dcs_liberation/gen/flights/loadouts.py
Dan Albert 7648716199 Make weapon groups explicit and moddable.
The only parts of the old weapon data that worked well (didn't commonly
result in empty pylons) did this implicitly, so make the grouping
explicit.

This also moves the data out of Python and into the resources, which
both makes the data moddable and isolates us from a huge amount of
effort and a save compat break whenever ED changes weapon names.

I didn't auto migrate the old data since the old groups were not
explict and there's no way to infer the grouping. Besides, since most of
the weapons were *not* grouped, the old data did more harm than good in
my experience. I've handled the AIM-120 and AIM-7 for now, but will get
at least all the fox 3 missiles before we ship.
2021-07-14 01:04:03 -07:00

145 lines
6.3 KiB
Python

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