
heading=heading,
move_formation=move_formation,
)
self.unit_map.add_front_line_units(group, cp)
self.unit_map.add_front_line_units(group, cp, unit_type)
for c in range(count):
vehicle: Vehicle = group.units[c]

View File

@@ -168,9 +168,10 @@ class Package:
# likely to be the main task than others. For example, a package with
# only CAP flights is a CAP package, a flight with CAP and strike is a
# strike package, a flight with CAP and DEAD is a DEAD package, and a
# flight with strike and SEAD is an OCA/Strike package. The type of
# package is determined by the highest priority flight in the package.
task_priorities = [
# flight with strike and SEAD is an OCA/Strike package. This list defines the
# priority order for package task names. The package's primary task will be the
# first task in this list that matches a flight in the package.
tasks_by_priority = [
FlightType.CAS,
FlightType.STRIKE,
FlightType.ANTISHIP,
@@ -183,10 +184,11 @@ class Package:
FlightType.TARCAP,
FlightType.BARCAP,
FlightType.AEWC,
FlightType.REFUELING,
FlightType.SWEEP,
FlightType.ESCORT,
]
for task in task_priorities:
for task in tasks_by_priority:
if flight_counts[task]:
return task

View File

@@ -1,12 +1,13 @@
"""Support for working with DCS group callsigns."""
import logging
import re
from typing import Any
from dcs.unitgroup import FlyingGroup
from dcs.flyingunit import FlyingUnit
def callsign_for_support_unit(group: FlyingGroup) -> str:
def callsign_for_support_unit(group: FlyingGroup[Any]) -> str:
# Either something like Overlord11 for Western AWACS, or else just a number.
# Convert to either "Overlord" or "Flight 123".
lead = group.units[0]

View File

@@ -4,7 +4,7 @@ import itertools
from typing import TYPE_CHECKING
from dcs import Mission
from dcs.ships import Bulker_Handy_Wind
from dcs.ships import HandyWind
from dcs.unitgroup import ShipGroup
from game.transfers import CargoShip
@@ -35,7 +35,7 @@ class CargoShipGenerator:
group = self.mission.ship_group(
country,
ship.name,
Bulker_Handy_Wind,
HandyWind,
position=waypoints[0],
group_size=1,
)

View File

@@ -1,6 +1,11 @@
import logging
import random
from game import db
from typing import Optional
from dcs.unitgroup import VehicleGroup
from game import db, Game
from game.theater.theatergroundobject import CoastalSiteGroundObject
from gen.coastal.silkworm import SilkwormGenerator
COASTAL_MAP = {
@@ -8,10 +13,13 @@ COASTAL_MAP = {
}
def generate_coastal_group(game, ground_object, faction_name: str):
def generate_coastal_group(
game: Game, ground_object: CoastalSiteGroundObject, faction_name: str
) -> Optional[VehicleGroup]:
"""
This generate a coastal defenses group
:return: Nothing, but put the group reference inside the ground object
:return: The generated group, or None if this faction does not support coastal
defenses.
"""
faction = db.FACTIONS[faction_name]
if len(faction.coastal_defenses) > 0:

View File

@@ -1,19 +1,24 @@
from dcs.vehicles import MissilesSS, Unarmed, AirDefence
from gen.sam.group_generator import GroupGenerator
from game import Game
from game.factions.faction import Faction
from game.theater.theatergroundobject import CoastalSiteGroundObject
from gen.sam.group_generator import VehicleGroupGenerator
class SilkwormGenerator(GroupGenerator):
def __init__(self, game, ground_object, faction):
class SilkwormGenerator(VehicleGroupGenerator[CoastalSiteGroundObject]):
def __init__(
self, game: Game, ground_object: CoastalSiteGroundObject, faction: Faction
) -> None:
super(SilkwormGenerator, self).__init__(game, ground_object)
self.faction = faction
def generate(self):
def generate(self) -> None:
positions = self.get_circular_position(5, launcher_distance=120, coverage=180)
self.add_unit(
MissilesSS.AShM_Silkworm_SR,
MissilesSS.Silkworm_SR,
"SR#0",
self.position.x,
self.position.y,
@@ -23,7 +28,7 @@ class SilkwormGenerator(GroupGenerator):
# Launchers
for i, p in enumerate(positions):
self.add_unit(
MissilesSS.AShM_SS_N_2_Silkworm,
MissilesSS.Hy_launcher,
"Missile#" + str(i),
p[0],
p[1],
@@ -32,7 +37,7 @@ class SilkwormGenerator(GroupGenerator):
# Commander
self.add_unit(
Unarmed.Truck_KAMAZ_43101,
Unarmed.KAMAZ_Truck,
"KAMAZ#0",
self.position.x - 35,
self.position.y - 20,
@@ -41,7 +46,7 @@ class SilkwormGenerator(GroupGenerator):
# Shorad
self.add_unit(
AirDefence.SPAAA_ZSU_23_4_Shilka_Gun_Dish,
AirDefence.ZSU_23_4_Shilka,
"SHILKA#0",
self.position.x - 55,
self.position.y - 38,
@@ -50,7 +55,7 @@ class SilkwormGenerator(GroupGenerator):
# Shorad 2
self.add_unit(
AirDefence.SAM_SA_9_Strela_1_Gaskin_TEL,
AirDefence.Strela_1_9P31,
"STRELA#0",
self.position.x + 200,
self.position.y + 15,

View File

@@ -1,3 +1,5 @@
from __future__ import annotations
import logging
from typing import Tuple, Optional
@@ -54,13 +56,15 @@ class Conflict:
def frontline_position(
cls, frontline: FrontLine, theater: ConflictTheater
) -> Tuple[Point, int]:
attack_heading = frontline.attack_heading
attack_heading = int(frontline.attack_heading)
position = cls.find_ground_position(
frontline.position,
FRONTLINE_LENGTH,
heading_sum(attack_heading, 90),
theater,
)
if position is None:
raise RuntimeError("Could not find front line position")
return position, opposite_heading(attack_heading)
@classmethod
@@ -91,7 +95,7 @@ class Conflict:
defender: Country,
front_line: FrontLine,
theater: ConflictTheater,
):
) -> Conflict:
assert cls.has_frontline_between(front_line.blue_cp, front_line.red_cp)
position, heading, distance = cls.frontline_vector(front_line, theater)
conflict = cls(
@@ -138,7 +142,7 @@ class Conflict:
max_distance: int,
heading: int,
theater: ConflictTheater,
coerce=True,
coerce: bool = True,
) -> Optional[Point]:
"""
Finds the nearest valid ground position along a provided heading and it's inverse up to max_distance.
@@ -153,6 +157,8 @@ class Conflict:
if theater.is_on_land(pos):
return pos
pos = initial.point_from_heading(opposite_heading(heading), distance)
if theater.is_on_land(pos):
return pos
if coerce:
pos = theater.nearest_land_pos(initial)
return pos

View File

@@ -1,15 +1,15 @@
from __future__ import annotations
import itertools
from typing import Dict, TYPE_CHECKING, Type
from typing import TYPE_CHECKING
from dcs import Mission
from dcs.mapping import Point
from dcs.point import PointAction
from dcs.unit import Vehicle
from dcs.unitgroup import VehicleGroup
from dcs.unittype import VehicleType
from game.dcs.groundunittype import GroundUnitType
from game.transfers import Convoy
from game.unitmap import UnitMap
from game.utils import kph
@@ -50,7 +50,7 @@ class ConvoyGenerator:
self,
name: str,
position: Point,
units: Dict[Type[VehicleType], int],
units: dict[GroundUnitType, int],
for_player: bool,
) -> VehicleGroup:
country = self.mission.country(
@@ -63,7 +63,7 @@ class ConvoyGenerator:
group = self.mission.vehicle_group(
country,
name,
main_unit_type,
main_unit_type.dcs_unit_type,
position=position,
group_size=main_unit_count,
move_formation=PointAction.OnRoad,
@@ -76,7 +76,7 @@ class ConvoyGenerator:
for unit_type, count in unit_types[1:]:
for i in range(count):
v = self.mission.vehicle(
f"{name} Unit #{next(unit_name_counter)}", unit_type
f"{name} Unit #{next(unit_name_counter)}", unit_type.dcs_unit_type
)
v.position.x = position.x
v.position.y = next(y)

View File

@@ -1,21 +1,33 @@
import random
from typing import Optional
from dcs.vehicles import Armor
from dcs.unitgroup import VehicleGroup
from game import db
from game import db, Game
from game.data.groundunitclass import GroundUnitClass
from game.dcs.groundunittype import GroundUnitType
from game.theater.theatergroundobject import VehicleGroupGroundObject
from gen.defenses.armored_group_generator import (
ArmoredGroupGenerator,
FixedSizeArmorGroupGenerator,
)
def generate_armor_group(faction: str, game, ground_object):
def generate_armor_group(
faction: str, game: Game, ground_object: VehicleGroupGroundObject
) -> Optional[VehicleGroup]:
"""
This generate a group of ground units
:return: Generated group
"""
armor_types = (
GroundUnitClass.Apc,
GroundUnitClass.Atgm,
GroundUnitClass.Ifv,
GroundUnitClass.Tank,
)
possible_unit = [
u for u in db.FACTIONS[faction].frontline_units if u in Armor.__dict__.values()
u for u in db.FACTIONS[faction].frontline_units if u.unit_class in armor_types
]
if len(possible_unit) > 0:
unit_type = random.choice(possible_unit)
@@ -23,7 +35,9 @@ def generate_armor_group(faction: str, game, ground_object):
return None
def generate_armor_group_of_type(game, ground_object, unit_type):
def generate_armor_group_of_type(
game: Game, ground_object: VehicleGroupGroundObject, unit_type: GroundUnitType
) -> VehicleGroup:
"""
This generate a group of ground units of given type
:return: Generated group
@@ -33,7 +47,12 @@ def generate_armor_group_of_type(game, ground_object, unit_type):
return generator.get_generated_group()
def generate_armor_group_of_type_and_size(game, ground_object, unit_type, size: int):
def generate_armor_group_of_type_and_size(
game: Game,
ground_object: VehicleGroupGroundObject,
unit_type: GroundUnitType,
size: int,
) -> VehicleGroup:
"""
This generate a group of ground units of given type and size
:return: Generated group

View File

@@ -1,15 +1,22 @@
import random
from gen.sam.group_generator import GroupGenerator
from game import Game
from game.dcs.groundunittype import GroundUnitType
from game.theater.theatergroundobject import VehicleGroupGroundObject
from gen.sam.group_generator import VehicleGroupGenerator
class ArmoredGroupGenerator(GroupGenerator):
def __init__(self, game, ground_object, unit_type):
super(ArmoredGroupGenerator, self).__init__(game, ground_object)
class ArmoredGroupGenerator(VehicleGroupGenerator[VehicleGroupGroundObject]):
def __init__(
self,
game: Game,
ground_object: VehicleGroupGroundObject,
unit_type: GroundUnitType,
) -> None:
super().__init__(game, ground_object)
self.unit_type = unit_type
def generate(self):
def generate(self) -> None:
grid_x = random.randint(2, 3)
grid_y = random.randint(1, 2)
@@ -20,7 +27,7 @@ class ArmoredGroupGenerator(GroupGenerator):
for j in range(grid_y):
index = index + 1
self.add_unit(
self.unit_type,
self.unit_type.dcs_unit_type,
"Armor#" + str(index),
self.position.x + spacing * i,
self.position.y + spacing * j,
@@ -28,20 +35,26 @@ class ArmoredGroupGenerator(GroupGenerator):
)
class FixedSizeArmorGroupGenerator(GroupGenerator):
def __init__(self, game, ground_object, unit_type, size):
super(FixedSizeArmorGroupGenerator, self).__init__(game, ground_object)
class FixedSizeArmorGroupGenerator(VehicleGroupGenerator[VehicleGroupGroundObject]):
def __init__(
self,
game: Game,
ground_object: VehicleGroupGroundObject,
unit_type: GroundUnitType,
size: int,
) -> None:
super().__init__(game, ground_object)
self.unit_type = unit_type
self.size = size
def generate(self):
def generate(self) -> None:
spacing = random.randint(20, 70)
index = 0
for i in range(self.size):
index = index + 1
self.add_unit(
self.unit_type,
self.unit_type.dcs_unit_type,
"Armor#" + str(index),
self.position.x + spacing * i,
self.position.y,

View File

@@ -22,7 +22,7 @@ class EnvironmentGenerator:
def set_fog(self, fog: Optional[Fog]) -> None:
if fog is None:
return
self.mission.weather.fog_visibility = fog.visibility.meters
self.mission.weather.fog_visibility = int(fog.visibility.meters)
self.mission.weather.fog_thickness = fog.thickness
def set_wind(self, wind: WindConditions) -> None:
@@ -30,7 +30,7 @@ class EnvironmentGenerator:
self.mission.weather.wind_at_2000 = wind.at_2000m
self.mission.weather.wind_at_8000 = wind.at_8000m
def generate(self):
def generate(self) -> None:
self.mission.start_time = self.conditions.start_time
self.set_clouds(self.conditions.weather.clouds)
self.set_fog(self.conditions.weather.fog)

View File

@@ -2,11 +2,11 @@ import random
from gen.sam.group_generator import ShipGroupGenerator
from dcs.ships import DDG_Arleigh_Burke_IIa, CG_Ticonderoga
from dcs.ships import USS_Arleigh_Burke_IIa, TICONDEROG
class CarrierGroupGenerator(ShipGroupGenerator):
def generate(self):
def generate(self) -> None:
# Carrier Strike Group 8
if self.faction.carrier_names[0] == "Carrier Strike Group 8":
@@ -22,7 +22,7 @@ class CarrierGroupGenerator(ShipGroupGenerator):
# Add Arleigh Burke escort
self.add_unit(
DDG_Arleigh_Burke_IIa,
USS_Arleigh_Burke_IIa,
"USS Ramage",
self.position.x + 6482,
self.position.y + 6667,
@@ -30,7 +30,7 @@ class CarrierGroupGenerator(ShipGroupGenerator):
)
self.add_unit(
DDG_Arleigh_Burke_IIa,
USS_Arleigh_Burke_IIa,
"USS Mitscher",
self.position.x - 7963,
self.position.y + 7037,
@@ -38,7 +38,7 @@ class CarrierGroupGenerator(ShipGroupGenerator):
)
self.add_unit(
DDG_Arleigh_Burke_IIa,
USS_Arleigh_Burke_IIa,
"USS Forrest Sherman",
self.position.x - 7408,
self.position.y - 7408,
@@ -46,7 +46,7 @@ class CarrierGroupGenerator(ShipGroupGenerator):
)
self.add_unit(
DDG_Arleigh_Burke_IIa,
USS_Arleigh_Burke_IIa,
"USS Lassen",
self.position.x + 8704,
self.position.y - 6296,
@@ -56,7 +56,7 @@ class CarrierGroupGenerator(ShipGroupGenerator):
# Add Ticonderoga escort
if self.heading >= 180:
self.add_unit(
CG_Ticonderoga,
TICONDEROG,
"USS Hué City",
self.position.x + 2222,
self.position.y - 3333,
@@ -64,7 +64,7 @@ class CarrierGroupGenerator(ShipGroupGenerator):
)
else:
self.add_unit(
CG_Ticonderoga,
TICONDEROG,
"USS Hué City",
self.position.x - 3333,
self.position.y + 2222,

View File

@@ -3,24 +3,23 @@ from __future__ import annotations
import random
from typing import TYPE_CHECKING
from dcs.ships import (
Type_052C_Destroyer,
Type_052B_Destroyer,
Type_054A_Frigate,
Type_052C,
Type_052B,
Type_054A,
)
from game.factions.faction import Faction
from game.theater.theatergroundobject import ShipGroundObject
from gen.fleet.dd_group import DDGroupGenerator
from gen.sam.group_generator import ShipGroupGenerator
from game.theater.theatergroundobject import TheaterGroundObject
if TYPE_CHECKING:
from game.game import Game
class ChineseNavyGroupGenerator(ShipGroupGenerator):
def generate(self):
def generate(self) -> None:
include_frigate = random.choice([True, True, False])
include_dd = random.choice([True, False])
@@ -30,14 +29,14 @@ class ChineseNavyGroupGenerator(ShipGroupGenerator):
if include_frigate:
self.add_unit(
Type_054A_Frigate,
Type_054A,
"FF1",
self.position.x + 1200,
self.position.y + 900,
self.heading,
)
self.add_unit(
Type_054A_Frigate,
Type_054A,
"FF2",
self.position.x + 1200,
self.position.y - 900,
@@ -45,7 +44,7 @@ class ChineseNavyGroupGenerator(ShipGroupGenerator):
)
if include_dd:
dd_type = random.choice([Type_052C_Destroyer, Type_052B_Destroyer])
dd_type = random.choice([Type_052C, Type_052B])
self.add_unit(
dd_type,
"DD1",
@@ -65,9 +64,7 @@ class ChineseNavyGroupGenerator(ShipGroupGenerator):
class Type54GroupGenerator(DDGroupGenerator):
def __init__(
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
def __init__(self, game: Game, ground_object: ShipGroundObject, faction: Faction):
super(Type54GroupGenerator, self).__init__(
game, ground_object, faction, Type_054A_Frigate
game, ground_object, faction, Type_054A
)

View File

@@ -1,12 +1,13 @@
from __future__ import annotations
from typing import TYPE_CHECKING
from typing import TYPE_CHECKING, Type
from dcs.ships import PERRY, USS_Arleigh_Burke_IIa
from dcs.unittype import ShipType
from game.factions.faction import Faction
from game.theater.theatergroundobject import TheaterGroundObject
from game.theater.theatergroundobject import ShipGroundObject
from gen.sam.group_generator import ShipGroupGenerator
from dcs.unittype import ShipType
from dcs.ships import FFG_Oliver_Hazzard_Perry, DDG_Arleigh_Burke_IIa
if TYPE_CHECKING:
from game.game import Game
@@ -16,14 +17,14 @@ class DDGroupGenerator(ShipGroupGenerator):
def __init__(
self,
game: Game,
ground_object: TheaterGroundObject,
ground_object: ShipGroundObject,
faction: Faction,
ddtype: ShipType,
ddtype: Type[ShipType],
):
super(DDGroupGenerator, self).__init__(game, ground_object, faction)
self.ddtype = ddtype
def generate(self):
def generate(self) -> None:
self.add_unit(
self.ddtype,
"DD1",
@@ -42,18 +43,14 @@ class DDGroupGenerator(ShipGroupGenerator):
class OliverHazardPerryGroupGenerator(DDGroupGenerator):
def __init__(
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
def __init__(self, game: Game, ground_object: ShipGroundObject, faction: Faction):
super(OliverHazardPerryGroupGenerator, self).__init__(
game, ground_object, faction, FFG_Oliver_Hazzard_Perry
game, ground_object, faction, PERRY
)
class ArleighBurkeGroupGenerator(DDGroupGenerator):
def __init__(
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
def __init__(self, game: Game, ground_object: ShipGroundObject, faction: Faction):
super(ArleighBurkeGroupGenerator, self).__init__(
game, ground_object, faction, DDG_Arleigh_Burke_IIa
game, ground_object, faction, USS_Arleigh_Burke_IIa
)

View File

@@ -1,12 +1,13 @@
from dcs.ships import FAC_La_Combattante_IIa
from dcs.ships import La_Combattante_II
from game import Game
from game.factions.faction import Faction
from game.theater import TheaterGroundObject
from game.theater.theatergroundobject import ShipGroundObject
from gen.fleet.dd_group import DDGroupGenerator
class LaCombattanteIIGroupGenerator(DDGroupGenerator):
def __init__(self, game, ground_object: TheaterGroundObject, faction: Faction):
def __init__(self, game: Game, ground_object: ShipGroundObject, faction: Faction):
super(LaCombattanteIIGroupGenerator, self).__init__(
game, ground_object, faction, FAC_La_Combattante_IIa
game, ground_object, faction, La_Combattante_II
)

View File

@@ -4,7 +4,7 @@ from gen.sam.group_generator import ShipGroupGenerator
class LHAGroupGenerator(ShipGroupGenerator):
def generate(self):
def generate(self) -> None:
# Add carrier
if len(self.faction.helicopter_carrier) > 0:

View File

@@ -1,29 +1,29 @@
from __future__ import annotations
import random
from typing import TYPE_CHECKING
from dcs.ships import (
Corvette_1124_4_Grisha,
Corvette_1241_1_Molniya,
Frigate_11540_Neustrashimy,
Frigate_1135M_Rezky,
Cruiser_1164_Moskva,
SSK_877V_Kilo,
SSK_641B_Tango,
ALBATROS,
MOLNIYA,
NEUSTRASH,
REZKY,
MOSCOW,
KILO,
SOM,
)
from game.factions.faction import Faction
from game.theater.theatergroundobject import ShipGroundObject
from gen.fleet.dd_group import DDGroupGenerator
from gen.sam.group_generator import ShipGroupGenerator
from game.factions.faction import Faction
from game.theater.theatergroundobject import TheaterGroundObject
if TYPE_CHECKING:
from game.game import Game
class RussianNavyGroupGenerator(ShipGroupGenerator):
def generate(self):
def generate(self) -> None:
include_frigate = random.choice([True, True, False])
include_dd = random.choice([True, False])
@@ -37,9 +37,7 @@ class RussianNavyGroupGenerator(ShipGroupGenerator):
include_frigate = True
if include_frigate:
frigate_type = random.choice(
[Corvette_1124_4_Grisha, Corvette_1241_1_Molniya]
)
frigate_type = random.choice([ALBATROS, MOLNIYA])
self.add_unit(
frigate_type,
"FF1",
@@ -56,7 +54,7 @@ class RussianNavyGroupGenerator(ShipGroupGenerator):
)
if include_dd:
dd_type = random.choice([Frigate_11540_Neustrashimy, Frigate_1135M_Rezky])
dd_type = random.choice([NEUSTRASH, REZKY])
self.add_unit(
dd_type,
"DD1",
@@ -76,7 +74,7 @@ class RussianNavyGroupGenerator(ShipGroupGenerator):
# Only include the Moskva for now, the Pyotry Velikiy is an unkillable monster.
# See https://github.com/dcs-liberation/dcs_liberation/issues/567
self.add_unit(
Cruiser_1164_Moskva,
MOSCOW,
"CC1",
self.position.x,
self.position.y,
@@ -87,36 +85,24 @@ class RussianNavyGroupGenerator(ShipGroupGenerator):
class GrishaGroupGenerator(DDGroupGenerator):
def __init__(
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
def __init__(self, game: Game, ground_object: ShipGroundObject, faction: Faction):
super(GrishaGroupGenerator, self).__init__(
game, ground_object, faction, Corvette_1124_4_Grisha
game, ground_object, faction, ALBATROS
)
class MolniyaGroupGenerator(DDGroupGenerator):
def __init__(
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
def __init__(self, game: Game, ground_object: ShipGroundObject, faction: Faction):
super(MolniyaGroupGenerator, self).__init__(
game, ground_object, faction, Corvette_1241_1_Molniya
game, ground_object, faction, MOLNIYA
)
class KiloSubGroupGenerator(DDGroupGenerator):
def __init__(
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
super(KiloSubGroupGenerator, self).__init__(
game, ground_object, faction, SSK_877V_Kilo
)
def __init__(self, game: Game, ground_object: ShipGroundObject, faction: Faction):
super(KiloSubGroupGenerator, self).__init__(game, ground_object, faction, KILO)
class TangoSubGroupGenerator(DDGroupGenerator):
def __init__(
self, game: Game, ground_object: TheaterGroundObject, faction: Faction
):
super(TangoSubGroupGenerator, self).__init__(
game, ground_object, faction, SSK_641B_Tango
)
def __init__(self, game: Game, ground_object: ShipGroundObject, faction: Faction):
super(TangoSubGroupGenerator, self).__init__(game, ground_object, faction, SOM)

View File

@@ -1,16 +1,16 @@
import random
from dcs.ships import Boat_Schnellboot_type_S130
from dcs.ships import Schnellboot_type_S130
from gen.sam.group_generator import ShipGroupGenerator
class SchnellbootGroupGenerator(ShipGroupGenerator):
def generate(self):
def generate(self) -> None:
for i in range(random.randint(2, 4)):
self.add_unit(
Boat_Schnellboot_type_S130,
Schnellboot_type_S130,
"Schnellboot" + str(i),
self.position.x + i * random.randint(100, 250),
self.position.y + (random.randint(100, 200) - 100),

View File

@@ -1,7 +1,17 @@
from __future__ import annotations
import logging
import random
from typing import TYPE_CHECKING, Optional
from dcs.unitgroup import ShipGroup
from game import db
from game.theater.theatergroundobject import (
LhaGroundObject,
CarrierGroundObject,
ShipGroundObject,
)
from gen.fleet.carrier_group import CarrierGroupGenerator
from gen.fleet.cn_dd_group import ChineseNavyGroupGenerator, Type54GroupGenerator
from gen.fleet.dd_group import (
@@ -21,6 +31,9 @@ from gen.fleet.schnellboot import SchnellbootGroupGenerator
from gen.fleet.uboat import UBoatGroupGenerator
from gen.fleet.ww2lst import WW2LSTGroupGenerator
if TYPE_CHECKING:
from game import Game
SHIP_MAP = {
"SchnellbootGroupGenerator": SchnellbootGroupGenerator,
@@ -39,10 +52,12 @@ SHIP_MAP = {
}
def generate_ship_group(game, ground_object, faction_name: str):
def generate_ship_group(
game: Game, ground_object: ShipGroundObject, faction_name: str
) -> Optional[ShipGroup]:
"""
This generate a ship group
:return: Nothing, but put the group reference inside the ground object
:return: The generated group, or None if this faction does not support ships.
"""
faction = db.FACTIONS[faction_name]
if len(faction.navy_generators) > 0:
@@ -61,26 +76,30 @@ def generate_ship_group(game, ground_object, faction_name: str):
return None
def generate_carrier_group(faction: str, game, ground_object):
"""
This generate a carrier group
:param parentCp: The parent control point
def generate_carrier_group(
faction: str, game: Game, ground_object: CarrierGroundObject
) -> ShipGroup:
"""Generates a carrier group.
:param faction: The faction the TGO belongs to.
:param game: The Game the group is being generated for.
:param ground_object: The ground object which will own the ship group
:param country: Owner country
:return: Nothing, but put the group reference inside the ground object
:return: The generated group.
"""
generator = CarrierGroupGenerator(game, ground_object, db.FACTIONS[faction])
generator.generate()
return generator.get_generated_group()
def generate_lha_group(faction: str, game, ground_object):
"""
This generate a lha carrier group
:param parentCp: The parent control point
def generate_lha_group(
faction: str, game: Game, ground_object: LhaGroundObject
) -> ShipGroup:
"""Generate an LHA group.
:param faction: The faction the TGO belongs to.
:param game: The Game the group is being generated for.
:param ground_object: The ground object which will own the ship group
:param country: Owner country
:return: Nothing, but put the group reference inside the ground object
:return: The generated group.
"""
generator = LHAGroupGenerator(game, ground_object, db.FACTIONS[faction])
generator.generate()

View File

@@ -1,16 +1,16 @@
import random
from dcs.ships import U_boat_VIIC_U_flak
from dcs.ships import Uboat_VIIC
from gen.sam.group_generator import ShipGroupGenerator
class UBoatGroupGenerator(ShipGroupGenerator):
def generate(self):
def generate(self) -> None:
for i in range(random.randint(1, 4)):
self.add_unit(
U_boat_VIIC_U_flak,
Uboat_VIIC,
"Uboat" + str(i),
self.position.x + i * random.randint(100, 250),
self.position.y + (random.randint(100, 200) - 100),

View File

@@ -1,16 +1,16 @@
import random
from dcs.ships import LS_Samuel_Chase, LST_Mk_II
from dcs.ships import USS_Samuel_Chase, LST_Mk2
from gen.sam.group_generator import ShipGroupGenerator
class WW2LSTGroupGenerator(ShipGroupGenerator):
def generate(self):
def generate(self) -> None:
# Add LS Samuel Chase
self.add_unit(
LS_Samuel_Chase,
USS_Samuel_Chase,
"SamuelChase",
self.position.x,
self.position.y,
@@ -19,7 +19,7 @@ class WW2LSTGroupGenerator(ShipGroupGenerator):
for i in range(1, random.randint(3, 4)):
self.add_unit(
LST_Mk_II,
LST_Mk2,
"LST" + str(i),
self.position.x + i * random.randint(800, 1200),
self.position.y,

View File

@@ -1,6 +1,7 @@
from __future__ import annotations
import logging
import math
import operator
import random
from collections import defaultdict
@@ -16,14 +17,11 @@ from typing import (
Set,
TYPE_CHECKING,
Tuple,
Type,
TypeVar,
Union,
Any,
)
from dcs.unittype import FlyingType
from game.factions.faction import Faction
from game.dcs.aircrafttype import AircraftType
from game.infos.information import Information
from game.procurement import AircraftProcurementRequest
from game.profiling import logged_duration, MultiEventTracer
@@ -166,8 +164,6 @@ class AircraftAllocator:
flight.max_distance
)
# Prefer using squadrons with pilots first
best_understaffed: Optional[Tuple[ControlPoint, Squadron]] = None
for airfield in airfields_in_range:
if not airfield.is_friendly(self.is_player):
continue
@@ -179,24 +175,14 @@ class AircraftAllocator:
continue
# Valid location with enough aircraft available. Find a squadron to fit
# the role.
for squadron in self.air_wing.squadrons_for(aircraft):
if task not in squadron.auto_assignable_mission_types:
continue
if len(squadron.available_pilots) >= flight.num_aircraft:
squadrons = self.air_wing.auto_assignable_for_task_with_type(
aircraft, task
)
for squadron in squadrons:
if squadron.can_provide_pilots(flight.num_aircraft):
inventory.remove_aircraft(aircraft, flight.num_aircraft)
return airfield, squadron
# A compatible squadron that doesn't have enough pilots. Remember it
# as a fallback in case we find no better choices.
if best_understaffed is None:
best_understaffed = airfield, squadron
if best_understaffed is not None:
airfield, squadron = best_understaffed
self.global_inventory.for_control_point(airfield).remove_aircraft(
squadron.aircraft, flight.num_aircraft
)
return best_understaffed
return None
class PackageBuilder:
@@ -255,7 +241,7 @@ class PackageBuilder:
return True
def find_divert_field(
self, aircraft: Type[FlyingType], arrival: ControlPoint
self, aircraft: AircraftType, arrival: ControlPoint
) -> Optional[ControlPoint]:
divert_limit = nautical_miles(150)
for airfield in self.closest_airfields.operational_airfields_within(
@@ -299,7 +285,7 @@ class ObjectiveFinder:
self.game = game
self.is_player = is_player
def enemy_air_defenses(self) -> Iterator[tuple[TheaterGroundObject, Distance]]:
def enemy_air_defenses(self) -> Iterator[tuple[TheaterGroundObject[Any], Distance]]:
"""Iterates over all enemy SAM sites."""
doctrine = self.game.faction_for(self.is_player).doctrine
threat_zones = self.game.threat_zone_for(not self.is_player)
@@ -329,14 +315,14 @@ class ObjectiveFinder:
yield ground_object, target_range
def threatening_air_defenses(self) -> Iterator[TheaterGroundObject]:
def threatening_air_defenses(self) -> Iterator[TheaterGroundObject[Any]]:
"""Iterates over enemy SAMs in threat range of friendly control points.
SAM sites are sorted by their closest proximity to any friendly control
point (airfield or fleet).
"""
target_ranges: list[tuple[TheaterGroundObject, Distance]] = []
target_ranges: list[tuple[TheaterGroundObject[Any], Distance]] = []
for target, threat_range in self.enemy_air_defenses():
ranges: list[Distance] = []
for cp in self.friendly_control_points():
@@ -389,9 +375,9 @@ class ObjectiveFinder:
def _targets_by_range(
self, targets: Iterable[MissionTargetType]
) -> Iterator[MissionTargetType]:
target_ranges: List[Tuple[MissionTargetType, int]] = []
target_ranges: list[tuple[MissionTargetType, float]] = []
for target in targets:
ranges: List[int] = []
ranges: list[float] = []
for cp in self.friendly_control_points():
ranges.append(target.distance_to(cp))
target_ranges.append((target, min(ranges)))
@@ -400,13 +386,13 @@ class ObjectiveFinder:
for target, _range in target_ranges:
yield target
def strike_targets(self) -> Iterator[TheaterGroundObject]:
def strike_targets(self) -> Iterator[TheaterGroundObject[Any]]:
"""Iterates over enemy strike targets.
Targets are sorted by their closest proximity to any friendly control
point (airfield or fleet).
"""
targets: List[Tuple[TheaterGroundObject, int]] = []
targets: list[tuple[TheaterGroundObject[Any], float]] = []
# Building objectives are made of several individual TGOs (one per
# building).
found_targets: Set[str] = set()
@@ -445,7 +431,7 @@ class ObjectiveFinder:
continue
if ground_object.name in found_targets:
continue
ranges: List[int] = []
ranges: list[float] = []
for friendly_cp in self.friendly_control_points():
ranges.append(ground_object.distance_to(friendly_cp))
targets.append((ground_object, min(ranges)))
@@ -524,6 +510,24 @@ class ObjectiveFinder:
raise RuntimeError("Found no friendly control points. You probably lost.")
return farthest
def closest_friendly_control_point(self) -> ControlPoint:
"""Finds the friendly control point that is closest to any threats."""
threat_zones = self.game.threat_zone_for(not self.is_player)
closest = None
min_distance = meters(math.inf)
for cp in self.friendly_control_points():
if isinstance(cp, OffMapSpawn):
continue
distance = threat_zones.distance_to_threat(cp.position)
if distance < min_distance:
closest = cp
min_distance = distance
if closest is None:
raise RuntimeError("Found no friendly control points. You probably lost.")
return closest
def enemy_control_points(self) -> Iterator[ControlPoint]:
"""Iterates over all enemy control points."""
return (
@@ -581,7 +585,8 @@ class CoalitionMissionPlanner:
MAX_OCA_RANGE = nautical_miles(150)
MAX_SEAD_RANGE = nautical_miles(150)
MAX_STRIKE_RANGE = nautical_miles(150)
MAX_AWEC_RANGE = nautical_miles(200)
MAX_AWEC_RANGE = Distance.inf()
MAX_TANKER_RANGE = nautical_miles(200)
def __init__(self, game: Game, is_player: bool) -> None:
self.game = game
@@ -600,14 +605,7 @@ class CoalitionMissionPlanner:
also possible for the player to exclude mission types from their squadron
designs.
"""
all_compatible = aircraft_for_task(mission_type)
for squadron in self.game.air_wing_for(self.is_player).iter_squadrons():
if (
squadron.aircraft in all_compatible
and mission_type in squadron.auto_assignable_mission_types
):
return True
return False
return self.game.air_wing_for(self.is_player).can_auto_plan(mission_type)
def critical_missions(self) -> Iterator[ProposedMission]:
"""Identifies the most important missions to plan this turn.
@@ -628,6 +626,11 @@ class CoalitionMissionPlanner:
asap=True,
)
yield ProposedMission(
self.objective_finder.closest_friendly_control_point(),
[ProposedFlight(FlightType.REFUELING, 1, self.MAX_TANKER_RANGE)],
)
# Find friendly CPs within 100 nmi from an enemy airfield, plan CAP.
for cp in self.objective_finder.vulnerable_control_points():
# Plan CAP in such a way, that it is established during the whole desired mission length
@@ -842,7 +845,7 @@ class CoalitionMissionPlanner:
for cp in self.objective_finder.friendly_control_points():
inventory = self.game.aircraft_inventory.for_control_point(cp)
for aircraft, available in inventory.all_aircraft:
self.message("Unused aircraft", f"{available} {aircraft.id} from {cp}")
self.message("Unused aircraft", f"{available} {aircraft} from {cp}")
def plan_flight(
self,
@@ -1055,7 +1058,7 @@ class CoalitionMissionPlanner:
# delayed until their takeoff time by AirConflictGenerator.
package.time_over_target = next(start_time) + tot
def message(self, title, text) -> None:
def message(self, title: str, text: str) -> None:
"""Emits a planning message to the player.
If the mission planner belongs to the players coalition, this emits a

View File

@@ -1,5 +1,6 @@
import logging
from typing import List, Type
from collections import Sequence
from typing import Type
from dcs.helicopters import (
AH_1W,
@@ -8,6 +9,7 @@ from dcs.helicopters import (
CH_47D,
CH_53E,
Ka_50,
Mi_24P,
Mi_24V,
Mi_26,
Mi_28N,
@@ -51,10 +53,13 @@ from dcs.planes import (
F_5E_3,
F_86F_Sabre,
IL_76MD,
I_16,
IL_78M,
JF_17,
J_11A,
Ju_88A4,
KC130,
KC135MPRS,
KC_135,
KJ_2000,
L_39ZA,
MQ_9_Reaper,
@@ -77,6 +82,7 @@ from dcs.planes import (
P_51D_30_NA,
RQ_1A_Predator,
S_3B,
S_3B_Tanker,
SpitfireLFMkIX,
SpitfireLFMkIXCW,
Su_17M4,
@@ -100,11 +106,12 @@ from dcs.planes import (
)
from dcs.unittype import FlyingType
from game.dcs.aircrafttype import AircraftType
from gen.flights.flight import FlightType
from pydcs_extensions.a4ec.a4ec import A_4E_C
from pydcs_extensions.f22a.f22a import F_22A
from pydcs_extensions.hercules.hercules import Hercules
from pydcs_extensions.mb339.mb339 import MB_339PAN
from pydcs_extensions.jas39.jas39 import JAS39Gripen, JAS39Gripen_AG
from pydcs_extensions.su57.su57 import Su_57
# All aircraft lists are in priority order. Aircraft higher in the list will be
@@ -118,28 +125,29 @@ from pydcs_extensions.su57.su57 import Su_57
CAP_CAPABLE = [
Su_57,
F_22A,
MiG_31,
F_15C,
F_14B,
F_14A_135_GR,
MiG_25PD,
Su_33,
J_11A,
Su_30,
Su_27,
J_11A,
F_15C,
MiG_29S,
MiG_29G,
MiG_29A,
F_16C_50,
FA_18C_hornet,
JF_17,
JAS39Gripen,
F_16A,
F_4E,
JF_17,
MiG_31,
MiG_25PD,
MiG_29G,
MiG_29A,
MiG_23MLD,
MiG_21Bis,
Mirage_2000_5,
M_2000C,
F_15E,
M_2000C,
F_5E_3,
MiG_19P,
A_4E_C,
@@ -166,6 +174,7 @@ CAS_CAPABLE = [
A_10C_2,
A_10C,
Hercules,
Su_34,
Su_25TM,
Su_25T,
Su_25,
@@ -174,6 +183,7 @@ CAS_CAPABLE = [
FA_18C_hornet,
Tornado_GR4,
Tornado_IDS,
JAS39Gripen_AG,
JF_17,
AV8BNA,
A_10A,
@@ -182,17 +192,16 @@ CAS_CAPABLE = [
F_14B,
F_14A_135_GR,
AJS37,
Su_24MR,
Su_24M,
Su_17M4,
Su_33,
F_4E,
S_3B,
Su_34,
Su_30,
MiG_19P,
MiG_29S,
MiG_27K,
MiG_29A,
MiG_21Bis,
AH_64D,
AH_64A,
AH_1W,
@@ -201,16 +210,17 @@ CAS_CAPABLE = [
SA342L,
Ka_50,
Mi_28N,
Mi_24P,
Mi_24V,
Mi_8MT,
UH_1H,
MiG_19P,
MiG_15bis,
M_2000C,
F_5E_3,
F_86F_Sabre,
C_101CC,
MB_339PAN,
L_39ZA,
UH_1H,
A_20G,
Ju_88A4,
P_47D_40,
@@ -242,6 +252,7 @@ SEAD_CAPABLE = [
A_4E_C,
F_14B,
F_14A_135_GR,
JAS39Gripen_AG,
AV8BNA,
Su_24M,
Su_17M4,
@@ -257,6 +268,7 @@ DEAD_CAPABLE = [
AJS37,
F_14B,
F_14A_135_GR,
JAS39Gripen_AG,
B_1B,
B_52H,
Tu_160,
@@ -289,12 +301,14 @@ STRIKE_CAPABLE = [
Tornado_GR4,
F_16C_50,
FA_18C_hornet,
AV8BNA,
JF_17,
F_16A,
F_14B,
F_14A_135_GR,
JAS39Gripen_AG,
Tornado_IDS,
Su_17M4,
Su_24MR,
Su_24M,
Su_25TM,
Su_25T,
@@ -306,11 +320,9 @@ STRIKE_CAPABLE = [
MiG_29S,
MiG_29G,
MiG_29A,
JF_17,
F_4E,
A_10C_2,
A_10C,
AV8BNA,
S_3B,
A_4E_C,
M_2000C,
@@ -319,7 +331,6 @@ STRIKE_CAPABLE = [
MiG_15bis,
F_5E_3,
F_86F_Sabre,
MB_339PAN,
C_101CC,
L_39ZA,
B_17G,
@@ -342,6 +353,7 @@ ANTISHIP_CAPABLE = [
AJS37,
Tu_22M3,
FA_18C_hornet,
JAS39Gripen_AG,
Su_24M,
Su_17M4,
JF_17,
@@ -364,6 +376,7 @@ RUNWAY_ATTACK_CAPABLE = [
Su_34,
Su_30,
Tornado_IDS,
M_2000C,
] + STRIKE_CAPABLE
# For any aircraft that isn't necessarily directly involved in strike
@@ -394,8 +407,17 @@ AEWC_CAPABLE = [
KJ_2000,
]
# Priority is given to the tankers that can carry the most fuel.
REFUELING_CAPABALE = [
KC_135,
KC135MPRS,
IL_78M,
KC130,
S_3B_Tanker,
]
def aircraft_for_task(task: FlightType) -> List[Type[FlyingType]]:
def dcs_types_for_task(task: FlightType) -> Sequence[Type[FlyingType]]:
cap_missions = (FlightType.BARCAP, FlightType.TARCAP, FlightType.SWEEP)
if task in cap_missions:
return CAP_CAPABLE
@@ -421,6 +443,8 @@ def aircraft_for_task(task: FlightType) -> List[Type[FlyingType]]:
return CAP_CAPABLE
elif task == FlightType.AEWC:
return AEWC_CAPABLE
elif task == FlightType.REFUELING:
return REFUELING_CAPABALE
elif task == FlightType.TRANSPORT:
return TRANSPORT_CAPABLE
else:
@@ -428,7 +452,15 @@ def aircraft_for_task(task: FlightType) -> List[Type[FlyingType]]:
return []
def tasks_for_aircraft(aircraft: Type[FlyingType]) -> list[FlightType]:
def aircraft_for_task(task: FlightType) -> list[AircraftType]:
dcs_types = dcs_types_for_task(task)
types: list[AircraftType] = []
for dcs_type in dcs_types:
types.extend(AircraftType.for_dcs_type(dcs_type))
return types
def tasks_for_aircraft(aircraft: AircraftType) -> list[FlightType]:
tasks = []
for task in FlightType:
if aircraft in aircraft_for_task(task):

View File

@@ -1,16 +1,14 @@
from __future__ import annotations
from dataclasses import dataclass
from datetime import timedelta
from enum import Enum
from typing import List, Optional, TYPE_CHECKING, Type, Union
from typing import List, Optional, TYPE_CHECKING, Union, Sequence
from dcs.mapping import Point
from dcs.point import MovingPoint, PointAction
from dcs.unit import Unit
from dcs.unittype import FlyingType
from game import db
from game.dcs.aircrafttype import AircraftType
from game.squadrons import Pilot, Squadron
from game.theater.controlpoint import ControlPoint, MissionTarget
from game.utils import Distance, meters
@@ -69,6 +67,7 @@ class FlightType(Enum):
AEWC = "AEW&C"
TRANSPORT = "Transport"
SEAD_ESCORT = "SEAD Escort"
REFUELING = "Refueling"
def __str__(self) -> str:
return self.value
@@ -141,8 +140,8 @@ class FlightWaypoint:
waypoint_type: The waypoint type.
x: X cooidinate of the waypoint.
y: Y coordinate of the waypoint.
alt: Altitude of the waypoint. By default this is AGL, but it can be
changed to MSL by setting alt_type to "RADIO".
alt: Altitude of the waypoint. By default this is MSL, but it can be
changed to AGL by setting alt_type to "RADIO"
"""
self.waypoint_type = waypoint_type
self.x = x
@@ -154,7 +153,7 @@ class FlightWaypoint:
# Only used in the waypoint list in the flight edit page. No sense
# having three names. A short and long form is enough.
self.description = ""
self.targets: List[Union[MissionTarget, Unit]] = []
self.targets: Sequence[Union[MissionTarget, Unit]] = []
self.obj_name = ""
self.pretty_name = ""
self.only_for_player = False
@@ -299,7 +298,7 @@ class Flight:
return self.roster.player_count
@property
def unit_type(self) -> Type[FlyingType]:
def unit_type(self) -> AircraftType:
return self.squadron.aircraft
@property
@@ -323,14 +322,12 @@ class Flight:
def clear_roster(self) -> None:
self.roster.clear()
def __repr__(self):
name = db.unit_type_name(self.unit_type)
def __repr__(self) -> str:
if self.custom_name:
return f"{self.custom_name} {self.count} x {name}"
return f"[{self.flight_type}] {self.count} x {name}"
return f"{self.custom_name} {self.count} x {self.unit_type}"
return f"[{self.flight_type}] {self.count} x {self.unit_type}"
def __str__(self):
name = db.unit_get_expanded_info(self.country, self.unit_type, "name")
def __str__(self) -> str:
if self.custom_name:
return f"{self.custom_name} {self.count} x {name}"
return f"[{self.flight_type}] {self.count} x {name}"
return f"{self.custom_name} {self.count} x {self.unit_type}"
return f"[{self.flight_type}] {self.count} x {self.unit_type}"

View File

@@ -16,12 +16,10 @@ from functools import cached_property
from typing import Iterator, List, Optional, Set, TYPE_CHECKING, Tuple
from dcs.mapping import Point
from dcs.planes import E_3A, E_2C, A_50, KJ_2000
from dcs.unit import Unit
from shapely.geometry import Point as ShapelyPoint
from game.data.doctrine import Doctrine
from game.squadrons import Pilot
from game.theater import (
Airfield,
ControlPoint,
@@ -29,9 +27,10 @@ from game.theater import (
MissionTarget,
SamGroundObject,
TheaterGroundObject,
NavalControlPoint,
)
from game.theater.theatergroundobject import EwrGroundObject
from game.utils import Distance, Speed, feet, meters, nautical_miles
from game.theater.theatergroundobject import EwrGroundObject, NavalGroundObject
from game.utils import Distance, Speed, feet, meters, nautical_miles, knots
from .closestairfields import ObjectiveDistanceCache
from .flight import Flight, FlightType, FlightWaypoint, FlightWaypointType
from .traveltime import GroundSpeed, TravelTime
@@ -220,11 +219,7 @@ class FlightPlan:
tot_waypoint = self.tot_waypoint
if tot_waypoint is None:
return None
time = self.tot
if time is None:
return None
return time - self._travel_time_to_waypoint(tot_waypoint)
return self.tot - self._travel_time_to_waypoint(tot_waypoint)
def startup_time(self) -> Optional[timedelta]:
takeoff_time = self.takeoff_time()
@@ -395,6 +390,9 @@ class PatrollingFlightPlan(FlightPlan):
#: Maximum time to remain on station.
patrol_duration: timedelta
#: Racetrack speed TAS.
patrol_speed: Speed
#: The engagement range of any Search Then Engage task, or the radius of a
#: Search Then Engage in Zone task. Any enemies of the appropriate type for
#: this mission within this range of the flight's current position (or the
@@ -769,6 +767,25 @@ class AwacsFlightPlan(LoiterFlightPlan):
return self.push_time
@dataclass(frozen=True)
class RefuelingFlightPlan(PatrollingFlightPlan):
takeoff: FlightWaypoint
land: FlightWaypoint
divert: Optional[FlightWaypoint]
bullseye: FlightWaypoint
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.takeoff
yield from self.nav_to
yield self.patrol_start
yield self.patrol_end
yield from self.nav_from
yield self.land
if self.divert is not None:
yield self.divert
yield self.bullseye
@dataclass(frozen=True)
class AirliftFlightPlan(FlightPlan):
takeoff: FlightWaypoint
@@ -919,6 +936,8 @@ class FlightPlanBuilder:
return self.generate_aewc(flight)
elif task == FlightType.TRANSPORT:
return self.generate_transport(flight)
elif task == FlightType.REFUELING:
return self.generate_refueling_racetrack(flight)
raise PlanningError(f"{task} flight plan generation not implemented")
def regenerate_package_waypoints(self) -> None:
@@ -1059,35 +1078,28 @@ class FlightPlanBuilder:
orbit_location = self.aewc_orbit(location)
# As high as possible to maximize detection and on-station time.
if flight.unit_type == E_2C:
patrol_alt = feet(30000)
elif flight.unit_type == E_3A:
patrol_alt = feet(35000)
elif flight.unit_type == A_50:
patrol_alt = feet(33000)
elif flight.unit_type == KJ_2000:
patrol_alt = feet(40000)
if flight.unit_type.patrol_altitude is not None:
patrol_alt = flight.unit_type.patrol_altitude
else:
patrol_alt = feet(25000)
builder = WaypointBuilder(flight, self.game, self.is_player)
orbit_location = builder.orbit(orbit_location, patrol_alt)
orbit = builder.orbit(orbit_location, patrol_alt)
return AwacsFlightPlan(
package=self.package,
flight=flight,
takeoff=builder.takeoff(flight.departure),
nav_to=builder.nav_path(
flight.departure.position, orbit_location.position, patrol_alt
flight.departure.position, orbit.position, patrol_alt
),
nav_from=builder.nav_path(
orbit_location.position, flight.arrival.position, patrol_alt
orbit.position, flight.arrival.position, patrol_alt
),
land=builder.land(flight.arrival),
divert=builder.divert(flight.divert),
bullseye=builder.bullseye(),
hold=orbit_location,
hold=orbit,
hold_duration=timedelta(hours=4),
)
@@ -1118,7 +1130,7 @@ class FlightPlanBuilder:
)
@staticmethod
def anti_ship_targets_for_tgo(tgo: TheaterGroundObject) -> List[StrikeTarget]:
def anti_ship_targets_for_tgo(tgo: NavalGroundObject) -> List[StrikeTarget]:
return [StrikeTarget(f"{g.name} at {tgo.name}", g) for g in tgo.groups]
def generate_anti_ship(self, flight: Flight) -> StrikeFlightPlan:
@@ -1131,12 +1143,9 @@ class FlightPlanBuilder:
from game.transfers import CargoShip
if isinstance(location, ControlPoint):
if not location.is_fleet:
raise InvalidObjectiveLocation(flight.flight_type, location)
# The first group generated will be the carrier group itself.
targets = self.anti_ship_targets_for_tgo(location.ground_objects[0])
elif isinstance(location, TheaterGroundObject):
if isinstance(location, NavalControlPoint):
targets = self.anti_ship_targets_for_tgo(location.find_main_tgo())
elif isinstance(location, NavalGroundObject):
targets = self.anti_ship_targets_for_tgo(location)
elif isinstance(location, CargoShip):
targets = [StrikeTarget(location.name, location)]
@@ -1158,21 +1167,28 @@ class FlightPlanBuilder:
if isinstance(location, FrontLine):
raise InvalidObjectiveLocation(flight.flight_type, location)
start, end = self.racetrack_for_objective(location, barcap=True)
patrol_alt = meters(
random.randint(
int(self.doctrine.min_patrol_altitude.meters),
int(self.doctrine.max_patrol_altitude.meters),
)
start_pos, end_pos = self.racetrack_for_objective(location, barcap=True)
preferred_alt = flight.unit_type.preferred_patrol_altitude
randomized_alt = preferred_alt + feet(random.randint(-2, 1) * 1000)
patrol_alt = max(
self.doctrine.min_patrol_altitude,
min(self.doctrine.max_patrol_altitude, randomized_alt),
)
patrol_speed = flight.unit_type.preferred_patrol_speed(patrol_alt)
logging.debug(
f"BARCAP patrol speed for {flight.unit_type.name} at {patrol_alt.feet}ft: {patrol_speed.knots} KTAS"
)
builder = WaypointBuilder(flight, self.game, self.is_player)
start, end = builder.race_track(start, end, patrol_alt)
start, end = builder.race_track(start_pos, end_pos, patrol_alt)
return BarCapFlightPlan(
package=self.package,
flight=flight,
patrol_duration=self.doctrine.cap_duration,
patrol_speed=patrol_speed,
engagement_distance=self.doctrine.cap_engagement_range,
takeoff=builder.takeoff(flight.departure),
nav_to=builder.nav_path(
@@ -1198,10 +1214,12 @@ class FlightPlanBuilder:
target = self.package.target.position
heading = self.package.waypoints.join.heading_between_point(target)
start = target.point_from_heading(heading, -self.doctrine.sweep_distance.meters)
start_pos = target.point_from_heading(
heading, -self.doctrine.sweep_distance.meters
)
builder = WaypointBuilder(flight, self.game, self.is_player)
start, end = builder.sweep(start, target, self.doctrine.ingress_altitude)
start, end = builder.sweep(start_pos, target, self.doctrine.ingress_altitude)
hold = builder.hold(self._hold_point(flight))
@@ -1395,11 +1413,15 @@ class FlightPlanBuilder:
"""
location = self.package.target
patrol_alt = meters(
random.randint(
int(self.doctrine.min_patrol_altitude.meters),
int(self.doctrine.max_patrol_altitude.meters),
)
preferred_alt = flight.unit_type.preferred_patrol_altitude
randomized_alt = preferred_alt + feet(random.randint(-2, 1) * 1000)
patrol_alt = max(
self.doctrine.min_patrol_altitude,
min(self.doctrine.max_patrol_altitude, randomized_alt),
)
patrol_speed = flight.unit_type.preferred_patrol_speed(patrol_alt)
logging.debug(
f"TARCAP patrol speed for {flight.unit_type.name} at {patrol_alt.feet}ft: {patrol_speed.knots} KTAS"
)
# Create points
@@ -1422,6 +1444,7 @@ class FlightPlanBuilder:
# requests an escort the CAP flight will remain on station for the
# duration of the escorted mission, or until it is winchester/bingo.
patrol_duration=self.doctrine.cap_duration,
patrol_speed=patrol_speed,
engagement_distance=self.doctrine.cap_engagement_range,
takeoff=builder.takeoff(flight.departure),
nav_to=builder.nav_path(flight.departure.position, orbit0p, patrol_alt),
@@ -1590,16 +1613,33 @@ class FlightPlanBuilder:
builder = WaypointBuilder(flight, self.game, self.is_player)
# 2021-08-02: patrol_speed will currently have no effect because
# CAS doesn't use OrbitAction. But all PatrollingFlightPlan are expected
# to have patrol_speed
is_helo = flight.unit_type.dcs_unit_type.helicopter
ingress_egress_altitude = (
self.doctrine.ingress_altitude if not is_helo else meters(50)
)
patrol_speed = flight.unit_type.preferred_patrol_speed(ingress_egress_altitude)
use_agl_ingress_egress = is_helo
return CasFlightPlan(
package=self.package,
flight=flight,
patrol_duration=self.doctrine.cas_duration,
patrol_speed=patrol_speed,
takeoff=builder.takeoff(flight.departure),
nav_to=builder.nav_path(
flight.departure.position, ingress, self.doctrine.ingress_altitude
flight.departure.position,
ingress,
ingress_egress_altitude,
use_agl_ingress_egress,
),
nav_from=builder.nav_path(
egress, flight.arrival.position, self.doctrine.ingress_altitude
egress,
flight.arrival.position,
ingress_egress_altitude,
use_agl_ingress_egress,
),
patrol_start=builder.ingress(
FlightWaypointType.INGRESS_CAS, ingress, location
@@ -1612,6 +1652,75 @@ class FlightPlanBuilder:
bullseye=builder.bullseye(),
)
def generate_refueling_racetrack(self, flight: Flight) -> RefuelingFlightPlan:
location = self.package.target
closest_boundary = self.threat_zones.closest_boundary(location.position)
heading_to_threat_boundary = location.position.heading_between_point(
closest_boundary
)
distance_to_threat = meters(
location.position.distance_to_point(closest_boundary)
)
orbit_heading = heading_to_threat_boundary
# Station 70nm outside the threat zone.
threat_buffer = nautical_miles(70)
if self.threat_zones.threatened(location.position):
orbit_distance = distance_to_threat + threat_buffer
else:
orbit_distance = distance_to_threat - threat_buffer
racetrack_center = location.position.point_from_heading(
orbit_heading, orbit_distance.meters
)
racetrack_half_distance = Distance.from_nautical_miles(20).meters
racetrack_start = racetrack_center.point_from_heading(
orbit_heading + 90, racetrack_half_distance
)
racetrack_end = racetrack_center.point_from_heading(
orbit_heading - 90, racetrack_half_distance
)
builder = WaypointBuilder(flight, self.game, self.is_player)
tanker_type = flight.unit_type
if tanker_type.patrol_altitude is not None:
altitude = tanker_type.patrol_altitude
else:
altitude = feet(21000)
# TODO: Could use flight.unit_type.preferred_patrol_speed(altitude) instead.
if tanker_type.patrol_speed is not None:
speed = tanker_type.patrol_speed
else:
# ~280 knots IAS at 21000.
speed = knots(400)
racetrack = builder.race_track(racetrack_start, racetrack_end, altitude)
return RefuelingFlightPlan(
package=self.package,
flight=flight,
takeoff=builder.takeoff(flight.departure),
nav_to=builder.nav_path(
flight.departure.position, racetrack_start, altitude
),
nav_from=builder.nav_path(racetrack_end, flight.arrival.position, altitude),
patrol_start=racetrack[0],
patrol_end=racetrack[1],
land=builder.land(flight.arrival),
divert=builder.divert(flight.divert),
bullseye=builder.bullseye(),
patrol_duration=timedelta(hours=1),
patrol_speed=speed,
# TODO: Factor out a common base of the combat and non-combat race-tracks.
# No harm in setting this, but we ought to clean up a bit.
engagement_distance=meters(0),
)
@staticmethod
def target_waypoint(
flight: Flight, builder: WaypointBuilder, target: StrikeTarget
@@ -1788,23 +1897,23 @@ class FlightPlanBuilder:
return self._retreating_rendezvous_point(attack_transition)
return self._advancing_rendezvous_point(attack_transition)
def _ingress_point(self, heading: int) -> Point:
def _ingress_point(self, heading: float) -> Point:
return self.package.target.position.point_from_heading(
heading - 180 + 15, self.doctrine.ingress_egress_distance.meters
)
def _egress_point(self, heading: int) -> Point:
def _egress_point(self, heading: float) -> Point:
return self.package.target.position.point_from_heading(
heading - 180 - 15, self.doctrine.ingress_egress_distance.meters
)
def _target_heading_to_package_airfield(self) -> int:
def _target_heading_to_package_airfield(self) -> float:
return self._heading_to_package_airfield(self.package.target.position)
def _heading_to_package_airfield(self, point: Point) -> int:
def _heading_to_package_airfield(self, point: Point) -> float:
return self.package_airfield().position.heading_between_point(point)
def _distance_to_package_airfield(self, point: Point) -> int:
def _distance_to_package_airfield(self, point: Point) -> float:
return self.package_airfield().position.distance_to_point(point)
def package_airfield(self) -> ControlPoint:

View File

@@ -1,11 +1,10 @@
from __future__ import annotations
import datetime
from typing import Optional, List, Iterator, Type, TYPE_CHECKING, Mapping
from dcs.unittype import FlyingType
from typing import Optional, List, Iterator, TYPE_CHECKING, Mapping
from game.data.weapons import Weapon, Pylon
from game.dcs.aircrafttype import AircraftType
if TYPE_CHECKING:
from gen.flights.flight import Flight
@@ -20,16 +19,18 @@ class Loadout:
is_custom: bool = False,
) -> None:
self.name = name
self.pylons = {k: v for k, v in pylons.items() if v is not None}
# We clear unused pylon entries on initialization, but UI actions can still
# cause a pylon to be emptied, so make the optional type explicit.
self.pylons: Mapping[int, Optional[Weapon]] = {
k: v for k, v in pylons.items() if v is not None
}
self.date = date
self.is_custom = is_custom
def derive_custom(self, name: str) -> Loadout:
return Loadout(name, self.pylons, self.date, is_custom=True)
def degrade_for_date(
self, unit_type: Type[FlyingType], date: datetime.date
) -> Loadout:
def degrade_for_date(self, unit_type: AircraftType, date: datetime.date) -> Loadout:
if self.date is not None and self.date <= date:
return Loadout(self.name, self.pylons, self.date)
@@ -61,7 +62,7 @@ class Loadout:
# {"CLSID": class ID, "num": pylon number}
# "tasks": List (as a dict) of task IDs the payload is used by.
# }
payloads = flight.unit_type.load_payloads()
payloads = flight.unit_type.dcs_unit_type.load_payloads()
for payload in payloads.values():
name = payload["name"]
pylons = payload["pylons"]
@@ -95,6 +96,7 @@ class Loadout:
FlightType.CAS: ("CAS MAVERICK F", "CAS"),
FlightType.STRIKE: ("STRIKE",),
FlightType.ANTISHIP: ("ANTISHIP",),
FlightType.DEAD: ("DEAD",),
FlightType.SEAD: ("SEAD",),
FlightType.BAI: ("BAI",),
FlightType.OCA_RUNWAY: ("RUNWAY_ATTACK", "RUNWAY_STRIKE"),
@@ -126,8 +128,8 @@ class Loadout:
for name in cls.default_loadout_names_for(flight):
# This operation is cached, but must be called before load_by_name will
# work.
flight.unit_type.load_payloads()
payload = flight.unit_type.loadout_by_name(name)
flight.unit_type.dcs_unit_type.load_payloads()
payload = flight.unit_type.dcs_unit_type.loadout_by_name(name)
if payload is not None:
return Loadout(
name,
@@ -136,4 +138,8 @@ class Loadout:
)
# TODO: Try group.load_task_default_loadout(loadout_for_task)
return cls.empty_loadout()
@classmethod
def empty_loadout(cls) -> Loadout:
return Loadout("Empty", {}, date=None)

View File

@@ -25,16 +25,13 @@ if TYPE_CHECKING:
class GroundSpeed:
@classmethod
def for_flight(cls, flight: Flight, altitude: Distance) -> Speed:
if not issubclass(flight.unit_type, FlyingType):
raise TypeError("Flight has non-flying unit")
# TODO: Expose both a cruise speed and target speed.
# The cruise speed can be used for ascent, hold, join, and RTB to save
# on fuel, but mission speed will be fast enough to keep the flight
# safer.
# DCS's max speed is in kph at 0 MSL.
max_speed = kph(flight.unit_type.max_speed)
max_speed = flight.unit_type.max_speed
if max_speed > SPEED_OF_SOUND_AT_SEA_LEVEL:
# Aircraft is supersonic. Limit to mach 0.85 to conserve fuel and
# account for heavily loaded jets.

View File

@@ -1,4 +1,5 @@
from __future__ import annotations
import logging
import random
from dataclasses import dataclass
@@ -10,11 +11,12 @@ from typing import (
TYPE_CHECKING,
Tuple,
Union,
Any,
)
from dcs.mapping import Point
from dcs.unit import Unit
from dcs.unitgroup import Group, VehicleGroup
from dcs.unitgroup import Group, VehicleGroup, ShipGroup
if TYPE_CHECKING:
from game import Game
@@ -33,7 +35,9 @@ from .flight import Flight, FlightWaypoint, FlightWaypointType
@dataclass(frozen=True)
class StrikeTarget:
name: str
target: Union[VehicleGroup, TheaterGroundObject, Unit, Group, MultiGroupTransport]
target: Union[
VehicleGroup, TheaterGroundObject[Any], Unit, ShipGroup, MultiGroupTransport
]
class WaypointBuilder:
@@ -54,7 +58,7 @@ class WaypointBuilder:
@property
def is_helo(self) -> bool:
return getattr(self.flight.unit_type, "helicopter", False)
return self.flight.unit_type.dcs_unit_type.helicopter
def takeoff(self, departure: ControlPoint) -> FlightWaypoint:
"""Create takeoff waypoint for the given arrival airfield or carrier.
@@ -441,7 +445,7 @@ class WaypointBuilder:
# description in gen.aircraft.JoinPointBuilder), so instead we give
# the escort flights a flight plan including the ingress point, target
# area, and egress point.
ingress = self.ingress(FlightWaypointType.INGRESS_ESCORT, ingress, target)
ingress_wp = self.ingress(FlightWaypointType.INGRESS_ESCORT, ingress, target)
waypoint = FlightWaypoint(
FlightWaypointType.TARGET_GROUP_LOC,
@@ -455,8 +459,8 @@ class WaypointBuilder:
waypoint.description = "Escort the package"
waypoint.pretty_name = "Target area"
egress = self.egress(egress, target)
return ingress, waypoint, egress
egress_wp = self.egress(egress, target)
return ingress_wp, waypoint, egress_wp
@staticmethod
def pickup(control_point: ControlPoint) -> FlightWaypoint:

View File

@@ -32,6 +32,8 @@ class ForcedOptionsGenerator:
self.mission.forced_options.labels = ForcedOptions.Labels.Abbreviate
elif self.game.settings.labels == "Dot Only":
self.mission.forced_options.labels = ForcedOptions.Labels.DotOnly
elif self.game.settings.labels == "Neutral Dot":
self.mission.forced_options.labels = ForcedOptions.Labels.NeutralDot
elif self.game.settings.labels == "Off":
self.mission.forced_options.labels = ForcedOptions.Labels.None_
@@ -41,7 +43,7 @@ class ForcedOptionsGenerator:
if blue.unrestricted_satnav or red.unrestricted_satnav:
self.mission.forced_options.unrestricted_satnav = True
def generate(self):
def generate(self) -> None:
self._set_options_view()
self._set_external_views()
self._set_labels()

View File

@@ -1,15 +1,18 @@
from __future__ import annotations
import logging
import random
from enum import Enum
from typing import Dict, List
from dcs.unittype import VehicleType
from game.theater import ControlPoint
from typing import Dict, List, TYPE_CHECKING
from game.data.groundunitclass import GroundUnitClass
from game.dcs.groundunittype import GroundUnitType
from game.theater import ControlPoint
from gen.ground_forces.combat_stance import CombatStance
if TYPE_CHECKING:
from game import Game
MAX_COMBAT_GROUP_PER_CP = 10
@@ -22,17 +25,19 @@ class CombatGroupRole(Enum):
LOGI = 6
INFANTRY = 7
ATGM = 8
RECON = 9
DISTANCE_FROM_FRONTLINE = {
CombatGroupRole.TANK: (2200, 3200),
CombatGroupRole.APC: (7500, 8500),
CombatGroupRole.APC: (2700, 3700),
CombatGroupRole.IFV: (2700, 3700),
CombatGroupRole.ARTILLERY: (16000, 18000),
CombatGroupRole.SHORAD: (12000, 13000),
CombatGroupRole.SHORAD: (5000, 8000),
CombatGroupRole.LOGI: (18000, 20000),
CombatGroupRole.INFANTRY: (2800, 3300),
CombatGroupRole.ATGM: (5200, 6200),
CombatGroupRole.RECON: (2000, 3000),
}
GROUP_SIZES_BY_COMBAT_STANCE = {
@@ -46,22 +51,23 @@ GROUP_SIZES_BY_COMBAT_STANCE = {
class CombatGroup:
def __init__(self, role: CombatGroupRole):
self.units: List[VehicleType] = []
def __init__(
self, role: CombatGroupRole, unit_type: GroundUnitType, size: int
) -> None:
self.unit_type = unit_type
self.size = size
self.role = role
self.assigned_enemy_cp = None
self.start_position = None
def __str__(self):
s = ""
s += "ROLE : " + str(self.role) + "\n"
if len(self.units) > 0:
s += "UNITS " + self.units[0].name + " * " + str(len(self.units))
def __str__(self) -> str:
s = f"ROLE : {self.role}\n"
if self.size:
s += f"UNITS {self.unit_type} * {self.size}"
return s
class GroundPlanner:
def __init__(self, cp: ControlPoint, game):
def __init__(self, cp: ControlPoint, game: Game) -> None:
self.cp = cp
self.game = game
self.connected_enemy_cp = [
@@ -74,47 +80,50 @@ class GroundPlanner:
self.atgm_group: List[CombatGroup] = []
self.logi_groups: List[CombatGroup] = []
self.shorad_groups: List[CombatGroup] = []
self.recon_groups: List[CombatGroup] = []
self.units_per_cp: Dict[int, List[CombatGroup]] = {}
for cp in self.connected_enemy_cp:
self.units_per_cp[cp.id] = []
self.reserve: List[CombatGroup] = []
def plan_groundwar(self):
def plan_groundwar(self) -> None:
ground_unit_limit = self.cp.frontline_unit_count_limit
remaining_available_frontline_units = ground_unit_limit
if hasattr(self.cp, "stance"):
group_size_choice = GROUP_SIZES_BY_COMBAT_STANCE[self.cp.stance]
else:
self.cp.stance = CombatStance.DEFENSIVE
group_size_choice = GROUP_SIZES_BY_COMBAT_STANCE[CombatStance.DEFENSIVE]
# TODO: Fix to handle the per-front stances.
# https://github.com/dcs-liberation/dcs_liberation/issues/1417
group_size_choice = GROUP_SIZES_BY_COMBAT_STANCE[CombatStance.DEFENSIVE]
# Create combat groups and assign them randomly to each enemy CP
for unit_type in self.cp.base.armor:
if unit_type in GroundUnitClass.Tank:
unit_class = unit_type.unit_class
if unit_class is GroundUnitClass.Tank:
collection = self.tank_groups
role = CombatGroupRole.TANK
elif unit_type in GroundUnitClass.Apc:
elif unit_class is GroundUnitClass.Apc:
collection = self.apc_group
role = CombatGroupRole.APC
elif unit_type in GroundUnitClass.Artillery:
elif unit_class is GroundUnitClass.Artillery:
collection = self.art_group
role = CombatGroupRole.ARTILLERY
elif unit_type in GroundUnitClass.Ifv:
elif unit_class is GroundUnitClass.Ifv:
collection = self.ifv_group
role = CombatGroupRole.IFV
elif unit_type in GroundUnitClass.Logistics:
elif unit_class is GroundUnitClass.Logistics:
collection = self.logi_groups
role = CombatGroupRole.LOGI
elif unit_type in GroundUnitClass.Atgm:
elif unit_class is GroundUnitClass.Atgm:
collection = self.atgm_group
role = CombatGroupRole.ATGM
elif unit_type in GroundUnitClass.Shorads:
elif unit_class is GroundUnitClass.Shorads:
collection = self.shorad_groups
role = CombatGroupRole.SHORAD
elif unit_class is GroundUnitClass.Recon:
collection = self.recon_groups
role = CombatGroupRole.RECON
else:
logging.warning(
f"Unused front line vehicle at base {unit_type}: unknown unit class"
@@ -131,37 +140,23 @@ class GroundPlanner:
while available > 0:
if role == CombatGroupRole.SHORAD:
n = 1
count = 1
else:
n = random.choice(group_size_choice)
if n > available:
count = random.choice(group_size_choice)
if count > available:
if available >= 2:
n = 2
count = 2
else:
n = 1
available -= n
count = 1
available -= count
group = CombatGroup(role)
group = CombatGroup(role, unit_type, count)
if len(self.connected_enemy_cp) > 0:
enemy_cp = random.choice(self.connected_enemy_cp).id
self.units_per_cp[enemy_cp].append(group)
group.assigned_enemy_cp = enemy_cp
else:
self.reserve.append(group)
group.assigned_enemy_cp = "__reserve__"
for i in range(n):
group.units.append(unit_type)
collection.append(group)
if remaining_available_frontline_units == 0:
break
print("------------------")
print("Ground Planner : ")
print(self.cp.name)
print("------------------")
for unit_type in self.units_per_cp.keys():
print("For : #" + str(unit_type))
for group in self.units_per_cp[unit_type]:
print(str(group))

View File

@@ -9,12 +9,23 @@ from __future__ import annotations
import logging
import random
from typing import Dict, Iterator, Optional, TYPE_CHECKING, Type, List
from typing import (
Dict,
Iterator,
Optional,
TYPE_CHECKING,
Type,
List,
TypeVar,
Any,
Generic,
Union,
)
from dcs import Mission, Point, unitgroup
from dcs.action import SceneryDestructionZone
from dcs.country import Country
from dcs.point import StaticPoint
from dcs.point import StaticPoint, MovingPoint
from dcs.statics import Fortification, fortification_map, warehouse_map
from dcs.task import (
ActivateBeaconCommand,
@@ -26,12 +37,12 @@ from dcs.task import (
from dcs.triggers import TriggerStart, TriggerZone
from dcs.unit import Ship, Unit, Vehicle, SingleHeliPad
from dcs.unitgroup import Group, ShipGroup, StaticGroup, VehicleGroup
from dcs.unittype import StaticType, UnitType
from dcs.unittype import StaticType, UnitType, ShipType, VehicleType
from dcs.vehicles import vehicle_map
from game import db
from game.data.building_data import FORTIFICATION_UNITS, FORTIFICATION_UNITS_ID
from game.db import unit_type_from_name
from game.db import unit_type_from_name, ship_type_from_name, vehicle_type_from_name
from game.theater import ControlPoint, TheaterGroundObject
from game.theater.theatergroundobject import (
BuildingGroundObject,
@@ -56,7 +67,10 @@ FARP_FRONTLINE_DISTANCE = 10000
AA_CP_MIN_DISTANCE = 40000
class GenericGroundObjectGenerator:
TgoT = TypeVar("TgoT", bound=TheaterGroundObject[Any])
class GenericGroundObjectGenerator(Generic[TgoT]):
"""An unspecialized ground object generator.
Currently used only for SAM
@@ -64,7 +78,7 @@ class GenericGroundObjectGenerator:
def __init__(
self,
ground_object: TheaterGroundObject,
ground_object: TgoT,
country: Country,
game: Game,
mission: Mission,
@@ -89,10 +103,7 @@ class GenericGroundObjectGenerator:
logging.warning(f"Found empty group in {self.ground_object}")
continue
unit_type = unit_type_from_name(group.units[0].type)
if unit_type is None:
raise RuntimeError(f"Unrecognized unit type: {group.units[0].type}")
unit_type = vehicle_type_from_name(group.units[0].type)
vg = self.m.vehicle_group(
self.country,
group.name,
@@ -116,24 +127,27 @@ class GenericGroundObjectGenerator:
self._register_unit_group(group, vg)
@staticmethod
def enable_eplrs(group: Group, unit_type: Type[UnitType]) -> None:
if hasattr(unit_type, "eplrs"):
if unit_type.eplrs:
group.points[0].tasks.append(EPLRS(group.id))
def enable_eplrs(group: VehicleGroup, unit_type: Type[VehicleType]) -> None:
if unit_type.eplrs:
group.points[0].tasks.append(EPLRS(group.id))
def set_alarm_state(self, group: Group) -> None:
def set_alarm_state(self, group: Union[ShipGroup, VehicleGroup]) -> None:
if self.game.settings.perf_red_alert_state:
group.points[0].tasks.append(OptAlarmState(2))
else:
group.points[0].tasks.append(OptAlarmState(1))
def _register_unit_group(self, persistence_group: Group, miz_group: Group) -> None:
def _register_unit_group(
self,
persistence_group: Union[ShipGroup, VehicleGroup],
miz_group: Union[ShipGroup, VehicleGroup],
) -> None:
self.unit_map.add_ground_object_units(
self.ground_object, persistence_group, miz_group
)
class MissileSiteGenerator(GenericGroundObjectGenerator):
class MissileSiteGenerator(GenericGroundObjectGenerator[MissileSiteGroundObject]):
@property
def culled(self) -> bool:
# Don't cull missile sites - their range is long enough to make them easily
@@ -148,7 +162,7 @@ class MissileSiteGenerator(GenericGroundObjectGenerator):
for group in self.ground_object.groups:
vg = self.m.find_group(group.name)
if vg is not None:
targets = self.possible_missile_targets(vg)
targets = self.possible_missile_targets()
if targets:
target = random.choice(targets)
real_target = target.point_from_heading(
@@ -165,7 +179,7 @@ class MissileSiteGenerator(GenericGroundObjectGenerator):
"Couldn't setup missile site to fire, group was not generated."
)
def possible_missile_targets(self, vg: Group) -> List[Point]:
def possible_missile_targets(self) -> List[Point]:
"""
Find enemy control points in range
:param vg: Vehicle group we are searching a target for (There is always only oe group right now)
@@ -174,7 +188,7 @@ class MissileSiteGenerator(GenericGroundObjectGenerator):
targets: List[Point] = []
for cp in self.game.theater.controlpoints:
if cp.captured != self.ground_object.control_point.captured:
distance = cp.position.distance_to_point(vg.position)
distance = cp.position.distance_to_point(self.ground_object.position)
if distance < self.missile_site_range:
targets.append(cp.position)
return targets
@@ -196,7 +210,7 @@ class MissileSiteGenerator(GenericGroundObjectGenerator):
return site_range
class BuildingSiteGenerator(GenericGroundObjectGenerator):
class BuildingSiteGenerator(GenericGroundObjectGenerator[BuildingGroundObject]):
"""Generator for building sites.
Building sites are the primary type of non-airbase objective locations that
@@ -225,7 +239,7 @@ class BuildingSiteGenerator(GenericGroundObjectGenerator):
f"{self.ground_object.dcs_identifier} not found in static maps"
)
def generate_vehicle_group(self, unit_type: Type[UnitType]) -> None:
def generate_vehicle_group(self, unit_type: Type[VehicleType]) -> None:
if not self.ground_object.is_dead:
group = self.m.vehicle_group(
country=self.country,
@@ -324,7 +338,7 @@ class SceneryGenerator(BuildingSiteGenerator):
self.unit_map.add_scenery(scenery)
class GenericCarrierGenerator(GenericGroundObjectGenerator):
class GenericCarrierGenerator(GenericGroundObjectGenerator[GenericCarrierGroundObject]):
"""Base type for carrier group generation.
Used by both CV(N) groups and LHA groups.
@@ -376,13 +390,12 @@ class GenericCarrierGenerator(GenericGroundObjectGenerator):
self.add_runway_data(brc or 0, atc, tacan, tacan_callsign, icls)
self._register_unit_group(group, ship_group)
def get_carrier_type(self, group: Group) -> Type[UnitType]:
unit_type = unit_type_from_name(group.units[0].type)
if unit_type is None:
raise RuntimeError(f"Unrecognized carrier name: {group.units[0].type}")
return unit_type
def get_carrier_type(self, group: ShipGroup) -> Type[ShipType]:
return ship_type_from_name(group.units[0].type)
def configure_carrier(self, group: Group, atc_channel: RadioFrequency) -> ShipGroup:
def configure_carrier(
self, group: ShipGroup, atc_channel: RadioFrequency
) -> ShipGroup:
unit_type = self.get_carrier_type(group)
ship_group = self.m.ship_group(
@@ -474,7 +487,7 @@ class GenericCarrierGenerator(GenericGroundObjectGenerator):
class CarrierGenerator(GenericCarrierGenerator):
"""Generator for CV(N) groups."""
def get_carrier_type(self, group: Group) -> UnitType:
def get_carrier_type(self, group: ShipGroup) -> Type[ShipType]:
unit_type = super().get_carrier_type(group)
if self.game.settings.supercarrier:
unit_type = db.upgrade_to_supercarrier(unit_type, self.control_point.name)
@@ -518,7 +531,7 @@ class LhaGenerator(GenericCarrierGenerator):
)
class ShipObjectGenerator(GenericGroundObjectGenerator):
class ShipObjectGenerator(GenericGroundObjectGenerator[ShipGroundObject]):
"""Generator for non-carrier naval groups."""
def generate(self) -> None:
@@ -529,14 +542,11 @@ class ShipObjectGenerator(GenericGroundObjectGenerator):
if not group.units:
logging.warning(f"Found empty group in {self.ground_object}")
continue
self.generate_group(group, ship_type_from_name(group.units[0].type))
unit_type = unit_type_from_name(group.units[0].type)
if unit_type is None:
raise RuntimeError(f"Unrecognized unit type: {group.units[0].type}")
self.generate_group(group, unit_type)
def generate_group(self, group_def: Group, first_unit_type: Type[UnitType]) -> None:
def generate_group(
self, group_def: ShipGroup, first_unit_type: Type[ShipType]
) -> None:
group = self.m.ship_group(
self.country,
group_def.name,
@@ -624,7 +634,7 @@ class GroundObjectsGenerator:
self.icls_alloc = iter(range(1, 21))
self.runways: Dict[str, RunwayData] = {}
def generate(self):
def generate(self) -> None:
for cp in self.game.theater.controlpoints:
if cp.captured:
country_name = self.game.player_country
@@ -637,6 +647,7 @@ class GroundObjectsGenerator:
).generate()
for ground_object in cp.ground_objects:
generator: GenericGroundObjectGenerator[Any]
if isinstance(ground_object, FactoryGroundObject):
generator = FactoryGenerator(
ground_object, country, self.game, self.m, self.unit_map

View File

@@ -32,15 +32,16 @@ from typing import Dict, List, Optional, TYPE_CHECKING, Tuple, Iterator
from PIL import Image, ImageDraw, ImageFont
from dcs.mission import Mission
from dcs.unit import Unit
from dcs.unittype import FlyingType
from tabulate import tabulate
from game.data.alic import AlicCodes
from game.db import unit_type_from_name
from game.dcs.aircrafttype import AircraftType
from game.savecompat import has_save_compat_for
from game.theater import ConflictTheater, TheaterGroundObject, LatLon
from game.theater.bullseye import Bullseye
from game.utils import meters
from .aircraft import AIRCRAFT_DATA, FlightData
from .aircraft import FlightData
from .airsupportgen import AwacsInfo, TankerInfo
from .briefinggen import CommInfo, JtacInfo, MissionInfoGenerator
from .flights.flight import FlightWaypoint, FlightWaypointType, FlightType
@@ -63,7 +64,8 @@ class KneeboardPageWriter:
else:
self.foreground_fill = (15, 15, 15)
self.background_fill = (255, 252, 252)
self.image = Image.new("RGB", (768, 1024), self.background_fill)
self.image_size = (768, 1024)
self.image = Image.new("RGB", self.image_size, self.background_fill)
# These font sizes create a relatively full page for current sorties. If
# we start generating more complicated flight plans, or start including
# more information in the comm ladder (the latter of which we should
@@ -82,6 +84,7 @@ class KneeboardPageWriter:
"resources/fonts/Inconsolata.otf", 20, layout_engine=ImageFont.LAYOUT_BASIC
)
self.draw = ImageDraw.Draw(self.image)
self.page_margin = page_margin
self.x = page_margin
self.y = page_margin
self.line_spacing = line_spacing
@@ -91,10 +94,24 @@ class KneeboardPageWriter:
return self.x, self.y
def text(
self, text: str, font=None, fill: Tuple[int, int, int] = (0, 0, 0)
self,
text: str,
font: Optional[ImageFont.FreeTypeFont] = None,
fill: Optional[Tuple[int, int, int]] = None,
wrap: bool = False,
) -> None:
if font is None:
font = self.content_font
if fill is None:
fill = self.foreground_fill
if wrap:
text = "\n".join(
self.wrap_line_with_font(
line, self.image_size[0] - self.page_margin - self.x, font
)
for line in text.splitlines()
)
self.draw.text(self.position, text, font=font, fill=fill)
width, height = self.draw.textsize(text, font=font)
@@ -134,6 +151,24 @@ class KneeboardPageWriter:
output = combo
return "".join(segments + [output]).strip()
@staticmethod
def wrap_line_with_font(
inputstr: str, max_width: int, font: ImageFont.FreeTypeFont
) -> str:
if font.getsize(inputstr)[0] <= max_width:
return inputstr
tokens = inputstr.split(" ")
output = ""
segments = []
for token in tokens:
combo = output + " " + token
if font.getsize(combo)[0] > max_width:
segments.append(output + "\n")
output = token
else:
output = combo
return "".join(segments + [output]).strip()
class KneeboardPage:
"""Base class for all kneeboard pages."""
@@ -142,7 +177,8 @@ class KneeboardPage:
"""Writes the kneeboard page to the given path."""
raise NotImplementedError
def format_ll(self, ll: LatLon) -> str:
@staticmethod
def format_ll(ll: LatLon) -> str:
ns = "N" if ll.latitude >= 0 else "S"
ew = "E" if ll.longitude >= 0 else "W"
return f"{ll.latitude:.4}°{ns} {ll.longitude:.4}°{ew}"
@@ -355,8 +391,9 @@ class BriefingPage(KneeboardPage):
if channel is None:
return str(frequency)
namer = AIRCRAFT_DATA[self.flight.aircraft_type.id].channel_namer
channel_name = namer.channel_name(channel.radio_id, channel.channel)
channel_name = self.flight.aircraft_type.channel_name(
channel.radio_id, channel.channel
)
return f"{channel_name}\n{frequency}"
@@ -452,9 +489,10 @@ class SupportPage(KneeboardPage):
if channel is None:
return str(frequency)
namer = AIRCRAFT_DATA[self.flight.aircraft_type.id].channel_namer
channel_name = namer.channel_name(channel.radio_id, channel.channel)
return f"{channel_name} {frequency}"
channel_name = self.flight.aircraft_type.channel_name(
channel.radio_id, channel.channel
)
return f"{channel_name}\n{frequency}"
def _format_time(self, time: Optional[datetime.timedelta]) -> str:
if time is None:
@@ -551,6 +589,24 @@ class StrikeTaskPage(KneeboardPage):
]
class NotesPage(KneeboardPage):
"""A kneeboard page containing the campaign owner's notes."""
def __init__(
self,
notes: str,
dark_kneeboard: bool,
) -> None:
self.notes = notes
self.dark_kneeboard = dark_kneeboard
def write(self, path: Path) -> None:
writer = KneeboardPageWriter(dark_theme=self.dark_kneeboard)
writer.title(f"Notes")
writer.text(self.notes, wrap=True)
writer.write(path)
class KneeboardGenerator(MissionInfoGenerator):
"""Creates kneeboard pages for each client flight in the mission."""
@@ -565,14 +621,14 @@ class KneeboardGenerator(MissionInfoGenerator):
temp_dir = Path("kneeboards")
temp_dir.mkdir(exist_ok=True)
for aircraft, pages in self.pages_by_airframe().items():
aircraft_dir = temp_dir / aircraft.id
aircraft_dir = temp_dir / aircraft.dcs_unit_type.id
aircraft_dir.mkdir(exist_ok=True)
for idx, page in enumerate(pages):
page_path = aircraft_dir / f"page{idx:02}.png"
page.write(page_path)
self.mission.add_aircraft_kneeboard(aircraft, page_path)
self.mission.add_aircraft_kneeboard(aircraft.dcs_unit_type, page_path)
def pages_by_airframe(self) -> Dict[FlyingType, List[KneeboardPage]]:
def pages_by_airframe(self) -> Dict[AircraftType, List[KneeboardPage]]:
"""Returns a list of kneeboard pages per airframe in the mission.
Only client flights will be included, but because DCS does not support
@@ -583,7 +639,7 @@ class KneeboardGenerator(MissionInfoGenerator):
A dict mapping aircraft types to the list of kneeboard pages for
that aircraft.
"""
all_flights: Dict[FlyingType, List[KneeboardPage]] = defaultdict(list)
all_flights: Dict[AircraftType, List[KneeboardPage]] = defaultdict(list)
for flight in self.flights:
if not flight.client_units:
continue
@@ -599,6 +655,7 @@ class KneeboardGenerator(MissionInfoGenerator):
return StrikeTaskPage(flight, self.dark_kneeboard, self.game.theater)
return None
@has_save_compat_for(4)
def generate_flight_kneeboard(self, flight: FlightData) -> List[KneeboardPage]:
"""Returns a list of kneeboard pages for the given flight."""
pages: List[KneeboardPage] = [
@@ -620,6 +677,10 @@ class KneeboardGenerator(MissionInfoGenerator):
),
]
# Only create the notes page if there are notes to show.
if notes := getattr(self.game, "notes", ""):
pages.append(NotesPage(notes, self.dark_kneeboard))
if (target_page := self.generate_task_page(flight)) is not None:
pages.append(target_page)

View File

@@ -1,22 +0,0 @@
from dataclasses import dataclass, field
from typing import List
from gen.locations.preset_locations import PresetLocation
@dataclass
class PresetControlPointLocations:
"""A repository of preset locations for a given control point"""
# List of possible ashore locations to generate objects (Represented in miz file by an APC_AAV_7_Amphibious)
ashore_locations: List[PresetLocation] = field(default_factory=list)
# List of possible offshore locations to generate ship groups (Represented in miz file by an Oliver Hazard Perry)
offshore_locations: List[PresetLocation] = field(default_factory=list)
# Possible antiship missiles sites locations (Represented in miz file by Iranian Silkworm missiles)
antiship_locations: List[PresetLocation] = field(default_factory=list)
# List of possible powerplants locations (Represented in miz file by static Workshop A object, USA)
powerplant_locations: List[PresetLocation] = field(default_factory=list)

View File

@@ -1,21 +0,0 @@
from dataclasses import dataclass
from dcs import Point
@dataclass
class PresetLocation:
"""A preset location"""
position: Point
heading: int
id: str
def __str__(self):
return (
"-" * 10
+ "X: {}\n Y: {}\nHdg: {}°\nId: {}".format(
self.position.x, self.position.y, self.heading, self.id
)
+ "-" * 10
)

View File

@@ -1,13 +1,20 @@
import logging
import random
from game import db
from typing import Optional
from dcs.unitgroup import VehicleGroup
from game import db, Game
from game.theater.theatergroundobject import MissileSiteGroundObject
from gen.missiles.scud_site import ScudGenerator
from gen.missiles.v1_group import V1GroupGenerator
MISSILES_MAP = {"V1GroupGenerator": V1GroupGenerator, "ScudGenerator": ScudGenerator}
def generate_missile_group(game, ground_object, faction_name: str):
def generate_missile_group(
game: Game, ground_object: MissileSiteGroundObject, faction_name: str
) -> Optional[VehicleGroup]:
"""
This generate a missiles group
:return: Nothing, but put the group reference inside the ground object

View File

@@ -2,33 +2,38 @@ import random
from dcs.vehicles import Unarmed, MissilesSS, AirDefence
from gen.sam.group_generator import GroupGenerator
from game import Game
from game.factions.faction import Faction
from game.theater.theatergroundobject import MissileSiteGroundObject
from gen.sam.group_generator import VehicleGroupGenerator
class ScudGenerator(GroupGenerator):
def __init__(self, game, ground_object, faction):
class ScudGenerator(VehicleGroupGenerator[MissileSiteGroundObject]):
def __init__(
self, game: Game, ground_object: MissileSiteGroundObject, faction: Faction
) -> None:
super(ScudGenerator, self).__init__(game, ground_object)
self.faction = faction
def generate(self):
def generate(self) -> None:
# Scuds
self.add_unit(
MissilesSS.SSM_SS_1C_Scud_B,
MissilesSS.Scud_B,
"V1#0",
self.position.x,
self.position.y + random.randint(1, 8),
self.heading,
)
self.add_unit(
MissilesSS.SSM_SS_1C_Scud_B,
MissilesSS.Scud_B,
"V1#1",
self.position.x + 50,
self.position.y + random.randint(1, 8),
self.heading,
)
self.add_unit(
MissilesSS.SSM_SS_1C_Scud_B,
MissilesSS.Scud_B,
"V1#2",
self.position.x + 100,
self.position.y + random.randint(1, 8),
@@ -37,7 +42,7 @@ class ScudGenerator(GroupGenerator):
# Commander
self.add_unit(
Unarmed.LUV_UAZ_469_Jeep,
Unarmed.UAZ_469,
"Kubel#0",
self.position.x - 35,
self.position.y - 20,
@@ -46,7 +51,7 @@ class ScudGenerator(GroupGenerator):
# Shorad
self.add_unit(
AirDefence.SPAAA_ZSU_23_4_Shilka_Gun_Dish,
AirDefence.ZSU_23_4_Shilka,
"SHILKA#0",
self.position.x - 55,
self.position.y - 38,
@@ -54,7 +59,7 @@ class ScudGenerator(GroupGenerator):
)
self.add_unit(
AirDefence.SAM_SA_9_Strela_1_Gaskin_TEL,
AirDefence.Strela_1_9P31,
"STRELA#0",
self.position.x + 200,
self.position.y + 15,

View File

@@ -2,33 +2,38 @@ import random
from dcs.vehicles import Unarmed, MissilesSS, AirDefence
from gen.sam.group_generator import GroupGenerator
from game import Game
from game.factions.faction import Faction
from game.theater.theatergroundobject import MissileSiteGroundObject
from gen.sam.group_generator import VehicleGroupGenerator
class V1GroupGenerator(GroupGenerator):
def __init__(self, game, ground_object, faction):
class V1GroupGenerator(VehicleGroupGenerator[MissileSiteGroundObject]):
def __init__(
self, game: Game, ground_object: MissileSiteGroundObject, faction: Faction
) -> None:
super(V1GroupGenerator, self).__init__(game, ground_object)
self.faction = faction
def generate(self):
def generate(self) -> None:
# Ramps
self.add_unit(
MissilesSS.SSM_V_1_Launcher,
MissilesSS.V1_launcher,
"V1#0",
self.position.x,
self.position.y + random.randint(1, 8),
self.heading,
)
self.add_unit(
MissilesSS.SSM_V_1_Launcher,
MissilesSS.V1_launcher,
"V1#1",
self.position.x + 50,
self.position.y + random.randint(1, 8),
self.heading,
)
self.add_unit(
MissilesSS.SSM_V_1_Launcher,
MissilesSS.V1_launcher,
"V1#2",
self.position.x + 100,
self.position.y + random.randint(1, 8),
@@ -37,7 +42,7 @@ class V1GroupGenerator(GroupGenerator):
# Commander
self.add_unit(
Unarmed.LUV_Kubelwagen_82,
Unarmed.Kubelwagen_82,
"Kubel#0",
self.position.x - 35,
self.position.y - 20,
@@ -45,9 +50,7 @@ class V1GroupGenerator(GroupGenerator):
)
# Self defense flak
flak_unit = random.choice(
[AirDefence.AAA_Flak_Vierling_38_Quad_20mm, AirDefence.AAA_Flak_38_20mm]
)
flak_unit = random.choice([AirDefence.Flak38, AirDefence.Flak30])
self.add_unit(
flak_unit,
@@ -58,7 +61,7 @@ class V1GroupGenerator(GroupGenerator):
)
self.add_unit(
Unarmed.Truck_Opel_Blitz,
Unarmed.Blitz_36_6700A,
"Blitz#0",
self.position.x + 200,
self.position.y + 15,

View File

@@ -1,12 +1,11 @@
import random
import time
from typing import List
from typing import List, Any
from dcs.country import Country
from dcs.unittype import UnitType
from game import db
from game.dcs.aircrafttype import AircraftType
from game.dcs.unittype import UnitType
from gen.flights.flight import Flight
ALPHA_MILITARY = [
@@ -257,7 +256,7 @@ class NameGenerator:
existing_alphas: List[str] = []
@classmethod
def reset(cls):
def reset(cls) -> None:
cls.number = 0
cls.infantry_number = 0
cls.convoy_number = 0
@@ -266,7 +265,7 @@ class NameGenerator:
cls.existing_alphas = []
@classmethod
def reset_numbers(cls):
def reset_numbers(cls) -> None:
cls.number = 0
cls.infantry_number = 0
cls.aircraft_number = 0
@@ -274,7 +273,9 @@ class NameGenerator:
cls.cargo_ship_number = 0
@classmethod
def next_aircraft_name(cls, country: Country, parent_base_id: int, flight: Flight):
def next_aircraft_name(
cls, country: Country, parent_base_id: int, flight: Flight
) -> str:
cls.aircraft_number += 1
try:
if flight.custom_name:
@@ -290,42 +291,42 @@ class NameGenerator:
country.id,
cls.aircraft_number,
parent_base_id,
db.unit_type_name(flight.unit_type),
flight.unit_type.name,
)
@classmethod
def next_unit_name(cls, country: Country, parent_base_id: int, unit_type: UnitType):
def next_unit_name(
cls, country: Country, parent_base_id: int, unit_type: UnitType[Any]
) -> str:
cls.number += 1
return "unit|{}|{}|{}|{}|".format(
country.id, cls.number, parent_base_id, db.unit_type_name(unit_type)
country.id, cls.number, parent_base_id, unit_type.name
)
@classmethod
def next_infantry_name(
cls, country: Country, parent_base_id: int, unit_type: UnitType
):
cls, country: Country, parent_base_id: int, unit_type: UnitType[Any]
) -> str:
cls.infantry_number += 1
return "infantry|{}|{}|{}|{}|".format(
country.id,
cls.infantry_number,
parent_base_id,
db.unit_type_name(unit_type),
unit_type.name,
)
@classmethod
def next_awacs_name(cls, country: Country):
def next_awacs_name(cls, country: Country) -> str:
cls.number += 1
return "awacs|{}|{}|0|".format(country.id, cls.number)
@classmethod
def next_tanker_name(cls, country: Country, unit_type: UnitType):
def next_tanker_name(cls, country: Country, unit_type: AircraftType) -> str:
cls.number += 1
return "tanker|{}|{}|0|{}".format(
country.id, cls.number, db.unit_type_name(unit_type)
)
return "tanker|{}|{}|0|{}".format(country.id, cls.number, unit_type.name)
@classmethod
def next_carrier_name(cls, country: Country):
def next_carrier_name(cls, country: Country) -> str:
cls.number += 1
return "carrier|{}|{}|0|".format(country.id, cls.number)
@@ -340,7 +341,7 @@ class NameGenerator:
return f"Cargo Ship {cls.cargo_ship_number:03}"
@classmethod
def random_objective_name(cls):
def random_objective_name(cls) -> str:
if cls.animals:
animal = random.choice(cls.animals)
cls.animals.remove(animal)

View File

@@ -15,7 +15,7 @@ class RadioFrequency:
#: The frequency in kilohertz.
hertz: int
def __str__(self):
def __str__(self) -> str:
if self.hertz >= 1000000:
return self.format("MHz", 1000000)
return self.format("kHz", 1000)
@@ -134,6 +134,7 @@ RADIOS: List[Radio] = [
Radio("AN/ARC-51BX", MHz(225), MHz(400), step=kHz(50)),
Radio("AN/ARC-131", MHz(30), MHz(76), step=kHz(50)),
Radio("AN/ARC-134", MHz(116), MHz(150), step=kHz(25)),
Radio("R&S Series 6000", MHz(100), MHz(156), step=kHz(25)),
]
@@ -152,7 +153,7 @@ def get_radio(name: str) -> Radio:
for radio in RADIOS:
if radio.name == name:
return radio
raise KeyError
raise KeyError(f"Unknown radio: {name}")
class RadioRegistry:

View File

@@ -14,25 +14,21 @@ class BoforsGenerator(AirDefenseGroupGenerator):
"""
name = "Bofors AAA"
price = 75
def generate(self):
grid_x = random.randint(2, 3)
grid_y = random.randint(2, 3)
spacing = random.randint(10, 40)
def generate(self) -> None:
index = 0
for i in range(grid_x):
for j in range(grid_y):
index = index + 1
self.add_unit(
AirDefence.AAA_Bofors_40mm,
"AAA#" + str(index),
self.position.x + spacing * i,
self.position.y + spacing * j,
self.heading,
)
for i in range(4):
spacing_x = random.randint(10, 40)
spacing_y = random.randint(10, 40)
index = index + 1
self.add_unit(
AirDefence.Bofors40,
"AAA#" + str(index),
self.position.x + spacing_x * i,
self.position.y + spacing_y * i,
self.heading,
)
@classmethod
def range(cls) -> AirDefenseRange:

View File

@@ -8,12 +8,12 @@ from gen.sam.airdefensegroupgenerator import (
)
GFLAK = [
AirDefence.AAA_Flak_Vierling_38_Quad_20mm,
AirDefence.AAA_8_8cm_Flak_18,
AirDefence.AAA_8_8cm_Flak_36,
AirDefence.AAA_8_8cm_Flak_37,
AirDefence.AAA_8_8cm_Flak_41,
AirDefence.AAA_Flak_38_20mm,
AirDefence.Flak38,
AirDefence.Flak18,
AirDefence.Flak36,
AirDefence.Flak37,
AirDefence.Flak41,
AirDefence.Flak30,
]
@@ -23,37 +23,32 @@ class FlakGenerator(AirDefenseGroupGenerator):
"""
name = "Flak Site"
price = 135
def generate(self):
grid_x = random.randint(2, 3)
grid_y = random.randint(2, 3)
spacing = random.randint(20, 35)
def generate(self) -> None:
index = 0
mixed = random.choice([True, False])
unit_type = random.choice(GFLAK)
for i in range(grid_x):
for j in range(grid_y):
index = index + 1
self.add_unit(
unit_type,
"AAA#" + str(index),
self.position.x + spacing * i + random.randint(1, 5),
self.position.y + spacing * j + random.randint(1, 5),
self.heading,
)
for i in range(4):
index = index + 1
spacing_x = random.randint(10, 40)
spacing_y = random.randint(10, 40)
self.add_unit(
unit_type,
"AAA#" + str(index),
self.position.x + spacing_x * i + random.randint(1, 5),
self.position.y + spacing_y * i + random.randint(1, 5),
self.heading,
)
if mixed:
unit_type = random.choice(GFLAK)
if mixed:
unit_type = random.choice(GFLAK)
# Search lights
search_pos = self.get_circular_position(random.randint(2, 3), 80)
for index, pos in enumerate(search_pos):
self.add_unit(
AirDefence.SL_Flakscheinwerfer_37,
AirDefence.Flakscheinwerfer_37,
"SearchLight#" + str(index),
pos[0],
pos[1],
@@ -62,14 +57,14 @@ class FlakGenerator(AirDefenseGroupGenerator):
# Support
self.add_unit(
AirDefence.PU_Maschinensatz_33,
AirDefence.Maschinensatz_33,
"MC33#",
self.position.x - 20,
self.position.y - 20,
self.heading,
)
self.add_unit(
AirDefence.AAA_SP_Kdo_G_40,
AirDefence.KDO_Mod40,
"KDO#",
self.position.x - 25,
self.position.y - 20,
@@ -78,7 +73,7 @@ class FlakGenerator(AirDefenseGroupGenerator):
# Commander
self.add_unit(
Unarmed.LUV_Kubelwagen_82,
Unarmed.Kubelwagen_82,
"Kubel#",
self.position.x - 35,
self.position.y - 20,
@@ -86,10 +81,12 @@ class FlakGenerator(AirDefenseGroupGenerator):
)
# Some Opel Blitz trucks
for i in range(int(max(1, grid_x / 2))):
for j in range(int(max(1, grid_x / 2))):
index = 0
for i in range(int(max(1, 2))):
for j in range(int(max(1, 2))):
index += 1
self.add_unit(
Unarmed.Truck_Opel_Blitz,
Unarmed.Blitz_36_6700A,
"BLITZ#" + str(index),
self.position.x + 125 + 15 * i + random.randint(1, 5),
self.position.y + 15 * j + random.randint(1, 5),

View File

@@ -14,9 +14,8 @@ class Flak18Generator(AirDefenseGroupGenerator):
"""
name = "WW2 Flak Site"
price = 40
def generate(self):
def generate(self) -> None:
spacing = random.randint(30, 60)
index = 0
@@ -25,7 +24,7 @@ class Flak18Generator(AirDefenseGroupGenerator):
for j in range(2):
index = index + 1
self.add_unit(
AirDefence.AAA_8_8cm_Flak_18,
AirDefence.Flak18,
"AAA#" + str(index),
self.position.x + spacing * i + random.randint(1, 5),
self.position.y + spacing * j + random.randint(1, 5),
@@ -34,7 +33,7 @@ class Flak18Generator(AirDefenseGroupGenerator):
# Add a commander truck
self.add_unit(
Unarmed.Truck_Opel_Blitz,
Unarmed.Blitz_36_6700A,
"Blitz#",
self.position.x - 35,
self.position.y - 20,

View File

@@ -13,12 +13,8 @@ class KS19Generator(AirDefenseGroupGenerator):
"""
name = "KS-19 AAA Site"
price = 98
def generate(self):
spacing = random.randint(10, 40)
def generate(self) -> None:
self.add_unit(
highdigitsams.AAA_SON_9_Fire_Can,
"TR",
@@ -28,16 +24,17 @@ class KS19Generator(AirDefenseGroupGenerator):
)
index = 0
for i in range(3):
for j in range(3):
index = index + 1
self.add_unit(
highdigitsams.AAA_100mm_KS_19,
"AAA#" + str(index),
self.position.x + spacing * i,
self.position.y + spacing * j,
self.heading,
)
for i in range(4):
spacing_x = random.randint(10, 40)
spacing_y = random.randint(10, 40)
index = index + 1
self.add_unit(
highdigitsams.AAA_100mm_KS_19,
"AAA#" + str(index),
self.position.x + spacing_x * i,
self.position.y + spacing_y * i,
self.heading,
)
@classmethod
def range(cls) -> AirDefenseRange:

View File

@@ -14,14 +14,13 @@ class AllyWW2FlakGenerator(AirDefenseGroupGenerator):
"""
name = "WW2 Ally Flak Site"
price = 140
def generate(self):
def generate(self) -> None:
positions = self.get_circular_position(4, launcher_distance=30, coverage=360)
for i, position in enumerate(positions):
self.add_unit(
AirDefence.AAA_QF_3_7,
AirDefence.QF_37_AA,
"AA#" + str(i),
position[0],
position[1],
@@ -31,7 +30,7 @@ class AllyWW2FlakGenerator(AirDefenseGroupGenerator):
positions = self.get_circular_position(8, launcher_distance=60, coverage=360)
for i, position in enumerate(positions):
self.add_unit(
AirDefence.AAA_M1_37mm,
AirDefence.M1_37mm,
"AA#" + str(4 + i),
position[0],
position[1],
@@ -41,7 +40,7 @@ class AllyWW2FlakGenerator(AirDefenseGroupGenerator):
positions = self.get_circular_position(8, launcher_distance=90, coverage=360)
for i, position in enumerate(positions):
self.add_unit(
AirDefence.AAA_M45_Quadmount_HB_12_7mm,
AirDefence.M45_Quadmount,
"AA#" + str(12 + i),
position[0],
position[1],
@@ -50,28 +49,28 @@ class AllyWW2FlakGenerator(AirDefenseGroupGenerator):
# Add a commander truck
self.add_unit(
Unarmed.Car_Willys_Jeep,
Unarmed.Willys_MB,
"CMD#1",
self.position.x,
self.position.y - 20,
random.randint(0, 360),
)
self.add_unit(
Unarmed.Carrier_M30_Cargo,
Unarmed.M30_CC,
"LOG#1",
self.position.x,
self.position.y + 20,
random.randint(0, 360),
)
self.add_unit(
Unarmed.Tractor_M4_Hi_Speed,
Unarmed.M4_Tractor,
"LOG#2",
self.position.x + 20,
self.position.y,
random.randint(0, 360),
)
self.add_unit(
Unarmed.Truck_Bedford,
Unarmed.Bedford_MWD,
"LOG#3",
self.position.x - 20,
self.position.y,

View File

@@ -12,16 +12,15 @@ class ZSU57Generator(AirDefenseGroupGenerator):
"""
name = "ZSU-57-2 Group"
price = 60
def generate(self):
num_launchers = 5
def generate(self) -> None:
num_launchers = 4
positions = self.get_circular_position(
num_launchers, launcher_distance=110, coverage=360
)
for i, position in enumerate(positions):
self.add_unit(
AirDefence.SPAAA_ZSU_57_2,
AirDefence.ZSU_57_2,
"SPAA#" + str(i),
position[0],
position[1],

View File

@@ -14,25 +14,20 @@ class ZU23InsurgentGenerator(AirDefenseGroupGenerator):
"""
name = "Zu-23 Site"
price = 56
def generate(self):
grid_x = random.randint(2, 3)
grid_y = random.randint(2, 3)
spacing = random.randint(10, 40)
def generate(self) -> None:
index = 0
for i in range(grid_x):
for j in range(grid_y):
index = index + 1
self.add_unit(
AirDefence.AAA_ZU_23_Insurgent_Closed_Emplacement,
"AAA#" + str(index),
self.position.x + spacing * i,
self.position.y + spacing * j,
self.heading,
)
for i in range(4):
index = index + 1
spacing_x = random.randint(10, 40)
spacing_y = random.randint(10, 40)
self.add_unit(
AirDefence.ZU_23_Closed_Insurgent,
"AAA#" + str(index),
self.position.x + spacing_x * i,
self.position.y + spacing_y * i,
self.heading,
)
@classmethod
def range(cls) -> AirDefenseRange:

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