dcs_liberation/game/missiongenerator/aircraft/flightgroupconfigurator.py
Dan Albert 88b4039e47 Clean up AircraftGenerator.
This class does far too many things and the file is huge. Split it up
into a few more classes.
2021-10-23 20:18:40 -07:00

213 lines
8.1 KiB
Python

from __future__ import annotations
import logging
from typing import Any, Optional, TYPE_CHECKING
from dcs import Mission
from dcs.flyingunit import FlyingUnit
from dcs.planes import C_101CC, C_101EB, F_14B, Su_33
from dcs.task import CAP
from dcs.unit import Skill
from dcs.unitgroup import FlyingGroup
from game.ato import Flight, FlightType
from game.data.weapons import Pylon, WeaponType as WeaponTypeEnum
from game.missiongenerator.airsupport import AirSupport, AwacsInfo, TankerInfo
from game.missiongenerator.lasercoderegistry import LaserCodeRegistry
from game.radio.radios import RadioFrequency, RadioRegistry
from game.radio.tacan import TacanBand, TacanRegistry, TacanUsage
from game.squadrons import Pilot
from gen.callsigns import callsign_for_support_unit
from gen.flights.flightplan import AwacsFlightPlan, RefuelingFlightPlan
from gen.runways import RunwayData
from .aircraftbehavior import AircraftBehavior
from .aircraftpainter import AircraftPainter
from .flightdata import FlightData
from .waypoints import WaypointGenerator
if TYPE_CHECKING:
from game import Game
class FlightGroupConfigurator:
def __init__(
self,
flight: Flight,
group: FlyingGroup[Any],
game: Game,
mission: Mission,
radio_registry: RadioRegistry,
tacan_registry: TacanRegistry,
laser_code_registry: LaserCodeRegistry,
air_support: AirSupport,
dynamic_runways: dict[str, RunwayData],
use_client: bool,
) -> None:
self.flight = flight
self.group = group
self.game = game
self.mission = mission
self.radio_registry = radio_registry
self.tacan_registry = tacan_registry
self.laser_code_registry = laser_code_registry
self.air_support = air_support
self.dynamic_runways = dynamic_runways
self.use_client = use_client
def configure(self) -> FlightData:
AircraftBehavior(self.flight.flight_type).apply_to(self.flight, self.group)
AircraftPainter(self.flight, self.group).apply_livery()
self.setup_payload()
self.setup_fuel()
flight_channel = self.setup_radios()
laser_codes: list[Optional[int]] = []
for unit, pilot in zip(self.group.units, self.flight.roster.pilots):
self.configure_flight_member(unit, pilot, laser_codes)
divert = None
if self.flight.divert is not None:
divert = self.flight.divert.active_runway(
self.game.conditions, self.dynamic_runways
)
mission_start_time, waypoints = WaypointGenerator(
self.flight, self.group, self.mission, self.game.settings, self.air_support
).create_waypoints()
return FlightData(
package=self.flight.package,
aircraft_type=self.flight.unit_type,
flight_type=self.flight.flight_type,
units=self.group.units,
size=len(self.group.units),
friendly=self.flight.from_cp.captured,
departure_delay=mission_start_time,
departure=self.flight.departure.active_runway(
self.game.conditions, self.dynamic_runways
),
arrival=self.flight.arrival.active_runway(
self.game.conditions, self.dynamic_runways
),
divert=divert,
waypoints=waypoints,
intra_flight_channel=flight_channel,
bingo_fuel=self.flight.flight_plan.bingo_fuel,
joker_fuel=self.flight.flight_plan.joker_fuel,
custom_name=self.flight.custom_name,
laser_codes=laser_codes,
)
def configure_flight_member(
self, unit: FlyingUnit, pilot: Optional[Pilot], laser_codes: list[Optional[int]]
) -> None:
player = pilot is not None and pilot.player
self.set_skill(unit, pilot)
if self.flight.loadout.has_weapon_of_type(WeaponTypeEnum.TGP) and player:
laser_codes.append(self.laser_code_registry.get_next_laser_code())
else:
laser_codes.append(None)
if unit.unit_type is F_14B:
unit.set_property(F_14B.Properties.INSAlignmentStored.id, True)
def setup_radios(self) -> RadioFrequency:
if self.flight.flight_type in {FlightType.AEWC, FlightType.REFUELING}:
channel = self.radio_registry.alloc_uhf()
self.register_air_support(channel)
else:
channel = self.flight.unit_type.alloc_flight_radio(self.radio_registry)
self.group.set_frequency(channel.mhz)
return channel
def register_air_support(self, channel: RadioFrequency) -> None:
callsign = callsign_for_support_unit(self.group)
if isinstance(self.flight.flight_plan, AwacsFlightPlan):
self.air_support.awacs.append(
AwacsInfo(
group_name=str(self.group.name),
callsign=callsign,
freq=channel,
depature_location=self.flight.departure.name,
end_time=self.flight.flight_plan.mission_departure_time,
start_time=self.flight.flight_plan.mission_start_time,
blue=self.flight.departure.captured,
)
)
elif isinstance(self.flight.flight_plan, RefuelingFlightPlan):
tacan = self.tacan_registry.alloc_for_band(TacanBand.Y, TacanUsage.AirToAir)
self.air_support.tankers.append(
TankerInfo(
group_name=str(self.group.name),
callsign=callsign,
variant=self.flight.unit_type.name,
freq=channel,
tacan=tacan,
start_time=self.flight.flight_plan.patrol_start_time,
end_time=self.flight.flight_plan.patrol_end_time,
blue=self.flight.departure.captured,
)
)
def set_skill(self, unit: FlyingUnit, pilot: Optional[Pilot]) -> None:
if pilot is None or not pilot.player:
unit.skill = self.skill_level_for(unit, pilot)
return
if self.use_client:
unit.set_client()
else:
unit.set_player()
def skill_level_for(self, unit: FlyingUnit, pilot: Optional[Pilot]) -> Skill:
if self.flight.squadron.player:
base_skill = Skill(self.game.settings.player_skill)
else:
base_skill = Skill(self.game.settings.enemy_skill)
if pilot is None:
logging.error(f"Cannot determine skill level: {unit.name} has not pilot")
return base_skill
levels = [
Skill.Average,
Skill.Good,
Skill.High,
Skill.Excellent,
]
current_level = levels.index(base_skill)
missions_for_skill_increase = 4
increase = pilot.record.missions_flown // missions_for_skill_increase
capped_increase = min(current_level + increase, len(levels) - 1)
new_level = (capped_increase, current_level)[
self.game.settings.ai_pilot_levelling
]
return levels[new_level]
def setup_payload(self) -> None:
for p in self.group.units:
p.pylons.clear()
loadout = self.flight.loadout
if self.game.settings.restrict_weapons_by_date:
loadout = loadout.degrade_for_date(self.flight.unit_type, self.game.date)
for pylon_number, weapon in loadout.pylons.items():
if weapon is None:
continue
pylon = Pylon.for_aircraft(self.flight.unit_type, pylon_number)
pylon.equip(self.group, weapon)
def setup_fuel(self) -> None:
# Special case so Su 33 and C101 can take off
unit_type = self.flight.unit_type.dcs_unit_type
if unit_type == Su_33:
for unit in self.group.units:
if self.group.task == CAP:
unit.fuel = Su_33.fuel_max / 2.2
else:
unit.fuel = Su_33.fuel_max * 0.8
elif unit_type in {C_101EB, C_101CC}:
for unit in self.group.units:
unit.fuel = unit_type.fuel_max * 0.5