class MissionGenerator: def __init__(self, game: Game, time: datetime) -> None: self.game = game self.time = time self.mission = Mission(game.theater.terrain) self.unit_map = UnitMap() self.air_support = AirSupport() self.laser_code_registry = LaserCodeRegistry() self.radio_registry = RadioRegistry() self.tacan_registry = TacanRegistry() self.generation_started = False with open("resources/default_options.lua", "r", encoding="utf-8") as f: self.mission.options.load_from_dict( dcs.lua.loads(f.read())["options"]) def generate_miz(self, output: Path) -> UnitMap: if self.generation_started: raise RuntimeError( "Mission has already begun generating. To reset, create a new " "MissionSimulation.") self.generation_started = True self.setup_mission_coalitions() self.add_airfields_to_unit_map() self.initialize_registries() EnvironmentGenerator(self.mission, self.game.conditions, self.time).generate() tgo_generator = TgoGenerator( self.mission, self.game, self.radio_registry, self.tacan_registry, self.unit_map, ) tgo_generator.generate() ConvoyGenerator(self.mission, self.game, self.unit_map).generate() CargoShipGenerator(self.mission, self.game, self.unit_map).generate() self.generate_destroyed_units() # Generate ground conflicts first so the JTACs get the first laser code (1688) # rather than the first player flight with a TGP. self.generate_ground_conflicts() air_support, flights = self.generate_air_units(tgo_generator) TriggerGenerator(self.mission, self.game).generate() ForcedOptionsGenerator(self.mission, self.game).generate() VisualsGenerator(self.mission, self.game).generate() LuaGenerator(self.game, self.mission, air_support, flights).generate() DrawingsGenerator(self.mission, self.game).generate() self.setup_combined_arms() self.notify_info_generators(tgo_generator, air_support, flights) # TODO: Shouldn't this be first? namegen.reset_numbers() self.mission.save(output) return self.unit_map def setup_mission_coalitions(self) -> None: self.mission.coalition["blue"] = Coalition( "blue", bullseye=self.game.blue.bullseye.to_pydcs()) self.mission.coalition["red"] = Coalition( "red", bullseye=self.game.red.bullseye.to_pydcs()) self.mission.coalition["neutrals"] = Coalition( "neutrals", bullseye=Bullseye(Point(0, 0, self.mission.terrain)).to_pydcs()) p_country = self.game.blue.country_name e_country = self.game.red.country_name self.mission.coalition["blue"].add_country( country_dict[country_id_from_name(p_country)]()) self.mission.coalition["red"].add_country( country_dict[country_id_from_name(e_country)]()) belligerents = [ country_id_from_name(p_country), country_id_from_name(e_country), ] for country in country_dict.keys(): if country not in belligerents: self.mission.coalition["neutrals"].add_country( country_dict[country]()) def add_airfields_to_unit_map(self) -> None: for control_point in self.game.theater.controlpoints: if isinstance(control_point, Airfield): self.unit_map.add_airfield(control_point) def initialize_registries(self) -> None: unique_map_frequencies: set[RadioFrequency] = set() self.initialize_tacan_registry(unique_map_frequencies) self.initialize_radio_registry(unique_map_frequencies) for frequency in unique_map_frequencies: self.radio_registry.reserve(frequency) def initialize_tacan_registry( self, unique_map_frequencies: set[RadioFrequency]) -> None: """ Dedup beacon/radio frequencies, since some maps have some frequencies used multiple times. """ beacons = load_beacons_for_terrain(self.game.theater.terrain.name) for beacon in beacons: unique_map_frequencies.add(beacon.frequency) if beacon.is_tacan: if beacon.channel is None: logging.warning( f"TACAN beacon has no channel: {beacon.callsign}") else: self.tacan_registry.mark_unavailable(beacon.tacan_channel) def initialize_radio_registry( self, unique_map_frequencies: set[RadioFrequency]) -> None: for data in AirfieldData.for_theater(self.game.theater): if data.atc is not None: unique_map_frequencies.add(data.atc.hf) unique_map_frequencies.add(data.atc.vhf_fm) unique_map_frequencies.add(data.atc.vhf_am) unique_map_frequencies.add(data.atc.uhf) # No need to reserve ILS or TACAN because those are in the # beacon list. def generate_ground_conflicts(self) -> None: """Generate FLOTs and JTACs for each active front line.""" for front_line in self.game.theater.conflicts(): player_cp = front_line.blue_cp enemy_cp = front_line.red_cp conflict = FrontLineConflictDescription.frontline_cas_conflict( self.game.blue.faction.name, self.game.red.faction.name, self.mission.country(self.game.blue.country_name), self.mission.country(self.game.red.country_name), front_line, self.game.theater, ) # Generate frontline ops player_gp = self.game.ground_planners[player_cp.id].units_per_cp[ enemy_cp.id] enemy_gp = self.game.ground_planners[enemy_cp.id].units_per_cp[ player_cp.id] ground_conflict_gen = FlotGenerator( self.mission, conflict, self.game, player_gp, enemy_gp, player_cp.stances[enemy_cp.id], enemy_cp.stances[player_cp.id], self.unit_map, self.radio_registry, self.air_support, self.laser_code_registry, ) ground_conflict_gen.generate() def generate_air_units( self, tgo_generator: TgoGenerator ) -> tuple[AirSupport, list[FlightData]]: """Generate the air units for the Operation""" # Air Support (Tanker & Awacs) air_support_generator = AirSupportGenerator( self.mission, self.describe_air_conflict(), self.game, self.radio_registry, self.tacan_registry, self.air_support, ) air_support_generator.generate() # Generate Aircraft Activity on the map aircraft_generator = AircraftGenerator( self.mission, self.game.settings, self.game, self.time, self.radio_registry, self.tacan_registry, self.laser_code_registry, self.unit_map, air_support=air_support_generator.air_support, helipads=tgo_generator.helipads, ) aircraft_generator.clear_parking_slots() aircraft_generator.generate_flights( self.mission.country(self.game.blue.country_name), self.game.blue.ato, tgo_generator.runways, ) aircraft_generator.generate_flights( self.mission.country(self.game.red.country_name), self.game.red.ato, tgo_generator.runways, ) aircraft_generator.spawn_unused_aircraft( self.mission.country(self.game.blue.country_name), self.mission.country(self.game.red.country_name), ) for flight in aircraft_generator.flights: if not flight.client_units: continue flight.aircraft_type.assign_channels_for_flight( flight, air_support_generator.air_support) return air_support_generator.air_support, aircraft_generator.flights def generate_destroyed_units(self) -> None: """Add destroyed units to the Mission""" if not self.game.settings.perf_destroyed_units: return for d in self.game.get_destroyed_units(): try: type_name = d["type"] if not isinstance(type_name, str): raise TypeError( "Expected the type of the destroyed static to be a string" ) utype = unit_type_from_name(type_name) except KeyError: logging.warning(f"Destroyed unit has no type: {d}") continue pos = Point(cast(float, d["x"]), cast(float, d["z"]), self.mission.terrain) if utype is not None and not self.game.position_culled(pos): self.mission.static_group( country=self.mission.country(self.game.blue.country_name), name="", _type=utype, hidden=True, position=pos, heading=d["orientation"], dead=True, ) def describe_air_conflict(self) -> FrontLineConflictDescription: player_cp, enemy_cp = self.game.theater.closest_opposing_control_points( ) mid_point = player_cp.position.point_from_heading( player_cp.position.heading_between_point(enemy_cp.position), player_cp.position.distance_to_point(enemy_cp.position) / 2, ) return FrontLineConflictDescription( self.game.theater, FrontLine(player_cp, enemy_cp), self.game.blue.faction.name, self.game.red.faction.name, self.mission.country(self.game.blue.country_name), self.mission.country(self.game.red.country_name), mid_point, ) def notify_info_generators( self, tgo_generator: TgoGenerator, air_support: AirSupport, flights: list[FlightData], ) -> None: """Generates subscribed MissionInfoGenerator objects.""" gens: list[MissionInfoGenerator] = [ KneeboardGenerator(self.mission, self.game), BriefingGenerator(self.mission, self.game), ] for gen in gens: for dynamic_runway in tgo_generator.runways.values(): gen.add_dynamic_runway(dynamic_runway) for tanker in air_support.tankers: if tanker.blue: gen.add_tanker(tanker) for aewc in air_support.awacs: if aewc.blue: gen.add_awacs(aewc) for jtac in air_support.jtacs: if jtac.blue: gen.add_jtac(jtac) for flight in flights: gen.add_flight(flight) gen.generate() def setup_combined_arms(self) -> None: self.mission.groundControl.pilot_can_control_vehicles = COMBINED_ARMS_SLOTS > 0 self.mission.groundControl.blue_tactical_commander = COMBINED_ARMS_SLOTS self.mission.groundControl.blue_observer = 1
class Operation: attackers_starting_position = None # type: db.StartingPosition defenders_starting_position = None # type: db.StartingPosition current_mission = None # type: Mission regular_mission = None # type: Mission quick_mission = None # type: Mission conflict = None # type: Conflict airgen = None # type: AircraftConflictGenerator triggersgen = None # type: TriggersGenerator airsupportgen = None # type: AirSupportConflictGenerator visualgen = None # type: VisualGenerator groundobjectgen = None # type: GroundObjectsGenerator briefinggen = None # type: BriefingGenerator forcedoptionsgen = None # type: ForcedOptionsGenerator radio_registry: Optional[RadioRegistry] = None tacan_registry: Optional[TacanRegistry] = None environment_settings = None trigger_radius = TRIGGER_RADIUS_MEDIUM is_quick = None is_awacs_enabled = False ca_slots = 0 def __init__(self, game, attacker_name: str, defender_name: str, from_cp: ControlPoint, departure_cp: ControlPoint, to_cp: ControlPoint): self.game = game self.attacker_name = attacker_name self.attacker_country = db.FACTIONS[attacker_name].country self.defender_name = defender_name self.defender_country = db.FACTIONS[defender_name].country print(self.defender_country, self.attacker_country) self.from_cp = from_cp self.departure_cp = departure_cp self.to_cp = to_cp self.is_quick = False self.plugin_scripts: List[str] = [] def units_of(self, country_name: str) -> List[UnitType]: return [] def is_successfull(self, debriefing: Debriefing) -> bool: return True @property def is_player_attack(self) -> bool: return self.from_cp.captured def initialize(self, mission: Mission, conflict: Conflict): self.current_mission = mission self.conflict = conflict # self.briefinggen = BriefingGenerator(self.current_mission, self.game) Is it safe to remove this, or does it also break save compat? def prepare(self, terrain: Terrain, is_quick: bool): with open("resources/default_options.lua", "r") as f: options_dict = loads(f.read())["options"] self.current_mission = Mission(terrain) print(self.game.player_country) print(country_dict[db.country_id_from_name(self.game.player_country)]) print(country_dict[db.country_id_from_name( self.game.player_country)]()) # Setup coalition : self.current_mission.coalition["blue"] = Coalition("blue") self.current_mission.coalition["red"] = Coalition("red") p_country = self.game.player_country e_country = self.game.enemy_country self.current_mission.coalition["blue"].add_country( country_dict[db.country_id_from_name(p_country)]()) self.current_mission.coalition["red"].add_country( country_dict[db.country_id_from_name(e_country)]()) print([ c for c in self.current_mission.coalition["blue"].countries.keys() ]) print([ c for c in self.current_mission.coalition["red"].countries.keys() ]) if is_quick: self.quick_mission = self.current_mission else: self.regular_mission = self.current_mission self.current_mission.options.load_from_dict(options_dict) self.is_quick = is_quick if is_quick: self.attackers_starting_position = None self.defenders_starting_position = None else: self.attackers_starting_position = self.departure_cp.at # TODO: Is this possible? if self.to_cp is not None: self.defenders_starting_position = self.to_cp.at else: self.defenders_starting_position = None def inject_lua_trigger(self, contents: str, comment: str) -> None: trigger = TriggerStart(comment=comment) trigger.add_action(DoScript(String(contents))) self.current_mission.triggerrules.triggers.append(trigger) def bypass_plugin_script(self, mnemonic: str) -> None: self.plugin_scripts.append(mnemonic) def inject_plugin_script(self, plugin_mnemonic: str, script: str, script_mnemonic: str) -> None: if script_mnemonic in self.plugin_scripts: logging.debug( f"Skipping already loaded {script} for {plugin_mnemonic}") else: self.plugin_scripts.append(script_mnemonic) plugin_path = Path("./resources/plugins", plugin_mnemonic) script_path = Path(plugin_path, script) if not script_path.exists(): logging.error( f"Cannot find {script_path} for plugin {plugin_mnemonic}") return trigger = TriggerStart(comment=f"Load {script_mnemonic}") filename = script_path.resolve() fileref = self.current_mission.map_resource.add_resource_file( filename) trigger.add_action(DoScriptFile(fileref)) self.current_mission.triggerrules.triggers.append(trigger) def notify_info_generators( self, groundobjectgen: GroundObjectsGenerator, airsupportgen: AirSupportConflictGenerator, jtacs: List[JtacInfo], airgen: AircraftConflictGenerator, ): """Generates subscribed MissionInfoGenerator objects (currently kneeboards and briefings) """ gens: List[MissionInfoGenerator] = [ KneeboardGenerator(self.current_mission, self.game), BriefingGenerator(self.current_mission, self.game) ] for gen in gens: for dynamic_runway in groundobjectgen.runways.values(): gen.add_dynamic_runway(dynamic_runway) for tanker in airsupportgen.air_support.tankers: gen.add_tanker(tanker) if self.is_awacs_enabled: for awacs in airsupportgen.air_support.awacs: gen.add_awacs(awacs) for jtac in jtacs: gen.add_jtac(jtac) for flight in airgen.flights: gen.add_flight(flight) gen.generate() def generate(self): radio_registry = RadioRegistry() tacan_registry = TacanRegistry() # Dedup beacon/radio frequencies, since some maps have some frequencies # used multiple times. beacons = load_beacons_for_terrain(self.game.theater.terrain.name) unique_map_frequencies: Set[RadioFrequency] = set() for beacon in beacons: unique_map_frequencies.add(beacon.frequency) if beacon.is_tacan: if beacon.channel is None: logging.error( f"TACAN beacon has no channel: {beacon.callsign}") else: tacan_registry.reserve(beacon.tacan_channel) for airfield, data in AIRFIELD_DATA.items(): if data.theater == self.game.theater.terrain.name: unique_map_frequencies.add(data.atc.hf) unique_map_frequencies.add(data.atc.vhf_fm) unique_map_frequencies.add(data.atc.vhf_am) unique_map_frequencies.add(data.atc.uhf) # No need to reserve ILS or TACAN because those are in the # beacon list. for frequency in unique_map_frequencies: radio_registry.reserve(frequency) # Set mission time and weather conditions. EnvironmentGenerator(self.current_mission, self.game.conditions).generate() # Generate ground object first groundobjectgen = GroundObjectsGenerator(self.current_mission, self.conflict, self.game, radio_registry, tacan_registry) groundobjectgen.generate() # Generate destroyed units for d in self.game.get_destroyed_units(): try: utype = db.unit_type_from_name(d["type"]) except KeyError: continue pos = Point(d["x"], d["z"]) if utype is not None and not self.game.position_culled( pos) and self.game.settings.perf_destroyed_units: self.current_mission.static_group( country=self.current_mission.country( self.game.player_country), name="", _type=utype, hidden=True, position=pos, heading=d["orientation"], dead=True, ) # Air Support (Tanker & Awacs) airsupportgen = AirSupportConflictGenerator(self.current_mission, self.conflict, self.game, radio_registry, tacan_registry) airsupportgen.generate(self.is_awacs_enabled) # Generate Activity on the map airgen = AircraftConflictGenerator(self.current_mission, self.conflict, self.game.settings, self.game, radio_registry) airgen.generate_flights( self.current_mission.country(self.game.player_country), self.game.blue_ato, groundobjectgen.runways) airgen.generate_flights( self.current_mission.country(self.game.enemy_country), self.game.red_ato, groundobjectgen.runways) # Generate ground units on frontline everywhere jtacs: List[JtacInfo] = [] for front_line in self.game.theater.conflicts(True): player_cp = front_line.control_point_a enemy_cp = front_line.control_point_b conflict = Conflict.frontline_cas_conflict( self.attacker_name, self.defender_name, self.current_mission.country(self.attacker_country), self.current_mission.country(self.defender_country), player_cp, enemy_cp, self.game.theater) # Generate frontline ops player_gp = self.game.ground_planners[player_cp.id].units_per_cp[ enemy_cp.id] enemy_gp = self.game.ground_planners[enemy_cp.id].units_per_cp[ player_cp.id] groundConflictGen = GroundConflictGenerator( self.current_mission, conflict, self.game, player_gp, enemy_gp, player_cp.stances[enemy_cp.id]) groundConflictGen.generate() jtacs.extend(groundConflictGen.jtacs) # Setup combined arms parameters self.current_mission.groundControl.pilot_can_control_vehicles = self.ca_slots > 0 if self.game.player_country in [ country.name for country in self.current_mission.coalition["blue"].countries.values() ]: self.current_mission.groundControl.blue_tactical_commander = self.ca_slots else: self.current_mission.groundControl.red_tactical_commander = self.ca_slots # Triggers triggersgen = TriggersGenerator(self.current_mission, self.conflict, self.game) triggersgen.generate() # Options forcedoptionsgen = ForcedOptionsGenerator(self.current_mission, self.conflict, self.game) forcedoptionsgen.generate() # Generate Visuals Smoke Effects visualgen = VisualGenerator(self.current_mission, self.conflict, self.game) if self.game.settings.perf_smoke_gen: visualgen.generate() luaData = {} luaData["AircraftCarriers"] = {} luaData["Tankers"] = {} luaData["AWACs"] = {} luaData["JTACs"] = {} luaData["TargetPoints"] = {} self.assign_channels_to_flights(airgen.flights, airsupportgen.air_support) for tanker in airsupportgen.air_support.tankers: luaData["Tankers"][tanker.callsign] = { "dcsGroupName": tanker.dcsGroupName, "callsign": tanker.callsign, "variant": tanker.variant, "radio": tanker.freq.mhz, "tacan": str(tanker.tacan.number) + tanker.tacan.band.name } if self.is_awacs_enabled: for awacs in airsupportgen.air_support.awacs: luaData["AWACs"][awacs.callsign] = { "dcsGroupName": awacs.dcsGroupName, "callsign": awacs.callsign, "radio": awacs.freq.mhz } for jtac in jtacs: luaData["JTACs"][jtac.callsign] = { "dcsGroupName": jtac.dcsGroupName, "callsign": jtac.callsign, "zone": jtac.region, "dcsUnit": jtac.unit_name, "laserCode": jtac.code } for flight in airgen.flights: if flight.friendly and flight.flight_type in [ FlightType.ANTISHIP, FlightType.DEAD, FlightType.SEAD, FlightType.STRIKE ]: flightType = flight.flight_type.name flightTarget = flight.package.target if flightTarget: flightTargetName = None flightTargetType = None if hasattr(flightTarget, 'obj_name'): flightTargetName = flightTarget.obj_name flightTargetType = flightType + f" TGT ({flightTarget.category})" elif hasattr(flightTarget, 'name'): flightTargetName = flightTarget.name flightTargetType = flightType + " TGT (Airbase)" luaData["TargetPoints"][flightTargetName] = { "name": flightTargetName, "type": flightTargetType, "position": { "x": flightTarget.position.x, "y": flightTarget.position.y } } # set a LUA table with data from Liberation that we want to set # at the moment it contains Liberation's install path, and an overridable definition for the JTACAutoLase function # later, we'll add data about the units and points having been generated, in order to facilitate the configuration of the plugin lua scripts state_location = "[[" + os.path.abspath(".") + "]]" lua = """ -- setting configuration table env.info("DCSLiberation|: setting configuration table") -- all data in this table is overridable. dcsLiberation = {} -- the base location for state.json; if non-existent, it'll be replaced with LIBERATION_EXPORT_DIR, TEMP, or DCS working directory dcsLiberation.installPath=""" + state_location + """ """ # Process the tankers lua += """ -- list the tankers generated by Liberation dcsLiberation.Tankers = { """ for key in luaData["Tankers"]: data = luaData["Tankers"][key] dcsGroupName = data["dcsGroupName"] callsign = data["callsign"] variant = data["variant"] tacan = data["tacan"] radio = data["radio"] lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', variant='{variant}', tacan='{tacan}', radio='{radio}' }}, \n" #lua += f" {{name='{dcsGroupName}', description='{callsign} ({variant})', information='Tacan:{tacan} Radio:{radio}' }}, \n" lua += "}" # Process the AWACSes lua += """ -- list the AWACs generated by Liberation dcsLiberation.AWACs = { """ for key in luaData["AWACs"]: data = luaData["AWACs"][key] dcsGroupName = data["dcsGroupName"] callsign = data["callsign"] radio = data["radio"] lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', radio='{radio}' }}, \n" #lua += f" {{name='{dcsGroupName}', description='{callsign} (AWACS)', information='Radio:{radio}' }}, \n" lua += "}" # Process the JTACs lua += """ -- list the JTACs generated by Liberation dcsLiberation.JTACs = { """ for key in luaData["JTACs"]: data = luaData["JTACs"][key] dcsGroupName = data["dcsGroupName"] callsign = data["callsign"] zone = data["zone"] laserCode = data["laserCode"] dcsUnit = data["dcsUnit"] lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', zone='{zone}', laserCode='{laserCode}', dcsUnit='{dcsUnit}' }}, \n" #lua += f" {{name='{dcsGroupName}', description='JTAC {callsign} ', information='Laser:{laserCode}', jtac={laserCode} }}, \n" lua += "}" # Process the Target Points lua += """ -- list the target points generated by Liberation dcsLiberation.TargetPoints = { """ for key in luaData["TargetPoints"]: data = luaData["TargetPoints"][key] name = data["name"] pointType = data["type"] positionX = data["position"]["x"] positionY = data["position"]["y"] lua += f" {{name='{name}', pointType='{pointType}', positionX='{positionX}', positionY='{positionY}' }}, \n" #lua += f" {{name='{pointType} {name}', point{{x={positionX}, z={positionY} }} }}, \n" lua += "}" lua += """ -- list the airbases generated by Liberation -- dcsLiberation.Airbases = {} -- list the aircraft carriers generated by Liberation -- dcsLiberation.Carriers = {} -- later, we'll add more data to the table """ trigger = TriggerStart(comment="Set DCS Liberation data") trigger.add_action(DoScript(String(lua))) self.current_mission.triggerrules.triggers.append(trigger) # Inject Plugins Lua Scripts and data for plugin in LuaPluginManager.plugins(): if plugin.enabled: plugin.inject_scripts(self) plugin.inject_configuration(self) self.assign_channels_to_flights(airgen.flights, airsupportgen.air_support) self.notify_info_generators(groundobjectgen, airsupportgen, jtacs, airgen) def assign_channels_to_flights(self, flights: List[FlightData], air_support: AirSupport) -> None: """Assigns preset radio channels for client flights.""" for flight in flights: if not flight.client_units: continue self.assign_channels_to_flight(flight, air_support) def assign_channels_to_flight(self, flight: FlightData, air_support: AirSupport) -> None: """Assigns preset radio channels for a client flight.""" airframe = flight.aircraft_type try: aircraft_data = AIRCRAFT_DATA[airframe.id] except KeyError: logging.warning(f"No aircraft data for {airframe.id}") return if aircraft_data.channel_allocator is not None: aircraft_data.channel_allocator.assign_channels_for_flight( flight, air_support)