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2 Commits

Author SHA1 Message Date
Dan Albert
8c1f3e8116 Use python, not py.
py is a shortcut that launches the *latest* version of Python on the
machine. https://stackoverflow.com/a/50896577/632035

The build machines were updated to include python 3.9, so we were
doing everything with 3.9 instead of 3.8. pyproj doesn't have a binary
wheel for 3.9 on pypi yet, so we were falling back to building it from
source, which we aren't able to do, breaking the build.
2020-10-28 00:06:56 -07:00
Dan Albert
df00059d3f Fix initial frequencies for support aircraft.
Vaicom (a mod that adds voice control for the communications menus)
isn't able to follow the waypoint frequency change that normally sets
the radio channel for the AWACS/tanker flights. Set the group's
frequency correctly to start so it works.

(cherry picked from commit 4abf806837)
2020-10-17 15:56:48 -07:00
1563 changed files with 19222 additions and 69264 deletions

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@@ -1,2 +0,0 @@
# Black
a47bef1f1336fd264d0b175f4421758339a30acb

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@@ -1,40 +0,0 @@
---
name: Bug report
about: Create a report to help us improve
title: ''
labels: bug
assignees: ''
---
Before filing, please search the issue tracker to see if the issue has already been reported.
If reporting a DCS AI bug, check https://github.com/dcs-liberation/dcs_liberation#dcs-bugs.
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
**Expected behavior**
A clear and concise description of what you expected to happen.
**Additional information**
We will usually need more information for debugging. Include as much of the following as you are able:
- DCS Liberation save file (the `.liberation` file you save from the DCS Liberation window). By default these are located in your DCS saved games directory (`%USERPROFILE%/Saved Games/DCS`).
- The generated mission file (the `.miz` file that you load in DCS to play the turn). By default these are located in your missions directory (`%USERPROFILE%/Saved Games/DCS/Missions`).
- A tacview track file, especially when demonstrating an issue with AI behavior. By default these are located in your Tacview tracks directory (`%USERPROFILE%/Documents/Tacview`).
- The state.json file from the finished mission when the problem is related to results processing. By default these are located in your Liberation install directory.
**Version information (please complete the following information):**
- DCS Liberation [e.g. 2.3.1]:
**Additional context**
Add any other context about the problem here.

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@@ -1,28 +0,0 @@
---
name: Campaign update submission
about: Submit an update to a campaign you maintain.
title: 'Update for <campaign name>'
labels: campaign-update-submission
assignees: ''
---
This form should only be used for submitted updated miz/json files for campaigns
distributed with Liberation. If you are _requesting_ an update to a campaign, see
https://github.com/dcs-liberation/dcs_liberation/wiki/Campaign-maintenance. If the
campaign has an owner, it will be updated before release. If it does not, you can
volunteer to own it.
If you are not the owner of the campaign listed on
https://github.com/dcs-liberation/dcs_liberation/wiki/Campaign-maintenance, please start
there.
Otherwise, delete everything above the line below and fill out the following form. Note:
GitHub does not accept .miz files. You can either rename the file to .miz.txt or add the
file to a .zip file.
---
* Campaign name:
* Files:
* Update summary (optional):

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@@ -1,21 +0,0 @@
---
name: Feature request
about: Suggest an idea for this project
title: ''
labels: enhancement
assignees: ''
---
Before filing, please search the issue tracker to see if this feature has already been requested.
If requesting a DCS AI feature, check If reporting a DCS AI bug, check https://github.com/dcs-liberation/dcs_liberation#dcs-bugs.
**Is your feature request related to a problem? Please describe.**
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
**Describe the solution you'd like**
A clear and concise description of what you want to happen.
**Additional context**
Add any other context or screenshots about the feature request here.

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@@ -1,13 +0,0 @@
name: Lint
on: [push, pull_request]
jobs:
lint:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- uses: actions/setup-python@v2
- uses: psf/black@stable
with:
args: ". --check"

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@@ -11,10 +11,10 @@ jobs:
with:
submodules: true
- name: Set up Python 3.9
- name: Set up Python 3.8
uses: actions/setup-python@v2
with:
python-version: 3.9
python-version: 3.8
- name: Install environment
run: |
@@ -27,20 +27,6 @@ jobs:
# For some reason the shiboken2.abi3.dll is not found properly, so I copy it instead
Copy-Item .\venv\Lib\site-packages\shiboken2\shiboken2.abi3.dll .\venv\Lib\site-packages\PySide2\ -Force
- name: mypy game
run: |
./venv/scripts/activate
mypy game
- name: mypy gen
run: |
./venv/scripts/activate
mypy gen
- name: update build number
run: |
[IO.File]::WriteAllLines($pwd.path + "\resources\buildnumber", $env:GITHUB_RUN_NUMBER)
- name: Build binaries
run: |
./venv/scripts/activate

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@@ -13,10 +13,10 @@ jobs:
with:
submodules: true
- name: Set up Python 3.9
- name: Set up Python 3.8
uses: actions/setup-python@v2
with:
python-version: 3.9
python-version: 3.8
- name: Install environment
run: |
@@ -29,20 +29,6 @@ jobs:
# For some reason the shiboken2.abi3.dll is not found properly, so I copy it instead
Copy-Item .\venv\Lib\site-packages\shiboken2\shiboken2.abi3.dll .\venv\Lib\site-packages\PySide2\ -Force
- name: Finalize version
run: |
New-Item -ItemType file resources\final
- name: mypy game
run: |
./venv/scripts/activate
mypy game
- name: mypy gen
run: |
./venv/scripts/activate
mypy gen
- name: Build binaries
run: |
./venv/scripts/activate
@@ -53,6 +39,11 @@ jobs:
env:
TAG_NAME: ${{ github.ref }}
run: |
$version = ($env:TAG_NAME -split "/") | Select-Object -Last 1
(Get-Content .\installer\dcs_liberation.iss) -replace "{{version}}",$version | Out-File .\build\installer.iss
cd .\installer
iscc.exe ..\build\installer.iss
cd ..
Copy-Item .\changelog.md .\dist
- uses: actions/upload-artifact@v2
@@ -95,7 +86,15 @@ jobs:
body_path: releasenotes.md
draft: false
prerelease: ${{ steps.version.outputs.prerelease }}
- uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ steps.create_release.outputs.upload_url }}
asset_path: ./dcs_liberation.exe
asset_name: dcs_liberation.${{ steps.version.outputs.number }}.exe
asset_content_type: application/exe
- uses: actions/upload-release-asset@v1
env:

7
.gitignore vendored
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@@ -5,21 +5,20 @@ resources/payloads/*.lua
venv
logs.txt
.DS_Store
.vscode/settings.json
dist/**
a.py
resources/tools/a.miz
tests/**
# User-specific stuff
.idea/
.env
env/
/kneeboards
/liberation_preferences.json
/state.json
logs/
logs/liberation.log
qt_ui/logs/liberation.log
*.psd
resources/scripts/plugins/*

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

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@@ -1,6 +0,0 @@
repos:
- repo: https://github.com/psf/black
rev: 20.8b1
hooks:
- id: black
language_version: python3

4
.vscode/settings.json vendored Normal file
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@@ -0,0 +1,4 @@
{
"python.pythonPath": "g:\\python\\dcs_liberation\\venv\\Scripts\\python.exe",
"vsintellicode.python.completionsEnabled": true
}

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@@ -1,76 +0,0 @@
# Contributor Covenant Code of Conduct
## Our Pledge
In the interest of fostering an open and welcoming environment, we as
contributors and maintainers pledge to making participation in our project and
our community a harassment-free experience for everyone, regardless of age, body
size, disability, ethnicity, sex characteristics, gender identity and expression,
level of experience, education, socio-economic status, nationality, personal
appearance, race, religion, or sexual identity and orientation.
## Our Standards
Examples of behavior that contributes to creating a positive environment
include:
* Using welcoming and inclusive language
* Being respectful of differing viewpoints and experiences
* Gracefully accepting constructive criticism
* Focusing on what is best for the community
* Showing empathy towards other community members
Examples of unacceptable behavior by participants include:
* The use of sexualized language or imagery and unwelcome sexual attention or
advances
* Trolling, insulting/derogatory comments, and personal or political attacks
* Public or private harassment
* Publishing others' private information, such as a physical or electronic
address, without explicit permission
* Other conduct which could reasonably be considered inappropriate in a
professional setting
## Our Responsibilities
Project maintainers are responsible for clarifying the standards of acceptable
behavior and are expected to take appropriate and fair corrective action in
response to any instances of unacceptable behavior.
Project maintainers have the right and responsibility to remove, edit, or
reject comments, commits, code, wiki edits, issues, and other contributions
that are not aligned to this Code of Conduct, or to ban temporarily or
permanently any contributor for other behaviors that they deem inappropriate,
threatening, offensive, or harmful.
## Scope
This Code of Conduct applies both within project spaces and in public spaces
when an individual is representing the project or its community. Examples of
representing a project or community include using an official project e-mail
address, posting via an official social media account, or acting as an appointed
representative at an online or offline event. Representation of a project may be
further defined and clarified by project maintainers.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be
reported by contacting the project team at khopa.studio@gmail.com. All
complaints will be reviewed and investigated and will result in a response that
is deemed necessary and appropriate to the circumstances. The project team is
obligated to maintain confidentiality with regard to the reporter of an incident.
Further details of specific enforcement policies may be posted separately.
Project maintainers who do not follow or enforce the Code of Conduct in good
faith may face temporary or permanent repercussions as determined by other
members of the project's leadership.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 1.4,
available at https://www.contributor-covenant.org/version/1/4/code-of-conduct.html
[homepage]: https://www.contributor-covenant.org
For answers to common questions about this code of conduct, see
https://www.contributor-covenant.org/faq

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@@ -1,26 +0,0 @@
First, note that we have a code of conduct, please follow it in all your interactions with the project.
## Contributing as a non-developer
* Report bugs by opening issues here on Github.
* Help others users on Discord by answering their questions.
* Raise awareness about the project, by making a video and/or a tutorial.
Should you report a bug, please use the search bar at the top of the page to see if it has already been reported.
Note that you may need to remove the filter for open bugs if it's something we've recently fixed.
## Making content for Liberation
You can create new campaigns : See [campaign creation wiki](https://github.com/dcs-liberation/dcs_liberation/wiki/Custom-Campaigns).
You can also improve existing campaigns.
You can then submit new campaigns on the "campaigns" channel on Discord, or by making a pull request if you are comfortable with git.
## Develop new features
If you want to develop a new feature, we recommend you first open an issue describing the new feature and discuss it with us on Discord before starting development.
However, feel free to work on any existing issue.
## Pull requests
Please submit your pull requests on the **develop** branch. We expect a description of its content, and when applicable, a reference to the issue(s) it is resolving.

165
LICENSE
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@@ -1,165 +0,0 @@
GNU LESSER GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
This version of the GNU Lesser General Public License incorporates
the terms and conditions of version 3 of the GNU General Public
License, supplemented by the additional permissions listed below.
0. Additional Definitions.
As used herein, "this License" refers to version 3 of the GNU Lesser
General Public License, and the "GNU GPL" refers to version 3 of the GNU
General Public License.
"The Library" refers to a covered work governed by this License,
other than an Application or a Combined Work as defined below.
An "Application" is any work that makes use of an interface provided
by the Library, but which is not otherwise based on the Library.
Defining a subclass of a class defined by the Library is deemed a mode
of using an interface provided by the Library.
A "Combined Work" is a work produced by combining or linking an
Application with the Library. The particular version of the Library
with which the Combined Work was made is also called the "Linked
Version".
The "Minimal Corresponding Source" for a Combined Work means the
Corresponding Source for the Combined Work, excluding any source code
for portions of the Combined Work that, considered in isolation, are
based on the Application, and not on the Linked Version.
The "Corresponding Application Code" for a Combined Work means the
object code and/or source code for the Application, including any data
and utility programs needed for reproducing the Combined Work from the
Application, but excluding the System Libraries of the Combined Work.
1. Exception to Section 3 of the GNU GPL.
You may convey a covered work under sections 3 and 4 of this License
without being bound by section 3 of the GNU GPL.
2. Conveying Modified Versions.
If you modify a copy of the Library, and, in your modifications, a
facility refers to a function or data to be supplied by an Application
that uses the facility (other than as an argument passed when the
facility is invoked), then you may convey a copy of the modified
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a) under this License, provided that you make a good faith effort to
ensure that, in the event an Application does not supply the
function or data, the facility still operates, and performs
whatever part of its purpose remains meaningful, or
b) under the GNU GPL, with none of the additional permissions of
this License applicable to that copy.
3. Object Code Incorporating Material from Library Header Files.
The object code form of an Application may incorporate material from
a header file that is part of the Library. You may convey such object
code under terms of your choice, provided that, if the incorporated
material is not limited to numerical parameters, data structure
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4. Combined Works.
You may convey a Combined Work under terms of your choice that,
taken together, effectively do not restrict modification of the
portions of the Library contained in the Combined Work and reverse
engineering for debugging such modifications, if you also do each of
the following:
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c) For a Combined Work that displays copyright notices during
execution, include the copyright notice for the Library among
these notices, as well as a reference directing the user to the
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6. Revised Versions of the GNU Lesser General Public License.
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Each version is given a distinguishing version number. If the
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Library.

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@@ -1,46 +1,29 @@
![Logo](https://i.imgur.com/c2k18E1.png)
[![Donate](https://img.shields.io/badge/Donate-PayPal-green.svg?logo=paypal)](https://www.paypal.com/paypalme/KhopaDCSL)
[![Patreon](https://img.shields.io/badge/patreon-become%20a%20patron-orange?logo=patreon)](https://patreon.com/khopa)
[![Download](https://img.shields.io/github/downloads/dcs-liberation/dcs_liberation/total?label=Download)](https://github.com/dcs-liberation/dcs_liberation/releases)
[![Download](https://img.shields.io/github/downloads/khopa/dcs_liberation/total?label=Download)](https://github.com/Khopa/dcs_liberation/releases)
[![Discord](https://img.shields.io/discord/595702951800995872?label=Discord&logo=discord)](https://discord.gg/bKrtrkJ)
[![GitHub pull requests](https://img.shields.io/github/issues-pr/dcs-liberation/dcs_liberation)](https://github.com/dcs-liberation/dcs_liberation)
[![GitHub issues](https://img.shields.io/github/issues/dcs-liberation/dcs_liberation)](https://github.com/dcs-liberation/dcs_liberation/issues)
![GitHub stars](https://img.shields.io/github/stars/dcs-liberation/dcs_liberation?style=social)
[![GitHub pull requests](https://img.shields.io/github/issues-pr/khopa/dcs_liberation)](https://github.com/Khopa/dcs_liberation)
[![GitHub issues](https://img.shields.io/github/issues/khopa/dcs_liberation)](https://github.com/Khopa/dcs_liberation/issues)
![GitHub stars](https://img.shields.io/github/stars/khopa/dcs_liberation?style=social)
## About DCS Liberation
DCS Liberation is a [DCS World](https://www.digitalcombatsimulator.com/en/products/world/) turn based single-player or co-op dynamic campaign.
DCS Liberation is a [DCS World](https://www.digitalcombatsimulator.com/en/products/world/) turn based single-player semi dynamic campaign.
It is an external program that generates full and complex DCS missions and manage a persistent combat environment.
![Screenshot](https://user-images.githubusercontent.com/315852/120939254-0b4a9f80-c6cc-11eb-82f5-ce3f8d714bfe.png)
![Logo](https://imgur.com/B6tvlBJ.png)
## Downloads
Latest release is available here : https://github.com/dcs-liberation/dcs_liberation/releases
To download preview builds of the next version of DCS Liberation, see https://github.com/dcs-liberation/dcs_liberation/wiki/Preview-builds.
## DCS bugs
These DCS bugs prevent us from improving AI behavior. Please upvote them! (But please
_don't_ spam them with comments):
* [A2A and SEAD escorts don't escort](https://forums.eagle.ru/topic/251798-options-for-alternate-ai-escort-behavior/?tab=comments#comment-4668033)
* [DEAD can't use mixed loadouts effectively](https://forums.eagle.ru/topic/271941-ai-rtbs-after-firing-decoys-despite-full-load-of-bombs/)
## Bugs and feature requests
If you need to report a bug or want to suggest a new feature, you can do this on our [bug tracker](https://github.com/dcs-liberation/dcs_liberation/issues). In either case, please use the search bar at the top of the page to see if it has already been reported. Note that you may need to remove the filter for open bugs if it's something we've recently fixed.
## Roadmap
Our plans for future releases can be found on our [Projects page](https://github.com/dcs-liberation/dcs_liberation/projects). Each planned release has a Project, and the page for that project has columns for to do, in progress, and done. Items in the Done column are in the [preview build](https://github.com/dcs-liberation/dcs_liberation/wiki/Preview-builds) for that release. Items in the To do column are planned to be added to that release.
Latest release is available here : https://github.com/Khopa/dcs_liberation/releases
## Resources
Tutorials, contributors and developer's guides are available in the project's [Wiki](https://github.com/dcs-liberation/dcs_liberation/wiki/)
Tutorials, contributors and developer's guides are available in the project's [Wiki](https://github.com/Khopa/dcs_liberation/wiki/)
## Special Thanks
@@ -48,10 +31,6 @@ First, a big thanks to shdwp, for starting the original DCS Liberation project.
Then, DCS Liberation uses [pydcs](http://github.com/pydcs/dcs) for mission generation, and nothing would be possible without this.
It also uses the popular [Mist](https://github.com/mrSkortch/MissionScriptingTools) lua framework for mission scripting.
Excellent lua scripts DCS Liberation uses as plugins:
* For the JTAC feature, DCS Liberation embeds Ciribob's JTAC Autolase [script](https://github.com/ciribob/DCS-JTACAutoLaze).
* Walder's [Skynet-IADS](https://github.com/walder/Skynet-IADS) is used for Integrated Air Defense System.
And for the JTAC feature, DCS Liberation embed Ciribob's JTAC Autolase [script](https://github.com/ciribob/DCS-JTACAutoLaze).
Please also show some support to these projects !

View File

@@ -1,498 +1,3 @@
# 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.
## Features/Improvements
* **[Campaign]** Ground units can now be transferred by road, airlift, and cargo ship. See https://github.com/dcs-liberation/dcs_liberation/wiki/Unit-Transfers for more information.
* **[Campaign]** Ground units can no longer be sold. To move units to a new location, transfer them.
* **[Campaign]** Ground units must now be recruited at a base with a factory and transferred to their destination. When buying units in the UI, the purchase will automatically be fulfilled at the closest factory, and a transfer will be created on the next turn.
* **[Campaign]** Non-control point FOBs will no longer spawn.
* **[Campaign]** Added squadrons and pilots. See https://github.com/dcs-liberation/dcs_liberation/wiki/Squadrons-and-pilots for more information.
* **[Campaign]** Capturing a base now depopulates all of its attached objectives with units: air defenses, EWRs, ships, armor groups, etc. Buildings are captured.
* **[Campaign]** Ammunition Depots determine how many ground units can be deployed on the frontline by a control point.
* **[Campaign AI]** AI now considers Ju-88s for CAS, strike, and DEAD missions.
* **[Campaign AI]** AI planned AEW&C missions will now be scheduled ASAP.
* **[Campaign AI]** AI now considers the range to the SAM's threat zone rather than the range to the SAM itself when determining target priorities.
* **[Campaign AI]** Auto purchase of ground units will now maintain unit composition instead of buying randomly. The unit composition is predefined.
* **[Campaign AI]** Auto purchase will aim to purchase enough ground units to support the frontline, plus 30% reserve units.
* **[Campaign AI]** Auto purchase will now adjust its air/ground balance to favor whichever is under-funded.
* **[Flight Planner]** Desired mission length is now configurable (defaults to 60 minutes). A BARCAP will be planned every 30 minutes. Other packages will simply have their takeoffs spread out or compressed such that the last flight will take off around the mission end time.
* **[Flight Planner]** Flight plans now include bullseye waypoints.
* **[Flight Planner]** Differentiated SEAD and SEAD escort. SEAD is tasked with suppressing the package target, SEAD escort is tasked with protecting the package from all SAMs along its route.
* **[Flight Planner]** Planned airspeed increased to 0.85 mach for supersonic airframes and 85% of max speed for subsonic.
* **[Flight Planner]** Taxi time estimation for airfields increased from 5 minutes to 8 minutes.
* **[Flight Planner]** Reduce expected error margin for flight plans from 10% to 5%.
* **[Flight Planner]** SEAD flights are scheduled one minute ahead of the package's TOT so that they can suppress the site ahead of the strike.
* **[Flight Planner]** Automatic ATO generation for the player's coalition can now be disabled in the settings.
* **[Payloads]** AI flights for most air to ground mission types (CAS excluded) will have their guns emptied to prevent strafing fully armed and operational battle stations. Gun-reliant airframes like A-10s and warbirds will keep their bullets.
* **[Kneeboard]** ATC table overflow alleviated by wrapping long airfield names and splitting ATC frequency and channel into separate rows.
* **[UI]** Overhauled the map implementation. Now uses satellite imagery instead of low res map images. Display options have moved from the toolbar to panels in the map.
* **[UI]** Campaigns generated for an older or newer version of the game will now be marked as incompatible. They can still be played, but bugs may be present.
* **[UI]** DCS loadouts are now selectable in the loadout setup menu.
* **[UI]** Added global aircraft inventory view under Air Wing dialog.
* **[UI]** Base menu now shows information about ground unit deployment limits.
* **[Modding]** Campaigns now choose locations for factories to spawn.
* **[Modding]** Campaigns now choose locations for ammunition depots to spawn.
* **[Modding]** Campaigns now use map structures as strike targets.
* **[Modding]** Campaigns may now set *any* objective type to be a required spawn rather than random chance. Support for random objective generation was removed.
* **[Modding]** Campaigns may now place AAA objectives.
* **[Modding]** Can now install custom factions to <DCS saved games>/Liberation/Factions instead of the Liberation install directory.
* **[Performance Settings]** Added a settings to lower the number of smoke effects generated on frontlines. Lowered default settings for frontline smoke generators, so less smoke should be generated by default.
* **[Configuration]** Liberation preferences (DCS install and save game location) are now saved to `%LOCALAPPDATA%/DCSLiberation` to prevent needing to reconfigure each new install.
* **[Skynet]** Updated to 2.1.0.
## Fixes
* **[Campaign AI]** Fix purchase of aircraft by priority (the faction's list was being used as the priority list rather than the game's).
* **[Campaign AI]** Fixed bug causing AI to over-purchase cheap aircraft.
* **[Campaign AI]** Auto planner will no longer attempt to plan missions for which the faction has no compatible aircraft.
* **[Campaign AI]** Stop purchasing aircraft after the first unaffordable package to attempt to complete more packages rather than filling airfields with cheap escorts that will never be used.
* **[Campaign]** Fixed bug where offshore strike locations were being used to spawn ship objectives.
* **[Campaign]** EWR sites are now purchasable.
* **[Flight Planner]** AI strike flight plans now include the correct target actions for building groups.
* **[Flight Planner]** AI BAI/DEAD/SEAD flights now have tasks to attack all groups at the target location, not just the primary group (for multi-group SAM sites).
* **[Flight Planner]** Fixed some contexts where damaged runways would be used. Destroying a carrier will no longer break the game.
# 2.5.1
## Features/Improvements
* **[UI]** Engagement ranges are now displayed by default.
* **[UI]** Engagement range display generalized to work for all patrolling flight plans (BARCAP, TARCAP, and CAS).
* **[Flight Planner]** Front lines no longer project threat zones to avoid pushing BARCAPs back so much. TARCAPs will be forcibly planned but strike packages will not route around front lines even if it is reasonable to do so.
## Fixes
* **[Campaigns]** EWRs associated with a base will now only be generated near the base.
* **[Flight Planner]** Fixed error when generating AEW&C flight plans in campaigns with no front lines.
# 2.5.0
Saves from 2.4 are not compatible with 2.5.
## Features/Improvements
* **[Engine]** DCS 2.7 Support
* **[UI]** Improved FOB menu, added a custom banner, and do not display aircraft recruitment menu
* **[Flight Planner]** Added AEW&C missions. (by siKruger)
* **[Kneeboard]** Added dark kneeboard option (by GvonH)
* **[Campaigns]** Multiple EWR sites may now be generated, and EWR sites may be generated outside bases (by SnappyComebacks)
* **[Mission Generation]** Cloudy and rainy (but not thunderstorm) weather will use the cloud presets from DCS 2.7.
* **[Plugins]** Added LotATC export plugin (by drsoran)
* **[Plugins]** Added Splash Damage Plugin (by Wheelijoe)
* **[Loadouts]** Replaced Litening with ATFLIR for all default F/A-18C loadouts.
## Fixes
* **[Flight Planner]** Front lines now project threat zones, so TARCAP/escorts will not be pruned for flights near the front. Packages may also route around the front line when practical.
* **[Flight Planner]** Fixed error when planning BAI at SAMs with dead subgroups.
* **[Flight Planner]** Mig-19 was not allowed for CAS roles fixed
* **[Flight Planner]** Increased size of navigation planning area to avoid plannign failures with distant waypoints.
* **[Flight Planner]** Fixed UI refresh when unchecking the "default loadout" box in the loadout editor.
* **[Objective names]** Fixed typos in objective name : ARMADILLLO -> ARMADILLO (by SnappyComebacks)
* **[Payloads]** F-86 Sabre was missing a custom payload
* **[Payloads]** Added GAR-8 period restrictions (by Mustang-25)
* **[Campaign]** Date now progresses.
* **[Campaign]** Added game over message when a coalition runs out of functioning airbases.
* **[Mission Generation]** Fixed "invalid face handle" error in kneeboard generation that occurred on some machines.
## Regressions
* **[Mod Support]** Stopped support for 2.5.5 Rafale Mode, and removed factions that were using it
* **[Mod Support]** Su-57 mod support might be out of date
# 2.4.3
## Features/Improvements
* **[New Game Wizard]** Added the possibility to setup custom start date
## Fixes
* **[Mods]** Updated C-130J mod data to version 6.4
* **[Mods]** Updated F-22A mod to latest version
# 2.4.2
## Features/Improvements
* **[Factions]** Introduction dates and fallback weapons added for US, Russian, UK, and French weapons. Huge thanks to @TheCandianVendingMachine for the massive amount of data entry!
* **[Campaigns]** Added 1995 start dates.
## Fixes
* **[Economy]** Pending ground unit purchases will also be transferred when a connected base is captured.
* **[UI]** Fixed rounding of budget in recruitment menu.
# 2.4.1
## Fixes
* **[Units]** Fixed syntax error with the SH-60B payload file.
* **[Culling]** Missile sites generate reasonably sized non-cull zones rather than 100km ones.
* **[UI]** Budget display is also now rounded to 2 decimal places.
* **[UI]** Fixed some areas where the old, non-pretty name was displayed to users.
# 2.4.0
Saves from 2.3 are not compatible with 2.4.
## Highlights
* Improved flight plan generation to avoid loitering in or traveling through threatened areas when practical.
* Improved AI aircraft purchasing behavior.
* Era-restricted weapons (work in progress).
* Tons of UI polish.
* Rebalanced economy to keep opfor competitive over the course of the game.
## Features/Improvements
* **[Flight Planner]** Air-to-air and SEAD escorts will no longer be automatically planned for packages that are not in range of threats.
* **[Flight Planner]** Non-custom flight plans will now navigate around threat areas en route to the target area when practical.
* **[Flight Planner]** Flight plans along front lines now ensure that the race track start is closer to the departure airfield than the race track end.
* **[Campaign AI]** Auto-purchase now prefers airfields that are not within range of the enemy.
* **[Campaign AI]** Auto-purchase now prefers the best aircraft for the task, but will attempt to maintain some variety.
* **[Campaign AI]** Opfor now sells off odd aircraft since they're unlikely to be used.
* **[Campaign AI]** Multiple rounds of CAP will be planned (roughly 90 minutes of coverage). Default starting budget has increased to account for the increased need for aircraft.
* **[Mission Generator]** Multiple groups are created for complex SAM sites (SAMs with additional point defense or SHORADS), improving Skynet behavior.
* **[Mission Generator]** Default start type can now be chosen in the settings. This replaces the non-functional "AI Parking Start" option. **Selecting any type other than cold will break OCA/Aircraft missions.**
* **[Cheat Menu]** Added ability to toggle base capture and frontline advance/retreat cheats.
* **[Skynet]** Updated to 2.0.1.
* **[Skynet]** Point defenses are now configured to remain on to protect the site they accompany.
* **[Hercules]** Updated the Hercules Cargo list file.
* **[Balance]** Opfor now gains income using the same rules as the player, significantly increasing their income relative to the player for most campaigns.
* **[Balance]** Units now retreat from captured bases when able. Units with no retreat path will be captured and sold.
* **[Economy]** FOBs generate only $10M per turn (previously $20M like airbases).
* **[Economy]** Carriers and off-map spawns generate no income (previously $20M like airbases).
* **[Economy]** Sales of aircraft and ground vehicles can now be cancelled before the next turn begins.
* **[UI]** Multi-SAM objectives now show threat and detection rings per group.
* **[UI]** New icon for AA sites with no active threat.
* **[UI]** Unit names are now prettier and more accurate, and can now be set per-country for added historical flavour.
* **[UI]** Default loadout is now shown for flights with no custom loadout selected.
* **[UI]** Aircraft for a new flight are now only selectable if they match the task type for that flight.
* **[UI]** WIP - There is now a unit info button for each unit in the recruitment list, that should help newer players learn what each unit does.
* **[UI]** Docs for time-on-target and creating new theaters/factions/loadouts are now linked in the UI at the appropriate places.
* **[UI]** ASAP is now a checkbox rather than a button. Enabling this will disable the TOT selector but changes to the package structure will automatically re-ASAP the package.
* **[UI]** Arrival airfield is now shown in the flight list if it differs from the departure airfield.
* **[UI]** Start type can now be selected when creating a flight.
* **[UI]** Arrival and divert airfields can be edited after the flight is created.
* **[Factions]** Added option for date-based loadout restriction. Active radar homing missiles are handled, patches welcome for the other thousand weapons.
* **[Factions]** Added Poland 2010 faction.
* **[Factions]** Added Greece 2005 faction.
* **[Factions]** Added Iran 1988 faction.
* **[Units]** Support for E-2 Hawkeye, SH-60B Seahawk, S-3B Viking (thanks to awinterquest) and SpGH Dana - these are now being used by appropriate factions.
* **[Culling]** Missile sites are no longer culled.
* **[Campaigns]** Added campaign "Black Sea Lite" by Starfire
* **[Campaigns]** Added campaign "Exercise Vegas Nerve" by Starfire
* **[New game Wizard]** The theater page is now the first page of the campaign wizard, recommended factions will be selected automatically on the faction selection page
* **[New game Wizard]** Added information text about the selected campaign performance.
* **[Mod Support]** Added support for High Digit SAMs mod 1.4.0
* **[Mod Support]** Added SAMs sites generator : KS19Generator, SA10BGenerator, SA12Generator, SA17Generator, SA20Generator, SA20BGenerator, SA23Generator
## Fixes
* **[Hercules]** Updated the default Hercules radio frequency.
* **[Economy]** Pending unit orders at captured bases will be refunded.
* **[UI]** Carrier group SAM threat rings now move with the carrier.
* **[UI]** Base intel menu no longer compresses text, and is now scrollable.
* **[UI]** Edit Flight window is now dynamically sized to adapt to the width of waypoint names, so they no longer get truncated.
* **[UI]** Budget income display is now rounded to 2 decimal places.
* **[UI]** Fixed incorrect income per turn displayed for strike target tooltip.
* **[Factions]** USA with C-130 faction now links to the required mod.
* **[Campaign]** Fixed issue where destroyed buildings would sometimes not count as destroyed and thus respawn.
* **[Campaign]** Fixed issue where destroyed runways were not registered.
* **[Units]** J-11A is no longer spawned with empty loadout.
* **[Units]** F-14B is no longer spawned with empty loadout for fighter sweep tasks.
* **[Units]** Pyotr Velikiy cruiser has been removed for now as it's nearly unkillable.
* **[Units]** Submarines have been removed for now as they aren't wholly functional.
* **[Units]** Fixed "FACTION ERROR : Unable to find OliverHazardPerryGroupGenerator in pydcs" error at startup.
* **[Mission Generator]** Fixed a bug where units set to Aggressive stance sometimes did not move.
* **[Mission Generator]** Flyover points for OCA/Aircraft missions are now generated correctly.
* **[Flight Planner]** Fixed not being able to create custom waypoints for buildings.
* **[Flight Planner]** Strike missions will no longer be automatically planned against SAMs.
* **[Flight Planner]** Strike missions will no longer be automatically planned against FOB structures.
# 2.3.4
## Fixes:
[Mission Generator] Mission generator would crash when generating fire missions for destroyed SCUD sites - fixed
# 2.3.3
## Features/Improvements
* **[Campaigns]** Reworked Golan Heights campaign on Syria, (Added FOB and preset locations for SAMS)
* **[Campaigns]** Added a lite version of the Golan Heights campaign
* **[Campaigns]** Reworked Syrian Civil War campaign (Added FOB and preset locations for SAMS)
* **[Campaigns]** Reworked Emirates campaign
* **[Campaigns]** AA units added to frontlines and updated all factions to include some frontline AA units.
* **[Mission Generator]** Infantry will only be generated for APC and IFV groups
* **[Mission Generator]** Infantry squads size is not randomized anymore
* **[Mission Generator]** Infantry squads can have a mortar.
* **[Mission Generator]** SCUD missiles sites will now fire on enemy controls points in range when possible
* **[Factions]** Updated Nato Desert Storm to include F-14A
* **[Factions]** Updated Iraq 1991 factions to include Zsu-57 and Mig-29A
* **[Factions]** Germany 1944, added Stug III and Stug IV
* **[Factions]** Added factions Insurgents (Hard) with better and more weapons
* **[Plugins]** [The EWRS plugin](https://github.com/Bob7heBuilder/EWRS) is now included.
* **[UI]** Added enemy intelligence summary and details window.
## Fixes:
* **[Factions]** AI would never buy artillery units for the frontline - fixed
* **[Factions]** Removed the F-111 unit from the NATO desert storm faction. (Recruiting it would cause crashes in DCS, since it is not a valid unit)
* **[Campaign]** Automatic redeployment of ground units would sometimes fail - fixed
* **[Mission Generator]** Artillery groups would retreat in the wrong direction - fixed
* **[Units]** Fixed SPG_Stryker_M1128_MGS not being in db
* **[UI]** Fixed and added many missing ground units icons
* **[UI]** Ship groups could be replaced by SAM sites in the UI, which would lead to broken mission being generated - fixed
* **[New Game Wizard]** Removed the "mid game" campaign generator option which is currently broken
* **[Mission Generator]** Empty navy groups will no longer be generated
* **[Mission Generator]** Fixed BAI, SEAD, and DEAD flights ocassionally being assigned the wrong targets.
* **[Flight Planner]** Fixed not being able to plan packages against opfor carriers
* **[UI]** Repaired SAMs no longer show as dead.
* **[UI]** Fixed not being able to manage a disbanded site after disbanding and closing the base menu.
# 2.3.2
## Features/Improvements
* **[Units]** Support for newly added BTR-82A, T-72B3
* **[Units]** Added ZSU-57 AAA sites
* **[Culling]** BARCAP missions no longer create culling exclusion zones.
* **[Flight Planner]** Improved TOT planning. Negative start times no longer occur with TARCAPs and hold times no longer affect planning for flight plans without hold points.
* **[Factions]** Added Iraq 1991 faction (thanks again to Hawkmoon!)
## Fixes:
* **[Mission Generator]** Fix mission generation error when there are too many radio frequency to setup for the Mig-21
* **[Mission Generator]** Fix ground units not moving forward
* **[Mission Generator]** Fixed assigned radio channels overlapping with beacons.
* **[Flight Planner]** Fix creation of custom waypoints.
* **[Campaigns]** Fixed many cases of SAMs spawning on the runways/taxiways in Syria Full.
# 2.3.1
## Features/Improvements
* **[UX]** Added a warning message when the player is attempting to buy more planes at an already full airbase.
* **[Campaigns]** Migrated Syria full map to new format. (Thanks to Hawkmoon)
* **[Faction]** Added NATO desert Storm faction (Thanks to Hawkmoon)
## Fixes:
* **[AI]** CAP flights will engage enemies again.
* **[Campaigns]** Fixed a missing path on the Caucasus Full Map campaign
# 2.3.0
## Features/Improvements
* **[Campaign Map]** Overhauled the campaign model
* **[Campaign Map]** Possible to add FOB as control points
* **[Campaign Map]** Added off-map spawn locations
* **[Campaign AI]** Overhauled AI recruiting behaviour
* **[Campaign AI]** Added AI procurement for Blue
* **[Campaign]** New Campaign: "Black Sea"
* **[Mission Planner]** Possible to move carrier and tarawa on the campaign map
* **[Mission Generator]** Infantry squads on frontline can have manpads
* **[Mission Generator]** Unused aircraft now spawned to allow for OCA strikes
* **[Mission Generator]** Opfor now obeys parking limits
* **[Mission Generator]** Support for Anubis C-130 Hercules mod
* **[Flight Planner]** Added fighter sweep missions.
* **[Flight Planner]** Added BAI missions.
* **[Flight Planner]** Added anti-ship missions.
* **[Flight Planner]** Differentiated BARCAP and TARCAP. TARCAP is now for hostile areas and will arrive before the package.
* **[Flight Planner]** Added OCA missions
* **[Flight Planner]** Added Alternate/divert airfields
* **[Culling]** Added possibility to include/exclude carriers from culling zones
* **[QOL]** On liberation startup, your latest save game is loaded automatically
* **[Units]** Reduced starting fuel load for C101
* **[UI]** Inform the user of the weather
* **[UI]** Added toolbar buttons to change map display settings
* **[Game]** Added new Economy options for adjusting income multipliers and starting budgets.
## Fixes :
* **[Map]** Missiles sites now have a proper icon and will not re-use the SAM sites icon
* **[Mission Generator]** Ground unit waypoints improperly set to "On Road" - fixed
* **[Mission Generator]** Target waypoints not at ground level - fixed
* **[Mission Generator]** Selected skill not applied to Helicopters - fixed
* **[Mission Generator]** Ground units do not always spawn - fixed
* **[Kneeboard]** Briefing waypoints off by one - fixed
* **[Game]** Destroyed buildings still granting budget - fixed
# 2.2.1
## Features/Improvements
* **[Factions]** Added factions : Georgia 2008, USN 1985, France 2005 Frenchpack by HerrTom
* **[Factions]** Added map Persian Gulf full by Plob
* **[Flight Planner]** Player flights with start delays under ten minutes will spawn immediately.
* **[UI]** Mission start screen now informs players about delayed flights.
* **[Units]** Added support for F-14A-135-GR
* **[Modding]** Possible to setup liveries overrides in factions definition files
## Fixes :
* **[Flight Planner]** Hold, join, and split points are planned cautiously near enemy airfields. Ascend/descend points are no longer planned.
* **[Flight Planner]** Custom waypoints are usable again. Not that in most cases custom flight plans will revert to the 2.1 flight planning behavior.
* **[Flight Planner]** Fixed UI bug that made it possible to create empty flights which would throw an error.
* **[Flight Planner]** Player flights from carriers will now be delayed correctly according to the player's settings.
* **[Misc]** Spitfire variant with clipped wings was not seen as flyable by DCS Liberation (hence could not be setup as client/player slot)
* **[Misc]** Updated Syria terrain parking slots database, the out-of-date database could end up generating aircraft in wrong slots (We are still experiencing issues with somes airbases, such as Khalkhalah though)
# 2.2.0
## Features/Improvements :
* **[Campaign Generator]** Added early warning radar generation
* **[Campaign Generator]** Added scud launcher sites
* **[Cheat Menu]** Added ability to capture base from mission planner
* **[Cheat Menu]** Added ability to show red ATO
* **[Factions]** Added WW2 factions that do not depend on WW2 asset pack
* **[Factions]** Cold War / Middle eastern factions will use Flak sites
* **[Flight Planner]** Flight planner overhaul, with package and TOT system
* **[Flight Planner]** Pick runways and ascent/descent based on headwind
* **[Map]** Added polygon debug mode display
* **[Map]** Highlight the selected flight path on the map
* **[Map]** Improved SAM display settings
* **[Map]** Improved flight plan display settings
* **[Map]** Caucasus and The Channel map use a new system to generate SAM and strike target location to reduce probability of targets generated in the middle of a forests
* **[Misc]** Flexible Dedicated Hosting Options for Mission Files via environment variables
* **[Moddability]** Custom campaigns can be designed through json files
* **[Moddability]** LUA plugins can now be injected into Liberation missions.
* **[Moddability]** Optional Skynet IADS lua plugin now included
* **[New Game]** Starting budget can be freely selected
* **[New Game]** Exanded information for faction and campaign selection in the new game wizard
* **[UI]** Add double and right click actions to many UI elements.
* **[UI]** Add polygon drawing mode for map background
* **[UI]** Added a warning if you press takeoff with no player enabled flights
* **[UI]** Packages and flights now visible in the main window sidebar
* **[Units/Factions]** Added bombers to some coalitions
* **[Units/Factions]** Added support for SU-57 mod by Cubanace
* **[Units]** Added Freya EWR sites to german WW2 factions
* **[Units]** Added support for many bombers (B-52H, B-1B, Tu-22, Tu-142)
* **[Units]** Added support for new P-47 variants
## Fixes :
* **[Campaign Generator]** Big airbases could end up without any airbase defense.
* **[Campaign generator]** Ship group and offshore buildings should not be generated on land anymore
* **[Flight Planner]** Fix waypoint alitudes for helicopters
* **[Flight Planner]** Fixed CAS aircraft wandering away from frontline
* **[Maps]** Incirlik airbase was missing exclusions zones, so SAMS could end up being generated on the runway
* **[Mission Generator]** Fixed player/client confusion when a flight had only one player slot.
* **[Radios]** Fix A-10C radio
* **[UI]** Many missing unit icons were added
* **[UI]** Missing TER weapons in custom payload now selectable.
# 2.1.5
## Features/Improvements :
@@ -505,7 +10,9 @@ Saves from 2.3 are not compatible with 2.4.
# 2.1.4
## Fixes :
* **[UI]** Fixed an issue that prevented generating the mission (take off button no working) on old savegames.
* **[UI]** Fixed an issue that prevent generating the mission (take off button no working) on old savegames.
# 2.1.3
## Features/Improvements :
* **[Units/Factions]** Added A-10C_2 to USA 2005 and Bluefor modern factions
@@ -769,4 +276,4 @@ Sorry :(
* **[Mission Generator]** Planned flights will spawn even if their home base has been captured or is being contested by enemy ground units.
* **[Campaign Generator]** Base defenses would not be generated on Normandy map and in some rare cases on others maps as well
* **[Mission Planning]** CAS waypoints created from the "Predefined waypoint selector" would not be at the exact location of the frontline
* **[Naming]** CAP mission flown from airbase are not named BARCAP anymore (CAP from carrier is still named BARCAP)
* **[Naming]** CAP mission flown from airbase are not named BARCAP anymore (CAP from carrier is still named BARCAP)

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@@ -1,3 +1,2 @@
from .game import Game
from . import db
from .version import VERSION
from . import db

21
game/data/aaa_db.py Normal file
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from dcs.vehicles import AirDefence
AAA_UNITS = [
AirDefence.SPAAA_Gepard,
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.AAA_Vulcan_M163,
AirDefence.AAA_ZU_23_Closed,
AirDefence.AAA_ZU_23_Emplacement,
AirDefence.AAA_ZU_23_on_Ural_375,
AirDefence.AAA_ZU_23_Insurgent_Closed,
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375,
AirDefence.AAA_ZU_23_Insurgent,
AirDefence.AAA_8_8cm_Flak_18,
AirDefence.AAA_Flak_38,
AirDefence.AAA_8_8cm_Flak_36,
AirDefence.AAA_8_8cm_Flak_37,
AirDefence.AAA_Flak_Vierling_38,
AirDefence.AAA_Kdo_G_40,
AirDefence.AAA_8_8cm_Flak_41,
AirDefence.AAA_Bofors_40mm
]

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@@ -1,42 +0,0 @@
from dcs.unit import Unit
from dcs.vehicles import AirDefence
class AlicCodes:
CODES = {
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
def code_for(cls, unit: Unit) -> int:
return cls.CODES[unit.type]

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@@ -1,63 +1,16 @@
import inspect
import dcs
DEFAULT_AVAILABLE_BUILDINGS = [
"fuel",
"comms",
"oil",
"ware",
"farp",
"power",
"derrick",
]
DEFAULT_AVAILABLE_BUILDINGS = ['fuel', 'ammo', 'comms', 'oil', 'ware', 'farp', 'fob', 'power', 'factory', 'derrick', 'aa']
WW2_FREE = ["fuel", "ware"]
WW2_GERMANY_BUILDINGS = [
"fuel",
"ww2bunker",
"ww2bunker",
"ww2bunker",
"allycamp",
"allycamp",
]
WW2_ALLIES_BUILDINGS = [
"fuel",
"allycamp",
"allycamp",
"allycamp",
"allycamp",
"allycamp",
]
WW2_GERMANY_BUILDINGS = ['fuel', 'factory', 'ww2bunker', 'ww2bunker', 'ww2bunker', 'allycamp', 'allycamp', 'aa']
WW2_ALLIES_BUILDINGS = ['fuel', 'factory', 'allycamp', 'allycamp', 'allycamp', 'allycamp', 'allycamp', 'aa']
FORTIFICATION_BUILDINGS = [
"Siegfried Line",
"Concertina wire",
"Concertina Wire",
"Czech hedgehogs 1",
"Czech hedgehogs 2",
"Dragonteeth 1",
"Dragonteeth 2",
"Dragonteeth 3",
"Dragonteeth 4",
"Dragonteeth 5",
"Haystack 1",
"Haystack 2",
"Haystack 3",
"Haystack 4",
"Hemmkurvenvenhindernis",
"Log posts 1",
"Log posts 2",
"Log posts 3",
"Log ramps 1",
"Log ramps 2",
"Log ramps 3",
"Belgian Gate",
"Container white",
]
FORTIFICATION_BUILDINGS = ['Siegfried Line', 'Concertina wire', 'Concertina Wire', 'Czech hedgehogs 1', 'Czech hedgehogs 2',
'Dragonteeth 1', 'Dragonteeth 2', 'Dragonteeth 3', 'Dragonteeth 4', 'Dragonteeth 5',
'Haystack 1', 'Haystack 2', 'Haystack 3', 'Haystack 4', 'Hemmkurvenvenhindernis',
'Log posts 1', 'Log posts 2', 'Log posts 3', 'Log ramps 1', 'Log ramps 2', 'Log ramps 3',
'Belgian Gate', 'Container white']
FORTIFICATION_UNITS = [
c for c in vars(dcs.vehicles.Fortification).values() if inspect.isclass(c)
]
FORTIFICATION_UNITS_ID = [
c.id for c in vars(dcs.vehicles.Fortification).values() if inspect.isclass(c)
]
FORTIFICATION_UNITS = [c for c in vars(dcs.vehicles.Fortification).values() if inspect.isclass(c)]
FORTIFICATION_UNITS_ID = [c.id for c in vars(dcs.vehicles.Fortification).values() if inspect.isclass(c)]

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from dcs.planes import *
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,
SpitfireLFMkIXCW,
SpitfireLFMkIX,
Bf_109K_4,
FW_190D9,
FW_190A8,
I_16,
]

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@@ -1,180 +1,95 @@
from dataclasses import dataclass
from datetime import timedelta
from dcs.task import Reconnaissance
from game.utils import nm_to_meter, feet_to_meter
from game.utils import Distance, feet, nautical_miles
from game.data.groundunitclass import GroundUnitClass
MODERN_DOCTRINE = {
"GENERATORS": {
"CAS": True,
"CAP": True,
"SEAD": True,
"STRIKE": True,
"ANTISHIP": True,
},
@dataclass
class GroundUnitProcurementRatios:
ratios: dict[GroundUnitClass, float]
"STRIKE_MAX_RANGE": 1500000,
"SEAD_MAX_RANGE": 1500000,
def for_unit_class(self, unit_class: GroundUnitClass) -> float:
try:
return self.ratios[unit_class] / sum(self.ratios.values())
except KeyError:
return 0.0
"CAP_EVERY_X_MINUTES": 20,
"CAS_EVERY_X_MINUTES": 30,
"SEAD_EVERY_X_MINUTES": 40,
"STRIKE_EVERY_X_MINUTES": 40,
"INGRESS_EGRESS_DISTANCE": nm_to_meter(45),
"INGRESS_ALT": feet_to_meter(20000),
"EGRESS_ALT": feet_to_meter(20000),
"PATROL_ALT_RANGE": (feet_to_meter(15000), feet_to_meter(33000)),
"PATTERN_ALTITUDE": feet_to_meter(5000),
@dataclass(frozen=True)
class Doctrine:
cas: bool
cap: bool
sead: bool
strike: bool
antiship: bool
"CAP_PATTERN_LENGTH": (nm_to_meter(15), nm_to_meter(40)),
"FRONTLINE_CAP_DISTANCE_FROM_FRONTLINE": (nm_to_meter(6), nm_to_meter(15)),
"CAP_DISTANCE_FROM_CP": (nm_to_meter(10), nm_to_meter(40)),
rendezvous_altitude: Distance
hold_distance: Distance
push_distance: Distance
join_distance: Distance
split_distance: Distance
ingress_egress_distance: Distance
ingress_altitude: Distance
egress_altitude: Distance
"MAX_NUMBER_OF_INTERCEPTION_GROUP": 3,
}
min_patrol_altitude: Distance
max_patrol_altitude: Distance
pattern_altitude: Distance
COLDWAR_DOCTRINE = {
#: The duration that CAP flights will remain on-station.
cap_duration: timedelta
"GENERATORS": {
"CAS": True,
"CAP": True,
"SEAD": True,
"STRIKE": True,
"ANTISHIP": True,
},
#: The minimum length of the CAP race track.
cap_min_track_length: Distance
"STRIKE_MAX_RANGE": 1500000,
"SEAD_MAX_RANGE": 1500000,
#: The maximum length of the CAP race track.
cap_max_track_length: Distance
"CAP_EVERY_X_MINUTES": 20,
"CAS_EVERY_X_MINUTES": 30,
"SEAD_EVERY_X_MINUTES": 40,
"STRIKE_EVERY_X_MINUTES": 40,
#: The minimum distance between the defended position and the *end* of the
#: CAP race track.
cap_min_distance_from_cp: Distance
"INGRESS_EGRESS_DISTANCE": nm_to_meter(30),
"INGRESS_ALT": feet_to_meter(18000),
"EGRESS_ALT": feet_to_meter(18000),
"PATROL_ALT_RANGE": (feet_to_meter(10000), feet_to_meter(24000)),
"PATTERN_ALTITUDE": feet_to_meter(5000),
#: The maximum distance between the defended position and the *end* of the
#: CAP race track.
cap_max_distance_from_cp: Distance
"CAP_PATTERN_LENGTH": (nm_to_meter(12), nm_to_meter(24)),
"FRONTLINE_CAP_DISTANCE_FROM_FRONTLINE": (nm_to_meter(2), nm_to_meter(8)),
"CAP_DISTANCE_FROM_CP": (nm_to_meter(8), nm_to_meter(25)),
#: The engagement range of CAP flights. Any enemy aircraft within this range
#: of the CAP's current position will be engaged by the CAP.
cap_engagement_range: Distance
"MAX_NUMBER_OF_INTERCEPTION_GROUP": 3,
}
cas_duration: timedelta
WWII_DOCTRINE = {
sweep_distance: Distance
"GENERATORS": {
"CAS": True,
"CAP": True,
"SEAD": False,
"STRIKE": True,
"ANTISHIP": True,
},
ground_unit_procurement_ratios: GroundUnitProcurementRatios
"STRIKE_MAX_RANGE": 1500000,
"SEAD_MAX_RANGE": 1500000,
"CAP_EVERY_X_MINUTES": 20,
"CAS_EVERY_X_MINUTES": 30,
"SEAD_EVERY_X_MINUTES": 40,
"STRIKE_EVERY_X_MINUTES": 40,
MODERN_DOCTRINE = Doctrine(
cap=True,
cas=True,
sead=True,
strike=True,
antiship=True,
rendezvous_altitude=feet(25000),
hold_distance=nautical_miles(15),
push_distance=nautical_miles(20),
join_distance=nautical_miles(20),
split_distance=nautical_miles(20),
ingress_egress_distance=nautical_miles(45),
ingress_altitude=feet(20000),
egress_altitude=feet(20000),
min_patrol_altitude=feet(15000),
max_patrol_altitude=feet(33000),
pattern_altitude=feet(5000),
cap_duration=timedelta(minutes=30),
cap_min_track_length=nautical_miles(15),
cap_max_track_length=nautical_miles(40),
cap_min_distance_from_cp=nautical_miles(10),
cap_max_distance_from_cp=nautical_miles(40),
cap_engagement_range=nautical_miles(50),
cas_duration=timedelta(minutes=30),
sweep_distance=nautical_miles(60),
ground_unit_procurement_ratios=GroundUnitProcurementRatios(
{
GroundUnitClass.Tank: 3,
GroundUnitClass.Atgm: 2,
GroundUnitClass.Apc: 2,
GroundUnitClass.Ifv: 3,
GroundUnitClass.Artillery: 1,
GroundUnitClass.Shorads: 2,
GroundUnitClass.Recon: 1,
}
),
)
"INGRESS_EGRESS_DISTANCE": nm_to_meter(7),
"INGRESS_ALT": feet_to_meter(8000),
"EGRESS_ALT": feet_to_meter(8000),
"PATROL_ALT_RANGE": (feet_to_meter(4000), feet_to_meter(15000)),
"PATTERN_ALTITUDE": feet_to_meter(5000),
COLDWAR_DOCTRINE = Doctrine(
cap=True,
cas=True,
sead=True,
strike=True,
antiship=True,
rendezvous_altitude=feet(22000),
hold_distance=nautical_miles(10),
push_distance=nautical_miles(10),
join_distance=nautical_miles(10),
split_distance=nautical_miles(10),
ingress_egress_distance=nautical_miles(30),
ingress_altitude=feet(18000),
egress_altitude=feet(18000),
min_patrol_altitude=feet(10000),
max_patrol_altitude=feet(24000),
pattern_altitude=feet(5000),
cap_duration=timedelta(minutes=30),
cap_min_track_length=nautical_miles(12),
cap_max_track_length=nautical_miles(24),
cap_min_distance_from_cp=nautical_miles(8),
cap_max_distance_from_cp=nautical_miles(25),
cap_engagement_range=nautical_miles(35),
cas_duration=timedelta(minutes=30),
sweep_distance=nautical_miles(40),
ground_unit_procurement_ratios=GroundUnitProcurementRatios(
{
GroundUnitClass.Tank: 4,
GroundUnitClass.Atgm: 2,
GroundUnitClass.Apc: 3,
GroundUnitClass.Ifv: 2,
GroundUnitClass.Artillery: 1,
GroundUnitClass.Shorads: 2,
GroundUnitClass.Recon: 1,
}
),
)
"CAP_PATTERN_LENGTH": (nm_to_meter(8), nm_to_meter(18)),
"FRONTLINE_CAP_DISTANCE_FROM_FRONTLINE": (nm_to_meter(1), nm_to_meter(6)),
"CAP_DISTANCE_FROM_CP": (nm_to_meter(0), nm_to_meter(5)),
WWII_DOCTRINE = Doctrine(
cap=True,
cas=True,
sead=False,
strike=True,
antiship=True,
hold_distance=nautical_miles(5),
push_distance=nautical_miles(5),
join_distance=nautical_miles(5),
split_distance=nautical_miles(5),
rendezvous_altitude=feet(10000),
ingress_egress_distance=nautical_miles(7),
ingress_altitude=feet(8000),
egress_altitude=feet(8000),
min_patrol_altitude=feet(4000),
max_patrol_altitude=feet(15000),
pattern_altitude=feet(5000),
cap_duration=timedelta(minutes=30),
cap_min_track_length=nautical_miles(8),
cap_max_track_length=nautical_miles(18),
cap_min_distance_from_cp=nautical_miles(0),
cap_max_distance_from_cp=nautical_miles(5),
cap_engagement_range=nautical_miles(20),
cas_duration=timedelta(minutes=30),
sweep_distance=nautical_miles(10),
ground_unit_procurement_ratios=GroundUnitProcurementRatios(
{
GroundUnitClass.Tank: 3,
GroundUnitClass.Atgm: 3,
GroundUnitClass.Apc: 3,
GroundUnitClass.Artillery: 1,
GroundUnitClass.Shorads: 3,
GroundUnitClass.Recon: 1,
}
),
)
"MAX_NUMBER_OF_INTERCEPTION_GROUP": 3,
}

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from __future__ import annotations
from enum import unique, Enum
@unique
class GroundUnitClass(Enum):
Tank = "Tank"
Atgm = "ATGM"
Ifv = "IFV"
Apc = "APC"
Artillery = "Artillery"
Logistics = "Logistics"
Recon = "Recon"
Infantry = "Infantry"
Shorads = "SHORADS"
Manpads = "MANPADS"

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@@ -1,108 +1,53 @@
from dcs.ships import (
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
from dcs.ships import *
TELARS = {
AirDefence._2S6_Tunguska,
AirDefence.SA_11_Buk_SR_9S18M1,
AirDefence.Osa_9A33_ln,
AirDefence.Tor_9A331,
AirDefence.Roland_ADS,
}
UNITS_WITH_RADAR = [
TRACK_RADARS = {
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.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._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,
AirDefence.SAM_SA_15_Tor_9A331,
AirDefence.SAM_SA_11_Buk_CC_9S470M1,
AirDefence.SAM_Patriot_AMG_AN_MRC_137,
AirDefence.SAM_Patriot_ECS_AN_MSQ_104,
AirDefence.SPAAA_Gepard,
AirDefence.AAA_Vulcan_M163,
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.EWR_1L13,
AirDefence.SAM_SA_6_Kub_STR_9S91,
AirDefence.SAM_SA_10_S_300PS_TR_30N6,
AirDefence.SAM_SA_10_S_300PS_SR_5N66M,
AirDefence.EWR_55G6,
AirDefence.SAM_SA_10_S_300PS_SR_64H6E,
AirDefence.SAM_SA_11_Buk_SR_9S18M1,
AirDefence.CP_9S80M1_Sborka,
AirDefence.SAM_Hawk_TR_AN_MPQ_46,
AirDefence.SAM_Hawk_SR_AN_MPQ_50,
AirDefence.SAM_Patriot_STR_AN_MPQ_53,
AirDefence.SAM_Hawk_CWAR_AN_MPQ_55,
AirDefence.SAM_SR_P_19,
AirDefence.SAM_Roland_EWR,
AirDefence.SAM_SA_3_S_125_TR_SNR,
AirDefence.SAM_SA_2_TR_SNR_75_Fan_Song,
AirDefence.HQ_7_Self_Propelled_STR,
# Ships
VINSON,
PERRY,
TICONDEROG,
ALBATROS,
KUZNECOW,
MOLNIYA,
MOSCOW,
NEUSTRASH,
PIOTR,
REZKY,
CV_1143_5,
Stennis,
CVN_71,
CVN_72,
CVN_73,
CVN_70_Carl_Vinson,
Oliver_Hazzard_Perry_class,
Ticonderoga_class,
FFL_1124_4_Grisha,
CV_1143_5_Admiral_Kuznetsov,
FSG_1241_1MP_Molniya,
CG_1164_Moskva,
FFG_11540_Neustrashimy,
CGN_1144_2_Pyotr_Velikiy,
FF_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,
USS_Arleigh_Burke_IIa,
LHA_Tarawa,
Type_052B,
Type_054A,
Type_052C,
}
LHA_1_Tarawa,
Type_052B_Destroyer,
Type_054A_Frigate,
Type_052C_Destroyer
]

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1397
game/db.py

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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,
)

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@@ -1,100 +0,0 @@
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),
)

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@@ -1,26 +0,0 @@
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)

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@@ -1,410 +0,0 @@
from __future__ import annotations
import itertools
import json
import logging
import os
import threading
import time
from collections import defaultdict
from dataclasses import dataclass, field
from typing import (
Any,
Callable,
Dict,
Iterator,
List,
TYPE_CHECKING,
Union,
)
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 (
AirliftUnits,
Building,
ConvoyUnit,
FrontLineUnit,
GroundObjectUnit,
UnitMap,
FlyingUnit,
)
from gen.flights.flight import Flight
if TYPE_CHECKING:
from game import Game
DEBRIEFING_LOG_EXTENSION = "log"
@dataclass(frozen=True)
class AirLosses:
player: List[FlyingUnit]
enemy: List[FlyingUnit]
@property
def losses(self) -> Iterator[FlyingUnit]:
return itertools.chain(self.player, self.enemy)
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
return losses_by_type
def surviving_flight_members(self, flight: Flight) -> int:
losses = 0
for loss in self.losses:
if loss.flight == flight:
losses += 1
return flight.count - losses
@dataclass
class GroundLosses:
player_front_line: List[FrontLineUnit] = field(default_factory=list)
enemy_front_line: List[FrontLineUnit] = field(default_factory=list)
player_convoy: List[ConvoyUnit] = field(default_factory=list)
enemy_convoy: List[ConvoyUnit] = field(default_factory=list)
player_cargo_ships: List[CargoShip] = field(default_factory=list)
enemy_cargo_ships: List[CargoShip] = field(default_factory=list)
player_airlifts: List[AirliftUnits] = field(default_factory=list)
enemy_airlifts: List[AirliftUnits] = 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)
player_airfields: List[Airfield] = field(default_factory=list)
enemy_airfields: List[Airfield] = field(default_factory=list)
@dataclass(frozen=True)
class BaseCaptureEvent:
control_point: ControlPoint
captured_by_player: bool
@dataclass(frozen=True)
class StateData:
#: True if the mission ended. If False, the mission exited abnormally.
mission_ended: bool
#: Names of aircraft units that were killed during the mission.
killed_aircraft: List[str]
#: Names of vehicle (and ship) units that were killed during the mission.
killed_ground_units: 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]
@classmethod
def from_json(cls, data: Dict[str, Any]) -> StateData:
return cls(
mission_ended=data["mission_ended"],
killed_aircraft=data["killed_aircrafts"],
# Airfields emit a new "dead" event every time a bomb is dropped on
# them when they've already dead. Dedup.
#
# Also normalize dead map objects (which are ints) to strings. The unit map
# only stores strings.
killed_ground_units=list({str(u) for u in data["killed_ground_units"]}),
destroyed_statics=data["destroyed_objects_positions"],
base_capture_events=data["base_capture_events"],
)
class Debriefing:
def __init__(
self, state_data: Dict[str, Any], game: Game, unit_map: UnitMap
) -> None:
self.state_data = StateData.from_json(state_data)
self.game = game
self.unit_map = unit_map
self.player_country = game.player_country
self.enemy_country = game.enemy_country
self.player_country_id = db.country_id_from_name(game.player_country)
self.enemy_country_id = db.country_id_from_name(game.enemy_country)
self.air_losses = self.dead_aircraft()
self.ground_losses = self.dead_ground_units()
self.base_captures = self.base_capture_events()
@property
def front_line_losses(self) -> Iterator[FrontLineUnit]:
yield from self.ground_losses.player_front_line
yield from self.ground_losses.enemy_front_line
@property
def convoy_losses(self) -> Iterator[ConvoyUnit]:
yield from self.ground_losses.player_convoy
yield from self.ground_losses.enemy_convoy
@property
def cargo_ship_losses(self) -> Iterator[CargoShip]:
yield from self.ground_losses.player_cargo_ships
yield from self.ground_losses.enemy_cargo_ships
@property
def airlift_losses(self) -> Iterator[AirliftUnits]:
yield from self.ground_losses.player_airlifts
yield from self.ground_losses.enemy_airlifts
@property
def ground_object_losses(self) -> Iterator[GroundObjectUnit[Any]]:
yield from self.ground_losses.player_ground_objects
yield from self.ground_losses.enemy_ground_objects
@property
def building_losses(self) -> Iterator[Building]:
yield from self.ground_losses.player_buildings
yield from self.ground_losses.enemy_buildings
@property
def damaged_runways(self) -> Iterator[Airfield]:
yield from self.ground_losses.player_airfields
yield from self.ground_losses.enemy_airfields
def casualty_count(self, control_point: ControlPoint) -> int:
return len([x for x in self.front_line_losses if x.origin == control_point])
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:
losses = self.ground_losses.enemy_front_line
for loss in losses:
losses_by_type[loss.unit_type] += 1
return losses_by_type
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:
losses = self.ground_losses.enemy_convoy
for loss in losses:
losses_by_type[loss.unit_type] += 1
return losses_by_type
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:
ships = self.ground_losses.enemy_cargo_ships
for ship in ships:
for unit_type, count in ship.units.items():
losses_by_type[unit_type] += count
return losses_by_type
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:
losses = self.ground_losses.enemy_airlifts
for loss in losses:
for unit_type in loss.cargo:
losses_by_type[unit_type] += 1
return losses_by_type
def building_losses_by_type(self, player: bool) -> Dict[str, int]:
losses_by_type: Dict[str, int] = defaultdict(int)
if player:
losses = self.ground_losses.player_buildings
else:
losses = self.ground_losses.enemy_buildings
for loss in losses:
if loss.ground_object.control_point.captured != player:
continue
losses_by_type[loss.ground_object.dcs_identifier] += 1
return losses_by_type
def dead_aircraft(self) -> AirLosses:
player_losses = []
enemy_losses = []
for unit_name in self.state_data.killed_aircraft:
aircraft = self.unit_map.flight(unit_name)
if aircraft is None:
logging.error(f"Could not find Flight matching {unit_name}")
continue
if aircraft.flight.departure.captured:
player_losses.append(aircraft)
else:
enemy_losses.append(aircraft)
return AirLosses(player_losses, enemy_losses)
def dead_ground_units(self) -> GroundLosses:
losses = GroundLosses()
for unit_name in self.state_data.killed_ground_units:
front_line_unit = self.unit_map.front_line_unit(unit_name)
if front_line_unit is not None:
if front_line_unit.origin.captured:
losses.player_front_line.append(front_line_unit)
else:
losses.enemy_front_line.append(front_line_unit)
continue
convoy_unit = self.unit_map.convoy_unit(unit_name)
if convoy_unit is not None:
if convoy_unit.convoy.player_owned:
losses.player_convoy.append(convoy_unit)
else:
losses.enemy_convoy.append(convoy_unit)
continue
cargo_ship = self.unit_map.cargo_ship(unit_name)
if cargo_ship is not None:
if cargo_ship.player_owned:
losses.player_cargo_ships.append(cargo_ship)
else:
losses.enemy_cargo_ships.append(cargo_ship)
continue
ground_object_unit = self.unit_map.ground_object_unit(unit_name)
if ground_object_unit is not None:
if ground_object_unit.ground_object.control_point.captured:
losses.player_ground_objects.append(ground_object_unit)
else:
losses.enemy_ground_objects.append(ground_object_unit)
continue
building = self.unit_map.building_or_fortification(unit_name)
# Try appending object to the name, because we do this for building statics.
if building is None:
building = self.unit_map.building_or_fortification(
f"{unit_name} object"
)
if building is not None:
if building.ground_object.control_point.captured:
losses.player_buildings.append(building)
else:
losses.enemy_buildings.append(building)
continue
airfield = self.unit_map.airfield(unit_name)
if airfield is not None:
if airfield.captured:
losses.player_airfields.append(airfield)
else:
losses.enemy_airfields.append(airfield)
continue
# Only logging as debug because we don't currently track infantry
# deaths, so we expect to see quite a few unclaimed dead ground
# units. We should start tracking those and covert this to a
# warning.
logging.debug(
f"Death of untracked ground unit {unit_name} will "
"have no effect. This may be normal behavior."
)
for unit_name in self.state_data.killed_aircraft:
airlift_unit = self.unit_map.airlift_unit(unit_name)
if airlift_unit is not None:
if airlift_unit.transfer.player:
losses.player_airlifts.append(airlift_unit)
else:
losses.enemy_airlifts.append(airlift_unit)
continue
return losses
def base_capture_events(self) -> List[BaseCaptureEvent]:
"""Keeps only the last instance of a base capture event for each base ID."""
blue_coalition_id = 2
seen = set()
captures = []
for capture in reversed(self.state_data.base_capture_events):
cp_id_str, new_owner_id_str, _name = capture.split("||")
cp_id = int(cp_id_str)
# Only the most recent capture event matters.
if cp_id in seen:
continue
seen.add(cp_id)
try:
control_point = self.game.theater.find_control_point_by_id(cp_id)
except KeyError:
# Captured base is not a part of the campaign. This happens when neutral
# bases are near the conflict. Nothing to do.
continue
captured_by_player = int(new_owner_id_str) == blue_coalition_id
if control_point.is_friendly(to_player=captured_by_player):
# Base is currently friendly to the new owner. Was captured and
# recaptured in the same mission. Nothing to do.
continue
captures.append(BaseCaptureEvent(control_point, captured_by_player))
return captures
class PollDebriefingFileThread(threading.Thread):
"""Thread class with a stop() method. The thread itself has to check
regularly for the stopped() condition."""
def __init__(
self, callback: Callable[[Debriefing], None], game: Game, unit_map: UnitMap
) -> None:
super().__init__()
self._stop_event = threading.Event()
self.callback = callback
self.game = game
self.unit_map = unit_map
def stop(self) -> None:
self._stop_event.set()
def stopped(self) -> bool:
return self._stop_event.is_set()
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():
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: UnitMap
) -> PollDebriefingFileThread:
thread = PollDebriefingFileThread(callback, game, unit_map)
thread.start()
return thread

View File

@@ -1,10 +0,0 @@
from __future__ import annotations
from .event import Event
class AirWarEvent(Event):
"""Event handler for the air battle"""
def __str__(self) -> str:
return "AirWar"

View File

@@ -1,50 +1,53 @@
from __future__ import annotations
import typing
import logging
from typing import List, TYPE_CHECKING, Type
from dcs.mapping import Point
from dcs.task import Task
from dcs.action import Coalition
from dcs.unittype import UnitType
from dcs.task import *
from dcs.vehicles import AirDefence
from dcs.unittype import UnitType
from game import persistency
from game.debriefing import AirLosses, Debriefing
from game import *
from game.infos.information import Information
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
from theater import *
from gen.environmentgen import EnvironmentSettings
from gen.conflictgen import Conflict
from game.db import assigned_units_from, unitdict_from
from theater.start_generator import generate_airbase_defense_group
if TYPE_CHECKING:
from ..game import Game
from userdata.debriefing import Debriefing
from userdata import persistency
import game.db as db
DIFFICULTY_LOG_BASE = 1.1
EVENT_DEPARTURE_MAX_DISTANCE = 340000
MINOR_DEFEAT_INFLUENCE = 0.1
DEFEAT_INFLUENCE = 0.3
STRONG_DEFEAT_INFLUENCE = 0.5
class Event:
silent = False
informational = False
is_awacs_enabled = False
ca_slots = 0
game = None # type: Game
location = None # type: Point
from_cp = None # type: ControlPoint
departure_cp = None # type: ControlPoint
to_cp = None # type: ControlPoint
difficulty = 1 # type: int
def __init__(
self,
game: Game,
from_cp: ControlPoint,
target_cp: ControlPoint,
location: Point,
attacker_name: str,
defender_name: str,
) -> None:
operation = None # type: Operation
difficulty = 1 # type: int
environment_settings = None # type: EnvironmentSettings
BONUS_BASE = 5
def __init__(self, game, from_cp: ControlPoint, target_cp: ControlPoint, location: Point, attacker_name: str, defender_name: str):
self.game = game
self.departure_cp = None
self.from_cp = from_cp
self.to_cp = target_cp
self.location = location
@@ -53,234 +56,194 @@ class Event:
@property
def is_player_attacking(self) -> bool:
return self.attacker_name == self.game.player_faction.name
return self.attacker_name == self.game.player_name
@property
def tasks(self) -> List[Type[Task]]:
def enemy_cp(self) -> ControlPoint:
if self.attacker_name == self.game.player_name:
return self.to_cp
else:
return self.departure_cp
@property
def tasks(self) -> typing.Collection[typing.Type[Task]]:
return []
def generate(self) -> UnitMap:
Operation.prepare(self.game)
unit_map = Operation.generate()
Operation.current_mission.save(
persistency.mission_path_for("liberation_nextturn.miz")
)
return unit_map
@property
def global_cp_available(self) -> bool:
return False
@staticmethod
def _transfer_aircraft(
ato: AirTaskingOrder, losses: AirLosses, for_player: bool
) -> None:
for package in ato.packages:
for flight in package.flights:
# No need to transfer to the same location.
if flight.departure == flight.arrival:
continue
def is_departure_available_from(self, cp: ControlPoint) -> bool:
if not cp.captured:
return False
# Don't transfer to bases that were captured. Note that if the
# airfield was back-filling transfers it may overflow. We could
# attempt to be smarter in the future by performing transfers in
# order up a graph to prevent transfers to full airports and
# send overflow off-map, but overflow is fine for now.
if flight.arrival.captured != for_player:
logging.info(
f"Not transferring {flight} because {flight.arrival} "
"was captured"
)
continue
if self.location.distance_to_point(cp.position) > EVENT_DEPARTURE_MAX_DISTANCE:
return False
transfer_count = losses.surviving_flight_members(flight)
if transfer_count < 0:
logging.error(
f"{flight} had {flight.count} aircraft but "
f"{transfer_count} losses were recorded."
)
continue
if cp.is_global and not self.global_cp_available:
return False
aircraft = flight.unit_type
available = flight.departure.base.total_units_of_type(aircraft)
if available < transfer_count:
logging.error(
f"Found killed {aircraft} from {flight.departure} but "
f"that airbase has only {available} available."
)
continue
return True
flight.departure.base.aircraft[aircraft] -= transfer_count
if aircraft not in flight.arrival.base.aircraft:
# TODO: Should use defaultdict.
flight.arrival.base.aircraft[aircraft] = 0
flight.arrival.base.aircraft[aircraft] += transfer_count
def bonus(self) -> int:
return int(math.log(self.to_cp.importance + 1, DIFFICULTY_LOG_BASE) * self.BONUS_BASE)
def complete_aircraft_transfers(self, debriefing: Debriefing) -> None:
self._transfer_aircraft(
self.game.blue_ato, debriefing.air_losses, for_player=True
)
self._transfer_aircraft(
self.game.red_ato, debriefing.air_losses, for_player=False
)
def is_successfull(self, debriefing: Debriefing) -> bool:
return self.operation.is_successfull(debriefing)
def commit_air_losses(self, debriefing: Debriefing) -> None:
for loss in debriefing.air_losses.losses:
if loss.pilot is not None and (
not loss.pilot.player
or not self.game.settings.invulnerable_player_pilots
):
loss.pilot.kill()
aircraft = loss.flight.unit_type
cp = loss.flight.departure
available = cp.base.total_units_of_type(aircraft)
if available <= 0:
logging.error(
f"Found killed {aircraft} from {cp} but that airbase has "
"none available."
)
continue
def player_attacking(self, cp: ControlPoint, flights: db.TaskForceDict):
if self.is_player_attacking:
self.departure_cp = cp
else:
self.to_cp = cp
logging.info(f"{aircraft} destroyed from {cp}")
cp.base.aircraft[aircraft] -= 1
def player_defending(self, cp: ControlPoint, flights: db.TaskForceDict):
if self.is_player_attacking:
self.departure_cp = cp
else:
self.to_cp = cp
@staticmethod
def _commit_pilot_experience(ato: AirTaskingOrder) -> None:
for package in ato.packages:
for flight in package.flights:
for idx, pilot in enumerate(flight.roster.pilots):
if pilot is None:
logging.error(
f"Cannot award experience to pilot #{idx} of {flight} "
"because no pilot is assigned"
)
continue
pilot.record.missions_flown += 1
def generate(self):
self.operation.is_awacs_enabled = self.is_awacs_enabled
self.operation.ca_slots = self.ca_slots
def commit_pilot_experience(self) -> None:
self._commit_pilot_experience(self.game.blue_ato)
self._commit_pilot_experience(self.game.red_ato)
self.operation.prepare(self.game.theater.terrain, is_quick=False)
self.operation.generate()
self.operation.current_mission.save(persistency.mission_path_for("liberation_nextturn.miz"))
self.environment_settings = self.operation.environment_settings
@staticmethod
def commit_front_line_losses(debriefing: Debriefing) -> None:
for loss in debriefing.front_line_losses:
unit_type = loss.unit_type
control_point = loss.origin
available = control_point.base.total_units_of_type(unit_type)
if available <= 0:
logging.error(
f"Found killed {unit_type} from {control_point} but that "
"airbase has none available."
)
continue
def commit(self, debriefing: Debriefing):
logging.info(f"{unit_type} destroyed from {control_point}")
control_point.base.armor[unit_type] -= 1
logging.info("Commiting mission results")
@staticmethod
def commit_convoy_losses(debriefing: Debriefing) -> None:
for loss in debriefing.convoy_losses:
unit_type = loss.unit_type
convoy = loss.convoy
available = loss.convoy.units.get(unit_type, 0)
convoy_name = f"convoy from {convoy.origin} to {convoy.destination}"
if available <= 0:
logging.error(
f"Found killed {unit_type} in {convoy_name} but that convoy has "
"none available."
)
continue
logging.info(f"{unit_type} destroyed in {convoy_name}")
convoy.kill_unit(unit_type)
@staticmethod
def commit_cargo_ship_losses(debriefing: Debriefing) -> None:
for ship in debriefing.cargo_ship_losses:
logging.info(
f"All units destroyed in cargo ship from {ship.origin} to "
f"{ship.destination}."
)
ship.kill_all()
@staticmethod
def commit_airlift_losses(debriefing: Debriefing) -> None:
for loss in debriefing.airlift_losses:
transfer = loss.transfer
airlift_name = f"airlift from {transfer.origin} to {transfer.destination}"
for unit_type in loss.cargo:
try:
transfer.kill_unit(unit_type)
logging.info(f"{unit_type} destroyed in {airlift_name}")
except KeyError:
logging.exception(
f"Found killed {unit_type} in {airlift_name} but that airlift "
"has none available."
)
@staticmethod
def commit_ground_object_losses(debriefing: Debriefing) -> None:
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 = [] # type: ignore
loss.group.units.remove(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:
loss.ground_object.kill()
self.game.informations.append(
Information(
"Building destroyed",
f"{loss.ground_object.dcs_identifier} has been destroyed at "
f"location {loss.ground_object.obj_name}",
self.game.turn,
)
)
@staticmethod
def commit_damaged_runways(debriefing: Debriefing) -> None:
for damaged_runway in debriefing.damaged_runways:
damaged_runway.damage_runway()
def commit_captures(self, debriefing: Debriefing) -> None:
for captured in debriefing.base_captures:
# ------------------------------
# Destroyed aircrafts
cp_map = {cp.id: cp for cp in self.game.theater.controlpoints}
for destroyed_aircraft in debriefing.killed_aircrafts:
try:
if captured.captured_by_player:
info = Information(
f"{captured.control_point} captured!",
f"We took control of {captured.control_point}.",
self.game.turn,
)
else:
info = Information(
f"{captured.control_point} lost!",
f"The enemy took control of {captured.control_point}.",
self.game.turn,
)
cpid = int(destroyed_aircraft.split("|")[3])
type = db.unit_type_from_name(destroyed_aircraft.split("|")[4])
if cpid in cp_map.keys():
cp = cp_map[cpid]
if type in cp.base.aircraft.keys():
logging.info("Aircraft destroyed : " + str(type))
cp.base.aircraft[type] = max(0, cp.base.aircraft[type]-1)
except Exception as e:
print(e)
self.game.informations.append(info)
captured.control_point.capture(self.game, captured.captured_by_player)
logging.info(f"Will run redeploy for {captured.control_point}")
self.redeploy_units(captured.control_point)
except Exception:
logging.exception(f"Could not process base capture {captured}")
# ------------------------------
# Destroyed ground units
killed_unit_count_by_cp = {cp.id: 0 for cp in self.game.theater.controlpoints}
cp_map = {cp.id: cp for cp in self.game.theater.controlpoints}
for killed_ground_unit in debriefing.killed_ground_units:
try:
cpid = int(killed_ground_unit.split("|")[3])
type = db.unit_type_from_name(killed_ground_unit.split("|")[4])
if cpid in cp_map.keys():
killed_unit_count_by_cp[cpid] = killed_unit_count_by_cp[cpid] + 1
cp = cp_map[cpid]
if type in cp.base.armor.keys():
logging.info("Ground unit destroyed : " + str(type))
cp.base.armor[type] = max(0, cp.base.armor[type] - 1)
except Exception as e:
print(e)
def commit(self, debriefing: Debriefing) -> None:
logging.info("Committing mission results")
# ------------------------------
# Static ground objects
for destroyed_ground_unit_name in debriefing.killed_ground_units:
for cp in self.game.theater.controlpoints:
if not cp.ground_objects:
continue
self.commit_air_losses(debriefing)
self.commit_pilot_experience()
self.commit_front_line_losses(debriefing)
self.commit_convoy_losses(debriefing)
self.commit_airlift_losses(debriefing)
self.commit_ground_object_losses(debriefing)
self.commit_building_losses(debriefing)
self.commit_damaged_runways(debriefing)
self.commit_captures(debriefing)
self.complete_aircraft_transfers(debriefing)
# -- Static ground objects
for i, ground_object in enumerate(cp.ground_objects):
if ground_object.is_dead:
continue
if ground_object.matches_string_identifier(destroyed_ground_unit_name):
logging.info("cp {} killing ground object {}".format(cp, ground_object.string_identifier))
cp.ground_objects[i].is_dead = True
info = Information("Building destroyed",
ground_object.dcs_identifier + " has been destroyed at location " + ground_object.obj_name,
self.game.turn)
self.game.informations.append(info)
# -- AA Site groups
destroyed_units = 0
info = Information("Units destroyed at " + ground_object.obj_name,
"",
self.game.turn)
for i, ground_object in enumerate(cp.ground_objects):
if ground_object.dcs_identifier in ["AA", "CARRIER", "LHA"]:
for g in ground_object.groups:
if not hasattr(g, "units_losts"):
g.units_losts = []
for u in g.units:
if u.name == destroyed_ground_unit_name:
g.units.remove(u)
g.units_losts.append(u)
destroyed_units = destroyed_units + 1
info.text = u.type
ucount = sum([len(g.units) for g in ground_object.groups])
if ucount == 0:
ground_object.is_dead = True
if destroyed_units > 0:
self.game.informations.append(info)
# ------------------------------
# Captured bases
#if self.game.player_country in db.BLUEFOR_FACTIONS:
coalition = 2 # Value in DCS mission event for BLUE
#else:
# coalition = 1 # Value in DCS mission event for RED
for captured in debriefing.base_capture_events:
try:
id = int(captured.split("||")[0])
new_owner_coalition = int(captured.split("||")[1])
captured_cps = []
for cp in self.game.theater.controlpoints:
if cp.id == id:
if cp.captured and new_owner_coalition != coalition:
cp.captured = False
info = Information(cp.name + " lost !", "The ennemy took control of " + cp.name + "\nShame on us !", self.game.turn)
self.game.informations.append(info)
pname = self.game.enemy_name
captured_cps.append(cp)
elif not(cp.captured) and new_owner_coalition == coalition:
cp.captured = True
info = Information(cp.name + " captured !", "We took control of " + cp.name + "! Great job !", self.game.turn)
self.game.informations.append(info)
pname = self.game.player_name
captured_cps.append(cp)
else:
continue
cp.base.aircraft = {}
cp.base.armor = {}
airbase_def_id = 0
for g in cp.ground_objects:
g.groups = []
if g.airbase_group and pname != "":
generate_airbase_defense_group(airbase_def_id, g, pname, self.game, cp)
airbase_def_id = airbase_def_id + 1
for cp in captured_cps:
logging.info("Will run redeploy for " + cp.name)
self.redeploy_units(cp)
except Exception as e:
print(e)
# Destroyed units carcass
# -------------------------
for destroyed_unit in debriefing.state_data.destroyed_statics:
for destroyed_unit in debriefing.destroyed_units:
self.game.add_destroyed_units(destroyed_unit)
# -----------------------------------
@@ -288,192 +251,154 @@ class Event:
for cp in self.game.theater.player_points():
enemy_cps = [e for e in cp.connected_points if not e.captured]
for enemy_cp in enemy_cps:
print(
"Compute frontline progression for : "
+ cp.name
+ " to "
+ enemy_cp.name
)
print("Compute frontline progression for : " + cp.name + " to " + enemy_cp.name)
delta = 0.0
delta = 0
player_won = True
status_msg: str = ""
ally_casualties = debriefing.casualty_count(cp)
enemy_casualties = debriefing.casualty_count(enemy_cp)
ally_casualties = killed_unit_count_by_cp[cp.id]
enemy_casualties = killed_unit_count_by_cp[enemy_cp.id]
ally_units_alive = cp.base.total_armor
enemy_units_alive = enemy_cp.base.total_armor
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}")
print(ally_units_alive)
print(enemy_units_alive)
print(ally_casualties)
print(enemy_casualties)
ratio = (1.0 + enemy_casualties) / (1.0 + ally_casualties)
player_aggresive = cp.stances[enemy_cp.id] in [
CombatStance.AGGRESSIVE,
CombatStance.ELIMINATION,
CombatStance.BREAKTHROUGH,
]
player_aggresive = cp.stances[enemy_cp.id] in [CombatStance.AGGRESSIVE, CombatStance.ELIMINATION, CombatStance.BREAKTHROUGH]
if ally_units_alive == 0:
player_won = False
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 (
ally_units_alive > 2 * enemy_units_alive
and player_aggresive
):
if ally_units_alive > 2*enemy_units_alive and player_aggresive:
# Even with casualties if the enemy is overwhelmed, they are going to lose ground
player_won = True
delta = MINOR_DEFEAT_INFLUENCE
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
):
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 if the enemy is not outnumbered, we lose
# But is 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 = DEFEAT_INFLUENCE
status_msg = f"Allied casualties outnumber enemy casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces suffer a defeat."
delta = STRONG_DEFEAT_INFLUENCE
# No progress with defensive strategies
if player_won and cp.stances[enemy_cp.id] in [
CombatStance.DEFENSIVE,
CombatStance.AMBUSH,
]:
print(
f"Allied forces have adopted a defensive stance along the {cp.name}-{enemy_cp.name} "
f"frontline, making only limited progress."
)
if player_won and cp.stances[enemy_cp.id] in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
print("Defensive stance, progress is limited")
delta = MINOR_DEFEAT_INFLUENCE
# 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",
f"Our ground forces from {cp.name} reached a stalemate with enemy forces from {enemy_cp.name}.",
self.game.turn,
)
if player_won:
print(cp.name + " won ! factor > " + str(delta))
cp.base.affect_strength(delta)
enemy_cp.base.affect_strength(-delta)
info = Information("Frontline Report",
"Our ground forces from " + cp.name + " are making progress toward " + enemy_cp.name,
self.game.turn)
self.game.informations.append(info)
else:
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)
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)
def redeploy_units(self, cp: ControlPoint) -> None:
""" "
def skip(self):
pass
def redeploy_units(self, cp):
""""
Auto redeploy units to newly captured base
"""
ally_connected_cps = [
ocp for ocp in cp.connected_points if cp.captured == ocp.captured
]
enemy_connected_cps = [
ocp for ocp in cp.connected_points if cp.captured != ocp.captured
]
ally_connected_cps = [ocp for ocp in cp.connected_points if cp.captured == ocp.captured]
enemy_connected_cps = [ocp for ocp in cp.connected_points if cp.captured != ocp.captured]
# If the newly captured cp does not have enemy connected cp,
# then it is not necessary to redeploy frontline units there.
if len(enemy_connected_cps) == 0:
return
# From each ally cp, send reinforcements
for ally_cp in ally_connected_cps:
self.redeploy_between(cp, ally_cp)
def redeploy_between(self, destination: ControlPoint, source: ControlPoint) -> None:
total_units_redeployed = 0
moved_units = {}
if source.has_active_frontline or not destination.captured:
# If there are still active front lines to defend at the
# transferring CP we should not transfer all units.
#
# Opfor also does not transfer all of their units.
# TODO: Balance the CPs rather than moving half from everywhere.
move_factor = 0.5
else:
# Otherwise we can move everything.
move_factor = 1
# From each ally cp, send reinforcements
for ally_cp in ally_connected_cps:
total_units_redeployed = 0
own_enemy_cp = [ocp for ocp in ally_cp.connected_points if ally_cp.captured != ocp.captured]
for frontline_unit, count in source.base.armor.items():
moved_units[frontline_unit] = int(count * move_factor)
total_units_redeployed = total_units_redeployed + int(count * move_factor)
moved_units = {}
destination.base.commission_units(moved_units)
source.base.commit_losses(moved_units)
# If the connected base, does not have any more enemy cp connected.
# Or if it is not the opponent redeploying forces there (enemy AI will never redeploy all their forces at once)
if len(own_enemy_cp) > 0 or not cp.captured:
for frontline_unit, count in ally_cp.base.armor.items():
moved_units[frontline_unit] = int(count/2)
total_units_redeployed = total_units_redeployed + int(count/2)
else: # So if the old base, does not have any more enemy cp connected, or if it is an enemy base
for frontline_unit, count in ally_cp.base.armor.items():
moved_units[frontline_unit] = count
total_units_redeployed = total_units_redeployed + count
# Also transfer pending deliveries.
for unit_type, count in source.pending_unit_deliveries.units.items():
if not isinstance(unit_type, GroundUnitType):
continue
if count <= 0:
# Don't transfer *sales*...
continue
move_count = int(count * move_factor)
source.pending_unit_deliveries.sell({unit_type: move_count})
destination.pending_unit_deliveries.order({unit_type: move_count})
total_units_redeployed += move_count
cp.base.commision_units(moved_units)
ally_cp.base.commit_losses(moved_units)
if total_units_redeployed > 0:
text = (
f"{total_units_redeployed} units have been redeployed from "
f"{source.name} to {destination.name}"
)
info = Information("Units redeployed", text, self.game.turn)
if total_units_redeployed > 0:
info = Information("Units redeployed", "", self.game.turn)
info.text = str(total_units_redeployed) + " units have been redeployed from " + ally_cp.name + " to " + cp.name
self.game.informations.append(info)
logging.info(info.text)
class UnitsDeliveryEvent(Event):
informational = True
units = None # type: typing.Dict[UnitType, int]
def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game):
super(UnitsDeliveryEvent, self).__init__(game=game,
location=to_cp.position,
from_cp=from_cp,
target_cp=to_cp,
attacker_name=attacker_name,
defender_name=defender_name)
self.units = {}
def __str__(self):
return "Pending delivery to {}".format(self.to_cp)
def deliver(self, units: typing.Dict[UnitType, int]):
for k, v in units.items():
self.units[k] = self.units.get(k, 0) + v
def skip(self):
for k, v in self.units.items():
info = Information("Ally Reinforcement", str(k.id) + " x " + str(v) + " at " + self.to_cp.name, self.game.turn)
self.game.informations.append(info)
logging.info(text)
self.to_cp.base.commision_units(self.units)

View File

@@ -1,12 +1,53 @@
from .event import Event
from game.event import *
from game.operation.frontlineattack import FrontlineAttackOperation
from userdata.debriefing import Debriefing
class FrontlineAttackEvent(Event):
"""
An event centered on a FrontLine Conflict.
Currently the same as its parent, but here for legacy compatibility as well as to allow for
future unique Event handling
"""
def __str__(self) -> str:
@property
def tasks(self) -> typing.Collection[typing.Type[Task]]:
if self.is_player_attacking:
return [CAS, CAP]
else:
return [CAP]
@property
def global_cp_available(self) -> bool:
return True
def __str__(self):
return "Frontline attack"
def is_successfull(self, debriefing: Debriefing):
attackers_success = True
if self.from_cp.captured:
return attackers_success
else:
return not attackers_success
def commit(self, debriefing: Debriefing):
super(FrontlineAttackEvent, self).commit(debriefing)
def skip(self):
if self.to_cp.captured:
self.to_cp.base.affect_strength(-0.1)
def player_attacking(self, flights: db.TaskForceDict):
op = FrontlineAttackOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
from_cp=self.from_cp,
departure_cp=self.departure_cp,
to_cp=self.to_cp)
self.operation = op
def player_defending(self, flights: db.TaskForceDict):
op = FrontlineAttackOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
from_cp=self.from_cp,
departure_cp=self.departure_cp,
to_cp=self.to_cp)
self.operation = op

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@@ -0,0 +1,50 @@
from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Australia_2005 = {
"country": "Australia",
"side": "blue",
"units": [
FA_18C_hornet,
KC_135,
KC130,
C_130,
E_3A,
Armor.MBT_M1A2_Abrams,
Armor.MBT_Leopard_1A3,
Armor.APC_M113,
Armor.IFV_LAV_25,
Armor.IFV_MCV_80,
UH_1H,
AH_1W, # Standing as EC Tiger
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.Rapier_FSA_Launcher,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.Rapier_FSA_Launcher,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "destroyer": [
USS_Arleigh_Burke_IIa,
], "cruiser": [
Ticonderoga_class,
], "lhanames": [
"HMAS Canberra",
"HMAS Adelaide"
], "boat":[
"ArleighBurkeGroupGenerator"
], "has_jtac": True
}

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@@ -0,0 +1,58 @@
from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
BLUEFOR_COLDWAR = {
"country": "Combined Joint Task Forces Blue",
"side": "blue",
"units": [
F_14B,
F_4E,
F_5E_3,
A_10A,
AJS37,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
SA342M,
SA342L,
Armor.MBT_M60A3_Patton,
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Chaparral_M48,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.AAA_Vulcan_M163,
], "aircraft_carrier": [
CVN_74_John_C__Stennis,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "carrier_names": [
"CVN-71 Theodore Roosevelt",
"CVN-72 Abraham Lincoln",
"CVN-73 George Washington",
"CVN-74 John C. Stennis",
], "lhanames": [
"LHA-1 Tarawa",
"LHA-2 Saipan",
"LHA-3 Belleau Wood",
"LHA-4 Nassau",
"LHA-5 Peleliu"
], "boat": [
], "has_jtac": True
}

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@@ -0,0 +1,65 @@
from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
from pydcs_extensions.a4ec.a4ec import A_4E_C
BLUEFOR_COLDWAR_A4 = {
"country": "Combined Joint Task Forces Blue",
"side": "blue",
"units": [
F_14B,
F_4E,
F_5E_3,
A_10A,
AJS37,
A_4E_C,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
SA342M,
SA342L,
Armor.MBT_M60A3_Patton,
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Chaparral_M48,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.AAA_Vulcan_M163,
], "aircraft_carrier": [
CVN_74_John_C__Stennis,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "cruiser": [
Ticonderoga_class,
], "carrier_names": [
"CVN-71 Theodore Roosevelt",
"CVN-72 Abraham Lincoln",
"CVN-73 George Washington",
"CVN-74 John C. Stennis",
], "lhanames": [
"LHA-1 Tarawa",
"LHA-2 Saipan",
"LHA-3 Belleau Wood",
"LHA-4 Nassau",
"LHA-5 Peleliu"
], "boat": [
], "requirements": {
"Community A-4E": "https://heclak.github.io/community-a4e-c/",
}, "has_jtac": True
}

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@@ -0,0 +1,68 @@
from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
from pydcs_extensions.a4ec.a4ec import A_4E_C
from pydcs_extensions.mb339.mb339 import MB_339PAN
BLUEFOR_COLDWAR_MODS = {
"country": "USA",
"side": "blue",
"units": [
F_14B,
F_4E,
F_5E_3,
A_10A,
AJS37,
A_4E_C,
MB_339PAN,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
SA342M,
SA342L,
Armor.MBT_M60A3_Patton,
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Chaparral_M48,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.AAA_Vulcan_M163,
], "aircraft_carrier": [
CVN_74_John_C__Stennis,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "cruiser": [
Ticonderoga_class,
], "carrier_names": [
"CVN-71 Theodore Roosevelt",
"CVN-72 Abraham Lincoln",
"CVN-73 George Washington",
"CVN-74 John C. Stennis",
], "lhanames": [
"LHA-1 Tarawa",
"LHA-2 Saipan",
"LHA-3 Belleau Wood",
"LHA-4 Nassau",
"LHA-5 Peleliu"
], "boat": [
], "requirements": {
"MB-339A": "http://www.freccetricolorivirtuali.net/",
"Community A-4E": "https://heclak.github.io/community-a4e-c/",
}, "has_jtac": True
}

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@@ -0,0 +1,83 @@
from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
BLUEFOR_MODERN = {
"country": "Combined Joint Task Forces Blue",
"side": "blue",
"units": [
F_15C,
F_14B,
FA_18C_hornet,
F_16C_50,
JF_17,
M_2000C,
F_5E_3,
Su_27,
Su_25T,
A_10A,
A_10C,
A_10C_2,
AV8BNA,
AJS37,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
AH_64D,
Ka_50,
SA342M,
SA342L,
Armor.MBT_M1A2_Abrams,
Armor.MBT_Leopard_2,
Armor.ATGM_M1134_Stryker,
Armor.IFV_M2A2_Bradley,
Armor.IFV_Marder,
Armor.APC_M1043_HMMWV_Armament,
Artillery.MLRS_M270,
Artillery.SPH_M109_Paladin,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Patriot_EPP_III,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.SAM_Avenger_M1097,
], "aircraft_carrier": [
CVN_74_John_C__Stennis,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "destroyer": [
Oliver_Hazzard_Perry_class,
USS_Arleigh_Burke_IIa,
], "cruiser": [
Ticonderoga_class,
], "carrier_names": [
"CVN-71 Theodore Roosevelt",
"CVN-72 Abraham Lincoln",
"CVN-73 George Washington",
"CVN-74 John C. Stennis",
], "lhanames": [
"LHA-1 Tarawa",
"LHA-2 Saipan",
"LHA-3 Belleau Wood",
"LHA-4 Nassau",
"LHA-5 Peleliu"
], "boat":[
"ArleighBurkeGroupGenerator", "OliverHazardPerryGroupGenerator"
], "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Canada_2005 = {
"country": "Canada",
"side": "blue",
"units": [
FA_18C_hornet,
KC_135,
KC130,
C_130,
E_3A,
Armor.MBT_Leopard_1A3,
Armor.MBT_Leopard_2,
Armor.IFV_LAV_25,
Armor.APC_M113,
Armor.IFV_MCV_80,
UH_1H,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Avenger_M1097,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.SAM_Avenger_M1097,
], "destroyer": [
USS_Arleigh_Burke_IIa,
], "cruiser": [
Ticonderoga_class,
], "boat":[
"ArleighBurkeGroupGenerator"
], "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
China_2010 = {
"country": "China",
"side": "red",
"units": [
MiG_21Bis, # Standing as J-7
Su_30,
Su_33,
J_11A,
JF_17,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
KJ_2000,
Mi_8MT,
Mi_28N,
AirDefence.SAM_SA_10_S_300PS_LN_5P85C, # Standing as HQ-9+
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.HQ_7_Self_Propelled_LN,
Armor.ZTZ_96B,
Armor.MBT_T_55,
Armor.ZBD_04A,
Armor.IFV_BMP_1,
Artillery.MLRS_9A52_Smerch,
Artillery.SPH_2S9_Nona,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Paratrooper_AKS,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_RPG_16,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160
],
"shorad":[
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.Rapier_FSA_Launcher, # Standing as PL-9C Shorad
AirDefence.HQ_7_Self_Propelled_LN
], "aircraft_carrier": [
CV_1143_5_Admiral_Kuznetsov,
], "destroyer": [
Type_052B_Destroyer,
Type_052C_Destroyer
], "cruiser": [
Type_054A_Frigate,
], "helicopter_carrier": [
Type_071_Amphibious_Transport_Dock,
], "lhanames": [
"Kunlun Shan",
"Jinggang Shan",
"Changbai Shan",
"Yimeng Shan",
"Longhu Shan",
"Wuzhi Shan",
"Wudang Shan"
], "carrier_names": [
"001 Liaoning",
"002 Shandong",
], "boat":[
"Type54GroupGenerator"
],
"has_jtac": True,
"jtac_unit": WingLoong_I
}

View File

@@ -1,354 +0,0 @@
from __future__ import annotations
import itertools
import logging
from dataclasses import dataclass, field
from typing import Optional, Dict, Type, List, Any, Iterator, TYPE_CHECKING
import dcs
from dcs.countries import country_dict
from dcs.unittype import ShipType, UnitType
from game.data.building_data import (
WW2_ALLIES_BUILDINGS,
DEFAULT_AVAILABLE_BUILDINGS,
WW2_GERMANY_BUILDINGS,
WW2_FREE,
)
from game.data.doctrine import (
Doctrine,
MODERN_DOCTRINE,
COLDWAR_DOCTRINE,
WWII_DOCTRINE,
)
from game.data.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
class Faction:
#: List of locales to use when generating random names. If not set, Faker will
#: choose the default locale.
locales: Optional[List[str]]
# Country used by this faction
country: str = field(default="")
# Nice name of the faction
name: str = field(default="")
# List of faction file authors
authors: str = field(default="")
# A description of the faction
description: str = field(default="")
# Available aircraft
aircrafts: List[AircraftType] = field(default_factory=list)
# Available awacs aircraft
awacs: List[AircraftType] = field(default_factory=list)
# Available tanker aircraft
tankers: List[AircraftType] = field(default_factory=list)
# Available frontline units
frontline_units: List[GroundUnitType] = field(default_factory=list)
# Available artillery units
artillery_units: List[GroundUnitType] = field(default_factory=list)
# Infantry units used
infantry_units: List[GroundUnitType] = field(default_factory=list)
# Logistics units used
logistics_units: List[GroundUnitType] = field(default_factory=list)
# Possible SAMS site generators for this faction
air_defenses: List[str] = field(default_factory=list)
# Possible EWR generators for this faction.
ewrs: List[str] = field(default_factory=list)
# Possible Missile site generators for this faction
missiles: List[str] = field(default_factory=list)
# Possible costal site generators for this faction
coastal_defenses: List[str] = field(default_factory=list)
# Required mods or asset packs
requirements: Dict[str, str] = field(default_factory=dict)
# possible aircraft carrier units
aircraft_carrier: List[Type[ShipType]] = field(default_factory=list)
# possible helicopter carrier units
helicopter_carrier: List[Type[ShipType]] = field(default_factory=list)
# Possible carrier names
carrier_names: List[str] = field(default_factory=list)
# Possible helicopter carrier names
helicopter_carrier_names: List[str] = field(default_factory=list)
# Navy group generators
navy_generators: List[str] = field(default_factory=list)
# Available destroyers
destroyers: List[Type[ShipType]] = field(default_factory=list)
# Available cruisers
cruisers: List[Type[ShipType]] = field(default_factory=list)
# How many navy group should we try to generate per CP on startup for this faction
navy_group_count: int = field(default=1)
# How many missiles group should we try to generate per CP on startup for this faction
missiles_group_count: int = field(default=1)
# How many coastal group should we try to generate per CP on startup for this faction
coastal_group_count: int = field(default=1)
# Whether this faction has JTAC access
has_jtac: bool = field(default=False)
# Unit to use as JTAC for this faction
jtac_unit: Optional[AircraftType] = field(default=None)
# doctrine
doctrine: Doctrine = field(default=MODERN_DOCTRINE)
# List of available buildings for this faction
building_set: List[str] = field(default_factory=list)
# List of default livery overrides
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
#: of the time period or operator. For example, the CJTF "countries" don't
#: appear to have GPS capability, so they need this.
#:
#: Note that this option cannot be set per-side. If either faction needs it,
#: both will use it.
unrestricted_satnav: bool = False
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
return False
@classmethod
def from_json(cls: Type[Faction], json: Dict[str, Any]) -> Faction:
faction = Faction(locales=json.get("locales"))
faction.country = json.get("country", "/")
if faction.country not in [c.name for c in country_dict.values()]:
raise AssertionError(
'Faction\'s country ("{}") is not a valid DCS country ID'.format(
faction.country
)
)
faction.name = json.get("name", "")
if not faction.name:
raise AssertionError("Faction has no valid name")
faction.authors = json.get("authors", "")
faction.description = json.get("description", "")
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.tankers)
)
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", [])
faction.air_defenses = json.get("air_defenses", [])
# Compatibility for older factions. All air defenses now belong to a
# single group and the generator decides what belongs where.
faction.air_defenses.extend(json.get("sams", []))
faction.air_defenses.extend(json.get("shorads", []))
faction.missiles = json.get("missiles", [])
faction.coastal_defenses = json.get("coastal_defenses", [])
faction.requirements = json.get("requirements", {})
faction.carrier_names = json.get("carrier_names", [])
faction.helicopter_carrier_names = json.get("helicopter_carrier_names", [])
faction.navy_generators = json.get("navy_generators", [])
faction.aircraft_carrier = load_all_ships(json.get("aircraft_carrier", []))
faction.helicopter_carrier = load_all_ships(json.get("helicopter_carrier", []))
faction.destroyers = load_all_ships(json.get("destroyers", []))
faction.cruisers = load_all_ships(json.get("cruisers", []))
faction.has_jtac = json.get("has_jtac", False)
jtac_name = json.get("jtac_unit", None)
if jtac_name is not None:
faction.jtac_unit = AircraftType.named(jtac_name)
else:
faction.jtac_unit = None
faction.navy_group_count = int(json.get("navy_group_count", 1))
faction.missiles_group_count = int(json.get("missiles_group_count", 0))
faction.coastal_group_count = int(json.get("coastal_group_count", 0))
# Load doctrine
doctrine = json.get("doctrine", "modern")
if doctrine == "modern":
faction.doctrine = MODERN_DOCTRINE
elif doctrine == "coldwar":
faction.doctrine = COLDWAR_DOCTRINE
elif doctrine == "ww2":
faction.doctrine = WWII_DOCTRINE
else:
faction.doctrine = MODERN_DOCTRINE
# Load the building set
building_set = json.get("building_set", "default")
if building_set == "default":
faction.building_set = DEFAULT_AVAILABLE_BUILDINGS
elif building_set == "ww2free":
faction.building_set = WW2_FREE
elif building_set == "ww2ally":
faction.building_set = WW2_ALLIES_BUILDINGS
elif building_set == "ww2germany":
faction.building_set = WW2_GERMANY_BUILDINGS
else:
faction.building_set = DEFAULT_AVAILABLE_BUILDINGS
# Load liveries override
faction.liveries_overrides = {}
liveries_overrides = json.get("liveries_overrides", {})
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 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 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 remove_air_defenses(self, name: str) -> None:
for i in self.air_defenses:
if i == name:
self.air_defenses.remove(i)
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]]:
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[str]) -> List[Type[ShipType]]:
items = []
for name in data:
item = load_ship(name)
if item is not None:
items.append(item)
return items

View File

@@ -1,54 +0,0 @@
from __future__ import annotations
import json
import logging
from pathlib import Path
from typing import Dict, Iterator, List, Optional, Type
from game import persistency
from game.factions.faction import Faction
FACTION_DIRECTORY = Path("./resources/factions/")
class FactionLoader:
def __init__(self) -> None:
self._factions: Optional[Dict[str, Faction]] = None
@property
def factions(self) -> Dict[str, Faction]:
self.initialize()
assert self._factions is not None
return self._factions
def initialize(self) -> None:
if self._factions is None:
self._factions = self.load_factions()
@staticmethod
def find_faction_files_in(path: Path) -> List[Path]:
return [f for f in path.glob("*.json") if f.is_file()]
@classmethod
def load_factions(cls: Type[FactionLoader]) -> Dict[str, Faction]:
user_faction_path = Path(persistency.base_path()) / "Liberation/Factions"
files = cls.find_faction_files_in(
FACTION_DIRECTORY
) + cls.find_faction_files_in(user_faction_path)
factions = {}
for f in files:
try:
with f.open("r", encoding="utf-8") as fdata:
data = json.load(fdata)
factions[data["name"]] = Faction.from_json(data)
logging.info("Loaded faction : " + str(f))
except Exception:
logging.exception(f"Unable to load faction : {f}")
return factions
def __getitem__(self, name: str) -> Faction:
return self.factions[name]
def __iter__(self) -> Iterator[str]:
return iter(self.factions.keys())

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
France_1995 = {
"country": "France",
"side": "blue",
"units": [
M_2000C,
Mirage_2000_5,
KC_135,
KC130,
C_130,
E_3A,
SA342M,
SA342L,
SA342Mistral,
Armor.MBT_Leclerc,
Armor.TPz_Fuchs, # Standing as VAB
Armor.APC_Cobra, # Standing as VBL
Armor.ATGM_M1134_Stryker, # Standing as VAB Mephisto
Artillery.SPH_M109_Paladin, # Standing as AMX30 AuF1
Artillery.MLRS_M270,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Roland_ADS,
AirDefence.SAM_Hawk_PCP,
AirDefence.HQ_7_Self_Propelled_LN, # Standing as Crotale
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.SAM_Roland_ADS
], "boat":[
"ArleighBurkeGroupGenerator", "OliverHazardPerryGroupGenerator"
], "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
France_2005 = {
"country": "France",
"side": "blue",
"units":[
M_2000C,
Mirage_2000_5,
FA_18C_hornet, # Standing as Rafale M
KC_135,
KC130,
C_130,
E_3A,
SA342M,
SA342L,
SA342Mistral,
Armor.MBT_Leclerc,
Armor.TPz_Fuchs, # Standing as VAB
Armor.APC_Cobra, # Standing as VBL
Armor.ATGM_M1134_Stryker, # Standing as VAB Mephisto
Artillery.SPH_M109_Paladin, # Standing as AMX30 AuF1
Artillery.MLRS_M270,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Roland_ADS,
AirDefence.SAM_Hawk_PCP,
AirDefence.HQ_7_Self_Propelled_LN, # Standing as Crotale
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad":[
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.SAM_Roland_ADS
], "aircraft_carrier": [
CVN_74_John_C__Stennis, # Standing as CDG Aircraft Carrier
], "helicopter_carrier": [
LHA_1_Tarawa, # Standing as Mistral Class
], "destroyer": [
Oliver_Hazzard_Perry_class,
], "cruiser": [
Ticonderoga_class,
], "carrier_names": [
"PA Charles de Gaulle",
], "lhanames": [
"L9013 Mistral",
"L9014 Tonerre",
"L9015 Dixmude"
], "boat":[
"ArleighBurkeGroupGenerator", "OliverHazardPerryGroupGenerator"
], "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
import pydcs_extensions.frenchpack.frenchpack as frenchpack
from pydcs_extensions.rafale.rafale import Rafale_M, Rafale_A_S
France_2005_Modded = {
"country": "France",
"side": "blue",
"units": [
M_2000C,
Mirage_2000_5,
Rafale_M,
Rafale_A_S,
KC_135,
KC130,
C_130,
E_3A,
SA342M,
SA342L,
SA342Mistral,
Armor.MBT_Leclerc,
Artillery.SPH_M109_Paladin, # Standing as AMX30 AuF1
Artillery.MLRS_M270,
frenchpack.AMX_10RCR,
frenchpack.AMX_10RCR_SEPAR,
frenchpack.ERC_90,
frenchpack.TRM_2000_PAMELA,
frenchpack.VAB__50,
frenchpack.VAB_MEPHISTO,
frenchpack.VAB_T20_13,
frenchpack.VBL__50,
frenchpack.VBL_AANF1,
frenchpack.VBAE_CRAB,
frenchpack.VBAE_CRAB_MMP,
frenchpack.AMX_30B2,
frenchpack.Leclerc_Serie_XXI,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Roland_ADS,
AirDefence.SAM_Hawk_PCP,
AirDefence.HQ_7_Self_Propelled_LN, # Standing as Crotale
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.SAM_Roland_ADS
], "aircraft_carrier": [
CVN_74_John_C__Stennis, # Standing as CDG Aircraft Carrier
], "helicopter_carrier": [
LHA_1_Tarawa, # Standing as Mistral Class
], "destroyer": [
Oliver_Hazzard_Perry_class,
], "cruiser": [
Ticonderoga_class,
], "carrier_names": [
"PA Charles de Gaulle",
], "lhanames": [
"L9013 Mistral",
"L9014 Tonerre",
"L9015 Dixmude"
], "boat": [
"ArleighBurkeGroupGenerator", "OliverHazardPerryGroupGenerator"
], "requirements": {
"frenchpack V3.5": "https://forums.eagle.ru/showthread.php?t=279974",
"RAFALE 2.5.5": "https://www.digitalcombatsimulator.com/fr/files/3307478/",
}, "has_jtac": True
}

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@@ -0,0 +1,47 @@
from dcs.planes import *
from dcs.vehicles import *
from game.data.building_data import WW2_GERMANY_BUILDINGS
from game.data.doctrine import WWII_DOCTRINE
Germany_1944 = {
"country": "Third Reich",
"side": "red",
"units": [
FW_190A8,
FW_190D9,
Bf_109K_4,
Ju_88A4,
Armor.MT_Pz_Kpfw_V_Panther_Ausf_G,
Armor.MT_Pz_Kpfw_IV_Ausf_H,
Armor.HT_Pz_Kpfw_VI_Tiger_I,
Armor.HT_Pz_Kpfw_VI_Ausf__B__Tiger_II,
Armor.APC_Sd_Kfz_251,
Armor.IFV_Sd_Kfz_234_2_Puma,
Armor.Sd_Kfz_184_Elefant,
Armor.TD_Jagdpanther_G1,
Armor.TD_Jagdpanzer_IV,
Artillery.Sturmpanzer_IV_Brummbär,
Unarmed.Sd_Kfz_2,
Unarmed.Sd_Kfz_7,
Unarmed.Kübelwagen_82,
Infantry.Infantry_Mauser_98,
AirDefence.AAA_8_8cm_Flak_36,
],"requirements":{
"WW2 Asset Pack": "https://www.digitalcombatsimulator.com/en/products/other/wwii_assets_pack/",
},
"shorad": [
AirDefence.AAA_8_8cm_Flak_36,
],
"objects": WW2_GERMANY_BUILDINGS,
"doctrine": WWII_DOCTRINE,
"boat": ["UBoatGroupGenerator", "SchnellbootGroupGenerator"],
"boat_count": 2,
"missiles": ["V1GroupGenerator"],
"missiles_count": 1
}

View File

@@ -0,0 +1,40 @@
from dcs.planes import *
from dcs.vehicles import *
from game.data.building_data import WW2_GERMANY_BUILDINGS
from game.data.doctrine import WWII_DOCTRINE
Germany_1944_Easy = {
"country": "Third Reich",
"side": "red",
"units": [
FW_190A8,
FW_190D9,
Bf_109K_4,
Ju_88A4,
Armor.MT_Pz_Kpfw_IV_Ausf_H,
Armor.APC_Sd_Kfz_251,
Armor.IFV_Sd_Kfz_234_2_Puma,
Artillery.Sturmpanzer_IV_Brummbär,
Unarmed.Sd_Kfz_2,
Unarmed.Sd_Kfz_7,
Unarmed.Kübelwagen_82,
Infantry.Infantry_Mauser_98,
AirDefence.AAA_8_8cm_Flak_36,
],"requirements":{
"WW2 Asset Pack": "https://www.digitalcombatsimulator.com/en/products/other/wwii_assets_pack/",
},
"shorad":[
AirDefence.AAA_8_8cm_Flak_36,
],
"objects": WW2_GERMANY_BUILDINGS,
"doctrine": WWII_DOCTRINE,
"boat": ["UBoatGroupGenerator", "SchnellbootGroupGenerator"],
"boat_count": 1,
"missiles": ["V1GroupGenerator"],
"missiles_count": 1
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Germany_1990 = {
"country": "Germany",
"side": "blue",
"units":[
MiG_29G,
Tornado_IDS,
F_4E,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
SA342M,
SA342L,
Armor.TPz_Fuchs,
Armor.MBT_Leopard_1A3,
Armor.MBT_Leopard_2,
Armor.IFV_Marder,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Roland_ADS,
AirDefence.SAM_Hawk_PCP,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
],
"shorad":[
AirDefence.SPAAA_Gepard,
AirDefence.SAM_Roland_ADS,
], "boat":[
"OliverHazardPerryGroupGenerator"
]
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
India_2010 = {
"country": "India",
"side": "blue",
"units": [
Mirage_2000_5,
M_2000C,
MiG_27K,
MiG_21Bis,
MiG_29S,
Su_30,
KC_135,
KC130,
C_130,
E_3A,
AH_64A,
Mi_8MT,
Armor.MBT_T_90,
Armor.MBT_T_72B,
Armor.IFV_BMP_2,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_3_S_125_LN_5P73,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
],
"shorad":[
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.AAA_ZU_23_Emplacement,
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.SAM_SA_13_Strela_10M3_9A35M3,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_19_Tunguska_2S6
], "aircraft_carrier": [
CV_1143_5_Admiral_Kuznetsov,
], "destroyer": [
FSG_1241_1MP_Molniya,
], "carrier_names": [
"INS Vikramaditya"
], "boat":[
"ArleighBurkeGroupGenerator", "OliverHazardPerryGroupGenerator", "MolniyaGroupGenerator"
], "has_jtac": True
}

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@@ -0,0 +1,27 @@
from dcs.vehicles import *
from dcs.ships import *
from dcs.planes import *
from dcs.helicopters import *
Insurgent = {
"country": "Insurgents",
"side": "red",
"units": [
AirDefence.AAA_ZU_23_Insurgent_Closed,
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375,
Armor.APC_Cobra,
Armor.APC_MTLB,
Armor.ARV_BRDM_2,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Infantry_Soldier_Insurgents,
Infantry.Soldier_RPG,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160
]
}

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from dcs.ships import *
from dcs.vehicles import *
from pydcs_extensions.frenchpack.frenchpack import DIM__TOYOTA_BLUE, DIM__TOYOTA_DESERT, DIM__TOYOTA_GREEN, \
DIM__KAMIKAZE
Insurgent_modded = {
"country": "Insurgents",
"side": "red",
"units": [
AirDefence.AAA_ZU_23_Insurgent_Closed,
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375,
DIM__TOYOTA_BLUE,
DIM__TOYOTA_DESERT,
DIM__TOYOTA_GREEN,
DIM__KAMIKAZE,
Armor.ARV_BRDM_2,
Armor.APC_Cobra,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Soldier_AK,
Infantry.Infantry_Soldier_Insurgents,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160
], "requirements": {
"frenchpack V3.5": "https://forums.eagle.ru/showthread.php?t=279974",
}
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Iran_2015 = {
"country": "Iran",
"side": "red",
"units": [
MiG_29A,
F_4E,
F_14B,
F_5E_3,
MiG_21Bis,
Su_24M,
Su_25,
Su_17M4,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
A_50,
Mi_28N,
Mi_24V,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_SA_2_LN_SM_90,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.SAM_SA_11_Buk_LN_9A310M1,
Armor.APC_M113,
Armor.APC_BTR_80,
Armor.MBT_M60A3_Patton,
Armor.MBT_T_72B,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Soldier_AK,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160
],
"shorad":[
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.AAA_ZU_23_Insurgent_Closed
], "boat":[
"GrishaGroupGenerator", "MolniyaGroupGenerator", "KiloSubGroupGenerator"
]
}

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from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Israel_1948 = {
"country": "Israel",
"side": "blue",
"units":[
SpitfireLFMkIXCW,
SpitfireLFMkIX,
P_51D,
P_51D_30_NA,
Bf_109K_4, # Standing as Avia S-199
B_17G,
Armor.MT_M4A4_Sherman_Firefly,
Armor.APC_M2A1,
Armor.MT_M4_Sherman,
Armor.LAC_M8_Greyhound,
Unarmed.Transport_M818,
Infantry.Infantry_SMLE_No_4_Mk_1,
AirDefence.AAA_Bofors_40mm,
Armed_speedboat,
],"requirements":{
"WW2 Asset Pack": "https://www.digitalcombatsimulator.com/en/products/other/wwii_assets_pack/",
},
"shorad": [
AirDefence.AAA_Bofors_40mm
], "boat": [
], "has_jtac": False
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
from pydcs_extensions.a4ec.a4ec import A_4E_C
Israel_1973 = {
"country": "Israel",
"side": "blue",
"units":[
F_4E,
A_4E_C,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
Armor.MT_M4A4_Sherman_Firefly,
Armor.APC_M2A1,
Armor.MBT_M60A3_Patton,
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_Hawk_PCP,
AirDefence.AAA_Bofors_40mm,
AirDefence.SAM_Chaparral_M48,
Armed_speedboat,
], "requirements": {
"Community A-4E": "https://heclak.github.io/community-a4e-c/",
"WW2 Asset Pack": "https://www.digitalcombatsimulator.com/en/products/other/wwii_assets_pack/",
}, "shorad": [
AirDefence.SAM_Chaparral_M48,
AirDefence.AAA_Bofors_40mm
], "boat": [
], "has_jtac": True
}
Israel_1973_NO_WW2_UNITS = {
"country": "Israel",
"side": "blue",
"units":[
F_4E,
A_4E_C,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
Armor.MBT_M60A3_Patton,
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Chaparral_M48,
Armed_speedboat,
], "requirements": {
"Community A-4E": "https://heclak.github.io/community-a4e-c/",
}, "shorad": [
AirDefence.SAM_Chaparral_M48,
], "boat": [
], "has_jtac": True
}
Israel_1982 = {
"country": "Israel",
"side": "blue",
"units":[
F_4E,
A_4E_C,
F_15C,
F_16A,
F_16C_50,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
AH_1W,
Armor.APC_M113,
Armor.MBT_M60A3_Patton,
Armor.MBT_Merkava_Mk__4,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Chaparral_M48,
Armed_speedboat,
], "requirements": {
"Community A-4E": "https://heclak.github.io/community-a4e-c/",
}, "shorad": [
AirDefence.SAM_Chaparral_M48,
], "boat": [
], "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Israel_2000 = {
"country": "Israel",
"side": "blue",
"units":[
F_16C_50,
F_15C,
F_15E,
F_4E,
KC_135,
KC130,
C_130,
E_3A,
AH_1W,
AH_64D,
Armor.MBT_Merkava_Mk__4,
Armor.APC_M113,
Armor.APC_M1043_HMMWV_Armament,
Armor.ATGM_M1045_HMMWV_TOW,
Artillery.SPH_M109_Paladin,
Artillery.MLRS_M270,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_Patriot_EPP_III,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
],
"shorad": [
AirDefence.SAM_Avenger_M1097
], "boat": [
"ArleighBurkeGroupGenerator"
], "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Italy_1990 = {
"country": "Italy",
"side": "blue",
"units": [
Tornado_IDS,
AV8BNA,
# MB339,
KC_135,
S_3B_Tanker,
C_130,
E_3A,
AH_1W,
UH_1H,
Armor.MBT_Leopard_1A3, # OF-40 MBT
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Avenger_M1097,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad":[
AirDefence.SAM_Avenger_M1097,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "destroyer": [
Oliver_Hazzard_Perry_class,
], "cruiser": [
Ticonderoga_class,
], "lhanames": [
"Giuseppe Garibaldi",
"Cavour",
], "boat":[
"OliverHazardPerryGroupGenerator"
], "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
from pydcs_extensions.mb339.mb339 import MB_339PAN
Italy_1990_MB339 = {
"country": "Italy",
"side": "blue",
"units": [
Tornado_IDS,
AV8BNA,
MB_339PAN,
KC_135,
S_3B_Tanker,
C_130,
E_3A,
AH_1W,
UH_1H,
Armor.MBT_Leopard_1A3, # OF-40 MBT
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Avenger_M1097,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad":[
AirDefence.SAM_Avenger_M1097,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "destroyer": [
Oliver_Hazzard_Perry_class,
], "cruiser": [
Ticonderoga_class,
], "lhanames": [
"Giuseppe Garibaldi",
"Cavour",
], "boat": [
"OliverHazardPerryGroupGenerator"
], "requirements": {
"MB-339A": "http://www.freccetricolorivirtuali.net/",
}, "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Japan_2005 = {
"country": "Japan",
"side": "blue",
"units": [
F_15C, # F-15J/DJ
F_16C_50, # F-2A/B
F_4E, # F-4EJ
KC_135,
KC130,
C_130,
E_3A,
AH_1W,
AH_64D,
Armor.MBT_Merkava_Mk__4, # Standing as Type 10 MBT
Armor.MBT_M1A2_Abrams, # Standing as Type 90 MBT
Armor.IFV_Marder, # Standing as Type 89 IFV
Armor.TPz_Fuchs, # Standing as Type 96 APC
Armor.IFV_LAV_25, # Standing as Type 16 or Type 87
Armor.APC_M1043_HMMWV_Armament,
Artillery.MLRS_M270,
Artillery.SPH_M109_Paladin, # Standing as Type 99 SPH
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Patriot_EPP_III,
LHA_1_Tarawa,
], "shorad": [
AirDefence.SPAAA_Gepard, # Type 87 SPAG
], "helicopter_carrier": [
LHA_1_Tarawa, # Standing as Hyuga-class helicopter carrier
], "destroyer": [
USS_Arleigh_Burke_IIa,
], "cruiser": [
Ticonderoga_class,
], "lhanames": [
"Hyuga",
"Ise",
], "boat":[
"ArleighBurkeGroupGenerator"
], "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.vehicles import *
Libya_2011 = {
"country": "Libya",
"side": "red",
"units": [
MiG_21Bis,
MiG_23MLD,
Su_24M,
Su_17M4,
Mi_24V,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
A_50,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_2_LN_SM_90,
AirDefence.SAM_SA_3_S_125_LN_5P73,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.HQ_7_Self_Propelled_LN,
Armor.IFV_BMP_1,
Armor.FDDM_Grad,
Armor.ARV_BRDM_2,
Armor.MBT_T_55,
Armor.MBT_T_72B,
Artillery.MLRS_BM_21_Grad,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Paratrooper_RPG_16,
Infantry.Infantry_Soldier_Insurgents
],
"shorad":[
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.SAM_SA_8_Osa_9A33,
], "boat": [
"GrishaGroupGenerator", "MolniyaGroupGenerator"
]
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Netherlands_1990 = {
"country": "The Netherlands",
"side": "blue",
"units": [
F_16C_50,
F_5E_3,
KC_135,
KC130,
C_130,
E_3A,
AH_64A,
Armor.APC_M113,
Armor.MBT_Leopard_1A3,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Avenger_M1097,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
],
"shorad": [
AirDefence.SAM_Avenger_M1097
], "boat": [
"OliverHazardPerryGroupGenerator"
], "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
NorthKorea_2000 = {
"country": "North Korea",
"side": "red",
"units":[
MiG_29A,
Su_25,
MiG_15bis,
MiG_21Bis,
MiG_23MLD,
MiG_19P,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
A_50,
Mi_8MT,
Mi_24V,
Armor.MBT_T_55,
Armor.MBT_T_72B,
Armor.MBT_T_80U,
Armor.IFV_BMP_1,
Armor.APC_BTR_80,
Armor.ARV_BRDM_2,
Unarmed.Transport_M818,
Infantry.Soldier_AK,
AirDefence.SAM_SA_2_LN_SM_90,
AirDefence.SAM_SA_3_S_125_LN_5P73,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160
],
"shorad":[
AirDefence.AAA_ZU_23_Emplacement,
AirDefence.SPAAA_ZSU_23_4_Shilka
],
"boat": [
"GrishaGroupGenerator", "MolniyaGroupGenerator"
]
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Pakistan_2015 = {
"country": "Pakistan",
"side": "blue",
"units": [
JF_17,
F_16C_50,
MiG_21Bis, # Standing as J-7
MiG_19P, # Standing as J-6
IL_78M,
E_3A,
UH_1H,
AH_1W,
Armor.MBT_T_80U,
Armor.MBT_T_55, # Standing as Al-Zarrar / Type 59 MBT
Armor.ZBD_04A,
Armor.APC_BTR_80,
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_SA_2_LN_SM_90, # Standing as HQ-2
AirDefence.SAM_SA_10_S_300PS_LN_5P85C, # Standing as HQ-9
Armed_speedboat,
], "shorad": [
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375,
AirDefence.AAA_ZU_23_Closed
], "boat": [
"Type54GroupGenerator", "OliverHazardPerryGroupGenerator"
],
"has_jtac": True,
"jtac_unit": WingLoong_I
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
from pydcs_extensions.mb339.mb339 import MB_339PAN
PMC_WESTERN_A = {
"country": "USA",
"side": "blue",
"units": [
C_101CC,
UH_1H,
Mi_8MT,
OH_58D,
SA342M,
Armor.APC_M1043_HMMWV_Armament,
Armor.IFV_MCV_80,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Avenger_M1097,
Armed_speedboat,
], "shorad":[
AirDefence.SAM_Avenger_M1097,
], "has_jtac": True
}
PMC_WESTERN_B = {
"country": "USA",
"side": "blue",
"units": [
MB_339PAN,
C_101CC,
UH_1H,
Mi_8MT,
OH_58D,
SA342M,
Armor.APC_M1043_HMMWV_Armament,
Armor.IFV_MCV_80,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Avenger_M1097,
Armed_speedboat,
], "shorad":[
AirDefence.SAM_Avenger_M1097,
], "has_jtac": True,
"requirements": {
"MB-339A": "http://www.freccetricolorivirtuali.net/",
}
}
PMC_RUSSIAN = {
"country": "Russia",
"side": "blue",
"units": [
L_39C,
L_39ZA,
Mi_8MT,
Mi_24V,
Ka_50,
Armor.APC_Cobra,
Armor.APC_BTR_80,
Armor.ARV_BRDM_2,
Unarmed.Transport_Ural_375,
Infantry.Paratrooper_AKS,
Infantry.Paratrooper_RPG_16,
AirDefence.AAA_ZU_23_on_Ural_375,
Armed_speedboat,
], "shorad":[
AirDefence.AAA_ZU_23_on_Ural_375,
AirDefence.AAA_ZU_23_Closed,
], "has_jtac": True
}

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from dcs.planes import MiG_15bis, IL_76MD, IL_78M, An_26B, An_30M, Yak_40
from dcs.ships import CV_1143_5_Admiral_Kuznetsov, Bulk_cargo_ship_Yakushev, Dry_cargo_ship_Ivanov, Tanker_Elnya_160
from dcs.vehicles import AirDefence, Armor, Unarmed, Infantry, Artillery
Russia_1955 = {
"country": "Russia",
"side": "red",
"units": [
MiG_15bis,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
AirDefence.AAA_ZU_23_Closed,
AirDefence.AAA_ZU_23_on_Ural_375,
Armor.ARV_BRDM_2,
Armor.FDDM_Grad,
Armor.APC_MTLB,
Armor.MBT_T_55,
Artillery.MLRS_BM_21_Grad,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160,
# Infantry squad
Infantry.Paratrooper_AKS,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_RPG_16,
]
}

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from dcs.helicopters import Mi_8MT
from dcs.planes import MiG_15bis, MiG_19P, MiG_21Bis, IL_76MD, IL_78M, An_26B, An_30M, Yak_40, A_50
from dcs.ships import CV_1143_5_Admiral_Kuznetsov, Bulk_cargo_ship_Yakushev, Dry_cargo_ship_Ivanov, Tanker_Elnya_160
from dcs.vehicles import AirDefence, Armor, Unarmed, Infantry, Artillery
Russia_1965 = {
"country": "Russia",
"side": "red",
"units": [
MiG_15bis,
MiG_19P,
MiG_21Bis,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
A_50,
Mi_8MT,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_2_LN_SM_90,
AirDefence.SAM_SA_3_S_125_LN_5P73,
Armor.ARV_BRDM_2,
Armor.APC_BTR_80,
Armor.ARV_BTR_RD,
Armor.IFV_BMD_1,
Armor.IFV_BMP_1,
Armor.MBT_T_55,
Artillery.MLRS_BM_21_Grad,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160,
# Infantry squad
Infantry.Paratrooper_AKS,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_RPG_16,
],
"shorad":[
AirDefence.AAA_ZU_23_Closed
], "boat": [
"GrishaGroupGenerator"
]
}

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from dcs.helicopters import Mi_8MT, Mi_24V
from dcs.planes import MiG_21Bis, MiG_23MLD, MiG_25PD, MiG_29A, Su_17M4, Su_24M, Su_25, IL_76MD, IL_78M, An_26B, An_30M, \
Yak_40, A_50
from dcs.ships import *
from dcs.vehicles import AirDefence, Armor, Unarmed, Infantry, Artillery
Russia_1975 = {
"country": "Russia",
"side": "red",
"units": [
MiG_21Bis,
MiG_23MLD,
MiG_25PD,
MiG_29A,
Su_17M4,
Su_24M,
Su_25,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
A_50,
Mi_8MT,
Mi_24V,
AirDefence.AAA_ZU_23_Closed,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_3_S_125_LN_5P73,
Armor.ARV_BRDM_2,
Armor.APC_BTR_80,
Armor.IFV_BMD_1,
Armor.IFV_BMP_1,
Armor.MBT_T_55,
Artillery.SPH_2S9_Nona,
Artillery.SPH_2S1_Gvozdika,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160,
# Infantry squad
Infantry.Paratrooper_AKS,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_RPG_16,
],
"shorad": [
AirDefence.AAA_ZU_23_Emplacement,
AirDefence.SPAAA_ZSU_23_4_Shilka
], "aircraft_carrier": [
CV_1143_5_Admiral_Kuznetsov,
], "destroyer": [
FF_1135M_Rezky,
], "cruiser": [
CGN_1144_2_Pyotr_Velikiy,
], "boat": [
"RussianNavyGroupGenerator", "KiloSubGroupGenerator", "MolniyaGroupGenerator"
]
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Russia_1990 = {
"country": "Russia",
"side": "red",
"units": [
MiG_23MLD,
MiG_25PD,
MiG_29A,
MiG_29S,
MiG_31,
Su_27,
Su_24M,
Su_25,
Ka_50,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
A_50,
Mi_8MT,
Mi_24V,
AirDefence.AAA_ZU_23_Closed,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_3_S_125_LN_5P73,
Armor.ARV_BRDM_2,
Armor.APC_BTR_80,
Armor.IFV_BMD_1,
Armor.IFV_BMP_1,
Armor.MBT_T_55,
Artillery.MLRS_9K57_Uragan_BM_27,
Artillery.SPH_2S19_Msta,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160,
# Infantry squad
Infantry.Paratrooper_AKS,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_RPG_16,
],
"shorad":[
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.SAM_SA_13_Strela_10M3_9A35M3,
AirDefence.SPAAA_ZSU_23_4_Shilka
], "carrier_names": [
"Admiral Kuznetov",
"Admiral Gorshkov"
], "aircraft_carrier": [
CV_1143_5_Admiral_Kuznetsov,
], "destroyer": [
FF_1135M_Rezky,
], "cruiser": [
FSG_1241_1MP_Molniya,
], "boat":[
"RussianNavyGroupGenerator", "KiloSubGroupGenerator"
]
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Russia_2010 = {
"country": "Russia",
"side": "red",
"units": [
Su_27,
Su_30,
Su_33,
MiG_29S,
MiG_31,
Su_25,
Su_25T,
Su_34,
Su_24M,
L_39ZA,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
A_50,
Ka_50,
Mi_8MT,
Mi_24V,
Mi_28N,
AirDefence.SAM_SA_19_Tunguska_2S6,
AirDefence.SAM_SA_11_Buk_LN_9A310M1,
AirDefence.SAM_SA_10_S_300PS_LN_5P85C,
Armor.APC_BTR_80,
Armor.MBT_T_90,
Armor.MBT_T_80U,
Armor.MBT_T_72B,
Armor.IFV_BMP_1,
Armor.IFV_BMP_2,
Armor.IFV_BMP_3,
Artillery.MLRS_9K57_Uragan_BM_27,
Artillery.SPH_2S19_Msta,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160,
# Infantry squad
Infantry.Paratrooper_AKS,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_RPG_16,
],
"shorad":[
AirDefence.SAM_SA_19_Tunguska_2S6,
AirDefence.SAM_SA_13_Strela_10M3_9A35M3
], "aircraft_carrier": [
CV_1143_5_Admiral_Kuznetsov,
], "carrier_names": [
"Admiral Kuznetov"
], "destroyer": [
FF_1135M_Rezky,
], "cruiser": [
FSG_1241_1MP_Molniya,
], "boat": [
"RussianNavyGroupGenerator", "KiloSubGroupGenerator"
]
}

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from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Spain_1990 = {
"country": "Spain",
"side": "blue",
"units": [
FA_18C_hornet,
AV8BNA,
F_5E_3,
C_101CC,
KC_135,
KC130,
C_130,
E_3A,
Armor.MBT_M60A3_Patton,
Armor.MBT_Leopard_2,
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Avenger_M1097,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad":[
AirDefence.SAM_Avenger_M1097,
], "aircraft_carrier": [
CVN_74_John_C__Stennis, # Standing as Principe de Asturias
], "helicopter_carrier": [
LHA_1_Tarawa, # Standing as Juan Carlos
], "destroyer": [
Oliver_Hazzard_Perry_class,
], "cruiser": [
Ticonderoga_class,
], "carrier_names": [
"Principe de Asturias",
], "lhanames": [
"Juan Carlos I",
], "boat":[
"OliverHazardPerryGroupGenerator"
], "has_jtac": True
}

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from dcs.vehicles import *
from dcs.ships import *
from dcs.planes import *
from dcs.helicopters import *
Sweden_1990 = {
"country": "Sweden",
"side": "blue",
"units": [
AJS37,
UH_1H,
AirDefence.SAM_Hawk_PCP,
Armor.IFV_MCV_80, # Standing as Strf 90
Armor.MBT_Leopard_2,
Armor.APC_M1126_Stryker_ICV, # Closest thing available
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Soldier_AK,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160,
],
"shorad": [
AirDefence.SAM_Avenger_M1097
], "has_jtac": True
}

267
game/factions/syria.py Normal file
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from dcs.helicopters import *
from dcs.planes import *
from dcs.vehicles import *
Syria_2011 = {
"country": "Syria",
"side": "red",
"units": [
MiG_21Bis,
MiG_23MLD,
MiG_25PD,
MiG_29S,
Su_17M4,
Su_24M,
L_39ZA,
Mi_24V,
Mi_8MT,
SA342M,
SA342L,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
A_50,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_3_S_125_LN_5P73,
AirDefence.SAM_SA_2_LN_SM_90,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_11_Buk_LN_9A310M1,
AirDefence.SAM_SA_10_S_300PS_LN_5P85C,
Armor.IFV_BMP_1,
Armor.IFV_BMP_2,
Armor.APC_BTR_80,
Armor.ARV_BRDM_2,
Armor.APC_MTLB,
Armor.APC_Cobra,
Armor.MBT_T_55,
Armor.MBT_T_72B,
Armor.MBT_T_90,
Artillery.MLRS_BM_21_Grad,
Artillery.MLRS_9K57_Uragan_BM_27,
Artillery.SPH_2S1_Gvozdika,
Artillery.SPH_2S9_Nona,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Paratrooper_RPG_16,
Infantry.Soldier_AK
],
"shorad": [
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_13_Strela_10M3_9A35M3,
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.SAM_SA_19_Tunguska_2S6,
AirDefence.AAA_ZU_23_on_Ural_375,
], "boat": [
"GrishaGroupGenerator", "MolniyaGroupGenerator"
]
}
Syria_1973 = {
"country": "Syria",
"side": "red",
"units": [
MiG_21Bis,
MiG_19P,
MiG_15bis, # Standing as Mig-17
Su_17M4, # Standing as Su-7
Mi_8MT,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_3_S_125_LN_5P73,
AirDefence.SAM_SA_2_LN_SM_90,
Armor.IFV_BMP_1,
Armor.APC_MTLB,
Armor.MBT_T_55,
Artillery.MLRS_BM_21_Grad,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Paratrooper_RPG_16,
Infantry.Soldier_AK
],
"shorad": [
AirDefence.AAA_ZU_23_on_Ural_375,
], "boat": [
"GrishaGroupGenerator"
]
}
Syria_1982 = {
"country": "Syria",
"side": "red",
"units": [
MiG_21Bis,
MiG_23MLD,
MiG_25PD,
MiG_19P,
Su_17M4, # Standing as Su-7
Mi_8MT,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_3_S_125_LN_5P73,
AirDefence.SAM_SA_2_LN_SM_90,
Armor.IFV_BMP_1,
Armor.APC_MTLB,
Armor.MBT_T_55,
Armor.MBT_T_72B,
Artillery.MLRS_BM_21_Grad,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Paratrooper_RPG_16,
Infantry.Soldier_AK
],
"shorad": [
AirDefence.AAA_ZU_23_on_Ural_375,
], "boat": [
"GrishaGroupGenerator"
]
}
Syria_1967 = {
"country": "Syria",
"side": "red",
"units": [
MiG_21Bis,
MiG_19P,
MiG_15bis, # Standing as Mig-17
Su_17M4, # Standing as Su-7
Mi_8MT,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
AirDefence.SAM_SA_2_LN_SM_90,
Armor.ARV_BRDM_2,
Armor.MBT_T_55,
Artillery.MLRS_BM_21_Grad,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Paratrooper_RPG_16,
Infantry.Soldier_AK
],
"shorad": [
AirDefence.AAA_ZU_23_on_Ural_375,
], "boat": [
"GrishaGroupGenerator"
]
}
Syria_1967_WW2_Weapons = {
"country": "Syria",
"side": "red",
"units": [
MiG_21Bis,
MiG_19P,
MiG_15bis, # Standing as Mig-17
Su_17M4, # Standing as Su-7
Mi_8MT,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
AirDefence.SAM_SA_2_LN_SM_90,
Armor.ARV_BRDM_2,
Armor.MBT_T_55,
Armor.MT_Pz_Kpfw_IV_Ausf_H,
Armor.StuG_III_Ausf__G,
Armor.TD_Jagdpanzer_IV,
Artillery.MLRS_BM_21_Grad,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Soldier_RPG,
Infantry.Soldier_AK
], "requirements": {
"WW2 Asset Pack": "https://www.digitalcombatsimulator.com/en/products/other/wwii_assets_pack/",
},
"shorad": [
AirDefence.AAA_ZU_23_on_Ural_375,
], "boat": [
"GrishaGroupGenerator"
]
}
Arab_Armies_1948 = {
"country": "Syria",
"side": "red",
"units": [
SpitfireLFMkIX,
SpitfireLFMkIXCW,
AirDefence.SAM_SA_2_LN_SM_90,
Armor.MT_M4_Sherman,
Armor.MT_Pz_Kpfw_IV_Ausf_H,
Armor.APC_Sd_Kfz_251,
Armor.IFV_Sd_Kfz_234_2_Puma,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Infantry_SMLE_No_4_Mk_1,
AirDefence.AAA_8_8cm_Flak_36,
], "requirements": {
"WW2 Asset Pack": "https://www.digitalcombatsimulator.com/en/products/other/wwii_assets_pack/",
},
"shorad": [
AirDefence.AAA_8_8cm_Flak_36,
], "boat": [
"GrishaGroupGenerator"
]
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Turkey_2005 = {
"country": "Turkey",
"side": "blue",
"units":[
F_16C_50,
F_4E,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
AH_1W,
Armor.MBT_Leopard_2,
Armor.MBT_Leopard_1A3,
Armor.MBT_M60A3_Patton,
Armor.APC_Cobra,
Armor.APC_BTR_80,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_Avenger_M1097,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad":[
AirDefence.AAA_ZU_23_Emplacement,
AirDefence.SPAAA_ZSU_23_4_Shilka
], "boat":[
"OliverHazardPerryGroupGenerator"
], "has_jtac": True
}

38
game/factions/uae_2005.py Normal file
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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
UAE_2005 = {
"country": "United Arab Emirates",
"side": "blue",
"units":[
M_2000C,
Mirage_2000_5,
F_16C_50,
KC_135,
KC130,
C_130,
E_3A,
AH_64D,
Armor.MBT_Leclerc,
Armor.IFV_BMP_3,
Armor.TPz_Fuchs,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.Rapier_FSA_Launcher,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "boat":[
"OliverHazardPerryGroupGenerator"
],
"has_jtac": True,
"jtac_unit": WingLoong_I
}

44
game/factions/uk_1944.py Normal file
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from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
from game.data.building_data import WW2_ALLIES_BUILDINGS
from game.data.doctrine import WWII_DOCTRINE
UK_1944 = {
"country": "UK",
"side": "blue",
"units": [
P_51D,
P_51D_30_NA,
P_47D_30,
SpitfireLFMkIX,
SpitfireLFMkIXCW,
A_20G,
B_17G,
Armor.MT_M4A4_Sherman_Firefly,
Armor.MT_M4_Sherman,
Armor.APC_M2A1,
Armor.CT_Cromwell_IV,
Armor.ST_Centaur_IV,
Armor.HIT_Churchill_VII,
Infantry.Infantry_SMLE_No_4_Mk_1,
LS_Samuel_Chase,
LST_Mk_II,
LCVP__Higgins_boat,
Unarmed.CCKW_353,
AirDefence.AAA_Bofors_40mm,
], "shorad":[
AirDefence.AAA_Bofors_40mm,
],"requirements":{
"WW2 Asset Pack": "https://www.digitalcombatsimulator.com/en/products/other/wwii_assets_pack/",
},
"objects": WW2_ALLIES_BUILDINGS,
"doctrine": WWII_DOCTRINE,
"boat": ["WW2LSTGroupGenerator"],
"boat_count": 1
}

52
game/factions/uk_1990.py Normal file
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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
UnitedKingdom_1990 = {
"country": "UK",
"side": "blue",
"units":[
AV8BNA, # Standing as BAE Harrier 2
Tornado_GR4,
F_4E,
KC_135,
KC130,
C_130,
E_3A,
SA342M,
AH_64A,
Armor.MBT_Challenger_II,
Armor.IFV_MCV_80,
Armor.APC_M1043_HMMWV_Armament,
Armor.ATGM_M1045_HMMWV_TOW,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.Rapier_FSA_Launcher,
AirDefence.SAM_Avenger_M1097, # Standing as Starstreak
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad":[
AirDefence.SAM_Avenger_M1097,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "destroyer": [
Oliver_Hazzard_Perry_class,
], "cruiser": [
Ticonderoga_class,
], "lhanames": [
"HMS Invincible",
"HMS Illustrious",
"HMS Ark Royal",
], "boat":[
"ArleighBurkeGroupGenerator", "OliverHazardPerryGroupGenerator"
], "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Ukraine_2010 = {
"country": "Ukraine",
"side": "blue",
"units": [
Su_25,
Su_25T,
Su_24M,
Su_27,
MiG_29S,
L_39ZA,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
A_50,
Mi_8MT,
Mi_24V,
AirDefence.SAM_SA_3_S_125_LN_5P73,
AirDefence.SAM_SA_11_Buk_LN_9A310M1,
AirDefence.SAM_SA_10_S_300PS_LN_5P85C,
Armor.APC_M1043_HMMWV_Armament,
Armor.IFV_BMP_3,
Armor.IFV_BMP_2,
Armor.APC_BTR_80,
Armor.MBT_T_80U,
Armor.MBT_T_72B,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Soldier_AK,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160,
],
"shorad":[
AirDefence.SAM_SA_19_Tunguska_2S6,
AirDefence.SAM_SA_13_Strela_10M3_9A35M3,
AirDefence.AAA_ZU_23_on_Ural_375
], "boat":[
"GrishaGroupGenerator"
]
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
US_Aggressors = {
"country": "USAF Aggressors",
"side": "red",
"units": [
F_15C,
F_5E_3,
FA_18C_hornet,
F_16C_50,
Su_27,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
AH_64D,
Ka_50,
SA342M,
SA342L,
Armor.MBT_M1A2_Abrams,
Armor.MBT_Leopard_2,
Armor.ATGM_M1134_Stryker,
Armor.IFV_M2A2_Bradley,
Armor.APC_M1043_HMMWV_Armament,
Artillery.MLRS_M270,
Artillery.SPH_M109_Paladin,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Patriot_EPP_III,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.SAM_Avenger_M1097,
], "aircraft_carrier": [
CVN_74_John_C__Stennis,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "destroyer": [
Oliver_Hazzard_Perry_class,
USS_Arleigh_Burke_IIa,
], "cruiser": [
Ticonderoga_class,
], "carrier_names": [
"CVN-71 Theodore Roosevelt",
"CVN-72 Abraham Lincoln",
"CVN-73 George Washington",
"CVN-74 John C. Stennis",
], "lhanames": [
"LHA-1 Tarawa",
"LHA-2 Saipan",
"LHA-3 Belleau Wood",
"LHA-4 Nassau",
"LHA-5 Peleliu"
], "boat":[
"ArleighBurkeGroupGenerator", "OliverHazardPerryGroupGenerator"
]
}

86
game/factions/usa_1944.py Normal file
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from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
from game.data.building_data import WW2_ALLIES_BUILDINGS
from game.data.doctrine import WWII_DOCTRINE
USA_1944 = {
"country": "USA",
"side": "blue",
"units": [
P_51D,
P_51D_30_NA,
P_47D_30,
A_20G,
B_17G,
Armor.MT_M4_Sherman,
Armor.M30_Cargo_Carrier,
Armor.APC_M2A1,
Armor.LAC_M8_Greyhound,
Armor.TD_M10_GMC,
Artillery.M12_GMC,
Infantry.Infantry_M1_Garand,
LS_Samuel_Chase,
LST_Mk_II,
LCVP__Higgins_boat,
Unarmed.CCKW_353,
AirDefence.AAA_Bofors_40mm,
], "shorad":[
AirDefence.AAA_Bofors_40mm,
],"requirements":{
"WW2 Asset Pack": "https://www.digitalcombatsimulator.com/en/products/other/wwii_assets_pack/",
},
"objects": WW2_ALLIES_BUILDINGS,
"doctrine": WWII_DOCTRINE,
"boat": ["WW2LSTGroupGenerator"],
"boat_count": 2
}
ALLIES_1944 = {
"country": "USA",
"side": "blue",
"units": [
P_51D,
P_51D_30_NA,
P_47D_30,
SpitfireLFMkIX,
SpitfireLFMkIXCW,
A_20G,
B_17G,
Armor.MT_M4_Sherman,
Armor.MT_M4A4_Sherman_Firefly,
Armor.CT_Cromwell_IV,
Armor.M30_Cargo_Carrier,
Armor.APC_M2A1,
Armor.CT_Cromwell_IV,
Armor.ST_Centaur_IV,
Armor.HIT_Churchill_VII,
Armor.LAC_M8_Greyhound,
Armor.TD_M10_GMC,
Artillery.M12_GMC,
Infantry.Infantry_M1_Garand,
Infantry.Infantry_SMLE_No_4_Mk_1,
LS_Samuel_Chase,
LST_Mk_II,
LCVP__Higgins_boat,
Unarmed.CCKW_353,
AirDefence.AAA_Bofors_40mm,
], "shorad":[
AirDefence.AAA_Bofors_40mm,
],"requirements":{
"WW2 Asset Pack": "https://www.digitalcombatsimulator.com/en/products/other/wwii_assets_pack/",
},
"objects": WW2_ALLIES_BUILDINGS,
"doctrine": WWII_DOCTRINE,
"boat": ["WW2LSTGroupGenerator"],
"boat_count": 2
}

33
game/factions/usa_1955.py Normal file
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from dcs.vehicles import *
from dcs.ships import *
from dcs.planes import *
from dcs.helicopters import *
USA_1955 = {
"country": "USA",
"side": "blue",
"units": [
F_86F_Sabre,
P_51D,
KC_135,
KC130,
C_130,
E_3A,
Armor.MT_M4A4_Sherman_Firefly,
Armor.MT_M4_Sherman,
Armor.MBT_M60A3_Patton,
Armor.APC_M2A1,
Armor.M30_Cargo_Carrier,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.AAA_Bofors_40mm,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
]
}

36
game/factions/usa_1960.py Normal file
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from dcs.vehicles import *
from dcs.ships import *
from dcs.planes import *
from dcs.helicopters import *
USA_1960 = {
"country": "USA",
"side": "blue",
"units": [
F_86F_Sabre,
P_51D,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
Armor.MBT_M60A3_Patton,
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.AAA_Vulcan_M163,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
],
"shorad":[
AirDefence.AAA_Vulcan_M163
]
}

41
game/factions/usa_1965.py Normal file
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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
USA_1965 = {
"country": "USA",
"side": "blue",
"units": [
F_5E_3,
F_4E,
KC_135,
KC130,
C_130,
E_3A,
B_52H,
UH_1H,
Armor.MBT_M60A3_Patton,
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Chaparral_M48,
AirDefence.SAM_Hawk_PCP,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
],
"shorad":[
AirDefence.AAA_Vulcan_M163,
AirDefence.SAM_Chaparral_M48
], "boat":[
]
}

65
game/factions/usa_1990.py Normal file
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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
USA_1990 = {
"country": "USA",
"side": "blue",
"units": [
F_15C,
F_15E,
F_14B,
FA_18C_hornet,
F_16C_50,
A_10A,
AV8BNA,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
AH_64A,
Armor.MBT_M1A2_Abrams,
Armor.IFV_LAV_25,
Armor.APC_M1043_HMMWV_Armament,
Armor.ATGM_M1045_HMMWV_TOW,
Armor.ATGM_M1134_Stryker,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad":[
AirDefence.SAM_Avenger_M1097,
], "aircraft_carrier": [
CVN_74_John_C__Stennis,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "destroyer": [
Oliver_Hazzard_Perry_class,
USS_Arleigh_Burke_IIa,
], "cruiser": [
Ticonderoga_class,
], "carrier_names": [
"CVN-72 Abraham Lincoln",
"CVN-73 Georges Washington",
"CVN-74 John C. Stennis",
], "lhanames": [
"LHA-1 Tarawa",
"LHA-2 Saipan",
"LHA-3 Belleau Wood",
"LHA-4 Nassau",
"LHA-5 Peleliu"
], "boat":[
"ArleighBurkeGroupGenerator", "OliverHazardPerryGroupGenerator"
], "has_jtac": True
}

73
game/factions/usa_2005.py Normal file
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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
USA_2005 = {
"country": "USA",
"side": "blue",
"units": [
F_15C,
F_15E,
F_14B,
FA_18C_hornet,
F_16C_50,
A_10C,
A_10C_2,
AV8BNA,
MQ_9_Reaper,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
AH_64D,
Armor.MBT_M1A2_Abrams,
Armor.ATGM_M1134_Stryker,
Armor.APC_M1126_Stryker_ICV,
Armor.IFV_M2A2_Bradley,
Armor.IFV_LAV_25,
Armor.APC_M1043_HMMWV_Armament,
Armor.ATGM_M1045_HMMWV_TOW,
Artillery.MLRS_M270,
Artillery.SPH_M109_Paladin,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Patriot_EPP_III,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.SAM_Avenger_M1097,
], "aircraft_carrier": [
CVN_74_John_C__Stennis,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "destroyer": [
USS_Arleigh_Burke_IIa,
], "cruiser": [
Ticonderoga_class,
], "carrier_names": [
"CVN-71 Theodore Roosevelt",
"CVN-72 Abraham Lincoln",
"CVN-73 George Washington",
"CVN-74 John C. Stennis",
], "lhanames": [
"LHA-1 Tarawa",
"LHA-2 Saipan",
"LHA-3 Belleau Wood",
"LHA-4 Nassau",
"LHA-5 Peleliu"
], "boat":[
"ArleighBurkeGroupGenerator"
], "has_jtac": True
}

View File

@@ -1,47 +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, List, Type, Union, cast
from datetime import datetime, timedelta
from dcs.action import Coalition
from dcs.mapping import Point
from dcs.task import CAP, CAS, PinpointStrike
from dcs.vehicles import AirDefence
from faker import Faker
from game.inventory import GlobalAircraftInventory
from game.db import REWARDS, PLAYER_BUDGET_BASE, sys
from game.models.game_stats import GameStats
from game.plugins import LuaPluginManager
from gen import naming
from gen.ato import AirTaskingOrder
from gen.conflictgen import Conflict
from gen.flights.ai_flight_planner import CoalitionMissionPlanner
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flight import FlightType
from gen.flights.ai_flight_planner import FlightPlanner
from gen.ground_forces.ai_ground_planner import GroundPlanner
from . import persistency
from .debriefing import Debriefing
from .event.event import Event
from .event.frontlineattack import FrontlineAttackEvent
from .factions.faction import Faction
from .income import Income
from .infos.information import Information
from .navmesh import NavMesh
from .procurement import AircraftProcurementRequest, ProcurementAi
from .profiling import logged_duration
from .settings import Settings, AutoAtoBehavior
from .squadrons import AirWing
from .theater import ConflictTheater, ControlPoint
from .theater.bullseye import Bullseye
from .theater.transitnetwork import TransitNetwork, TransitNetworkBuilder
from .threatzones import ThreatZones
from .transfers import PendingTransfers
from .unitmap import UnitMap
from .weather import Conditions, TimeOfDay
from .event import *
from .settings import Settings
COMMISION_UNIT_VARIETY = 4
COMMISION_LIMITS_SCALE = 1.5
@@ -73,122 +37,51 @@ ENEMY_BASE_STRENGTH_RECOVERY = 0.05
# cost of AWACS for single operation
AWACS_BUDGET_COST = 4
# Initial budget value
PLAYER_BUDGET_INITIAL = 650
# Bonus multiplier logarithm base
PLAYER_BUDGET_IMPORTANCE_LOG = 2
class TurnState(Enum):
WIN = 0
LOSS = 1
CONTINUE = 2
class Game:
def __init__(
self,
player_faction: Faction,
enemy_faction: Faction,
theater: ConflictTheater,
start_date: datetime,
settings: Settings,
player_budget: float,
enemy_budget: float,
) -> None:
settings = None # type: Settings
budget = PLAYER_BUDGET_INITIAL
events = None # type: typing.List[Event]
pending_transfers = None # type: typing.Dict[]
ignored_cps = None # type: typing.Collection[ControlPoint]
turn = 0
game_stats: GameStats = None
current_unit_id = 0
current_group_id = 0
def __init__(self, player_name: str, enemy_name: str, theater: ConflictTheater, start_date: datetime, settings):
self.settings = settings
self.events: List[Event] = []
self.events = []
self.theater = theater
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.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.turn = 0
self.date = datetime(start_date.year, start_date.month, start_date.day)
self.game_stats = GameStats()
self.notes = ""
self.ground_planners: dict[int, GroundPlanner] = {}
self.game_stats.update(self)
self.planners = {}
self.ground_planners = {}
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[dict[str, Union[float, str]]] = []
self.__culling_points = self.compute_conflicts_position()
self.__frontlineData = []
self.__destroyed_units = []
self.jtacs = []
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()
self.blue_transit_network = TransitNetwork()
self.red_transit_network = TransitNetwork()
self.blue_procurement_requests: List[AircraftProcurementRequest] = []
self.red_procurement_requests: List[AircraftProcurementRequest] = []
self.blue_ato = AirTaskingOrder()
self.red_ato = AirTaskingOrder()
self.blue_bullseye = Bullseye(Point(0, 0))
self.red_bullseye = Bullseye(Point(0, 0))
self.aircraft_inventory = GlobalAircraftInventory(self.theater.controlpoints)
self.transfers = PendingTransfers(self)
self.sanitize_sides()
self.blue_faker = Faker(self.player_faction.locales)
self.red_faker = Faker(self.enemy_faction.locales)
self.blue_air_wing = AirWing(self, player=True)
self.red_air_wing = AirWing(self, player=False)
self.on_load(game_still_initializing=True)
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.
del state["blue_threat_zone"]
del state["red_threat_zone"]
del state["blue_navmesh"]
del state["red_navmesh"]
del state["blue_faker"]
del state["red_faker"]
return state
def __setstate__(self, state: dict[str, Any]) -> None:
self.__dict__.update(state)
# Regenerate any state that was not persisted.
self.on_load()
def ato_for(self, player: bool) -> AirTaskingOrder:
if player:
return self.blue_ato
return self.red_ato
def procurement_requests_for(
self, player: bool
) -> List[AircraftProcurementRequest]:
if player:
return self.blue_procurement_requests
return self.red_procurement_requests
def transit_network_for(self, player: bool) -> TransitNetwork:
if player:
return self.blue_transit_network
return self.red_transit_network
def generate_conditions(self) -> Conditions:
return Conditions.generate(
self.theater, self.current_day, self.current_turn_time_of_day, self.settings
)
def sanitize_sides(self) -> None:
def sanitize_sides(self):
"""
Make sure the opposing factions are using different countries
:return:
@@ -201,507 +94,327 @@ class Game:
else:
self.enemy_country = "Russia"
def faction_for(self, player: bool) -> Faction:
if player:
return self.player_faction
return self.enemy_faction
@property
def player_faction(self):
return db.FACTIONS[self.player_name]
def faker_for(self, player: bool) -> Faker:
if player:
return self.blue_faker
return self.red_faker
@property
def enemy_faction(self):
return db.FACTIONS[self.enemy_name]
def air_wing_for(self, player: bool) -> AirWing:
if player:
return self.blue_air_wing
return self.red_air_wing
def country_for(self, player: bool) -> str:
if player:
return self.player_country
return self.enemy_country
def bullseye_for(self, player: bool) -> Bullseye:
if player:
return self.blue_bullseye
return self.red_bullseye
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_faction.name,
self.enemy_faction.name,
)
)
def _generate_events(self) -> None:
for front_line in self.theater.conflicts():
self._generate_player_event(
FrontlineAttackEvent,
front_line.blue_cp,
front_line.red_cp,
)
def adjust_budget(self, amount: float, player: bool) -> None:
if player:
self.budget += amount
def _roll(self, prob, mult):
if self.settings.version == "dev":
# always generate all events for dev
return 100
else:
self.enemy_budget += amount
return random.randint(1, 100) <= prob * mult
def process_player_income(self) -> None:
self.budget += Income(self, player=True).total
def _generate_player_event(self, event_class, player_cp, enemy_cp):
self.events.append(event_class(self, player_cp, enemy_cp, enemy_cp.position, self.player_name, self.enemy_name))
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 _generate_events(self):
for player_cp, enemy_cp in self.theater.conflicts(True):
self._generate_player_event(FrontlineAttackEvent, player_cp, enemy_cp)
@staticmethod
def initiate_event(event: Event) -> UnitMap:
# assert event in self.events
def commision_unit_types(self, cp: ControlPoint, for_task: Task) -> typing.Collection[UnitType]:
importance_factor = (cp.importance - IMPORTANCE_LOW) / (IMPORTANCE_HIGH - IMPORTANCE_LOW)
if for_task == AirDefence and not self.settings.sams:
return [x for x in db.find_unittype(AirDefence, self.enemy_name) if x not in db.SAM_BAN]
else:
return db.choose_units(for_task, importance_factor, COMMISION_UNIT_VARIETY, self.enemy_name)
def _commision_units(self, cp: ControlPoint):
for for_task in [CAS, CAP, AirDefence]:
limit = COMMISION_LIMITS_FACTORS[for_task] * math.pow(cp.importance,
COMMISION_LIMITS_SCALE) * self.settings.multiplier
missing_units = limit - cp.base.total_units(for_task)
if missing_units > 0:
awarded_points = COMMISION_AMOUNTS_FACTORS[for_task] * math.pow(cp.importance,
COMMISION_AMOUNTS_SCALE) * self.settings.multiplier
points_to_spend = cp.base.append_commision_points(for_task, awarded_points)
if points_to_spend > 0:
unittypes = self.commision_unit_types(cp, for_task)
if len(unittypes) > 0:
d = {random.choice(unittypes): points_to_spend}
logging.info("Commision {}: {}".format(cp, d))
cp.base.commision_units(d)
@property
def budget_reward_amount(self):
reward = 0
if len(self.theater.player_points()) > 0:
reward = PLAYER_BUDGET_BASE * len(self.theater.player_points())
for cp in self.theater.player_points():
for g in cp.ground_objects:
if g.category in REWARDS.keys():
reward = reward + REWARDS[g.category]
return reward
else:
return reward
def _budget_player(self):
self.budget += self.budget_reward_amount
def awacs_expense_commit(self):
self.budget -= AWACS_BUDGET_COST
def units_delivery_event(self, to_cp: ControlPoint) -> UnitsDeliveryEvent:
event = UnitsDeliveryEvent(attacker_name=self.player_name,
defender_name=self.player_name,
from_cp=to_cp,
to_cp=to_cp,
game=self)
self.events.append(event)
return event
def units_delivery_remove(self, event: Event):
if event in self.events:
self.events.remove(event)
def initiate_event(self, event: Event):
#assert event in self.events
logging.info("Generating {} (regular)".format(event))
return event.generate()
event.generate()
def finish_event(self, event: Event, debriefing: Debriefing) -> None:
def finish_event(self, event: Event, debriefing: Debriefing):
logging.info("Finishing event {}".format(event))
event.commit(debriefing)
if event.is_successfull(debriefing):
self.budget += event.bonus()
if event in self.events:
self.events.remove(event)
else:
logging.info("finish_event: event not in the events!")
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()
if not game_still_initializing:
self.compute_threat_zones()
self.blue_faker = Faker(self.faction_for(player=True).locales)
self.red_faker = Faker(self.faction_for(player=False).locales)
def is_player_attack(self, event):
if isinstance(event, Event):
return event and event.attacker_name and event.attacker_name == self.player_name
else:
return event and event.name and event.name == self.player_name
def reset_ato(self) -> None:
self.blue_ato.clear()
self.red_ato.clear()
def pass_turn(self, no_action=False, ignored_cps: typing.Collection[ControlPoint] = None):
def finish_turn(self, skipped: bool = False) -> None:
"""Finalizes the current turn and advances to the next turn.
logging.info("Pass turn")
self.informations.append(Information("End of turn #" + str(self.turn), "-" * 40, 0))
self.turn = self.turn + 1
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:
for event in self.events:
if self.settings.version == "dev":
# don't damage player CPs in by skipping in dev mode
if isinstance(event, UnitsDeliveryEvent):
event.skip()
else:
event.skip()
* 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.
self._enemy_reinforcement()
self._budget_player()
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)
)
self.turn += 1
# Need to recompute before transfers and deliveries to account for captures.
# This happens in in initialize_turn as well, because cheating doesn't advance a
# turn but can capture bases so we need to recompute there as well.
self.compute_transit_networks()
# Must happen *before* unit deliveries are handled, or else new units will spawn
# one hop ahead. ControlPoint.process_turn handles unit deliveries.
self.transfers.perform_transfers()
# 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)
self.blue_air_wing.replenish()
self.red_air_wing.replenish()
if not skipped:
if not no_action and self.turn > 1:
for cp in self.theater.player_points():
cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)
elif self.turn > 1:
else:
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)
self.conditions = self.generate_conditions()
self.ignored_cps = []
if ignored_cps:
self.ignored_cps = ignored_cps
self.process_enemy_income()
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)
with logged_duration("Turn initialization"):
self.initialize_turn()
# Autosave progress
persistency.autosave(self)
def check_win_loss(self) -> TurnState:
player_airbases = {
cp for cp in self.theater.player_points() if cp.runway_is_operational()
}
if not player_airbases:
return TurnState.LOSS
enemy_airbases = {
cp for cp in self.theater.enemy_points() if cp.runway_is_operational()
}
if not enemy_airbases:
return TurnState.WIN
return TurnState.CONTINUE
def set_bullseye(self) -> None:
player_cp, enemy_cp = self.theater.closest_opposing_control_points()
self.blue_bullseye = Bullseye(enemy_cp.position)
self.red_bullseye = Bullseye(player_cp.position)
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.events = [] # type: typing.List[Event]
self._generate_events()
self.set_bullseye()
# Update statistics
self.game_stats.update(self)
# 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
# Plan flights & combat for next turn
self.__culling_points = self.compute_conflicts_position()
self.planners = {}
self.ground_planners = {}
for cp in self.theater.controlpoints:
if cp.has_runway():
planner = FlightPlanner(cp, self)
planner.plan_flights()
self.planners[cp.id] = planner
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.
# Autosave progress
persistency.autosave(self)
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.
def _enemy_reinforcement(self):
"""
Compute and commision reinforcement for enemy bases
"""
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)
MAX_ARMOR = 30 * self.settings.multiplier
MAX_AIRCRAFT = 25 * self.settings.multiplier
# Plan flights & combat for next turn
with logged_duration("Computing conflict positions"):
self.compute_conflicts_position()
with logged_duration("Threat zone computation"):
self.compute_threat_zones()
with logged_duration("Transit network identification"):
self.compute_transit_networks()
self.ground_planners = {}
production = 0.0
for enemy_point in self.theater.enemy_points():
for g in enemy_point.ground_objects:
if g.category in REWARDS.keys():
production = production + REWARDS[g.category]
self.procurement_requests_for(player).clear()
production = production * 0.75
budget_for_armored_units = production / 2
budget_for_aircraft = production / 2
with logged_duration("Procurement of airlift assets"):
self.transfers.order_airlift_assets()
with logged_duration("Transport planning"):
self.transfers.plan_transports()
potential_cp_armor = []
for cp in self.theater.enemy_points():
for cpe in cp.connected_points:
if cpe.captured and cp.base.total_armor < MAX_ARMOR:
potential_cp_armor.append(cp)
if len(potential_cp_armor) == 0:
potential_cp_armor = self.theater.enemy_points()
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()
i = 0
potential_units = [u for u in db.FACTIONS[self.enemy_name]["units"] if u in db.UNIT_BY_TASK[PinpointStrike]]
self.plan_procurement_for(player)
print("Enemy Recruiting")
print(potential_cp_armor)
print(budget_for_armored_units)
print(potential_units)
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
if len(potential_units) > 0 and len(potential_cp_armor) > 0:
while budget_for_armored_units > 0:
i = i + 1
if i > 50 or budget_for_armored_units <= 0:
break
target_cp = random.choice(potential_cp_armor)
if target_cp.base.total_armor >= MAX_ARMOR:
continue
unit = random.choice(potential_units)
price = db.PRICES[unit] * 2
budget_for_armored_units -= price * 2
target_cp.base.armor[unit] = target_cp.base.armor.get(unit, 0) + 2
info = Information("Enemy Reinforcement", unit.id + " x 2 at " + target_cp.name, self.turn)
print(str(info))
self.informations.append(info)
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)
if budget_for_armored_units > 0:
budget_for_aircraft += budget_for_armored_units
def message(self, text: str) -> None:
self.informations.append(Information(text, turn=self.turn))
potential_units = [u for u in db.FACTIONS[self.enemy_name]["units"] if
u in db.UNIT_BY_TASK[CAS] or u in db.UNIT_BY_TASK[CAP]]
if len(potential_units) > 0 and len(potential_cp_armor) > 0:
while budget_for_aircraft > 0:
i = i + 1
if i > 50 or budget_for_aircraft <= 0:
break
target_cp = random.choice(potential_cp_armor)
if target_cp.base.total_planes >= MAX_AIRCRAFT:
continue
unit = random.choice(potential_units)
price = db.PRICES[unit] * 2
budget_for_aircraft -= price * 2
target_cp.base.aircraft[unit] = target_cp.base.aircraft.get(unit, 0) + 2
info = Information("Enemy Reinforcement", unit.id + " x 2 at " + target_cp.name, self.turn)
print(str(info))
self.informations.append(info)
@property
def current_turn_time_of_day(self) -> TimeOfDay:
return list(TimeOfDay)[self.turn % 4]
def current_turn_daytime(self):
return ["dawn", "day", "dusk", "night"][self.turn % 4]
@property
def current_day(self) -> date:
def current_day(self):
return self.date + timedelta(days=self.turn // 4)
def next_unit_id(self) -> int:
def next_unit_id(self):
"""
Next unit id for pre-generated units
"""
self.current_unit_id += 1
return self.current_unit_id
def next_group_id(self) -> int:
def next_group_id(self):
"""
Next unit id for pre-generated units
"""
self.current_group_id += 1
return self.current_group_id
def compute_transit_networks(self) -> None:
self.blue_transit_network = self.compute_transit_network_for(player=True)
self.red_transit_network = self.compute_transit_network_for(player=False)
def compute_transit_network_for(self, player: bool) -> TransitNetwork:
return TransitNetworkBuilder(self.theater, player).build()
def compute_threat_zones(self) -> None:
self.blue_threat_zone = ThreatZones.for_faction(self, player=True)
self.red_threat_zone = ThreatZones.for_faction(self, player=False)
self.blue_navmesh = NavMesh.from_threat_zones(
self.red_threat_zone, self.theater
)
self.red_navmesh = NavMesh.from_threat_zones(
self.blue_threat_zone, self.theater
)
def threat_zone_for(self, player: bool) -> ThreatZones:
if player:
return self.blue_threat_zone
return self.red_threat_zone
def navmesh_for(self, player: bool) -> NavMesh:
if player:
return self.blue_navmesh
return self.red_navmesh
def compute_conflicts_position(self) -> None:
def compute_conflicts_position(self):
"""
Compute the current conflict center position(s), mainly used for culling calculation
:return: List of points of interests
"""
zones = []
points = []
# By default, use the existing frontline conflict position
for front_line in self.theater.conflicts():
position = Conflict.frontline_position(front_line, self.theater)
zones.append(position[0])
zones.append(front_line.blue_cp.position)
zones.append(front_line.red_cp.position)
for cp in self.theater.controlpoints:
# If do_not_cull_carrier is enabled, add carriers as culling point
if self.settings.perf_do_not_cull_carrier:
if cp.is_carrier or cp.is_lha:
zones.append(cp.position)
for conflict in self.theater.conflicts():
points.append(Conflict.frontline_position(self.theater, conflict[0], conflict[1])[0])
points.append(conflict[0].position)
points.append(conflict[1].position)
# If there is no conflict take the center point between the two nearest opposing bases
if len(zones) == 0:
if len(points) == 0:
cpoint = None
min_distance = math.inf
min_distance = sys.maxsize
for cp in self.theater.player_points():
for cp2 in self.theater.enemy_points():
d = cp.position.distance_to_point(cp2.position)
if d < min_distance:
min_distance = d
cpoint = Point(
(cp.position.x + cp2.position.x) / 2,
(cp.position.y + cp2.position.y) / 2,
)
zones.append(cp.position)
zones.append(cp2.position)
cpoint = Point((cp.position.x + cp2.position.x) / 2, (cp.position.y + cp2.position.y) / 2)
points.append(cp.position)
points.append(cp2.position)
break
if cpoint is not None:
break
if cpoint is not None:
zones.append(cpoint)
packages = itertools.chain(self.blue_ato.packages, self.red_ato.packages)
for package in packages:
if package.primary_task is FlightType.BARCAP:
# BARCAPs will be planned at most locations on smaller theaters,
# rendering culling fairly useless. BARCAP packages don't really
# need the ground detail since they're defensive. SAMs nearby
# are only interesting if there are enemies in the area, and if
# there are they won't be culled because of the enemy's mission.
continue
zones.append(package.target.position)
points.append(cpoint)
# Else 0,0, since we need a default value
# (in this case this means the whole map is owned by the same player, so it is not an issue)
if len(zones) == 0:
zones.append(Point(0, 0))
if len(points) == 0:
points.append(Point(0, 0))
self.__culling_zones = zones
return points
def add_destroyed_units(self, data: dict[str, Union[float, str]]) -> None:
pos = Point(cast(float, data["x"]), cast(float, data["z"]))
def add_destroyed_units(self, data):
pos = Point(data["x"], data["z"])
if self.theater.is_on_land(pos):
self.__destroyed_units.append(data)
def get_destroyed_units(self) -> list[dict[str, Union[float, str]]]:
def get_destroyed_units(self):
return self.__destroyed_units
def position_culled(self, pos: Point) -> bool:
def position_culled(self, pos):
"""
Check if unit can be generated at given position depending on culling performance settings
:param pos: Position you are tryng to spawn stuff at
:return: True if units can not be added at given position
"""
if not self.settings.perf_culling:
if self.settings.perf_culling == False:
return False
for z in self.__culling_zones:
if z.distance_to_point(pos) < self.settings.perf_culling_distance * 1000:
return False
return True
def get_culling_zones(self) -> list[Point]:
"""
Check culling points
:return: List of culling zones
"""
return self.__culling_zones
else:
for c in self.__culling_points:
if c.distance_to_point(pos) < self.settings.perf_culling_distance * 1000:
return False
return True
# 1 = red, 2 = blue
def get_player_coalition_id(self) -> int:
def get_player_coalition_id(self):
return 2
def get_enemy_coalition_id(self) -> int:
def get_enemy_coalition_id(self):
return 1
def get_player_coalition(self) -> Coalition:
return Coalition.Blue
def get_player_coalition(self):
return dcs.action.Coalition.Blue
def get_enemy_coalition(self) -> Coalition:
return Coalition.Red
def get_enemy_coalition(self):
return dcs.action.Coalition.Red
def get_player_color(self) -> str:
def get_player_color(self):
return "blue"
def get_enemy_color(self) -> str:
return "red"
def process_win_loss(self, turn_state: TurnState) -> None:
if turn_state is TurnState.WIN:
self.message(
"Congratulations, you are victorious! Start a new campaign to continue."
)
elif turn_state is TurnState.LOSS:
self.message("Game Over, you lose. Start a new campaign to continue.")
def get_enemy_color(self):
return "red"

View File

@@ -1,55 +0,0 @@
from __future__ import annotations
from dataclasses import dataclass
from typing import TYPE_CHECKING
from game.db import REWARDS
if TYPE_CHECKING:
from game import Game
@dataclass(frozen=True)
class BuildingIncome:
name: str
category: str
number: int
income_per_building: int
@property
def income(self) -> int:
return self.number * self.income_per_building
class Income:
def __init__(self, game: Game, player: bool) -> None:
if player:
self.multiplier = game.settings.player_income_multiplier
else:
self.multiplier = game.settings.enemy_income_multiplier
self.control_points = []
self.buildings = []
names = set()
for cp in game.theater.control_points_for(player):
if cp.income_per_turn:
self.control_points.append(cp)
for tgo in cp.ground_objects:
names.add(tgo.obj_name)
for name in names:
count = 0
tgos = game.theater.find_ground_objects_by_obj_name(name)
category = tgos[0].category
if category not in REWARDS:
continue
for tgo in tgos:
if not tgo.is_dead:
count += 1
self.buildings.append(
BuildingIncome(name, category, count, REWARDS[category])
)
self.from_bases = sum(cp.income_per_turn for cp in self.control_points)
self.total_buildings = sum(b.income for b in self.buildings)
self.total = (self.total_buildings + self.from_bases) * self.multiplier

View File

@@ -1,19 +1,11 @@
import datetime
class Information():
class Information:
def __init__(self, title: str = "", text: str = "", turn: int = 0) -> None:
def __init__(self, title="", text="", turn=0):
self.title = title
self.text = text
self.turn = turn
self.timestamp = datetime.datetime.now()
def __str__(self) -> str:
return "[{}][{}] {} {}".format(
self.timestamp.strftime("%Y-%m-%d %H:%M:%S")
if self.timestamp is not None
else "",
self.turn,
self.title,
self.text,
)
def __str__(self):
s = "[" + str(self.turn) + "] " + self.title + "\n" + self.text
return s

View File

@@ -1,131 +0,0 @@
"""Inventory management APIs."""
from __future__ import annotations
from collections import defaultdict
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:
from game.theater import ControlPoint
class ControlPointAircraftInventory:
"""Aircraft inventory for a single control point."""
def __init__(self, control_point: ControlPoint) -> None:
self.control_point = control_point
self.inventory: Dict[AircraftType, int] = defaultdict(int)
def add_aircraft(self, aircraft: AircraftType, count: int) -> None:
"""Adds aircraft to the inventory.
Args:
aircraft: The type of aircraft to add.
count: The number of aircraft to add.
"""
self.inventory[aircraft] += count
def remove_aircraft(self, aircraft: AircraftType, count: int) -> None:
"""Removes aircraft from the inventory.
Args:
aircraft: The type of aircraft to remove.
count: The number of aircraft to remove.
Raises:
ValueError: The control point cannot fulfill the requested number of
aircraft.
"""
available = self.inventory[aircraft]
if available < count:
raise ValueError(
f"Cannot remove {count} {aircraft} from "
f"{self.control_point.name}. Only have {available}."
)
self.inventory[aircraft] -= count
def available(self, aircraft: AircraftType) -> int:
"""Returns the number of available aircraft of the given type.
Args:
aircraft: The type of aircraft to query.
"""
try:
return self.inventory[aircraft]
except KeyError:
return 0
@property
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[AircraftType, int]]:
"""Iterates over all available aircraft types, including amounts."""
for aircraft, count in self.inventory.items():
if count > 0:
yield aircraft, count
def clear(self) -> None:
"""Clears all aircraft from the inventory."""
self.inventory.clear()
class GlobalAircraftInventory:
"""Game-wide aircraft inventory."""
def __init__(self, control_points: Iterable[ControlPoint]) -> None:
self.inventories: Dict[ControlPoint, ControlPointAircraftInventory] = {
cp: ControlPointAircraftInventory(cp) for cp in control_points
}
def reset(self) -> None:
"""Clears all control points and their inventories."""
for inventory in self.inventories.values():
inventory.clear()
def set_from_control_point(self, control_point: ControlPoint) -> None:
"""Set the control point's aircraft inventory.
If the inventory for the given control point has already been set for
the turn, it will be overwritten.
"""
inventory = self.inventories[control_point]
for aircraft, count in control_point.base.aircraft.items():
inventory.add_aircraft(aircraft, count)
def for_control_point(
self, control_point: ControlPoint
) -> ControlPointAircraftInventory:
"""Returns the inventory specific to the given control point."""
return self.inventories[control_point]
@property
def available_types_for_player(self) -> Iterator[AircraftType]:
"""Iterates over all aircraft types available to the player."""
seen: Set[AircraftType] = set()
for control_point, inventory in self.inventories.items():
if control_point.captured:
for aircraft in inventory.types_available:
if not control_point.can_operate(aircraft):
continue
if aircraft not in seen:
seen.add(aircraft)
yield aircraft
def claim_for_flight(self, flight: Flight) -> None:
"""Removes aircraft from the inventory for the given flight."""
inventory = self.for_control_point(flight.from_cp)
inventory.remove_aircraft(flight.unit_type, flight.count)
def return_from_flight(self, flight: Flight) -> None:
"""Returns a flight's aircraft to the inventory."""
inventory = self.for_control_point(flight.from_cp)
inventory.add_aircraft(flight.unit_type, flight.count)

View File

@@ -0,0 +1,14 @@
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

@@ -0,0 +1,13 @@
from theater import ControlPoint
class FrontlineData:
"""
This Data structure will store information about an existing frontline
"""
def __init__(self, from_cp:ControlPoint, to_cp: ControlPoint):
self.to_cp = to_cp
self.from_cp = from_cp
self.enemy_units_position = []
self.blue_units_position = []

View File

@@ -1,11 +1,3 @@
from __future__ import annotations
from typing import List, TYPE_CHECKING
if TYPE_CHECKING:
from game import Game
class FactionTurnMetadata:
"""
Store metadata about a faction
@@ -15,7 +7,7 @@ class FactionTurnMetadata:
vehicles_count: int = 0
sam_count: int = 0
def __init__(self) -> None:
def __init__(self):
self.aircraft_count = 0
self.vehicles_count = 0
self.sam_count = 0
@@ -26,10 +18,10 @@ class GameTurnMetadata:
Store metadata about a game turn
"""
allied_units: FactionTurnMetadata
enemy_units: FactionTurnMetadata
allied_units:FactionTurnMetadata
enemy_units:FactionTurnMetadata
def __init__(self) -> None:
def __init__(self):
self.allied_units = FactionTurnMetadata()
self.enemy_units = FactionTurnMetadata()
@@ -39,19 +31,17 @@ class GameStats:
Store statistics for the current game
"""
def __init__(self) -> None:
self.data_per_turn: List[GameTurnMetadata] = []
data_per_turn: [GameTurnMetadata] = []
def update(self, game: Game) -> None:
def __init__(self):
self.data_per_turn = []
def update(self, game):
"""
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:
@@ -63,3 +53,4 @@ class GameStats:
turn_data.enemy_units.vehicles_count += sum(cp.base.armor.values())
self.data_per_turn.append(turn_data)

View File

@@ -1,273 +0,0 @@
from __future__ import annotations
import heapq
import math
from collections import defaultdict
from dataclasses import dataclass, field
from typing import Dict, List, Optional, Set, Tuple, Union
from dcs.mapping import Point
from shapely.geometry import (
LineString,
MultiPolygon,
Point as ShapelyPoint,
Polygon,
box,
)
from shapely.ops import nearest_points, triangulate
from game.theater import ConflictTheater
from game.threatzones import ThreatZones
from game.utils import nautical_miles
class NavMeshError(RuntimeError):
pass
class NavMeshPoly:
def __init__(self, ident: int, poly: Polygon, threatened: bool) -> None:
self.ident = ident
self.poly = poly
self.threatened = threatened
self.neighbors: Dict[NavMeshPoly, Union[LineString, ShapelyPoint]] = {}
def __eq__(self, other: object) -> bool:
if not isinstance(other, NavMeshPoly):
return False
return self.ident == other.ident
def __hash__(self) -> int:
return self.ident
@dataclass(frozen=True)
class NavPoint:
point: ShapelyPoint
poly: NavMeshPoly
@property
def world_point(self) -> Point:
return Point(self.point.x, self.point.y)
def __hash__(self) -> int:
return hash(self.poly.ident)
def __eq__(self, other: object) -> bool:
if id(self) == id(other):
return True
if not isinstance(other, NavPoint):
return False
if not self.point.almost_equals(other.point):
return False
return self.poly == other.poly
def __str__(self) -> str:
return f"{self.point} in {self.poly.ident}"
@dataclass(frozen=True, order=True)
class FrontierNode:
cost: float
point: NavPoint = field(compare=False)
class NavFrontier:
def __init__(self) -> None:
self.nodes: List[FrontierNode] = []
def push(self, poly: NavPoint, cost: float) -> None:
heapq.heappush(self.nodes, FrontierNode(cost, poly))
def pop(self) -> Optional[NavPoint]:
try:
return heapq.heappop(self.nodes).point
except IndexError:
return None
class NavMesh:
def __init__(self, polys: List[NavMeshPoly]) -> None:
self.polys = polys
def localize(self, point: Point) -> Optional[NavMeshPoly]:
# This is a naive implementation but it's O(n). Runs at about 10k
# lookups a second on a 5950X. Flights usually have 5-10 waypoints, so
# that's 1k-2k flights before we lose a full second to localization as a
# part of flight plan creation.
#
# Can improve the algorithm later if needed, but that seems unnecessary
# currently.
p = ShapelyPoint(point.x, point.y)
for navpoly in self.polys:
if navpoly.poly.intersects(p):
return navpoly
return None
@staticmethod
def travel_cost(a: NavPoint, b: NavPoint) -> float:
modifier = 1.0
if a.poly.threatened:
modifier = 3.0
return a.point.distance(b.point) * modifier
def travel_heuristic(self, a: NavPoint, b: NavPoint) -> float:
return self.travel_cost(a, b)
@staticmethod
def reconstruct_path(
came_from: Dict[NavPoint, Optional[NavPoint]],
origin: NavPoint,
destination: NavPoint,
) -> List[Point]:
current = destination
path: List[Point] = []
while current != origin:
path.append(current.world_point)
previous = came_from[current]
if previous is None:
raise NavMeshError(
f"Could not reconstruct path to {destination} from {origin}"
)
current = previous
path.append(origin.world_point)
path.reverse()
return path
@staticmethod
def dcs_to_shapely_point(point: Point) -> ShapelyPoint:
return ShapelyPoint(point.x, point.y)
def shortest_path(self, origin: Point, destination: Point) -> List[Point]:
origin_poly = self.localize(origin)
if origin_poly is None:
raise NavMeshError(f"Origin point {origin} is outside the navmesh")
destination_poly = self.localize(destination)
if destination_poly is None:
raise NavMeshError(
f"Destination point {destination} is outside the navmesh"
)
return self._shortest_path(
NavPoint(self.dcs_to_shapely_point(origin), origin_poly),
NavPoint(self.dcs_to_shapely_point(destination), destination_poly),
)
def _shortest_path(self, origin: NavPoint, destination: NavPoint) -> List[Point]:
# Adapted from
# https://www.redblobgames.com/pathfinding/a-star/implementation.py.
frontier = NavFrontier()
frontier.push(origin, 0.0)
came_from: Dict[NavPoint, Optional[NavPoint]] = {origin: None}
best_known: Dict[NavPoint, float] = defaultdict(lambda: math.inf)
best_known[origin] = 0.0
while (current := frontier.pop()) is not None:
if current == destination:
break
if current.poly == destination.poly:
# Made it to the correct nav poly. Add the leg from the border
# to the target.
cost = best_known[current] + self.travel_cost(current, destination)
if cost < best_known[destination]:
best_known[destination] = cost
estimated = cost
frontier.push(destination, estimated)
came_from[destination] = current
for neighbor, boundary in current.poly.neighbors.items():
previous = came_from[current]
if previous is not None and previous.poly == neighbor:
# Don't backtrack.
continue
if previous is None and current != origin:
raise RuntimeError
_, neighbor_point = nearest_points(current.point, boundary)
neighbor_nav = NavPoint(neighbor_point, neighbor)
cost = best_known[current] + self.travel_cost(current, neighbor_nav)
if cost < best_known[neighbor_nav]:
best_known[neighbor_nav] = cost
estimated = cost + self.travel_heuristic(neighbor_nav, destination)
frontier.push(neighbor_nav, estimated)
came_from[neighbor_nav] = current
return self.reconstruct_path(came_from, origin, destination)
@staticmethod
def map_bounds(theater: ConflictTheater) -> Polygon:
points = []
for cp in theater.controlpoints:
points.append(ShapelyPoint(cp.position.x, cp.position.y))
for tgo in cp.ground_objects:
points.append(ShapelyPoint(tgo.position.x, tgo.position.y))
# Needs to be a large enough boundary beyond the known points so that
# threatened airbases at the map edges have room to retreat from the
# threat without running off the navmesh.
return box(*LineString(points).bounds).buffer(
nautical_miles(200).meters, resolution=1
)
@staticmethod
def create_navpolys(
polys: List[Polygon], threat_zones: ThreatZones
) -> List[NavMeshPoly]:
return [
NavMeshPoly(i, p, threat_zones.threatened(p)) for i, p in enumerate(polys)
]
@staticmethod
def associate_neighbors(polys: List[NavMeshPoly]) -> None:
# Maps (rounded) points to polygons that have a vertex at that point.
# The points are rounded to the nearest int so we can use them as dict
# keys. This allows us to perform approximate neighbor lookups more
# efficiently than comparing each poly to every other poly by finding
# approximate neighbors before checking if the polys actually touch.
points_map: Dict[Tuple[int, int], Set[NavMeshPoly]] = defaultdict(set)
for navpoly in polys:
# The coordinates of the polygon's boundary are a sequence of
# coordinates that define the polygon. The first point is repeated
# at the end, so skip the last vertex.
for x, y in navpoly.poly.boundary.coords[:-1]:
point = (int(x), int(y))
neighbors = {}
for potential_neighbor in points_map[point]:
intersection = navpoly.poly.intersection(potential_neighbor.poly)
if not intersection.is_empty:
potential_neighbor.neighbors[navpoly] = intersection
neighbors[potential_neighbor] = intersection
navpoly.neighbors.update(neighbors)
points_map[point].add(navpoly)
@classmethod
def from_threat_zones(
cls, threat_zones: ThreatZones, theater: ConflictTheater
) -> NavMesh:
# Simplify the threat poly to reduce the number of nav zones. Increase
# the size of the zone and then simplify it with the buffer size as the
# error margin. This will create a simpler poly around the threat zone.
buffer = nautical_miles(10).meters
threat_poly = threat_zones.all.buffer(buffer).simplify(buffer)
# Threat zones can be disconnected. Create a list of threat zones.
if isinstance(threat_poly, MultiPolygon):
polys = list(threat_poly.geoms)
else:
polys = [threat_poly]
# Subtract the threat zones from the whole-map poly to build a navmesh
# for the *safe* areas. Navigation within threatened regions is always
# a straight line to the target or out of the threatened region.
bounds = cls.map_bounds(theater)
for poly in polys:
bounds = bounds.difference(poly)
# Triangulate the safe-region to build the navmesh.
navpolys = cls.create_navpolys(triangulate(bounds), threat_zones)
cls.associate_neighbors(navpolys)
return cls(navpolys)

View File

@@ -0,0 +1,39 @@
from game.db import assigned_units_split
from .operation import *
MAX_DISTANCE_BETWEEN_GROUPS = 12000
class FrontlineAttackOperation(Operation):
interceptors = None # type: db.AssignedUnitsDict
escort = None # type: db.AssignedUnitsDict
strikegroup = None # type: db.AssignedUnitsDict
attackers = None # type: db.ArmorDict
defenders = None # type: db.ArmorDict
def prepare(self, terrain: Terrain, is_quick: bool):
super(FrontlineAttackOperation, self).prepare(terrain, is_quick)
if self.defender_name == self.game.player_name:
self.attackers_starting_position = None
self.defenders_starting_position = None
conflict = Conflict.frontline_cas_conflict(
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker=self.current_mission.country(self.attacker_country),
defender=self.current_mission.country(self.defender_country),
from_cp=self.from_cp,
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(mission=self.current_mission,
conflict=conflict)
def generate(self):
self.briefinggen.title = "Frontline CAS"
self.briefinggen.description = "Provide CAS for the ground forces attacking enemy lines. Operation will be considered successful if total number of enemy units will be lower than your own by a factor of 1.5 (i.e. with 12 units from both sides, enemy forces need to be reduced to at least 8), meaning that you (and, probably, your wingmans) should concentrate on destroying the enemy units. Target base strength will be lowered as a result. Be advised that your flight will not attack anything until you explicitly tell them so by comms menu."
super(FrontlineAttackOperation, self).generate()

View File

@@ -1,234 +1,132 @@
from __future__ import annotations
from typing import Set
import logging
import os
from pathlib import Path
from typing import Iterable, List, Set, TYPE_CHECKING, cast
from dcs import Mission
from dcs.action import DoScript, DoScriptFile
from dcs.coalition import Coalition
from gen import *
from gen.airfields import AIRFIELD_DATA
from gen.beacons import load_beacons_for_terrain
from gen.radios import RadioRegistry
from gen.tacan import TacanRegistry
from dcs.countries import country_dict
from dcs.lua.parse import loads
from dcs.mapping import Point
from dcs.translation import String
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 AircraftConflictGenerator, FlightData
from gen.airfields import AIRFIELD_DATA
from gen.airsupportgen import AirSupport, AirSupportConflictGenerator
from gen.armor import GroundConflictGenerator, JtacInfo
from gen.beacons import load_beacons_for_terrain
from gen.briefinggen import BriefingGenerator, MissionInfoGenerator
from gen.cargoshipgen import CargoShipGenerator
from gen.convoygen import ConvoyGenerator
from gen.environmentgen import EnvironmentGenerator
from gen.forcedoptionsgen import ForcedOptionsGenerator
from gen.groundobjectsgen import GroundObjectsGenerator
from gen.kneeboard import KneeboardGenerator
from gen.naming import namegen
from gen.radios import RadioFrequency, RadioRegistry
from gen.tacan import TacanRegistry
from gen.triggergen import TRIGGER_RADIUS_MEDIUM, TriggersGenerator
from .. import db
from ..theater import Airfield, FrontLine
from ..unitmap import UnitMap
if TYPE_CHECKING:
from game import Game
from dcs.terrain.terrain import Terrain
from userdata.debriefing import *
class Operation:
"""Static class for managing the final Mission generation"""
attackers_starting_position = None # type: db.StartingPosition
defenders_starting_position = None # type: db.StartingPosition
current_mission: Mission
airgen: AircraftConflictGenerator
airsupportgen: AirSupportConflictGenerator
groundobjectgen: GroundObjectsGenerator
radio_registry: RadioRegistry
tacan_registry: TacanRegistry
game: Game
current_mission = None # type: dcs.Mission
regular_mission = None # type: dcs.Mission
quick_mission = None # type: dcs.Mission
conflict = None # type: Conflict
armorgen = None # type: ArmorConflictGenerator
airgen = None # type: AircraftConflictGenerator
triggersgen = None # type: TriggersGenerator
airsupportgen = None # type: AirSupportConflictGenerator
visualgen = None # type: VisualGenerator
envgen = None # type: EnvironmentGenerator
groundobjectgen = None # type: GroundObjectsGenerator
briefinggen = None # type: BriefingGenerator
forcedoptionsgen = None # type: ForcedOptionsGenerator
radio_registry: Optional[RadioRegistry] = None
tacan_registry: Optional[TacanRegistry] = None
environment_settings = None
trigger_radius = TRIGGER_RADIUS_MEDIUM
is_quick = None
player_awacs_enabled = True
# TODO: #436 Generate Air Support for red
enemy_awacs_enabled = True
ca_slots = 1
unit_map: UnitMap
jtacs: List[JtacInfo] = []
plugin_scripts: List[str] = []
is_awacs_enabled = False
ca_slots = 0
@classmethod
def prepare(cls, game: Game) -> None:
with open("resources/default_options.lua", "r", encoding="utf-8") as f:
def __init__(self,
game,
attacker_name: str,
defender_name: str,
from_cp: ControlPoint,
departure_cp: ControlPoint,
to_cp: ControlPoint = None):
self.game = game
self.attacker_name = attacker_name
self.attacker_country = db.FACTIONS[attacker_name]["country"]
self.defender_name = defender_name
self.defender_country = db.FACTIONS[defender_name]["country"]
print(self.defender_country, self.attacker_country)
self.from_cp = from_cp
self.departure_cp = departure_cp
self.to_cp = to_cp
self.is_quick = False
def units_of(self, country_name: str) -> typing.Collection[UnitType]:
return []
def is_successfull(self, debriefing: Debriefing) -> bool:
return True
@property
def is_player_attack(self) -> bool:
return self.from_cp.captured
def initialize(self, mission: Mission, conflict: Conflict):
self.current_mission = mission
self.conflict = conflict
self.briefinggen = BriefingGenerator(self.current_mission,
self.conflict, self.game)
def prepare(self, terrain: Terrain, is_quick: bool):
with open("resources/default_options.lua", "r") 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 air_conflict(cls) -> Conflict:
assert cls.game
player_cp, enemy_cp = cls.game.theater.closest_opposing_control_points()
mid_point = player_cp.position.point_from_heading(
player_cp.position.heading_between_point(enemy_cp.position),
player_cp.position.distance_to_point(enemy_cp.position) / 2,
)
return Conflict(
cls.game.theater,
FrontLine(player_cp, enemy_cp),
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,
)
self.current_mission = dcs.Mission(terrain)
@classmethod
def _set_mission(cls, mission: Mission) -> None:
cls.current_mission = mission
print(self.game.player_country)
print(country_dict[db.country_id_from_name(self.game.player_country)])
print(country_dict[db.country_id_from_name(self.game.player_country)]())
@classmethod
def _setup_mission_coalitions(cls) -> None:
cls.current_mission.coalition["blue"] = Coalition(
"blue", bullseye=cls.game.blue_bullseye.to_pydcs()
)
cls.current_mission.coalition["red"] = Coalition(
"red", bullseye=cls.game.red_bullseye.to_pydcs()
)
# Setup coalition :
self.current_mission.coalition["blue"] = Coalition("blue")
self.current_mission.coalition["red"] = Coalition("red")
p_country = cls.game.player_country
e_country = cls.game.enemy_country
cls.current_mission.coalition["blue"].add_country(
country_dict[db.country_id_from_name(p_country)]()
)
cls.current_mission.coalition["red"].add_country(
country_dict[db.country_id_from_name(e_country)]()
)
p_country = self.game.player_country
e_country = self.game.enemy_country
self.current_mission.coalition["blue"].add_country(country_dict[db.country_id_from_name(p_country)]())
self.current_mission.coalition["red"].add_country(country_dict[db.country_id_from_name(e_country)]())
@classmethod
def inject_lua_trigger(cls, contents: str, comment: str) -> None:
trigger = TriggerStart(comment=comment)
trigger.add_action(DoScript(String(contents)))
cls.current_mission.triggerrules.triggers.append(trigger)
print([c for c in self.current_mission.coalition["blue"].countries.keys()])
print([c for c in self.current_mission.coalition["red"].countries.keys()])
@classmethod
def bypass_plugin_script(cls, mnemonic: str) -> None:
cls.plugin_scripts.append(mnemonic)
@classmethod
def inject_plugin_script(
cls, plugin_mnemonic: str, script: str, script_mnemonic: str
) -> None:
if script_mnemonic in cls.plugin_scripts:
logging.debug(f"Skipping already loaded {script} for {plugin_mnemonic}")
if is_quick:
self.quick_mission = self.current_mission
else:
cls.plugin_scripts.append(script_mnemonic)
self.regular_mission = self.current_mission
plugin_path = Path("./resources/plugins", plugin_mnemonic)
self.current_mission.options.load_from_dict(options_dict)
self.is_quick = is_quick
script_path = Path(plugin_path, script)
if not script_path.exists():
logging.error(f"Cannot find {script_path} for plugin {plugin_mnemonic}")
return
if is_quick:
self.attackers_starting_position = None
self.defenders_starting_position = None
else:
self.attackers_starting_position = self.departure_cp.at
self.defenders_starting_position = self.to_cp.at
trigger = TriggerStart(comment=f"Load {script_mnemonic}")
filename = script_path.resolve()
fileref = cls.current_mission.map_resource.add_resource_file(filename)
trigger.add_action(DoScriptFile(fileref))
cls.current_mission.triggerrules.triggers.append(trigger)
def generate(self):
radio_registry = RadioRegistry()
tacan_registry = TacanRegistry()
@classmethod
def notify_info_generators(
cls,
groundobjectgen: GroundObjectsGenerator,
airsupportgen: AirSupportConflictGenerator,
jtacs: List[JtacInfo],
airgen: AircraftConflictGenerator,
) -> None:
"""Generates subscribed MissionInfoGenerator objects (currently kneeboards and briefings)"""
gens: List[MissionInfoGenerator] = [
KneeboardGenerator(cls.current_mission, cls.game),
BriefingGenerator(cls.current_mission, cls.game),
]
for gen in gens:
for dynamic_runway in groundobjectgen.runways.values():
gen.add_dynamic_runway(dynamic_runway)
for tanker in airsupportgen.air_support.tankers:
if tanker.blue:
gen.add_tanker(tanker)
for aewc in airsupportgen.air_support.awacs:
if aewc.blue:
gen.add_awacs(aewc)
for jtac in jtacs:
if jtac.blue:
gen.add_jtac(jtac)
for flight in airgen.flights:
gen.add_flight(flight)
gen.generate()
@classmethod
def create_unit_map(cls) -> None:
cls.unit_map = UnitMap()
for control_point in cls.game.theater.controlpoints:
if isinstance(control_point, Airfield):
cls.unit_map.add_airfield(control_point)
@classmethod
def create_radio_registries(cls) -> None:
# Dedup beacon/radio frequencies, since some maps have some frequencies
# used multiple times.
beacons = load_beacons_for_terrain(self.game.theater.terrain.name)
unique_map_frequencies: Set[RadioFrequency] = set()
cls._create_tacan_registry(unique_map_frequencies)
cls._create_radio_registry(unique_map_frequencies)
assert cls.radio_registry is not None
for frequency in unique_map_frequencies:
cls.radio_registry.reserve(frequency)
@classmethod
def assign_channels_to_flights(
cls, flights: List[FlightData], air_support: AirSupport
) -> None:
"""Assigns preset radio channels for client flights."""
for flight in flights:
if not flight.client_units:
continue
flight.aircraft_type.assign_channels_for_flight(flight, air_support)
@classmethod
def _create_tacan_registry(
cls, unique_map_frequencies: Set[RadioFrequency]
) -> None:
"""
Dedup beacon/radio frequencies, since some maps have some frequencies
used multiple times.
"""
cls.tacan_registry = TacanRegistry()
beacons = load_beacons_for_terrain(cls.game.theater.terrain.name)
for beacon in beacons:
unique_map_frequencies.add(beacon.frequency)
if beacon.is_tacan:
if beacon.channel is None:
logging.error(f"TACAN beacon has no channel: {beacon.callsign}")
logging.error(
f"TACAN beacon has no channel: {beacon.callsign}")
else:
cls.tacan_registry.reserve(beacon.tacan_channel)
tacan_registry.reserve(beacon.tacan_channel)
@classmethod
def _create_radio_registry(
cls, unique_map_frequencies: Set[RadioFrequency]
) -> None:
cls.radio_registry = RadioRegistry()
for data in AIRFIELD_DATA.values():
if data.theater == cls.game.theater.terrain.name and data.atc:
for airfield, data in AIRFIELD_DATA.items():
if data.theater == self.game.theater.terrain.name:
unique_map_frequencies.add(data.atc.hf)
unique_map_frequencies.add(data.atc.vhf_fm)
unique_map_frequencies.add(data.atc.vhf_am)
@@ -236,39 +134,39 @@ class Operation:
# No need to reserve ILS or TACAN because those are in the
# beacon list.
@classmethod
def _generate_ground_units(cls) -> None:
cls.groundobjectgen = GroundObjectsGenerator(
cls.current_mission,
cls.game,
cls.radio_registry,
cls.tacan_registry,
cls.unit_map,
)
cls.groundobjectgen.generate()
for frequency in unique_map_frequencies:
radio_registry.reserve(frequency)
@classmethod
def _generate_destroyed_units(cls) -> None:
"""Add destroyed units to the Mission"""
for d in cls.game.get_destroyed_units():
# Generate meteo
envgen = EnviromentGenerator(self.current_mission, self.conflict,
self.game)
if self.environment_settings is None:
self.environment_settings = envgen.generate()
else:
envgen.load(self.environment_settings)
# Generate ground object first
groundobjectgen = GroundObjectsGenerator(
self.current_mission,
self.conflict,
self.game,
radio_registry,
tacan_registry
)
groundobjectgen.generate()
# Generate destroyed units
for d in self.game.get_destroyed_units():
try:
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)
utype = db.unit_type_from_name(d["type"])
except KeyError:
continue
pos = Point(cast(float, d["x"]), cast(float, d["z"]))
if (
utype is not None
and not cls.game.position_culled(pos)
and cls.game.settings.perf_destroyed_units
):
cls.current_mission.static_group(
country=cls.current_mission.country(cls.game.player_country),
pos = Point(d["x"], d["z"])
if utype is not None and not self.game.position_culled(pos) and self.game.settings.perf_destroyed_units:
self.current_mission.static_group(
country=self.current_mission.country(self.game.player_country),
name="",
_type=utype,
hidden=True,
@@ -277,355 +175,207 @@ class Operation:
dead=True,
)
@classmethod
def generate(cls) -> UnitMap:
"""Build the final Mission to be exported"""
cls.create_unit_map()
cls.create_radio_registries()
# Set mission time and weather conditions.
EnvironmentGenerator(cls.current_mission, cls.game.conditions).generate()
cls._generate_ground_units()
cls._generate_transports()
cls._generate_destroyed_units()
cls._generate_air_units()
cls.assign_channels_to_flights(
cls.airgen.flights, cls.airsupportgen.air_support
)
cls._generate_ground_conflicts()
# Air Support (Tanker & Awacs)
airsupportgen = AirSupportConflictGenerator(
self.current_mission, self.conflict, self.game, radio_registry,
tacan_registry)
airsupportgen.generate(self.is_awacs_enabled)
# Triggers
triggersgen = TriggersGenerator(cls.current_mission, cls.game)
triggersgen.generate()
# Generate Activity on the map
airgen = AircraftConflictGenerator(
self.current_mission, self.conflict, self.game.settings, self.game,
radio_registry)
for cp in self.game.theater.controlpoints:
side = cp.captured
if side:
country = self.current_mission.country(self.game.player_country)
else:
country = self.current_mission.country(self.game.enemy_country)
if cp.id in self.game.planners.keys():
airgen.generate_flights(
cp,
country,
self.game.planners[cp.id],
groundobjectgen.runways
)
# Generate ground units on frontline everywhere
jtacs: List[JtacInfo] = []
for player_cp, enemy_cp in self.game.theater.conflicts(True):
conflict = Conflict.frontline_cas_conflict(self.attacker_name, self.defender_name,
self.current_mission.country(self.attacker_country),
self.current_mission.country(self.defender_country),
player_cp, enemy_cp, self.game.theater)
# Generate frontline ops
player_gp = self.game.ground_planners[player_cp.id].units_per_cp[enemy_cp.id]
enemy_gp = self.game.ground_planners[enemy_cp.id].units_per_cp[player_cp.id]
groundConflictGen = GroundConflictGenerator(self.current_mission, conflict, self.game, player_gp, enemy_gp, player_cp.stances[enemy_cp.id])
groundConflictGen.generate()
jtacs.extend(groundConflictGen.jtacs)
# Setup combined arms parameters
cls.current_mission.groundControl.pilot_can_control_vehicles = cls.ca_slots > 0
cls.current_mission.groundControl.blue_tactical_commander = cls.ca_slots
cls.current_mission.groundControl.blue_observer = 1
self.current_mission.groundControl.pilot_can_control_vehicles = self.ca_slots > 0
if self.game.player_country in [country.name for country in self.current_mission.coalition["blue"].countries.values()]:
self.current_mission.groundControl.blue_tactical_commander = self.ca_slots
else:
self.current_mission.groundControl.red_tactical_commander = self.ca_slots
# Triggers
triggersgen = TriggersGenerator(self.current_mission, self.conflict,
self.game)
triggersgen.generate()
# Options
forcedoptionsgen = ForcedOptionsGenerator(cls.current_mission, cls.game)
forcedoptionsgen = ForcedOptionsGenerator(self.current_mission,
self.conflict, self.game)
forcedoptionsgen.generate()
# Generate Visuals Smoke Effects
visualgen = VisualGenerator(cls.current_mission, cls.game)
if cls.game.settings.perf_smoke_gen:
visualgen = VisualGenerator(self.current_mission, self.conflict,
self.game)
if self.game.settings.perf_smoke_gen:
visualgen.generate()
cls.generate_lua(cls.airgen, cls.airsupportgen, cls.jtacs)
# Inject Plugins Lua Scripts
listOfPluginsScripts = []
plugin_file_path = Path("./resources/scripts/plugins/__plugins.lst")
if plugin_file_path.exists():
for line in plugin_file_path.read_text().splitlines():
name = line.strip()
if not name.startswith( '#' ):
trigger = TriggerStart(comment="Load " + name)
listOfPluginsScripts.append(name)
fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/plugins/" + name)
trigger.add_action(DoScriptFile(fileref))
self.current_mission.triggerrules.triggers.append(trigger)
else:
logging.info(
f"Not loading plugins, {plugin_file_path} does not exist")
# Inject Plugins Lua Scripts and data
cls.plugin_scripts.clear()
for plugin in LuaPluginManager.plugins():
if plugin.enabled:
plugin.inject_scripts(cls)
plugin.inject_configuration(cls)
# Inject Mist Script if not done already in the plugins
if not "mist.lua" in listOfPluginsScripts and not "mist_4_3_74.lua" in listOfPluginsScripts: # don't load the script twice
trigger = TriggerStart(comment="Load Mist Lua framework")
fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/mist_4_3_74.lua")
trigger.add_action(DoScriptFile(fileref))
self.current_mission.triggerrules.triggers.append(trigger)
cls.assign_channels_to_flights(
cls.airgen.flights, cls.airsupportgen.air_support
)
cls.notify_info_generators(
cls.groundobjectgen, cls.airsupportgen, cls.jtacs, cls.airgen
)
cls.reset_naming_ids()
return cls.unit_map
# Inject JSON library if not done already in the plugins
if not "json.lua" in listOfPluginsScripts : # don't load the script twice
trigger = TriggerStart(comment="Load JSON Lua library")
fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/json.lua")
trigger.add_action(DoScriptFile(fileref))
self.current_mission.triggerrules.triggers.append(trigger)
@classmethod
def _generate_air_units(cls) -> None:
"""Generate the air units for the Operation"""
# Air Support (Tanker & Awacs)
assert cls.radio_registry and cls.tacan_registry
cls.airsupportgen = AirSupportConflictGenerator(
cls.current_mission,
cls.air_conflict(),
cls.game,
cls.radio_registry,
cls.tacan_registry,
)
cls.airsupportgen.generate()
# Generate Aircraft Activity on the map
cls.airgen = AircraftConflictGenerator(
cls.current_mission,
cls.game.settings,
cls.game,
cls.radio_registry,
cls.tacan_registry,
cls.unit_map,
air_support=cls.airsupportgen.air_support,
)
cls.airgen.clear_parking_slots()
cls.airgen.generate_flights(
cls.current_mission.country(cls.game.player_country),
cls.game.blue_ato,
cls.groundobjectgen.runways,
)
cls.airgen.generate_flights(
cls.current_mission.country(cls.game.enemy_country),
cls.game.red_ato,
cls.groundobjectgen.runways,
)
cls.airgen.spawn_unused_aircraft(
cls.current_mission.country(cls.game.player_country),
cls.current_mission.country(cls.game.enemy_country),
)
@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_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,
cls.game.theater,
)
# Generate frontline ops
player_gp = cls.game.ground_planners[player_cp.id].units_per_cp[enemy_cp.id]
enemy_gp = cls.game.ground_planners[enemy_cp.id].units_per_cp[player_cp.id]
ground_conflict_gen = GroundConflictGenerator(
cls.current_mission,
conflict,
cls.game,
player_gp,
enemy_gp,
player_cp.stances[enemy_cp.id],
cls.unit_map,
)
ground_conflict_gen.generate()
cls.jtacs.extend(ground_conflict_gen.jtacs)
@classmethod
def _generate_transports(cls) -> None:
"""Generates convoys for unit transfers by road."""
ConvoyGenerator(cls.current_mission, cls.game, cls.unit_map).generate()
CargoShipGenerator(cls.current_mission, cls.game, cls.unit_map).generate()
@classmethod
def reset_naming_ids(cls) -> None:
namegen.reset_numbers()
@classmethod
def generate_lua(
cls,
airgen: AircraftConflictGenerator,
airsupportgen: AirSupportConflictGenerator,
jtacs: List[JtacInfo],
) -> None:
# TODO: Refactor this
luaData = {
"AircraftCarriers": {},
"Tankers": {},
"AWACs": {},
"JTACs": {},
"TargetPoints": {},
"RedAA": {},
"BlueAA": {},
} # type: ignore
for i, tanker in enumerate(airsupportgen.air_support.tankers):
luaData["Tankers"][i] = {
"dcsGroupName": tanker.group_name,
"callsign": tanker.callsign,
"variant": tanker.variant,
"radio": tanker.freq.mhz,
"tacan": str(tanker.tacan.number) + tanker.tacan.band.name,
}
for i, awacs in enumerate(airsupportgen.air_support.awacs):
luaData["AWACs"][i] = {
"dcsGroupName": awacs.group_name,
"callsign": awacs.callsign,
"radio": awacs.freq.mhz,
}
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,
FlightType.DEAD,
FlightType.SEAD,
FlightType.STRIKE,
]:
flightType = str(flight.flight_type)
flightTarget = flight.package.target
if flightTarget:
flightTargetName = None
flightTargetType = None
if isinstance(flightTarget, TheaterGroundObject):
flightTargetName = flightTarget.obj_name
flightTargetType = (
flightType + f" TGT ({flightTarget.category})"
)
elif hasattr(flightTarget, "name"):
flightTargetName = flightTarget.name
flightTargetType = flightType + " TGT (Airbase)"
luaData["TargetPoints"][flight_count] = {
"name": flightTargetName,
"type": flightTargetType,
"position": {
"x": flightTarget.position.x,
"y": flightTarget.position.y,
},
}
flight_count += 1
for cp in cls.game.theater.controlpoints:
for ground_object in cp.ground_objects:
if ground_object.might_have_aa and not ground_object.is_dead:
for g in ground_object.groups:
threat_range = ground_object.threat_range(g)
if not threat_range:
continue
faction = "BlueAA" if cp.captured else "RedAA"
luaData[faction][g.name] = {
"name": ground_object.name,
"range": threat_range.meters,
"position": {
"x": ground_object.position.x,
"y": ground_object.position.y,
},
}
# Inject Ciribob's JTACAutoLase if not done already in the plugins
if not "JTACAutoLase.lua" in listOfPluginsScripts : # don't load the script twice
trigger = TriggerStart(comment="Load JTACAutoLase.lua script")
fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/JTACAutoLase.lua")
trigger.add_action(DoScriptFile(fileref))
self.current_mission.triggerrules.triggers.append(trigger)
# set a LUA table with data from Liberation that we want to set
# at the moment it contains Liberation's install path, and an overridable definition for the JTACAutoLase function
# later, we'll add data about the units and points having been generated, in order to facilitate the configuration of the plugin lua scripts
state_location = "[[" + os.path.abspath(".") + "]]"
lua = (
"""
state_location = "[[" + os.path.abspath("state.json") + "]]"
lua = """
-- setting configuration table
env.info("DCSLiberation|: setting configuration table")
-- all data in this table is overridable.
dcsLiberation = {}
-- the base location for state.json; if non-existent, it'll be replaced with LIBERATION_EXPORT_DIR, TEMP, or DCS working directory
dcsLiberation.installPath="""
+ state_location
+ """
"""
)
# Process the tankers
lua += """
-- list the tankers generated by Liberation
dcsLiberation.Tankers = {
"""
for key in luaData["Tankers"]:
data = luaData["Tankers"][key]
dcsGroupName = data["dcsGroupName"]
callsign = data["callsign"]
variant = data["variant"]
tacan = data["tacan"]
radio = data["radio"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', variant='{variant}', tacan='{tacan}', radio='{radio}' }}, \n"
# lua += f" {{name='{dcsGroupName}', description='{callsign} ({variant})', information='Tacan:{tacan} Radio:{radio}' }}, \n"
lua += "}"
# Process the AWACSes
lua += """
-- list the AWACs generated by Liberation
dcsLiberation.AWACs = {
"""
for key in luaData["AWACs"]:
data = luaData["AWACs"][key]
dcsGroupName = data["dcsGroupName"]
callsign = data["callsign"]
radio = data["radio"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', radio='{radio}' }}, \n"
# lua += f" {{name='{dcsGroupName}', description='{callsign} (AWACS)', information='Radio:{radio}' }}, \n"
lua += "}"
# Process the JTACs
lua += """
-- list the JTACs generated by Liberation
dcsLiberation.JTACs = {
"""
for key in luaData["JTACs"]:
data = luaData["JTACs"][key]
dcsGroupName = data["dcsGroupName"]
callsign = data["callsign"]
zone = data["zone"]
laserCode = data["laserCode"]
dcsUnit = data["dcsUnit"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', zone={repr(zone)}, laserCode='{laserCode}', dcsUnit='{dcsUnit}' }}, \n"
lua += "}"
# Process the Target Points
lua += """
-- list the target points generated by Liberation
dcsLiberation.TargetPoints = {
"""
for key in luaData["TargetPoints"]:
data = luaData["TargetPoints"][key]
name = data["name"]
pointType = data["type"]
positionX = data["position"]["x"]
positionY = data["position"]["y"]
lua += f" {{name='{name}', pointType='{pointType}', positionX='{positionX}', positionY='{positionY}' }}, \n"
# lua += f" {{name='{pointType} {name}', point{{x={positionX}, z={positionY} }} }}, \n"
lua += "}"
lua += """
-- list the airbases generated by Liberation
-- dcsLiberation.Airbases = {}
-- list the aircraft carriers generated by Liberation
-- dcsLiberation.Carriers = {}
-- list the Red AA generated by Liberation
dcsLiberation.RedAA = {
"""
for key in luaData["RedAA"]:
data = luaData["RedAA"][key]
name = data["name"]
radius = data["range"]
positionX = data["position"]["x"]
positionY = data["position"]["y"]
lua += f" {{dcsGroupName='{key}', name='{name}', range='{radius}', positionX='{positionX}', positionY='{positionY}' }}, \n"
lua += "}"
lua += """
-- list the Blue AA generated by Liberation
dcsLiberation.BlueAA = {
"""
for key in luaData["BlueAA"]:
data = luaData["BlueAA"][key]
name = data["name"]
radius = data["range"]
positionX = data["position"]["x"]
positionY = data["position"]["y"]
lua += f" {{dcsGroupName='{key}', name='{name}', range='{radius}', positionX='{positionX}', positionY='{positionY}' }}, \n"
lua += "}"
lua += """
dcsLiberation.installPath=""" + state_location + """
-- you can override dcsLiberation.JTACAutoLase to make it use your own function ; it will be called with these parameters : ({jtac.unit_name}, {jtac.code}, {smoke}, 'vehicle') for all JTACs
if ctld then
dcsLiberation.JTACAutoLase=ctld.JTACAutoLase
elseif JTACAutoLase then
dcsLiberation.JTACAutoLase=JTACAutoLase
end
-- later, we'll add more data to the table
--dcsLiberation.POIs = {}
--dcsLiberation.BASEs = {}
--dcsLiberation.JTACs = {}
"""
trigger = TriggerStart(comment="Set DCS Liberation data")
trigger.add_action(DoScript(String(lua)))
Operation.current_mission.triggerrules.triggers.append(trigger)
self.current_mission.triggerrules.triggers.append(trigger)
# Inject DCS-Liberation script if not done already in the plugins
if not "dcs_liberation.lua" in listOfPluginsScripts : # don't load the script twice
trigger = TriggerStart(comment="Load DCS Liberation script")
fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/dcs_liberation.lua")
trigger.add_action(DoScriptFile(fileref))
self.current_mission.triggerrules.triggers.append(trigger)
# add a configuration for JTACAutoLase and start lasing for all JTACs
smoke = "true"
if hasattr(self.game.settings, "jtac_smoke_on"):
if not self.game.settings.jtac_smoke_on:
smoke = "false"
lua = """
-- setting and starting JTACs
env.info("DCSLiberation|: setting and starting JTACs")
"""
for jtac in jtacs:
lua += f"if dcsLiberation.JTACAutoLase then dcsLiberation.JTACAutoLase('{jtac.unit_name}', {jtac.code}, {smoke}, 'vehicle') end\n"
trigger = TriggerStart(comment="Start JTACs")
trigger.add_action(DoScript(String(lua)))
self.current_mission.triggerrules.triggers.append(trigger)
self.assign_channels_to_flights(airgen.flights,
airsupportgen.air_support)
kneeboard_generator = KneeboardGenerator(self.current_mission)
for dynamic_runway in groundobjectgen.runways.values():
self.briefinggen.add_dynamic_runway(dynamic_runway)
for tanker in airsupportgen.air_support.tankers:
self.briefinggen.add_tanker(tanker)
kneeboard_generator.add_tanker(tanker)
if self.is_awacs_enabled:
for awacs in airsupportgen.air_support.awacs:
self.briefinggen.add_awacs(awacs)
kneeboard_generator.add_awacs(awacs)
for jtac in jtacs:
self.briefinggen.add_jtac(jtac)
kneeboard_generator.add_jtac(jtac)
for flight in airgen.flights:
self.briefinggen.add_flight(flight)
kneeboard_generator.add_flight(flight)
self.briefinggen.generate()
kneeboard_generator.generate()
def assign_channels_to_flights(self, flights: List[FlightData],
air_support: AirSupport) -> None:
"""Assigns preset radio channels for client flights."""
for flight in flights:
if not flight.client_units:
continue
self.assign_channels_to_flight(flight, air_support)
def assign_channels_to_flight(self, 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
aircraft_data.channel_allocator.assign_channels_for_flight(
flight, air_support
)

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@@ -1,79 +0,0 @@
from __future__ import annotations
import logging
import os
import pickle
import shutil
from pathlib import Path
from typing import Optional, TYPE_CHECKING
if TYPE_CHECKING:
from game import Game
_dcs_saved_game_folder: Optional[str] = None
def setup(user_folder: str) -> None:
global _dcs_saved_game_folder
_dcs_saved_game_folder = user_folder
if not save_dir().exists():
save_dir().mkdir(parents=True)
def base_path() -> str:
global _dcs_saved_game_folder
assert _dcs_saved_game_folder
return _dcs_saved_game_folder
def save_dir() -> Path:
return Path(base_path()) / "Liberation" / "Saves"
def _temporary_save_file() -> str:
return str(save_dir() / "tmpsave.liberation")
def _autosave_path() -> str:
return str(save_dir() / "autosave.liberation")
def mission_path_for(name: str) -> str:
return os.path.join(base_path(), "Missions", name)
def load_game(path: str) -> Optional[Game]:
with open(path, "rb") as f:
try:
save = pickle.load(f)
save.savepath = path
return save
except Exception:
logging.exception("Invalid Save game")
return None
def save_game(game: Game) -> bool:
try:
with open(_temporary_save_file(), "wb") as f:
pickle.dump(game, f)
shutil.copy(_temporary_save_file(), game.savepath)
return True
except Exception:
logging.exception("Could not save game")
return False
def autosave(game: Game) -> bool:
"""
Autosave to the autosave location
:param game: Game to save
:return: True if saved succesfully
"""
try:
with open(_autosave_path(), "wb") as f:
pickle.dump(game, f)
return True
except Exception:
logging.exception("Could not save game")
return False

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@@ -1,2 +0,0 @@
from .luaplugin import LuaPlugin
from .manager import LuaPluginManager

View File

@@ -1,187 +0,0 @@
from __future__ import annotations
import json
import logging
import textwrap
from dataclasses import dataclass
from pathlib import Path
from typing import List, Optional, TYPE_CHECKING, Type
from game.settings import Settings
if TYPE_CHECKING:
from game.operation.operation import Operation
class LuaPluginWorkOrder:
def __init__(
self, parent_mnemonic: str, filename: str, mnemonic: str, disable: bool
) -> None:
self.parent_mnemonic = parent_mnemonic
self.filename = filename
self.mnemonic = mnemonic
self.disable = disable
def work(self, operation: Type[Operation]) -> None:
if self.disable:
operation.bypass_plugin_script(self.mnemonic)
else:
operation.inject_plugin_script(
self.parent_mnemonic, self.filename, self.mnemonic
)
class PluginSettings:
def __init__(self, identifier: str, enabled_by_default: bool) -> None:
self.identifier = identifier
self.enabled_by_default = enabled_by_default
self.settings = Settings()
self.initialize_settings()
def set_settings(self, settings: Settings) -> None:
self.settings = settings
self.initialize_settings()
def initialize_settings(self) -> None:
# Plugin options are saved in the game's Settings, but it's possible for
# plugins to change across loads. If new plugins are added or new
# options added to those plugins, initialize the new settings.
self.settings.initialize_plugin_option(self.identifier, self.enabled_by_default)
@property
def enabled(self) -> bool:
return self.settings.plugin_option(self.identifier)
def set_enabled(self, enabled: bool) -> None:
self.settings.set_plugin_option(self.identifier, enabled)
class LuaPluginOption(PluginSettings):
def __init__(self, identifier: str, name: str, enabled_by_default: bool) -> None:
super().__init__(identifier, enabled_by_default)
self.name = name
@dataclass(frozen=True)
class LuaPluginDefinition:
identifier: str
name: str
present_in_ui: bool
enabled_by_default: bool
options: List[LuaPluginOption]
work_orders: List[LuaPluginWorkOrder]
config_work_orders: List[LuaPluginWorkOrder]
@classmethod
def from_json(cls, name: str, path: Path) -> LuaPluginDefinition:
data = json.loads(path.read_text())
options = []
for option in data.get("specificOptions"):
option_id = option["mnemonic"]
options.append(
LuaPluginOption(
identifier=f"{name}.{option_id}",
name=option.get("nameInUI", name),
enabled_by_default=option.get("defaultValue"),
)
)
work_orders = []
for work_order in data.get("scriptsWorkOrders"):
work_orders.append(
LuaPluginWorkOrder(
name,
work_order.get("file"),
work_order["mnemonic"],
work_order.get("disable", False),
)
)
config_work_orders = []
for work_order in data.get("configurationWorkOrders"):
config_work_orders.append(
LuaPluginWorkOrder(
name,
work_order.get("file"),
work_order["mnemonic"],
work_order.get("disable", False),
)
)
return cls(
identifier=name,
name=data["nameInUI"],
present_in_ui=not data.get("skipUI", False),
enabled_by_default=data.get("defaultValue", False),
options=options,
work_orders=work_orders,
config_work_orders=config_work_orders,
)
class LuaPlugin(PluginSettings):
def __init__(self, definition: LuaPluginDefinition) -> None:
self.definition = definition
super().__init__(self.definition.identifier, self.definition.enabled_by_default)
@property
def name(self) -> str:
return self.definition.name
@property
def show_in_ui(self) -> bool:
return self.definition.present_in_ui
@property
def options(self) -> List[LuaPluginOption]:
return self.definition.options
@classmethod
def from_json(cls, name: str, path: Path) -> Optional[LuaPlugin]:
try:
definition = LuaPluginDefinition.from_json(name, path)
except KeyError:
logging.exception("Required plugin configuration value missing")
return None
return cls(definition)
def set_settings(self, settings: Settings) -> None:
super().set_settings(settings)
for option in self.definition.options:
option.set_settings(self.settings)
def inject_scripts(self, operation: Type[Operation]) -> None:
for work_order in self.definition.work_orders:
work_order.work(operation)
def inject_configuration(self, operation: Type[Operation]) -> None:
# inject the plugin options
if self.options:
option_decls = []
for option in self.options:
enabled = str(option.enabled).lower()
name = option.identifier
option_decls.append(f" dcsLiberation.plugins.{name} = {enabled}")
joined_options = "\n".join(option_decls)
lua = textwrap.dedent(
f"""\
-- {self.identifier} plugin configuration.
if dcsLiberation then
if not dcsLiberation.plugins then
dcsLiberation.plugins = {{}}
end
dcsLiberation.plugins.{self.identifier} = {{}}
{joined_options}
end
"""
)
operation.inject_lua_trigger(lua, f"{self.identifier} plugin configuration")
for work_order in self.definition.config_work_orders:
work_order.work(operation)

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@@ -1,51 +0,0 @@
import json
import logging
from pathlib import Path
from typing import Dict, List, Optional
from game.settings import Settings
from game.plugins.luaplugin import LuaPlugin
class LuaPluginManager:
_plugins_loaded = False
_plugins: Dict[str, LuaPlugin] = {}
@classmethod
def _load_plugins(cls) -> None:
plugins_path = Path("resources/plugins")
path = plugins_path / "plugins.json"
if not path.exists():
raise RuntimeError(f"{path} does not exist. Cannot continue.")
logging.info(f"Reading plugins list from {path}")
data = json.loads(path.read_text())
for name in data:
plugin_path = plugins_path / name / "plugin.json"
if not plugin_path.exists():
raise RuntimeError(
f"Invalid plugin configuration: required plugin {name} "
f"does not exist at {plugin_path}"
)
logging.info(f"Loading plugin {name} from {plugin_path}")
plugin = LuaPlugin.from_json(name, plugin_path)
if plugin is not None:
cls._plugins[name] = plugin
cls._plugins_loaded = True
@classmethod
def _get_plugins(cls) -> Dict[str, LuaPlugin]:
if not cls._plugins_loaded:
cls._load_plugins()
return cls._plugins
@classmethod
def plugins(cls) -> List[LuaPlugin]:
return list(cls._get_plugins().values())
@classmethod
def load_settings(cls, settings: Settings) -> None:
for plugin in cls.plugins():
plugin.set_settings(settings)

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@@ -1,17 +0,0 @@
from __future__ import annotations
from dcs import Point
class PointWithHeading(Point):
def __init__(self) -> None:
super(PointWithHeading, self).__init__(0, 0)
self.heading = 0
@staticmethod
def from_point(point: Point, heading: int) -> PointWithHeading:
p = PointWithHeading()
p.x = point.x
p.y = point.y
p.heading = heading
return p

View File

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

View File

@@ -1,369 +0,0 @@
from __future__ import annotations
import math
import random
from dataclasses import dataclass
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
from gen.flights.ai_flight_planner_db import aircraft_for_task
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flight import FlightType
if TYPE_CHECKING:
from game import Game
FRONTLINE_RESERVES_FACTOR = 1.3
@dataclass(frozen=True)
class AircraftProcurementRequest:
near: MissionTarget
range: Distance
task_capability: FlightType
number: int
def __str__(self) -> str:
task = self.task_capability.value
distance = self.range.nautical_miles
target = self.near.name
return f"{self.number} ship {task} within {distance} nm of {target}"
class ProcurementAi:
def __init__(
self,
game: Game,
for_player: bool,
faction: Faction,
manage_runways: bool,
manage_front_line: bool,
manage_aircraft: bool,
) -> None:
self.game = game
self.is_player = for_player
self.air_wing = game.air_wing_for(for_player)
self.faction = faction
self.manage_runways = manage_runways
self.manage_front_line = manage_front_line
self.manage_aircraft = manage_aircraft
self.threat_zones = self.game.threat_zone_for(not self.is_player)
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
cp_aircraft = cp.allocated_aircraft(self.game)
aircraft_investment += cp_aircraft.total_value
total_investment = aircraft_investment + armor_investment
if total_investment == 0:
# Turn 0 or all units were destroyed. Either way, split 30/70.
return 0.3
# the more planes we have, the more ground units we want and vice versa
ground_unit_share = aircraft_investment / total_investment
if ground_unit_share > 1.0:
raise ValueError
return ground_unit_share
def spend_budget(self, budget: float) -> float:
if self.manage_runways:
budget = self.repair_runways(budget)
if self.manage_front_line:
armor_budget = budget * self.calculate_ground_unit_budget_share()
budget -= armor_budget
budget += self.reinforce_front_line(armor_budget)
# Don't sell overstock aircraft until after we've bought runways and
# front lines. Any budget we free up should be earmarked for aircraft.
if not self.is_player:
budget += self.sell_incomplete_squadrons()
if self.manage_aircraft:
budget = self.purchase_aircraft(budget)
return budget
def sell_incomplete_squadrons(self) -> float:
# Selling incomplete squadrons gives us more money to spend on the next
# turn. This serves as a short term fix for
# https://github.com/dcs-liberation/dcs_liberation/issues/41.
#
# Only incomplete squadrons which are unlikely to get used will be sold
# rather than all unused aircraft because the unused aircraft are what
# make OCA strikes worthwhile.
#
# This option is only used by the AI since players cannot cancel sales
# (https://github.com/dcs-liberation/dcs_liberation/issues/365).
total = 0.0
for cp in self.game.theater.control_points_for(self.is_player):
inventory = self.game.aircraft_inventory.for_control_point(cp)
for aircraft, available in inventory.all_aircraft:
# We only ever plan even groups, so the odd aircraft is unlikely
# to get used.
if available % 2 == 0:
continue
inventory.remove_aircraft(aircraft, 1)
total += aircraft.price
return total
def repair_runways(self, budget: float) -> float:
for control_point in self.owned_points:
if budget < db.RUNWAY_REPAIR_COST:
break
if control_point.runway_can_be_repaired:
control_point.begin_runway_repair()
budget -= db.RUNWAY_REPAIR_COST
if self.is_player:
self.game.message(
"OPFOR has begun repairing the runway at " f"{control_point}"
)
else:
self.game.message(
"We have begun repairing the runway at " f"{control_point}"
)
return budget
def affordable_ground_unit_of_class(
self, budget: float, unit_class: GroundUnitClass
) -> Optional[GroundUnitType]:
faction_units = set(self.faction.frontline_units) | set(
self.faction.artillery_units
)
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)
def reinforce_front_line(self, budget: float) -> float:
if not self.faction.frontline_units and not self.faction.artillery_units:
return budget
# TODO: Attempt to transfer from reserves.
while budget > 0:
cp = self.ground_reinforcement_candidate()
if cp is None:
break
most_needed_type = self.most_needed_unit_class(cp)
unit = self.affordable_ground_unit_of_class(budget, most_needed_type)
if unit is None:
# Can't afford any more units.
break
budget -= unit.price
cp.pending_unit_deliveries.order({unit: 1})
return budget
def most_needed_unit_class(self, cp: ControlPoint) -> GroundUnitClass:
worst_balanced: Optional[GroundUnitClass] = None
worst_fulfillment = math.inf
for unit_class in GroundUnitClass:
if not self.faction.has_access_to_unittype(unit_class):
continue
current_ratio = self.cost_ratio_of_ground_unit(cp, unit_class)
desired_ratio = (
self.faction.doctrine.ground_unit_procurement_ratios.for_unit_class(
unit_class
)
)
if not desired_ratio:
continue
if current_ratio >= desired_ratio:
continue
fulfillment = current_ratio / desired_ratio
if fulfillment < worst_fulfillment:
worst_fulfillment = fulfillment
worst_balanced = unit_class
if worst_balanced is None:
return GroundUnitClass.Tank
return worst_balanced
def _affordable_aircraft_for_task(
self,
task: FlightType,
airbase: ControlPoint,
number: int,
max_price: float,
) -> Optional[AircraftType]:
best_choice: Optional[AircraftType] = None
for unit in aircraft_for_task(task):
if unit not in self.faction.aircrafts:
continue
if unit.price * number > max_price:
continue
if not airbase.can_operate(unit):
continue
for squadron in self.air_wing.squadrons_for(unit):
if task in squadron.auto_assignable_mission_types:
break
else:
continue
# Affordable, compatible, and we have a squadron capable of the task. To
# keep some variety, skip with a 50/50 chance. Might be a good idea to have
# the chance to skip based on the price compared to the rest of the choices.
best_choice = unit
if random.choice([True, False]):
break
return best_choice
def affordable_aircraft_for(
self, request: AircraftProcurementRequest, airbase: ControlPoint, budget: float
) -> Optional[AircraftType]:
return self._affordable_aircraft_for_task(
request.task_capability, airbase, request.number, budget
)
def fulfill_aircraft_request(
self, request: AircraftProcurementRequest, budget: float
) -> Tuple[float, bool]:
for airbase in self.best_airbases_for(request):
unit = self.affordable_aircraft_for(request, airbase, budget)
if unit is None:
# Can't afford any aircraft capable of performing the
# required mission that can operate from this airbase. We
# might be able to afford aircraft at other airbases though,
# in the case where the airbase we attempted to use is only
# able to operate expensive aircraft.
continue
budget -= unit.price * request.number
airbase.pending_unit_deliveries.order({unit: request.number})
return budget, True
return budget, False
def purchase_aircraft(self, budget: float) -> float:
for request in self.game.procurement_requests_for(self.is_player):
if not list(self.best_airbases_for(request)):
# No airbases in range of this request. Skip it.
continue
budget, fulfilled = self.fulfill_aircraft_request(request, budget)
if not fulfilled:
# The request was not fulfilled because we could not afford any suitable
# aircraft. Rather than continuing, which could proceed to buy tons of
# cheap escorts that will never allow us to plan a strike package, stop
# buying so we can save the budget until a turn where we *can* afford to
# fill the package.
break
return budget
@property
def owned_points(self) -> List[ControlPoint]:
if self.is_player:
return self.game.theater.player_points()
else:
return self.game.theater.enemy_points()
def best_airbases_for(
self, request: AircraftProcurementRequest
) -> Iterator[ControlPoint]:
distance_cache = ObjectiveDistanceCache.get_closest_airfields(request.near)
threatened = []
for cp in distance_cache.operational_airfields_within(request.range):
if not cp.is_friendly(self.is_player):
continue
if cp.unclaimed_parking(self.game) < request.number:
continue
if self.threat_zones.threatened(cp.position):
threatened.append(cp)
yield cp
yield from threatened
def ground_reinforcement_candidate(self) -> Optional[ControlPoint]:
worst_supply = math.inf
understaffed: Optional[ControlPoint] = None
# Prefer to buy front line units at active front lines that are not
# already overloaded.
for cp in self.owned_points:
if not cp.has_active_frontline:
continue
if not cp.has_ground_unit_source(self.game):
# No source of ground units, so can't buy anything.
continue
purchase_target = cp.frontline_unit_count_limit * FRONTLINE_RESERVES_FACTOR
allocated = cp.allocated_ground_units(self.game.transfers)
if allocated.total >= purchase_target:
# Control point is already sufficiently defended.
continue
if allocated.total < worst_supply:
worst_supply = allocated.total
understaffed = cp
if understaffed is not None:
return understaffed
# Otherwise buy reserves, but don't exceed the amount defined in the settings.
# These units do not exist in the world until the CP becomes
# connected to an active front line, at which point all these units
# will suddenly appear at the gates of the newly captured CP.
#
# To avoid sudden overwhelming numbers of units we avoid buying
# many.
#
# Also, do not bother buying units at bases that will never connect
# to a front line.
for cp in self.owned_points:
if cp.is_global:
continue
if not cp.can_recruit_ground_units(self.game):
continue
allocated = cp.allocated_ground_units(self.game.transfers)
if allocated.total >= self.game.settings.reserves_procurement_target:
continue
if allocated.total < worst_supply:
worst_supply = allocated.total
understaffed = cp
return understaffed
def cost_ratio_of_ground_unit(
self, control_point: ControlPoint, unit_class: GroundUnitClass
) -> float:
allocations = control_point.allocated_ground_units(self.game.transfers)
class_cost = 0
total_cost = 0
for unit_type, count in allocations.all.items():
cost = unit_type.price * count
total_cost += cost
if unit_type.unit_class is unit_class:
class_cost += cost
if not total_cost:
return 0
return class_cost / total_cost

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