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https://github.com/dcs-liberation/dcs_liberation.git
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This makes the names of the aircraft displayed to the player in the UI more verbose and readable. It allows allows specific countries to display an aircraft's name differently. An example of this would be the JF-17 Thunder, which is known in China as the FC-1 Fierce Dragon - this now displays correctly in the Liberation UI.
189 lines
6.7 KiB
Python
189 lines
6.7 KiB
Python
from __future__ import annotations
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from collections import defaultdict
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from datetime import timedelta
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from enum import Enum
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from typing import Dict, List, Optional, TYPE_CHECKING, Type
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from dcs.mapping import Point
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from dcs.point import MovingPoint, PointAction
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from dcs.unittype import FlyingType
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from game import db
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from game.data.weapons import Weapon
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from game.theater.controlpoint import ControlPoint, MissionTarget
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from game.utils import Distance, meters
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if TYPE_CHECKING:
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from gen.ato import Package
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from gen.flights.flightplan import FlightPlan
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class FlightType(Enum):
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TARCAP = "TARCAP"
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BARCAP = "BARCAP"
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CAS = "CAS"
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INTERCEPTION = "Intercept"
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STRIKE = "Strike"
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ANTISHIP = "Anti-ship"
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SEAD = "SEAD"
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DEAD = "DEAD"
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ESCORT = "Escort"
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BAI = "BAI"
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SWEEP = "Fighter sweep"
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OCA_RUNWAY = "OCA/Runway"
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OCA_AIRCRAFT = "OCA/Aircraft"
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def __str__(self) -> str:
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return self.value
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class FlightWaypointType(Enum):
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TAKEOFF = 0 # Take off point
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ASCEND_POINT = 1 # Ascension point after take off
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PATROL = 2 # Patrol point
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PATROL_TRACK = 3 # Patrol race track
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NAV = 4 # Nav point
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INGRESS_STRIKE = 5 # Ingress strike (For generator, means that this should have bombing on next TARGET_POINT points)
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INGRESS_SEAD = 6 # Ingress sead (For generator, means that this should attack groups on TARGET_GROUP_LOC points)
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INGRESS_CAS = 7 # Ingress cas (should start CAS task)
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CAS = 8 # Should do CAS there
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EGRESS = 9 # Should stop attack
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DESCENT_POINT = 10 # Should start descending to pattern alt
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LANDING_POINT = 11 # Should land there
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TARGET_POINT = 12 # A target building or static object, position
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TARGET_GROUP_LOC = 13 # A target group approximate location
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TARGET_SHIP = 14 # A target ship known location
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CUSTOM = 15 # User waypoint (no specific behaviour)
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JOIN = 16
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SPLIT = 17
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LOITER = 18
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INGRESS_ESCORT = 19
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INGRESS_DEAD = 20
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INGRESS_SWEEP = 21
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INGRESS_BAI = 22
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DIVERT = 23
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INGRESS_OCA_RUNWAY = 24
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INGRESS_OCA_AIRCRAFT = 25
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class FlightWaypoint:
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def __init__(self, waypoint_type: FlightWaypointType, x: float, y: float,
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alt: Distance = meters(0)) -> None:
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"""Creates a flight waypoint.
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Args:
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waypoint_type: The waypoint type.
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x: X cooidinate of the waypoint.
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y: Y coordinate of the waypoint.
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alt: Altitude of the waypoint. By default this is AGL, but it can be
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changed to MSL by setting alt_type to "RADIO".
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"""
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self.waypoint_type = waypoint_type
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self.x = x
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self.y = y
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self.alt = alt
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self.alt_type = "BARO"
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self.name = ""
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# TODO: Merge with pretty_name.
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# Only used in the waypoint list in the flight edit page. No sense
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# having three names. A short and long form is enough.
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self.description = ""
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self.targets: List[MissionTarget] = []
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self.obj_name = ""
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self.pretty_name = ""
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self.only_for_player = False
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self.flyover = False
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# These are set very late by the air conflict generator (part of mission
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# generation). We do it late so that we don't need to propagate changes
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# to waypoint times whenever the player alters the package TOT or the
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# flight's offset in the UI.
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self.tot: Optional[timedelta] = None
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self.departure_time: Optional[timedelta] = None
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@property
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def position(self) -> Point:
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return Point(self.x, self.y)
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@classmethod
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def from_pydcs(cls, point: MovingPoint,
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from_cp: ControlPoint) -> "FlightWaypoint":
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waypoint = FlightWaypoint(FlightWaypointType.NAV, point.position.x,
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point.position.y, meters(point.alt))
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waypoint.alt_type = point.alt_type
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# Other actions exist... but none of them *should* be the first
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# waypoint for a flight.
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waypoint.waypoint_type = {
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PointAction.TurningPoint: FlightWaypointType.NAV,
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PointAction.FlyOverPoint: FlightWaypointType.NAV,
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PointAction.FromParkingArea: FlightWaypointType.TAKEOFF,
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PointAction.FromParkingAreaHot: FlightWaypointType.TAKEOFF,
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PointAction.FromRunway: FlightWaypointType.TAKEOFF,
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}[point.action]
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if waypoint.waypoint_type == FlightWaypointType.NAV:
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waypoint.name = "NAV"
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waypoint.pretty_name = "Nav"
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waypoint.description = "Nav"
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else:
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waypoint.name = "TAKEOFF"
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waypoint.pretty_name = "Takeoff"
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waypoint.description = "Takeoff"
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waypoint.description = f"Takeoff from {from_cp.name}"
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return waypoint
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class Flight:
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def __init__(self, package: Package, country: str, unit_type: Type[FlyingType],
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count: int, flight_type: FlightType, start_type: str,
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departure: ControlPoint, arrival: ControlPoint,
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divert: Optional[ControlPoint],
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custom_name: Optional[str] = None) -> None:
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self.package = package
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self.country = country
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self.unit_type = unit_type
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self.count = count
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self.departure = departure
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self.arrival = arrival
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self.divert = divert
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self.flight_type = flight_type
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# TODO: Replace with FlightPlan.
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self.targets: List[MissionTarget] = []
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self.loadout: Dict[int, Optional[Weapon]] = {}
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self.start_type = start_type
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self.use_custom_loadout = False
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self.client_count = 0
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self.custom_name = custom_name
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# Will be replaced with a more appropriate FlightPlan by
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# FlightPlanBuilder, but an empty flight plan the flight begins with an
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# empty flight plan.
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from gen.flights.flightplan import CustomFlightPlan
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self.flight_plan: FlightPlan = CustomFlightPlan(
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package=package,
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flight=self,
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custom_waypoints=[]
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)
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@property
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def from_cp(self) -> ControlPoint:
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return self.departure
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@property
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def points(self) -> List[FlightWaypoint]:
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return self.flight_plan.waypoints[1:]
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def __repr__(self):
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name = db.unit_type_name(self.unit_type)
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if self.custom_name:
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return f"{self.custom_name} {self.count} x {name}"
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return f"[{self.flight_type}] {self.count} x {name}"
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def __str__(self):
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name = db.unit_pretty_name(self.country, self.unit_type)
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if self.custom_name:
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return f"{self.custom_name} {self.count} x {name}"
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return f"[{self.flight_type}] {self.count} x {name}"
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