dcs_liberation/game/missiongenerator/aircraft/flightgroupconfigurator.py
RndName aa77cfe4b9 Add AirAssault and Airlift mission types with CTLD support
- Add the new airassault mission type and special flightplans for it
- Add the mission type to airbase and FOB
- Add Layout for the UH-1H
- Add mission type to capable squadrons
- Allow the auto planner to task air assault missions when preconditions are met
- Improve Airlift mission type and improve the flightplan (Stopover and Helo landing)
- Allow Slingload and spawnable crates for airlift
- Rework airsupport to a general missiondata class
- Added Carrier Information to mission data
- Allow to define CTLD specific capabilities in the unit yaml
- Allow inflight preload and fixed wing support for air assault
2022-06-09 22:45:29 +02:00

247 lines
9.6 KiB
Python

from __future__ import annotations
import logging
from datetime import datetime
from typing import Any, Optional, TYPE_CHECKING
from dcs import Mission
from dcs.flyingunit import FlyingUnit
from dcs.unit import Skill
from dcs.unitgroup import FlyingGroup
from game.ato import Flight, FlightType
from game.callsigns import callsign_for_support_unit
from game.data.weapons import Pylon, WeaponType as WeaponTypeEnum
from game.missiongenerator.missiondata import MissionData, AwacsInfo, TankerInfo
from game.missiongenerator.lasercoderegistry import LaserCodeRegistry
from game.missiongenerator.logisticsgenerator import LogisticsGenerator
from game.radio.radios import RadioFrequency, RadioRegistry
from game.radio.tacan import TacanBand, TacanRegistry, TacanUsage
from game.runways import RunwayData
from game.squadrons import Pilot
from .aircraftbehavior import AircraftBehavior
from .aircraftpainter import AircraftPainter
from .flightdata import FlightData
from .waypoints import WaypointGenerator
from ...ato.flightplans.aewc import AewcFlightPlan
from ...ato.flightplans.theaterrefueling import TheaterRefuelingFlightPlan
if TYPE_CHECKING:
from game import Game
class FlightGroupConfigurator:
def __init__(
self,
flight: Flight,
group: FlyingGroup[Any],
game: Game,
mission: Mission,
time: datetime,
radio_registry: RadioRegistry,
tacan_registry: TacanRegistry,
laser_code_registry: LaserCodeRegistry,
mission_data: MissionData,
dynamic_runways: dict[str, RunwayData],
use_client: bool,
) -> None:
self.flight = flight
self.group = group
self.game = game
self.mission = mission
self.time = time
self.radio_registry = radio_registry
self.tacan_registry = tacan_registry
self.laser_code_registry = laser_code_registry
self.mission_data = mission_data
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_props()
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.theater, self.game.conditions, self.dynamic_runways
)
if self.flight.flight_type in [
FlightType.TRANSPORT,
FlightType.AIR_ASSAULT,
] and self.game.settings.plugin_option("ctld"):
transfer = None
if self.flight.flight_type == FlightType.TRANSPORT:
coalition = self.game.coalition_for(player=self.flight.blue)
transfer = coalition.transfers.transfer_for_flight(self.flight)
self.mission_data.logistics.append(
LogisticsGenerator(
self.flight, self.group, self.mission, self.game.settings, transfer
).generate_logistics()
)
mission_start_time, waypoints = WaypointGenerator(
self.flight,
self.group,
self.mission,
self.game.conditions.start_time,
self.time,
self.game.settings,
self.mission_data,
).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.theater, self.game.conditions, self.dynamic_runways
),
arrival=self.flight.arrival.active_runway(
self.game.theater, 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)
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, AewcFlightPlan):
self.mission_data.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.takeoff_time(),
blue=self.flight.departure.captured,
)
)
elif isinstance(self.flight.flight_plan, TheaterRefuelingFlightPlan):
tacan = self.tacan_registry.alloc_for_band(TacanBand.Y, TacanUsage.AirToAir)
self.mission_data.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_props(self) -> None:
for prop_id, value in self.flight.props.items():
for unit in self.group.units:
unit.set_property(prop_id, value)
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:
fuel = self.flight.state.estimate_fuel()
if fuel < 0:
logging.warning(
f"Flight {self.flight} is estimated to have no fuel at mission start. "
"This estimate does not account for external fuel tanks. Setting "
"starting fuel to 100kg."
)
fuel = 100
for unit, pilot in zip(self.group.units, self.flight.roster.pilots):
if pilot is not None and pilot.player:
unit.fuel = fuel
elif (max_takeoff_fuel := self.flight.max_takeoff_fuel()) is not None:
unit.fuel = max_takeoff_fuel
else:
# pydcs arbitrarily reduces the fuel of in-flight spawns by 10%. We do
# our own tracking, so undo that.
# https://github.com/pydcs/dcs/commit/303a81a8e0c778599fe136dd22cb2ae8123639a6
unit.fuel = self.flight.unit_type.dcs_unit_type.fuel_max