mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
This PR allows campaign creators to incorporate map objects (referred to as Scenery in the code) into their Liberation campaign. Map objects are defined using white trigger zones created by right clicking on scenery and clicking `assign as...`. Objective groups are defined by creating a blue TriggerZone surrounding the centers of the white trigger zones. The type of objective is determined by the campaign creator, assigning the value of the first property of the blue TriggerZone with the objective type. Map objects maintain their visually dead state by assigning a `Mission Start` `Scenery Object Dead` trigger to the trigger zone. It is important for the Liberation generated TriggerZone to be as small as possible so that no other scenery is marked dead by DCS. TriggerZones are hidden during gameplay (DCS behavior. I don't know if it's possible to turn that off.) TriggerZones are visible in the mission editor and mission planner however. If a player is using an older plane, it is important for them to remember where the target is. In the mission planner, the trigger zones' will be blue or red depending on which faction the map objects belong to. Inherent Resolve campaign has been modified to integrate scenery objects. ### **Limitations:** - Objective definitions (Any Blue TriggerZones) in campaign definition cannot overlap. - Map object deaths in `state.json` is tracking integers. You won't know what died until debriefing. - No images for the various buildings. In theory it can be done, but an unreasonable amount of work. - Every blue trigger zone must have a unique name. (If you let DCS auto increment the names this is not a concern. - No output to screen when scenery object is dead. You can see the building drawn as dead in the F10 map though. ### **Pictures:** An objective:  How the objective looks once in the mission planner/editor. This objective belongs to the enemy faction: 
402 lines
14 KiB
Python
402 lines
14 KiB
Python
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,
|
|
TYPE_CHECKING,
|
|
)
|
|
|
|
from dcs.unittype import FlyingType, UnitType
|
|
|
|
from game import db
|
|
from game.theater import Airfield, ControlPoint
|
|
from game.transfers import CargoShip
|
|
from game.unitmap import (
|
|
AirliftUnit,
|
|
Building,
|
|
ConvoyUnit,
|
|
FrontLineUnit,
|
|
GroundObjectUnit,
|
|
UnitMap,
|
|
)
|
|
from gen.flights.flight import Flight
|
|
|
|
if TYPE_CHECKING:
|
|
from game import Game
|
|
|
|
DEBRIEFING_LOG_EXTENSION = "log"
|
|
|
|
|
|
@dataclass(frozen=True)
|
|
class AirLosses:
|
|
player: List[Flight]
|
|
enemy: List[Flight]
|
|
|
|
@property
|
|
def losses(self) -> Iterator[Flight]:
|
|
return itertools.chain(self.player, self.enemy)
|
|
|
|
def by_type(self, player: bool) -> Dict[Type[FlyingType], int]:
|
|
losses_by_type: Dict[Type[FlyingType], int] = defaultdict(int)
|
|
losses = self.player if player else self.enemy
|
|
for loss in losses:
|
|
losses_by_type[loss.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:
|
|
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[AirliftUnit] = field(default_factory=list)
|
|
enemy_airlifts: List[AirliftUnit] = field(default_factory=list)
|
|
|
|
player_ground_objects: List[GroundObjectUnit] = field(default_factory=list)
|
|
enemy_ground_objects: List[GroundObjectUnit] = 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]
|
|
|
|
#: Names of static units that were destroyed during the mission.
|
|
destroyed_statics: List[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[AirliftUnit]:
|
|
yield from self.ground_losses.player_airlifts
|
|
yield from self.ground_losses.enemy_airlifts
|
|
|
|
@property
|
|
def ground_object_losses(self) -> Iterator[GroundObjectUnit]:
|
|
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[Type[UnitType], int]:
|
|
losses_by_type: Dict[Type[UnitType], 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[Type[UnitType], int]:
|
|
losses_by_type: Dict[Type[UnitType], 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[Type[UnitType], int]:
|
|
losses_by_type: Dict[Type[UnitType], 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[Type[UnitType], int]:
|
|
losses_by_type: Dict[Type[UnitType], int] = defaultdict(int)
|
|
if player:
|
|
losses = self.ground_losses.player_airlifts
|
|
else:
|
|
losses = self.ground_losses.enemy_airlifts
|
|
for loss in losses:
|
|
losses_by_type[loss.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:
|
|
flight = self.unit_map.flight(unit_name)
|
|
if flight is None:
|
|
logging.error(f"Could not find Flight matching {unit_name}")
|
|
continue
|
|
if flight.departure.captured:
|
|
player_losses.append(flight)
|
|
else:
|
|
enemy_losses.append(flight)
|
|
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):
|
|
self._stop_event.set()
|
|
|
|
def stopped(self):
|
|
return self._stop_event.is_set()
|
|
|
|
def run(self):
|
|
if os.path.isfile("state.json"):
|
|
last_modified = os.path.getmtime("state.json")
|
|
else:
|
|
last_modified = 0
|
|
while not self.stopped():
|
|
if (
|
|
os.path.isfile("state.json")
|
|
and os.path.getmtime("state.json") > last_modified
|
|
):
|
|
with open("state.json", "r") as json_file:
|
|
json_data = json.load(json_file)
|
|
debriefing = Debriefing(json_data, self.game, self.unit_map)
|
|
self.callback(debriefing)
|
|
break
|
|
time.sleep(5)
|
|
|
|
|
|
def wait_for_debriefing(
|
|
callback: Callable[[Debriefing], None], game: Game, unit_map
|
|
) -> PollDebriefingFileThread:
|
|
thread = PollDebriefingFileThread(callback, game, unit_map)
|
|
thread.start()
|
|
return thread
|