Add a wrapper type for ground unit info.

This commit is contained in:
Dan Albert 2021-06-17 21:48:02 -07:00
parent 8a0824880e
commit 09704b6f37
32 changed files with 469 additions and 1145 deletions

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@ -1,239 +1,17 @@
from __future__ import annotations
from enum import unique, Enum
from typing import Type
from dcs.vehicles import AirDefence, Infantry, Unarmed, Artillery, Armor
from dcs.unittype import VehicleType
from pydcs_extensions.frenchpack import frenchpack
@unique
class GroundUnitClass(Enum):
Tank = (
"Tank",
(
Armor.MBT_T_55,
Armor.MBT_T_72B,
Armor.MBT_T_72B3,
Armor.MBT_T_80U,
Armor.MBT_T_90,
Armor.MBT_Leopard_2A4,
Armor.MBT_Leopard_2A4_Trs,
Armor.MBT_Leopard_2A5,
Armor.MBT_Leopard_2A6M,
Armor.MBT_Leopard_1A3,
Armor.MBT_Leclerc,
Armor.MBT_Challenger_II,
Armor.MBT_Chieftain_Mk_3,
Armor.MBT_M1A2_Abrams,
Armor.MBT_M60A3_Patton,
Armor.MBT_Merkava_IV,
Armor.ZTZ_96B,
# WW2
# Axis
Armor.Tk_PzIV_H,
Armor.SPG_Sturmpanzer_IV_Brummbar,
Armor.MT_Pz_Kpfw_V_Panther_Ausf_G,
Armor.HT_Pz_Kpfw_VI_Tiger_I,
Armor.HT_Pz_Kpfw_VI_Ausf__B_Tiger_II,
# Allies
Armor.Tk_M4_Sherman,
Armor.CT_Centaur_IV,
Armor.CT_Cromwell_IV,
Armor.HIT_Churchill_VII,
# Mods
frenchpack.DIM__TOYOTA_BLUE,
frenchpack.DIM__TOYOTA_GREEN,
frenchpack.DIM__TOYOTA_DESERT,
frenchpack.DIM__KAMIKAZE,
frenchpack.AMX_30B2,
frenchpack.Leclerc_Serie_XXI,
),
)
Atgm = (
"ATGM",
(
Armor.ATGM_HMMWV,
Armor.ATGM_VAB_Mephisto,
Armor.ATGM_Stryker,
Armor.IFV_BMP_2,
# WW2 (Tank Destroyers)
# Axxis
Armor.SPG_StuG_III_Ausf__G,
Armor.SPG_StuG_IV,
Armor.SPG_Jagdpanzer_IV,
Armor.SPG_Jagdpanther_G1,
Armor.SPG_Sd_Kfz_184_Elefant,
# Allies
Armor.SPG_M10_GMC,
Armor.MT_M4A4_Sherman_Firefly,
# Mods
frenchpack.VBAE_CRAB_MMP,
frenchpack.VAB_MEPHISTO,
frenchpack.TRM_2000_PAMELA,
),
)
Ifv = (
"IFV",
(
Armor.IFV_BMP_3,
Armor.IFV_BMP_2,
Armor.IFV_BMP_1,
Armor.IFV_Marder,
Armor.IFV_Warrior,
Armor.SPG_Stryker_MGS,
Armor.IFV_M2A2_Bradley,
Armor.IFV_BMD_1,
Armor.ZBD_04A,
# Mods
frenchpack.VBAE_CRAB,
frenchpack.VAB_T20_13,
),
)
Apc = (
"APC",
(
Armor.IFV_M1126_Stryker_ICV,
Armor.APC_M113,
Armor.APC_BTR_80,
Armor.IFV_BTR_82A,
Armor.APC_MTLB,
Armor.APC_AAV_7_Amphibious,
Armor.APC_TPz_Fuchs,
Armor.APC_BTR_RD,
# WW2
Armor.APC_M2A1_Halftrack,
Armor.APC_Sd_Kfz_251_Halftrack,
# Mods
frenchpack.VAB__50,
frenchpack.VBL__50,
frenchpack.VBL_AANF1,
),
)
Artillery = (
"Artillery",
(
Artillery.Grad_MRL_FDDM__FC,
Artillery.MLRS_9A52_Smerch_HE_300mm,
Artillery.SPH_2S1_Gvozdika_122mm,
Artillery.SPH_2S3_Akatsia_152mm,
Artillery.MLRS_BM_21_Grad_122mm,
Artillery.MLRS_9K57_Uragan_BM_27_220mm,
Artillery.SPH_M109_Paladin_155mm,
Artillery.MLRS_M270_227mm,
Artillery.SPM_2S9_Nona_120mm_M,
Artillery.SPH_Dana_vz77_152mm,
Artillery.SPH_T155_Firtina_155mm,
Artillery.PLZ_05,
Artillery.SPH_2S19_Msta_152mm,
Artillery.MLRS_9A52_Smerch_CM_300mm,
# WW2
Artillery.SPG_M12_GMC_155mm,
),
)
Logistics = (
"Logistics",
(
Unarmed.Carrier_M30_Cargo,
Unarmed.Truck_M818_6x6,
Unarmed.Truck_KAMAZ_43101,
Unarmed.Truck_Ural_375,
Unarmed.Truck_GAZ_66,
Unarmed.Truck_GAZ_3307,
Unarmed.Truck_GAZ_3308,
Unarmed.Truck_Ural_4320_31_Arm_d,
Unarmed.Truck_Ural_4320T,
Unarmed.Truck_Opel_Blitz,
Unarmed.LUV_Kubelwagen_82,
Unarmed.Carrier_Sd_Kfz_7_Tractor,
Unarmed.LUV_Kettenrad,
Unarmed.Car_Willys_Jeep,
Unarmed.LUV_Land_Rover_109,
Unarmed.Truck_Land_Rover_101_FC,
# Mods
frenchpack.VBL,
frenchpack.VAB,
),
)
Recon = (
"Recon",
(
Armor.Scout_HMMWV,
Armor.Scout_Cobra,
Armor.LT_PT_76,
Armor.IFV_LAV_25,
Armor.Scout_BRDM_2,
# WW2
Armor.LT_Mk_VII_Tetrarch,
Armor.IFV_Sd_Kfz_234_2_Puma,
Armor.Car_M8_Greyhound_Armored,
Armor.Car_Daimler_Armored,
# Mods
frenchpack.ERC_90,
frenchpack.AMX_10RCR,
frenchpack.AMX_10RCR_SEPAR,
),
)
Infantry = (
"Infantry",
(
Infantry.Insurgent_AK_74,
Infantry.Infantry_AK_74,
Infantry.Infantry_M1_Garand,
Infantry.Infantry_Mauser_98,
Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Infantry_M4_Georgia,
Infantry.Infantry_AK_74_Rus,
Infantry.Paratrooper_AKS,
Infantry.Paratrooper_RPG_16,
Infantry.Infantry_M249,
Infantry.Infantry_M4,
Infantry.Infantry_RPG,
),
)
Shorads = (
"SHORADS",
(
AirDefence.SPAAA_ZU_23_2_Mounted_Ural_375,
AirDefence.SPAAA_ZU_23_2_Insurgent_Mounted_Ural_375,
AirDefence.SPAAA_ZSU_57_2,
AirDefence.SPAAA_ZSU_23_4_Shilka_Gun_Dish,
AirDefence.SAM_SA_8_Osa_Gecko_TEL,
AirDefence.SAM_SA_9_Strela_1_Gaskin_TEL,
AirDefence.SAM_SA_13_Strela_10M3_Gopher_TEL,
AirDefence.SAM_SA_15_Tor_Gauntlet,
AirDefence.SAM_SA_19_Tunguska_Grison,
AirDefence.SPAAA_Gepard,
AirDefence.SPAAA_Vulcan_M163,
AirDefence.SAM_Linebacker___Bradley_M6,
AirDefence.SAM_Chaparral_M48,
AirDefence.SAM_Avenger__Stinger,
AirDefence.SAM_Roland_ADS,
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.AAA_8_8cm_Flak_18,
AirDefence.AAA_8_8cm_Flak_36,
AirDefence.AAA_8_8cm_Flak_37,
AirDefence.AAA_8_8cm_Flak_41,
AirDefence.AAA_Bofors_40mm,
AirDefence.AAA_S_60_57mm,
AirDefence.AAA_M1_37mm,
AirDefence.AAA_QF_3_7,
),
)
def __init__(
self, class_name: str, unit_list: tuple[Type[VehicleType], ...]
) -> None:
self.class_name = class_name
self.unit_list = unit_list
def __contains__(self, unit_type: Type[VehicleType]) -> bool:
return unit_type in self.unit_list
Tank = "Tank"
Atgm = "ATGM"
Ifv = "IFV"
Apc = "APC"
Artillery = "Artillery"
Logistics = "Logistics"
Recon = "Recon"
Infantry = "Infantry"
Shorads = "SHORADS"
Manpads = "MANPADS"

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@ -1,8 +1,7 @@
import json
from datetime import datetime
from enum import Enum
from pathlib import Path
from typing import List, Optional, Type, Union
from typing import Optional, Type, Union
from dcs.countries import country_dict
from dcs.helicopters import (
@ -21,8 +20,6 @@ from dcs.planes import (
plane_map,
)
from dcs.ships import (
Boat_Armed_Hi_speed,
Bulker_Yakushev,
CVN_71_Theodore_Roosevelt,
CVN_72_Abraham_Lincoln,
CVN_73_George_Washington,
@ -30,21 +27,12 @@ from dcs.ships import (
CVN_75_Harry_S__Truman,
CV_1143_5_Admiral_Kuznetsov,
CV_1143_5_Admiral_Kuznetsov_2017,
Cargo_Ivanov,
LHA_1_Tarawa,
Tanker_Elnya_160,
ship_map,
)
from dcs.terrain.terrain import Airport
from dcs.unit import Ship, Unit, Vehicle
from dcs.unitgroup import ShipGroup, StaticGroup
from dcs.unittype import UnitType, VehicleType
from dcs.unittype import UnitType
from dcs.vehicles import (
AirDefence,
Armor,
Artillery,
Infantry,
Unarmed,
vehicle_map,
)
@ -250,271 +238,6 @@ For example, player accessible Hornet is called `FA_18C_hornet`, and MANPAD Igla
# to be cheap enough to repair with a single turn's income.
RUNWAY_REPAIR_COST = 100
"""
Prices for the aircraft.
This defines both price for the player (although only aircraft listed in CAP/CAS/Transport/Armor/AirDefense roles will be purchasable)
and prioritization for the enemy (i.e. less important bases will receive units with lower price)
"""
PRICES = {
# armor
Armor.APC_MTLB: 4,
Artillery.Grad_MRL_FDDM__FC: 4,
Armor.Scout_BRDM_2: 6,
Armor.APC_BTR_RD: 6,
Armor.APC_BTR_80: 8,
Armor.IFV_BTR_82A: 10,
Armor.MBT_T_55: 18,
Armor.MBT_T_72B: 20,
Armor.MBT_T_72B3: 25,
Armor.MBT_T_80U: 25,
Armor.MBT_T_90: 30,
Armor.IFV_BMD_1: 8,
Armor.IFV_BMP_1: 14,
Armor.IFV_BMP_2: 16,
Armor.IFV_BMP_3: 18,
Armor.LT_PT_76: 9,
Armor.ZBD_04A: 12,
Armor.ZTZ_96B: 30,
Armor.Scout_Cobra: 4,
Armor.APC_M113: 6,
Armor.Scout_HMMWV: 2,
Armor.ATGM_HMMWV: 8,
Armor.ATGM_VAB_Mephisto: 12,
Armor.IFV_M2A2_Bradley: 12,
Armor.IFV_M1126_Stryker_ICV: 10,
Armor.SPG_Stryker_MGS: 14,
Armor.ATGM_Stryker: 12,
Armor.MBT_M60A3_Patton: 16,
Armor.MBT_M1A2_Abrams: 25,
Armor.MBT_Leclerc: 25,
Armor.MBT_Leopard_1A3: 18,
Armor.MBT_Leopard_2A4: 20,
Armor.MBT_Leopard_2A4_Trs: 20,
Armor.MBT_Leopard_2A5: 22,
Armor.MBT_Leopard_2A6M: 25,
Armor.MBT_Merkava_IV: 25,
Armor.APC_TPz_Fuchs: 5,
Armor.MBT_Challenger_II: 25,
Armor.MBT_Chieftain_Mk_3: 20,
Armor.IFV_Marder: 10,
Armor.IFV_Warrior: 10,
Armor.IFV_LAV_25: 7,
Armor.APC_AAV_7_Amphibious: 10,
Artillery.MLRS_M270_227mm: 55,
Artillery.SPH_M109_Paladin_155mm: 25,
Artillery.SPM_2S9_Nona_120mm_M: 12,
Artillery.SPH_2S1_Gvozdika_122mm: 18,
Artillery.SPH_2S3_Akatsia_152mm: 24,
Artillery.SPH_2S19_Msta_152mm: 30,
Artillery.MLRS_BM_21_Grad_122mm: 15,
Artillery.MLRS_9K57_Uragan_BM_27_220mm: 50,
Artillery.MLRS_9A52_Smerch_HE_300mm: 40,
Artillery.Mortar_2B11_120mm: 4,
Artillery.SPH_Dana_vz77_152mm: 26,
Artillery.PLZ_05: 25,
Artillery.SPH_T155_Firtina_155mm: 28,
Artillery.MLRS_9A52_Smerch_CM_300mm: 60,
Unarmed.LUV_UAZ_469_Jeep: 3,
Unarmed.Truck_Ural_375: 3,
Unarmed.Truck_GAZ_3307: 2,
Infantry.Infantry_M4: 1,
Infantry.Infantry_AK_74: 1,
Unarmed.Truck_M818_6x6: 3,
Unarmed.LUV_Land_Rover_109: 1,
Unarmed.Truck_GAZ_3308: 1,
Unarmed.Truck_GAZ_66: 1,
Unarmed.Truck_KAMAZ_43101: 1,
Unarmed.Truck_Land_Rover_101_FC: 1,
Unarmed.Truck_Ural_4320_31_Arm_d: 1,
Unarmed.Truck_Ural_4320T: 1,
# WW2
Armor.MT_Pz_Kpfw_V_Panther_Ausf_G: 24,
Armor.Tk_PzIV_H: 16,
Armor.HT_Pz_Kpfw_VI_Tiger_I: 24,
Armor.HT_Pz_Kpfw_VI_Ausf__B_Tiger_II: 26,
Armor.SPG_Jagdpanther_G1: 18,
Armor.SPG_Jagdpanzer_IV: 11,
Armor.SPG_Sd_Kfz_184_Elefant: 18,
Armor.APC_Sd_Kfz_251_Halftrack: 4,
Armor.IFV_Sd_Kfz_234_2_Puma: 8,
Armor.Tk_M4_Sherman: 12,
Armor.MT_M4A4_Sherman_Firefly: 16,
Armor.CT_Cromwell_IV: 12,
Unarmed.Carrier_M30_Cargo: 2,
Armor.APC_M2A1_Halftrack: 4,
Armor.CT_Centaur_IV: 10,
Armor.HIT_Churchill_VII: 16,
Armor.Car_M8_Greyhound_Armored: 8,
Armor.SPG_M10_GMC: 14,
Armor.SPG_StuG_III_Ausf__G: 12,
Armor.SPG_StuG_IV: 14,
Artillery.SPG_M12_GMC_155mm: 10,
Armor.SPG_Sturmpanzer_IV_Brummbar: 10,
Armor.Car_Daimler_Armored: 8,
Armor.LT_Mk_VII_Tetrarch: 8,
Unarmed.Tractor_M4_Hi_Speed: 2,
Unarmed.Carrier_Sd_Kfz_7_Tractor: 1,
Unarmed.LUV_Kettenrad: 1,
Unarmed.LUV_Kubelwagen_82: 1,
Unarmed.Truck_Opel_Blitz: 1,
Unarmed.Truck_Bedford: 1,
Unarmed.Truck_GMC_Jimmy_6x6_Truck: 1,
Unarmed.Car_Willys_Jeep: 1,
# ship
CV_1143_5_Admiral_Kuznetsov: 100,
CVN_74_John_C__Stennis: 100,
LHA_1_Tarawa: 50,
Bulker_Yakushev: 10,
Boat_Armed_Hi_speed: 10,
Cargo_Ivanov: 10,
Tanker_Elnya_160: 10,
# Air Defence units
AirDefence.SAM_SA_19_Tunguska_Grison: 30,
AirDefence.SAM_SA_6_Kub_Gainful_TEL: 20,
AirDefence.SAM_SA_3_S_125_Goa_LN: 6,
AirDefence.SAM_SA_11_Buk_Gadfly_Fire_Dome_TEL: 30,
AirDefence.SAM_SA_11_Buk_Gadfly_C2: 25,
AirDefence.SAM_SA_11_Buk_Gadfly_Snow_Drift_SR: 28,
AirDefence.SAM_SA_8_Osa_Gecko_TEL: 28,
AirDefence.SAM_SA_15_Tor_Gauntlet: 40,
AirDefence.SAM_SA_13_Strela_10M3_Gopher_TEL: 16,
AirDefence.SAM_SA_9_Strela_1_Gaskin_TEL: 12,
AirDefence.SAM_SA_8_Osa_LD_9T217: 22,
AirDefence.SAM_Patriot_CR__AMG_AN_MRC_137: 35,
AirDefence.SAM_Patriot_ECS: 30,
AirDefence.SPAAA_Gepard: 24,
AirDefence.SAM_Hawk_Platoon_Command_Post__PCP: 14,
AirDefence.SPAAA_Vulcan_M163: 10,
AirDefence.SAM_Hawk_LN_M192: 8,
AirDefence.SAM_Chaparral_M48: 16,
AirDefence.SAM_Linebacker___Bradley_M6: 18,
AirDefence.SAM_Patriot_LN: 15,
AirDefence.SAM_Avenger__Stinger: 20,
AirDefence.SAM_Patriot_EPP_III: 15,
AirDefence.SAM_Patriot_C2_ICC: 18,
AirDefence.SAM_Roland_ADS: 12,
AirDefence.MANPADS_Stinger: 6,
AirDefence.MANPADS_Stinger_C2_Desert: 4,
AirDefence.MANPADS_Stinger_C2: 4,
AirDefence.SPAAA_ZSU_23_4_Shilka_Gun_Dish: 10,
AirDefence.SPAAA_ZSU_57_2: 12,
AirDefence.AAA_ZU_23_Closed_Emplacement: 6,
AirDefence.AAA_ZU_23_Emplacement: 6,
AirDefence.SPAAA_ZU_23_2_Mounted_Ural_375: 7,
AirDefence.AAA_ZU_23_Insurgent_Closed_Emplacement: 6,
AirDefence.SPAAA_ZU_23_2_Insurgent_Mounted_Ural_375: 7,
AirDefence.AAA_ZU_23_Insurgent_Emplacement: 6,
AirDefence.MANPADS_SA_18_Igla_Grouse: 10,
AirDefence.MANPADS_SA_18_Igla_Grouse_C2: 8,
AirDefence.MANPADS_SA_18_Igla_S_Grouse: 12,
AirDefence.MANPADS_SA_18_Igla_S_Grouse_C2: 8,
AirDefence.EWR_1L13: 30,
AirDefence.SAM_SA_6_Kub_Straight_Flush_STR: 22,
AirDefence.EWR_55G6: 30,
AirDefence.MCC_SR_Sborka_Dog_Ear_SR: 10,
AirDefence.SAM_Hawk_TR__AN_MPQ_46: 14,
AirDefence.SAM_Hawk_SR__AN_MPQ_50: 18,
AirDefence.SAM_Patriot_STR: 22,
AirDefence.SAM_Hawk_CWAR_AN_MPQ_55: 20,
AirDefence.SAM_P19_Flat_Face_SR__SA_2_3: 14,
AirDefence.SAM_Roland_EWR: 16,
AirDefence.SAM_SA_3_S_125_Low_Blow_TR: 14,
AirDefence.SAM_SA_2_S_75_Guideline_LN: 8,
AirDefence.SAM_SA_2_S_75_Fan_Song_TR: 12,
AirDefence.SAM_Rapier_LN: 6,
AirDefence.SAM_Rapier_Tracker: 6,
AirDefence.SAM_Rapier_Blindfire_TR: 8,
AirDefence.HQ_7_Self_Propelled_LN: 20,
AirDefence.HQ_7_Self_Propelled_STR: 24,
AirDefence.AAA_8_8cm_Flak_18: 6,
AirDefence.AAA_Flak_38_20mm: 6,
AirDefence.AAA_8_8cm_Flak_36: 8,
AirDefence.AAA_8_8cm_Flak_37: 9,
AirDefence.AAA_Flak_Vierling_38_Quad_20mm: 5,
AirDefence.AAA_SP_Kdo_G_40: 8,
AirDefence.SL_Flakscheinwerfer_37: 4,
AirDefence.PU_Maschinensatz_33: 10,
AirDefence.AAA_8_8cm_Flak_41: 10,
AirDefence.EWR_FuMG_401_Freya_LZ: 25,
AirDefence.AAA_Bofors_40mm: 8,
AirDefence.AAA_S_60_57mm: 8,
AirDefence.AAA_M1_37mm: 7,
AirDefence.AAA_M45_Quadmount_HB_12_7mm: 4,
AirDefence.AAA_QF_3_7: 10,
# FRENCH PACK MOD
frenchpack.AMX_10RCR: 10,
frenchpack.AMX_10RCR_SEPAR: 12,
frenchpack.ERC_90: 12,
frenchpack.MO_120_RT: 10,
frenchpack._53T2: 4,
frenchpack.TRM_2000: 4,
frenchpack.TRM_2000_Fuel: 4,
frenchpack.TRM_2000_53T2: 8,
frenchpack.TRM_2000_PAMELA: 14,
frenchpack.VAB_MEDICAL: 8,
frenchpack.VAB: 6,
frenchpack.VAB__50: 4,
frenchpack.VAB_T20_13: 6,
frenchpack.VAB_MEPHISTO: 8,
frenchpack.VAB_MORTIER: 10,
frenchpack.VBL__50: 4,
frenchpack.VBL_AANF1: 2,
frenchpack.VBL: 1,
frenchpack.VBAE_CRAB: 8,
frenchpack.VBAE_CRAB_MMP: 12,
frenchpack.AMX_30B2: 18,
frenchpack.Tracma_TD_1500: 2,
frenchpack.Infantry_Soldier_JTAC: 1,
frenchpack.Leclerc_Serie_XXI: 35,
frenchpack.DIM__TOYOTA_BLUE: 2,
frenchpack.DIM__TOYOTA_GREEN: 2,
frenchpack.DIM__TOYOTA_DESERT: 2,
frenchpack.DIM__KAMIKAZE: 6,
# SA-10
AirDefence.SAM_SA_10_S_300_Grumble_C2: 18,
AirDefence.SAM_SA_10_S_300_Grumble_Flap_Lid_TR: 24,
AirDefence.SAM_SA_10_S_300_Grumble_Clam_Shell_SR: 30,
AirDefence.SAM_SA_10_S_300_Grumble_Big_Bird_SR: 30,
AirDefence.SAM_SA_10_S_300_Grumble_TEL_C: 22,
AirDefence.SAM_SA_10_S_300_Grumble_TEL_D: 22,
# High digit sams mod
highdigitsams.AAA_SON_9_Fire_Can: 8,
highdigitsams.AAA_100mm_KS_19: 10,
highdigitsams.SAM_SA_10B_S_300PS_54K6_CP: 20,
highdigitsams.SAM_SA_10B_S_300PS_5P85SE_LN: 24,
highdigitsams.SAM_SA_10B_S_300PS_5P85SU_LN: 24,
highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85CE: 24,
highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85DE: 24,
highdigitsams.SAM_SA_10B_S_300PS_30N6_TR: 26,
highdigitsams.SAM_SA_10B_S_300PS_40B6M_TR: 26,
highdigitsams.SAM_SA_10B_S_300PS_40B6MD_SR: 32,
highdigitsams.SAM_SA_10B_S_300PS_64H6E_SR: 32,
highdigitsams.SAM_SA_12_S_300V_9S457_CP: 22,
highdigitsams.SAM_SA_12_S_300V_9A82_LN: 26,
highdigitsams.SAM_SA_12_S_300V_9A83_LN: 26,
highdigitsams.SAM_SA_12_S_300V_9S15_SR: 34,
highdigitsams.SAM_SA_12_S_300V_9S19_SR: 34,
highdigitsams.SAM_SA_12_S_300V_9S32_TR: 28,
highdigitsams.SAM_SA_20_S_300PMU1_CP_54K6: 26,
highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E: 30,
highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E_truck: 32,
highdigitsams.SAM_SA_20_S_300PMU1_SR_5N66E: 38,
highdigitsams.SAM_SA_20_S_300PMU1_SR_64N6E: 38,
highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85CE: 28,
highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85DE: 28,
highdigitsams.SAM_SA_20B_S_300PMU2_CP_54K6E2: 27,
highdigitsams.SAM_SA_20B_S_300PMU2_TR_92H6E_truck: 33,
highdigitsams.SAM_SA_20B_S_300PMU2_SR_64N6E2: 40,
highdigitsams.SAM_SA_20B_S_300PMU2_LN_5P85SE2: 30,
highdigitsams.SAM_SA_23_S_300VM_9S457ME_CP: 30,
highdigitsams.SAM_SA_23_S_300VM_9S15M2_SR: 45,
highdigitsams.SAM_SA_23_S_300VM_9S19M2_SR: 45,
highdigitsams.SAM_SA_23_S_300VM_9S32ME_TR: 35,
highdigitsams.SAM_SA_23_S_300VM_9A83ME_LN: 32,
highdigitsams.SAM_SA_23_S_300VM_9A82ME_LN: 32,
highdigitsams.SAM_SA_17_Buk_M1_2_LN_9A310M1_2: 40,
}
"""
Units separated by country.
country : DCS Country name
@ -620,107 +343,6 @@ def upgrade_to_supercarrier(unit, name: str):
return unit
MANPADS: List[Type[VehicleType]] = [
AirDefence.MANPADS_SA_18_Igla_Grouse,
AirDefence.MANPADS_SA_18_Igla_S_Grouse,
AirDefence.MANPADS_Stinger,
]
INFANTRY: List[VehicleType] = [
Infantry.Paratrooper_AKS,
Infantry.Paratrooper_AKS,
Infantry.Paratrooper_AKS,
Infantry.Paratrooper_AKS,
Infantry.Paratrooper_AKS,
Infantry.Infantry_RPG,
Infantry.Infantry_M4,
Infantry.Infantry_M4,
Infantry.Infantry_M4,
Infantry.Infantry_M4,
Infantry.Infantry_M4,
Infantry.Infantry_M249,
Artillery.Mortar_2B11_120mm,
Infantry.Infantry_AK_74,
Infantry.Infantry_AK_74,
Infantry.Infantry_AK_74,
Infantry.Infantry_AK_74,
Infantry.Infantry_AK_74,
Infantry.Paratrooper_RPG_16,
Infantry.Infantry_M4_Georgia,
Infantry.Infantry_M4_Georgia,
Infantry.Infantry_M4_Georgia,
Infantry.Infantry_M4_Georgia,
Infantry.Infantry_AK_74_Rus,
Infantry.Infantry_AK_74_Rus,
Infantry.Infantry_AK_74_Rus,
Infantry.Infantry_AK_74_Rus,
Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Infantry_Mauser_98,
Infantry.Infantry_Mauser_98,
Infantry.Infantry_Mauser_98,
Infantry.Infantry_Mauser_98,
Infantry.Infantry_M1_Garand,
Infantry.Infantry_M1_Garand,
Infantry.Infantry_M1_Garand,
Infantry.Insurgent_AK_74,
Infantry.Insurgent_AK_74,
Infantry.Insurgent_AK_74,
]
def find_manpad(country_name: str) -> List[VehicleType]:
return [x for x in MANPADS if x in FACTIONS[country_name].infantry_units]
def find_infantry(country_name: str, allow_manpad: bool = False) -> List[VehicleType]:
if allow_manpad:
inf = INFANTRY + MANPADS
else:
inf = INFANTRY
return [x for x in inf if x in FACTIONS[country_name].infantry_units]
def unit_type_name(unit_type) -> str:
return unit_type.id and unit_type.id or unit_type.name
def unit_type_name_2(unit_type) -> str:
return unit_type.name and unit_type.name or unit_type.id
def unit_get_expanded_info(
country_name: str, unit_type: Type[UnitType], request_type: str
) -> str:
original_name = unit_type.name and unit_type.name or unit_type.id
default_value = None
faction_value = None
with UNITINFOTEXT_PATH.open("r", encoding="utf-8") as fdata:
data = json.load(fdata)
type_exists = data.get(unit_type.id)
if type_exists is not None:
for faction in type_exists:
if default_value is None:
default_exists = faction.get("default")
if default_exists is not None:
default_value = default_exists.get(request_type)
if faction_value is None:
faction_exists = faction.get(country_name)
if faction_exists is not None:
faction_value = faction_exists.get(request_type)
if default_value is None:
if request_type == "text":
return "WIP - This unit doesn't have any description text yet."
if request_type == "name":
return original_name
else:
return "Unknown"
if faction_value is None:
return default_value
return faction_value
def unit_type_from_name(name: str) -> Optional[Type[UnitType]]:
if name in vehicle_map:
return vehicle_map[name]
@ -734,15 +356,6 @@ def unit_type_from_name(name: str) -> Optional[Type[UnitType]]:
return None
def unit_type_of(unit: Unit) -> UnitType:
if isinstance(unit, Vehicle):
return vehicle_map[unit.type]
elif isinstance(unit, Ship):
return ship_map[unit.type]
else:
return unit.type
def country_id_from_name(name):
for k, v in country_dict.items():
if v.name == name:

View File

@ -12,6 +12,7 @@ from dcs.helicopters import helicopter_map
from dcs.planes import plane_map
from dcs.unittype import FlyingType
from game.dcs.unittype import UnitType
from game.radio.channels import (
ChannelNamer,
RadioChannelAllocator,
@ -90,15 +91,7 @@ class RadioConfig:
@dataclass(frozen=True)
class AircraftType:
dcs_unit_type: Type[FlyingType]
name: str
description: str
year_introduced: str
country_of_origin: str
manufacturer: str
role: str
price: int
class AircraftType(UnitType[FlyingType]):
carrier_capable: bool
lha_capable: bool
always_keeps_gun: bool

View File

@ -0,0 +1,95 @@
from __future__ import annotations
import logging
from collections import defaultdict
from dataclasses import dataclass
from pathlib import Path
from typing import Type, Optional, ClassVar, Iterator
import yaml
from dcs.unittype import VehicleType
from dcs.vehicles import vehicle_map
from game.data.groundunitclass import GroundUnitClass
from game.dcs.unittype import UnitType
@dataclass(frozen=True)
class GroundUnitType(UnitType[VehicleType]):
unit_class: Optional[GroundUnitClass]
spawn_weight: int
_by_name: ClassVar[dict[str, GroundUnitType]] = {}
_by_unit_type: ClassVar[
dict[Type[VehicleType], list[GroundUnitType]]
] = defaultdict(list)
_loaded: ClassVar[bool] = False
def __str__(self) -> str:
return self.name
@property
def dcs_id(self) -> str:
return self.dcs_unit_type.id
@classmethod
def register(cls, aircraft_type: GroundUnitType) -> None:
cls._by_name[aircraft_type.name] = aircraft_type
cls._by_unit_type[aircraft_type.dcs_unit_type].append(aircraft_type)
@classmethod
def named(cls, name: str) -> GroundUnitType:
if not cls._loaded:
cls._load_all()
return cls._by_name[name]
@classmethod
def for_dcs_type(cls, dcs_unit_type: Type[VehicleType]) -> Iterator[GroundUnitType]:
yield from cls._by_unit_type[dcs_unit_type]
@staticmethod
def _each_unit_type() -> Iterator[Type[VehicleType]]:
yield from vehicle_map.values()
@classmethod
def _load_all(cls) -> None:
for unit_type in cls._each_unit_type():
for data in cls._each_variant_of(unit_type):
cls.register(data)
cls._loaded = True
@classmethod
def _each_variant_of(cls, vehicle: Type[VehicleType]) -> Iterator[GroundUnitType]:
data_path = Path("resources/units/ground_units") / f"{vehicle.id}.yaml"
if not data_path.exists():
logging.warning(f"No data for {vehicle.id}; it will not be available")
return
with data_path.open() as data_file:
data = yaml.safe_load(data_file)
try:
introduction = data["introduced"]
if introduction is None:
introduction = "N/A"
except KeyError:
introduction = "No data."
class_name = data.get("class")
unit_class: Optional[GroundUnitClass] = None
if class_name is not None:
unit_class = GroundUnitClass(class_name)
for variant in data.get("variants", [vehicle.id]):
yield GroundUnitType(
dcs_unit_type=vehicle,
unit_class=unit_class,
spawn_weight=data.get("spawn_weight", 0),
name=variant,
description=data.get("description", "No data."),
year_introduced=introduction,
country_of_origin=data.get("origin", "No data."),
manufacturer=data.get("manufacturer", "No data."),
role=data.get("role", "No data."),
price=data.get("price", 1),
)

21
game/dcs/unittype.py Normal file
View File

@ -0,0 +1,21 @@
from dataclasses import dataclass
from typing import TypeVar, Generic, Type
from dcs.unittype import UnitType as DcsUnitType
DcsUnitTypeT = TypeVar("DcsUnitTypeT", bound=DcsUnitType)
@dataclass(frozen=True)
class UnitType(Generic[DcsUnitTypeT]):
dcs_unit_type: Type[DcsUnitTypeT]
name: str
description: str
year_introduced: str
country_of_origin: str
manufacturer: str
role: str
price: int
def __str__(self) -> str:
return self.name

View File

@ -14,14 +14,12 @@ from typing import (
Dict,
Iterator,
List,
Type,
TYPE_CHECKING,
)
from dcs.unittype import UnitType
from game import db
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.theater import Airfield, ControlPoint
from game.transfers import CargoShip
from game.unitmap import (
@ -183,8 +181,8 @@ class Debriefing:
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)
def front_line_losses_by_type(self, player: bool) -> dict[GroundUnitType, int]:
losses_by_type: dict[GroundUnitType, int] = defaultdict(int)
if player:
losses = self.ground_losses.player_front_line
else:
@ -193,8 +191,8 @@ class Debriefing:
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)
def convoy_losses_by_type(self, player: bool) -> dict[GroundUnitType, int]:
losses_by_type: dict[GroundUnitType, int] = defaultdict(int)
if player:
losses = self.ground_losses.player_convoy
else:
@ -203,8 +201,8 @@ class Debriefing:
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)
def cargo_ship_losses_by_type(self, player: bool) -> dict[GroundUnitType, int]:
losses_by_type: dict[GroundUnitType, int] = defaultdict(int)
if player:
ships = self.ground_losses.player_cargo_ships
else:
@ -214,8 +212,8 @@ class Debriefing:
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)
def airlift_losses_by_type(self, player: bool) -> dict[GroundUnitType, int]:
losses_by_type: dict[GroundUnitType, int] = defaultdict(int)
if player:
losses = self.ground_losses.player_airlifts
else:

View File

@ -14,6 +14,7 @@ from game.operation.operation import Operation
from game.theater import ControlPoint
from gen import AirTaskingOrder
from gen.ground_forces.combat_stance import CombatStance
from ..dcs.groundunittype import GroundUnitType
from ..unitmap import UnitMap
if TYPE_CHECKING:
@ -439,7 +440,7 @@ class Event:
# Also transfer pending deliveries.
for unit_type, count in source.pending_unit_deliveries.units.items():
if not issubclass(unit_type, VehicleType):
if not isinstance(unit_type, GroundUnitType):
continue
if count <= 0:
# Don't transfer *sales*...

View File

@ -1,14 +1,13 @@
from __future__ import annotations
import itertools
import logging
from dataclasses import dataclass, field
from typing import Optional, Dict, Type, List, Any, cast, Iterator
from typing import Optional, Dict, Type, List, Any, Iterator
import dcs
from dcs.countries import country_dict
from dcs.planes import plane_map
from dcs.unittype import FlyingType, ShipType, VehicleType, UnitType
from dcs.vehicles import Armor, Unarmed, Infantry, Artillery, AirDefence
from dcs.unittype import ShipType, UnitType
from game.data.building_data import (
WW2_ALLIES_BUILDINGS,
@ -24,7 +23,7 @@ from game.data.doctrine import (
)
from game.data.groundunitclass import GroundUnitClass
from game.dcs.aircrafttype import AircraftType
from pydcs_extensions.mod_units import MODDED_VEHICLES
from game.dcs.groundunittype import GroundUnitType
@dataclass
@ -55,16 +54,16 @@ class Faction:
tankers: List[AircraftType] = field(default_factory=list)
# Available frontline units
frontline_units: List[Type[VehicleType]] = field(default_factory=list)
frontline_units: List[GroundUnitType] = field(default_factory=list)
# Available artillery units
artillery_units: List[Type[VehicleType]] = field(default_factory=list)
artillery_units: List[GroundUnitType] = field(default_factory=list)
# Infantry units used
infantry_units: List[Type[VehicleType]] = field(default_factory=list)
infantry_units: List[GroundUnitType] = field(default_factory=list)
# Logistics units used
logistics_units: List[Type[VehicleType]] = field(default_factory=list)
logistics_units: List[GroundUnitType] = field(default_factory=list)
# Possible SAMS site generators for this faction
air_defenses: List[str] = field(default_factory=list)
@ -135,15 +134,11 @@ class Faction:
#: both will use it.
unrestricted_satnav: bool = False
def has_access_to_unittype(self, unitclass: GroundUnitClass) -> bool:
has_access = False
for vehicle in unitclass.unit_list:
if vehicle in self.frontline_units:
def has_access_to_unittype(self, unit_class: GroundUnitClass) -> bool:
for vehicle in itertools.chain(self.frontline_units, self.artillery_units):
if vehicle.unit_class is unit_class:
return True
if vehicle in self.artillery_units:
return True
return has_access
return False
@classmethod
def from_json(cls: Type[Faction], json: Dict[str, Any]) -> Faction:
@ -172,10 +167,18 @@ class Faction:
set(faction.aircrafts + faction.awacs + faction.tankers)
)
faction.frontline_units = load_all_vehicles(json.get("frontline_units", []))
faction.artillery_units = load_all_vehicles(json.get("artillery_units", []))
faction.infantry_units = load_all_vehicles(json.get("infantry_units", []))
faction.logistics_units = load_all_vehicles(json.get("logistics_units", []))
faction.frontline_units = [
GroundUnitType.named(n) for n in json.get("frontline_units", [])
]
faction.artillery_units = [
GroundUnitType.named(n) for n in json.get("artillery_units", [])
]
faction.infantry_units = [
GroundUnitType.named(n) for n in json.get("infantry_units", [])
]
faction.logistics_units = [
GroundUnitType.named(n) for n in json.get("logistics_units", [])
]
faction.ewrs = json.get("ewrs", [])
@ -242,55 +245,24 @@ class Faction:
return faction
@property
def ground_units(self) -> Iterator[Type[VehicleType]]:
def ground_units(self) -> Iterator[GroundUnitType]:
yield from self.artillery_units
yield from self.frontline_units
yield from self.logistics_units
def unit_loader(unit: str, class_repository: List[Any]) -> Optional[Type[UnitType]]:
"""
Find unit by name
:param unit: Unit name as string
:param class_repository: Repository of classes (Either a module, a class, or a list of classes)
:return: The unit as a PyDCS type
"""
if unit is None:
return None
elif unit in plane_map.keys():
return plane_map[unit]
else:
for mother_class in class_repository:
if getattr(mother_class, unit, None) is not None:
return getattr(mother_class, unit)
if type(mother_class) is list:
for m in mother_class:
if m.__name__ == unit:
return m
logging.error(f"FACTION ERROR : Unable to find {unit} in pydcs")
return None
def load_vehicle(name: str) -> Optional[Type[VehicleType]]:
return cast(
Optional[FlyingType],
unit_loader(
name, [Infantry, Unarmed, Armor, AirDefence, Artillery, MODDED_VEHICLES]
),
)
def load_all_vehicles(data) -> List[Type[VehicleType]]:
items = []
for name in data:
item = load_vehicle(name)
if item is not None:
items.append(item)
return items
def infantry_with_class(
self, unit_class: GroundUnitClass
) -> Iterator[GroundUnitType]:
for unit in self.infantry_units:
if unit.unit_class is unit_class:
yield unit
def load_ship(name: str) -> Optional[Type[ShipType]]:
return cast(Optional[FlyingType], unit_loader(name, [dcs.ships]))
if (ship := getattr(dcs.ships, name, None)) is not None:
return ship
logging.error(f"FACTION ERROR : Unable to find {name} in dcs.ships")
return None
def load_all_ships(data) -> List[Type[ShipType]]:

View File

@ -3,13 +3,12 @@ from __future__ import annotations
import math
import random
from dataclasses import dataclass
from typing import Iterator, List, Optional, TYPE_CHECKING, Tuple, Type
from dcs.unittype import FlyingType, VehicleType
from typing import Iterator, List, Optional, TYPE_CHECKING, Tuple
from game import db
from game.data.groundunitclass import GroundUnitClass
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.factions.faction import Faction
from game.theater import ControlPoint, MissionTarget
from game.utils import Distance
@ -148,17 +147,17 @@ class ProcurementAi:
def affordable_ground_unit_of_class(
self, budget: float, unit_class: GroundUnitClass
) -> Optional[Type[VehicleType]]:
) -> Optional[GroundUnitType]:
faction_units = set(self.faction.frontline_units) | set(
self.faction.artillery_units
)
of_class = set(unit_class.unit_list) & faction_units
of_class = {u for u in faction_units if u.unit_class is unit_class}
# faction has no access to needed unit type, take a random unit
if not of_class:
of_class = faction_units
affordable_units = [u for u in of_class if db.PRICES[u] <= budget]
affordable_units = [u for u in of_class if u.price <= budget]
if not affordable_units:
return None
return random.choice(affordable_units)
@ -180,7 +179,7 @@ class ProcurementAi:
# Can't afford any more units.
break
budget -= db.PRICES[unit]
budget -= unit.price
cp.pending_unit_deliveries.order({unit: 1})
return budget
@ -361,9 +360,9 @@ class ProcurementAi:
class_cost = 0
total_cost = 0
for unit_type, count in allocations.all.items():
cost = db.PRICES[unit_type] * count
cost = unit_type.price * count
total_cost += cost
if unit_type in unit_class:
if unit_type.unit_class is unit_class:
class_cost += cost
if not total_cost:
return 0

View File

@ -1,12 +1,10 @@
import itertools
import logging
import typing
from typing import Dict, Type
from typing import Any
from dcs.unittype import VehicleType
from game.db import PRICES
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.dcs.unittype import UnitType
BASE_MAX_STRENGTH = 1
BASE_MIN_STRENGTH = 0
@ -14,8 +12,8 @@ BASE_MIN_STRENGTH = 0
class Base:
def __init__(self):
self.aircraft: Dict[AircraftType, int] = {}
self.armor: Dict[Type[VehicleType], int] = {}
self.aircraft: dict[AircraftType, int] = {}
self.armor: dict[GroundUnitType, int] = {}
self.strength = 1
@property
@ -30,13 +28,10 @@ class Base:
def total_armor_value(self) -> int:
total = 0
for unit_type, count in self.armor.items():
try:
total += PRICES[unit_type] * count
except KeyError:
logging.exception(f"No price found for {unit_type.id}")
total += unit_type.price * count
return total
def total_units_of_type(self, unit_type: typing.Any) -> int:
def total_units_of_type(self, unit_type: UnitType) -> int:
return sum(
[
c
@ -45,30 +40,25 @@ class Base:
]
)
def commission_units(self, units: typing.Dict[typing.Any, int]):
def commission_units(self, units: dict[Any, int]):
for unit_type, unit_count in units.items():
if unit_count <= 0:
continue
target_dict: dict[typing.Any, int]
target_dict: dict[Any, int]
if isinstance(unit_type, AircraftType):
target_dict = self.aircraft
elif issubclass(unit_type, VehicleType):
elif isinstance(unit_type, GroundUnitType):
target_dict = self.armor
else:
logging.error(
f"Unexpected unit type of {unit_type}: "
f"{unit_type.__module__}.{unit_type.__name__}"
)
logging.error(f"Unexpected unit type of {unit_type}")
return
target_dict[unit_type] = target_dict.get(unit_type, 0) + unit_count
def commit_losses(self, units_lost: typing.Dict[typing.Any, int]):
def commit_losses(self, units_lost: dict[Any, int]):
for unit_type, count in units_lost.items():
target_dict: dict[typing.Any, int]
target_dict: dict[Any, int]
if unit_type in self.aircraft:
target_dict = self.aircraft
elif unit_type in self.armor:

View File

@ -16,7 +16,6 @@ from typing import (
Optional,
Set,
TYPE_CHECKING,
Type,
Union,
Sequence,
Iterable,
@ -32,7 +31,6 @@ from dcs.ships import (
)
from dcs.terrain.terrain import Airport, ParkingSlot
from dcs.unit import Unit
from dcs.unittype import VehicleType
from game import db
from game.point_with_heading import PointWithHeading
@ -46,8 +44,8 @@ from .theatergroundobject import (
GenericCarrierGroundObject,
TheaterGroundObject,
)
from ..db import PRICES
from ..dcs.aircrafttype import AircraftType
from ..dcs.groundunittype import GroundUnitType
from ..utils import nautical_miles
from ..weather import Conditions
@ -161,13 +159,13 @@ class AircraftAllocations:
@dataclass(frozen=True)
class GroundUnitAllocations:
present: dict[Type[VehicleType], int]
ordered: dict[Type[VehicleType], int]
transferring: dict[Type[VehicleType], int]
present: dict[GroundUnitType, int]
ordered: dict[GroundUnitType, int]
transferring: dict[GroundUnitType, int]
@property
def all(self) -> dict[Type[VehicleType], int]:
combined: dict[Type[VehicleType], int] = defaultdict(int)
def all(self) -> dict[GroundUnitType, int]:
combined: dict[GroundUnitType, int] = defaultdict(int)
for unit_type, count in itertools.chain(
self.present.items(), self.ordered.items(), self.transferring.items()
):
@ -178,11 +176,11 @@ class GroundUnitAllocations:
def total_value(self) -> int:
total: int = 0
for unit_type, count in self.present.items():
total += PRICES[unit_type] * count
total += unit_type.price * count
for unit_type, count in self.ordered.items():
total += PRICES[unit_type] * count
total += unit_type.price * count
for unit_type, count in self.transferring.items():
total += PRICES[unit_type] * count
total += unit_type.price * count
return total
@ -697,10 +695,10 @@ class ControlPoint(MissionTarget, ABC):
) -> GroundUnitAllocations:
on_order = {}
for unit_bought, count in self.pending_unit_deliveries.units.items():
if type(unit_bought) == type and issubclass(unit_bought, VehicleType):
if isinstance(unit_bought, GroundUnitType):
on_order[unit_bought] = count
transferring: dict[Type[VehicleType], int] = defaultdict(int)
transferring: dict[GroundUnitType, int] = defaultdict(int)
for transfer in transfers:
if transfer.destination == self:
for unit_type, count in transfer.units.items():

View File

@ -12,15 +12,14 @@ from typing import (
List,
Optional,
TYPE_CHECKING,
Type,
TypeVar,
Sequence,
)
from dcs.mapping import Point
from dcs.unittype import VehicleType
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.procurement import AircraftProcurementRequest
from game.squadrons import Squadron
from game.theater import ControlPoint, MissionTarget
@ -73,7 +72,7 @@ class TransferOrder:
player: bool = field(init=False)
#: The units being transferred.
units: Dict[Type[VehicleType], int]
units: Dict[GroundUnitType, int]
transport: Optional[Transport] = field(default=None)
@ -90,7 +89,7 @@ class TransferOrder:
def kill_all(self) -> None:
self.units.clear()
def kill_unit(self, unit_type: Type[VehicleType]) -> None:
def kill_unit(self, unit_type: GroundUnitType) -> None:
if unit_type not in self.units or not self.units[unit_type]:
raise KeyError(f"{self.destination} has no {unit_type} remaining")
self.units[unit_type] -= 1
@ -99,7 +98,7 @@ class TransferOrder:
def size(self) -> int:
return sum(c for c in self.units.values())
def iter_units(self) -> Iterator[Type[VehicleType]]:
def iter_units(self) -> Iterator[GroundUnitType]:
for unit_type, count in self.units.items():
for _ in range(count):
yield unit_type
@ -157,7 +156,7 @@ class Airlift(Transport):
self.flight = flight
@property
def units(self) -> Dict[Type[VehicleType], int]:
def units(self) -> Dict[GroundUnitType, int]:
return self.transfer.units
@property
@ -315,7 +314,7 @@ class MultiGroupTransport(MissionTarget, Transport):
transfer.transport = None
self.transfers.remove(transfer)
def kill_unit(self, unit_type: Type[VehicleType]) -> None:
def kill_unit(self, unit_type: GroundUnitType) -> None:
for transfer in self.transfers:
try:
transfer.kill_unit(unit_type)
@ -338,13 +337,18 @@ class MultiGroupTransport(MissionTarget, Transport):
return sum(sum(t.units.values()) for t in self.transfers)
@property
def units(self) -> Dict[Type[VehicleType], int]:
units: Dict[Type[VehicleType], int] = defaultdict(int)
def units(self) -> dict[GroundUnitType, int]:
units: Dict[GroundUnitType, int] = defaultdict(int)
for transfer in self.transfers:
for unit_type, count in transfer.units.items():
units[unit_type] += count
return units
def iter_units(self) -> Iterator[GroundUnitType]:
for unit_type, count in self.units.items():
for _ in range(count):
yield unit_type
@property
def player_owned(self) -> bool:
return self.origin.captured

View File

@ -3,13 +3,11 @@ from __future__ import annotations
import logging
from collections import defaultdict
from dataclasses import dataclass
from typing import Dict, Optional, TYPE_CHECKING, Type, Any
from dcs.unittype import UnitType, VehicleType
from typing import Dict, Optional, TYPE_CHECKING, Any
from game.theater import ControlPoint
from .db import PRICES
from .dcs.aircrafttype import AircraftType
from .dcs.groundunittype import GroundUnitType
from .dcs.unittype import UnitType
from .theater.transitnetwork import (
NoPathError,
TransitNetwork,
@ -25,24 +23,21 @@ class GroundUnitSource:
control_point: ControlPoint
AircraftOrVehicleType = Any
class PendingUnitDeliveries:
def __init__(self, destination: ControlPoint) -> None:
self.destination = destination
# Maps unit type to order quantity.
self.units: Dict[AircraftOrVehicleType, int] = defaultdict(int)
self.units: Dict[UnitType, int] = defaultdict(int)
def __str__(self) -> str:
return f"Pending delivery to {self.destination}"
def order(self, units: Dict[AircraftOrVehicleType, int]) -> None:
def order(self, units: Dict[UnitType, int]) -> None:
for k, v in units.items():
self.units[k] += v
def sell(self, units: Dict[AircraftOrVehicleType, int]) -> None:
def sell(self, units: Dict[UnitType, int]) -> None:
for k, v in units.items():
self.units[k] -= v
@ -50,24 +45,20 @@ class PendingUnitDeliveries:
self.refund(game, self.units)
self.units = defaultdict(int)
def refund(self, game: Game, units: Dict[Type[UnitType], int]) -> None:
def refund(self, game: Game, units: Dict[UnitType, int]) -> None:
for unit_type, count in units.items():
try:
price = PRICES[unit_type]
except KeyError:
logging.error(f"Could not refund {unit_type.id}, price unknown")
continue
logging.info(f"Refunding {count} {unit_type} at {self.destination.name}")
game.adjust_budget(
unit_type.price * count, player=self.destination.captured
)
logging.info(f"Refunding {count} {unit_type.id} at {self.destination.name}")
game.adjust_budget(price * count, player=self.destination.captured)
def pending_orders(self, unit_type: AircraftOrVehicleType) -> int:
def pending_orders(self, unit_type: UnitType) -> int:
pending_units = self.units.get(unit_type)
if pending_units is None:
pending_units = 0
return pending_units
def available_next_turn(self, unit_type: AircraftOrVehicleType) -> int:
def available_next_turn(self, unit_type: UnitType) -> int:
current_units = self.destination.base.total_units_of_type(unit_type)
return self.pending_orders(unit_type) + current_units
@ -81,20 +72,14 @@ class PendingUnitDeliveries:
self.refund_all(game)
return
bought_units: Dict[AircraftOrVehicleType, int] = {}
units_needing_transfer: Dict[Type[VehicleType], int] = {}
sold_units: Dict[AircraftOrVehicleType, int] = {}
bought_units: Dict[UnitType, int] = {}
units_needing_transfer: Dict[GroundUnitType, int] = {}
sold_units: Dict[UnitType, int] = {}
for unit_type, count in self.units.items():
coalition = "Ally" if self.destination.captured else "Enemy"
if isinstance(unit_type, AircraftType):
name = unit_type.name
else:
name = unit_type.id
d: dict[Any, int]
if (
type(unit_type) == type
and issubclass(unit_type, VehicleType)
isinstance(unit_type, GroundUnitType)
and self.destination != ground_unit_source
):
source = ground_unit_source
@ -106,11 +91,11 @@ class PendingUnitDeliveries:
if count >= 0:
d[unit_type] = count
game.message(
f"{coalition} reinforcements: {name} x {count} at {source}"
f"{coalition} reinforcements: {unit_type} x {count} at {source}"
)
else:
sold_units[unit_type] = -count
game.message(f"{coalition} sold: {name} x {-count} at {source}")
game.message(f"{coalition} sold: {unit_type} x {-count} at {source}")
self.units = defaultdict(int)
self.destination.base.commission_units(bought_units)
@ -121,7 +106,7 @@ class PendingUnitDeliveries:
self.create_transfer(game, ground_unit_source, units_needing_transfer)
def create_transfer(
self, game: Game, source: ControlPoint, units: Dict[Type[VehicleType], int]
self, game: Game, source: ControlPoint, units: Dict[GroundUnitType, int]
) -> None:
game.transfers.new_transfer(TransferOrder(source, self.destination, units))

View File

@ -2,13 +2,12 @@
import itertools
import math
from dataclasses import dataclass
from typing import Dict, Optional, Type
from typing import Dict, Optional
from dcs.unit import Unit
from dcs.unitgroup import FlyingGroup, Group, VehicleGroup
from dcs.unittype import VehicleType
from game import db
from game.dcs.groundunittype import GroundUnitType
from game.squadrons import Pilot
from game.theater import Airfield, ControlPoint, TheaterGroundObject
from game.theater.theatergroundobject import BuildingGroundObject, SceneryGroundObject
@ -24,7 +23,7 @@ class FlyingUnit:
@dataclass(frozen=True)
class FrontLineUnit:
unit_type: Type[VehicleType]
unit_type: GroundUnitType
origin: ControlPoint
@ -37,13 +36,13 @@ class GroundObjectUnit:
@dataclass(frozen=True)
class ConvoyUnit:
unit_type: Type[VehicleType]
unit_type: GroundUnitType
convoy: Convoy
@dataclass(frozen=True)
class AirliftUnits:
cargo: tuple[Type[VehicleType], ...]
cargo: tuple[GroundUnitType, ...]
transfer: TransferOrder
@ -85,20 +84,15 @@ class UnitMap:
def airfield(self, name: str) -> Optional[Airfield]:
return self.airfields.get(name, None)
def add_front_line_units(self, group: Group, origin: ControlPoint) -> None:
def add_front_line_units(
self, group: Group, origin: ControlPoint, unit_type: GroundUnitType
) -> None:
for unit in group.units:
# The actual name is a String (the pydcs translatable string), which
# doesn't define __eq__.
name = str(unit.name)
if name in self.front_line_units:
raise RuntimeError(f"Duplicate front line unit: {name}")
unit_type = db.unit_type_from_name(unit.type)
if unit_type is None:
raise RuntimeError(f"Unknown unit type: {unit.type}")
if not issubclass(unit_type, VehicleType):
raise RuntimeError(
f"{name} is a {unit_type.__name__}, expected a VehicleType"
)
self.front_line_units[name] = FrontLineUnit(unit_type, origin)
def front_line_unit(self, name: str) -> Optional[FrontLineUnit]:
@ -141,19 +135,12 @@ class UnitMap:
return self.ground_object_units.get(name, None)
def add_convoy_units(self, group: Group, convoy: Convoy) -> None:
for unit in group.units:
for unit, unit_type in zip(group.units, convoy.iter_units()):
# The actual name is a String (the pydcs translatable string), which
# doesn't define __eq__.
name = str(unit.name)
if name in self.convoys:
raise RuntimeError(f"Duplicate convoy unit: {name}")
unit_type = db.unit_type_from_name(unit.type)
if unit_type is None:
raise RuntimeError(f"Unknown unit type: {unit.type}")
if not issubclass(unit_type, VehicleType):
raise RuntimeError(
f"{name} is a {unit_type.__name__}, expected a VehicleType"
)
self.convoys[name] = ConvoyUnit(unit_type, convoy)
def convoy_unit(self, name: str) -> Optional[ConvoyUnit]:

View File

@ -110,7 +110,6 @@ class AirSupportConflictGenerator:
):
# TODO: Make loiter altitude a property of the unit type.
alt, airspeed = self._get_tanker_params(tanker_unit_type.dcs_unit_type)
variant = db.unit_type_name(tanker_unit_type)
freq = self.radio_registry.alloc_uhf()
tacan = self.tacan_registry.alloc_for_band(TacanBand.Y)
tanker_heading = (
@ -175,7 +174,7 @@ class AirSupportConflictGenerator:
TankerInfo(
str(tanker_group.name),
callsign,
variant,
tanker_unit_type.name,
freq,
tacan,
blue=True,

View File

@ -10,7 +10,6 @@ from dcs.action import AITaskPush
from dcs.condition import GroupLifeLess, Or, TimeAfter, UnitDamaged
from dcs.country import Country
from dcs.mapping import Point
from dcs.planes import MQ_9_Reaper
from dcs.point import PointAction
from dcs.task import (
EPLRS,
@ -26,19 +25,18 @@ from dcs.task import (
from dcs.triggers import Event, TriggerOnce
from dcs.unit import Vehicle
from dcs.unitgroup import VehicleGroup
from dcs.unittype import VehicleType
from game import db
from game.data.groundunitclass import GroundUnitClass
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.theater.controlpoint import ControlPoint
from game.unitmap import UnitMap
from game.utils import heading_sum, opposite_heading
from game.theater.controlpoint import ControlPoint
from gen.ground_forces.ai_ground_planner import (
DISTANCE_FROM_FRONTLINE,
CombatGroup,
CombatGroupRole,
)
from .callsigns import callsign_for_support_unit
from .conflictgen import Conflict
from .ground_forces.combat_stance import CombatStance
@ -226,19 +224,18 @@ class GroundConflictGenerator:
else:
cp = self.conflict.red_cp
if is_player:
faction = self.game.player_name
else:
faction = self.game.enemy_name
faction = self.game.faction_for(is_player)
# Disable infantry unit gen if disabled
if not self.game.settings.perf_infantry:
if self.game.settings.manpads:
# 50% of armored units protected by manpad
if random.choice([True, False]):
manpads = db.find_manpad(faction)
if len(manpads) > 0:
u = random.choice(manpads)
manpads = list(faction.infantry_with_class(GroundUnitClass.Manpads))
if manpads:
u = random.choices(
manpads, weights=[m.spawn_weight for m in manpads]
)[0]
self.mission.vehicle_group(
side,
namegen.next_infantry_name(side, cp.id, u),
@ -250,30 +247,38 @@ class GroundConflictGenerator:
)
return
possible_infantry_units = db.find_infantry(
faction, allow_manpad=self.game.settings.manpads
possible_infantry_units = set(
faction.infantry_with_class(GroundUnitClass.Infantry)
)
if len(possible_infantry_units) == 0:
if self.game.settings.manpads:
possible_infantry_units |= set(
faction.infantry_with_class(GroundUnitClass.Manpads)
)
if not possible_infantry_units:
return
u = random.choice(possible_infantry_units)
infantry_choices = list(possible_infantry_units)
units = random.choices(
infantry_choices,
weights=[u.spawn_weight for u in infantry_choices],
k=INFANTRY_GROUP_SIZE,
)
self.mission.vehicle_group(
side,
namegen.next_infantry_name(side, cp.id, u),
u,
namegen.next_infantry_name(side, cp.id, units[0]),
units[0].dcs_unit_type,
position=infantry_position,
group_size=1,
heading=forward_heading,
move_formation=PointAction.OffRoad,
)
for i in range(INFANTRY_GROUP_SIZE):
u = random.choice(possible_infantry_units)
for unit in units[1:]:
position = infantry_position.random_point_within(55, 5)
self.mission.vehicle_group(
side,
namegen.next_infantry_name(side, cp.id, u),
u,
namegen.next_infantry_name(side, cp.id, unit),
unit.dcs_unit_type,
position=position,
group_size=1,
heading=forward_heading,
@ -313,7 +318,7 @@ class GroundConflictGenerator:
)
artillery_trigger.add_condition(TimeAfter(seconds=random.randint(1, 45) * 60))
# TODO: Update to fire at group instead of point
fire_task = FireAtPoint(target, len(gen_group.units) * 10, 100)
fire_task = FireAtPoint(target, gen_group.size * 10, 100)
fire_task.number = 2 if stance != CombatStance.RETREAT else 1
dcs_group.add_trigger_action(fire_task)
artillery_trigger.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
@ -503,7 +508,7 @@ class GroundConflictGenerator:
return
for dcs_group, group in ally_groups:
if hasattr(group.units[0], "eplrs") and group.units[0].eplrs:
if getattr(group.unit_type.dcs_unit_type, "eplrs", False):
dcs_group.points[0].tasks.append(EPLRS(dcs_group.id))
if group.role == CombatGroupRole.ARTILLERY:
@ -674,7 +679,7 @@ class GroundConflictGenerator:
Search the enemy groups for a potential target suitable to an artillery unit
"""
# TODO: Update to return a list of groups instead of a single point
rng = group.units[0].threat_range
rng = getattr(group.unit_type.dcs_unit_type, "threat_range", 0)
if not enemy_groups:
return None
for _ in range(10):
@ -691,7 +696,7 @@ class GroundConflictGenerator:
"""
For artilery group, decide the distance from frontline with the range of the unit
"""
rg = group.units[0].threat_range - 7500
rg = getattr(group.unit_type.dcs_unit_type, "threat_range", 0) - 7500
if rg > DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
rg = random.randint(
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][0],
@ -724,7 +729,7 @@ class GroundConflictGenerator:
def _generate_groups(
self,
groups: List[CombatGroup],
groups: list[CombatGroup],
frontline_vector: Tuple[Point, int, int],
is_player: bool,
) -> List[Tuple[VehicleGroup, CombatGroup]]:
@ -755,10 +760,9 @@ class GroundConflictGenerator:
if final_position is not None:
g = self._generate_group(
self.mission.country(country),
group.units[0],
len(group.units),
group.unit_type,
group.size,
final_position,
distance_from_frontline,
heading=opposite_heading(spawn_heading),
)
if is_player:
@ -782,10 +786,9 @@ class GroundConflictGenerator:
def _generate_group(
self,
side: Country,
unit: VehicleType,
unit_type: GroundUnitType,
count: int,
at: Point,
distance_from_frontline,
move_formation: PointAction = PointAction.OffRoad,
heading=0,
) -> VehicleGroup:
@ -795,18 +798,17 @@ class GroundConflictGenerator:
else:
cp = self.conflict.red_cp
logging.info("armorgen: {} for {}".format(unit, side.id))
group = self.mission.vehicle_group(
side,
namegen.next_unit_name(side, cp.id, unit),
unit,
namegen.next_unit_name(side, cp.id, unit_type),
unit_type.dcs_unit_type,
position=at,
group_size=count,
heading=heading,
move_formation=move_formation,
)
self.unit_map.add_front_line_units(group, cp)
self.unit_map.add_front_line_units(group, cp, unit_type)
for c in range(count):
vehicle: Vehicle = group.units[c]

View File

@ -1,15 +1,15 @@
from __future__ import annotations
import itertools
from typing import Dict, TYPE_CHECKING, Type
from typing import TYPE_CHECKING
from dcs import Mission
from dcs.mapping import Point
from dcs.point import PointAction
from dcs.unit import Vehicle
from dcs.unitgroup import VehicleGroup
from dcs.unittype import VehicleType
from game.dcs.groundunittype import GroundUnitType
from game.transfers import Convoy
from game.unitmap import UnitMap
from game.utils import kph
@ -50,7 +50,7 @@ class ConvoyGenerator:
self,
name: str,
position: Point,
units: Dict[Type[VehicleType], int],
units: dict[GroundUnitType, int],
for_player: bool,
) -> VehicleGroup:
country = self.mission.country(
@ -63,7 +63,7 @@ class ConvoyGenerator:
group = self.mission.vehicle_group(
country,
name,
main_unit_type,
main_unit_type.dcs_unit_type,
position=position,
group_size=main_unit_count,
move_formation=PointAction.OnRoad,
@ -76,7 +76,7 @@ class ConvoyGenerator:
for unit_type, count in unit_types[1:]:
for i in range(count):
v = self.mission.vehicle(
f"{name} Unit #{next(unit_name_counter)}", unit_type
f"{name} Unit #{next(unit_name_counter)}", unit_type.dcs_unit_type
)
v.position.x = position.x
v.position.y = next(y)

View File

@ -1,8 +1,11 @@
import random
from dcs.vehicles import Armor
from dcs.unitgroup import VehicleGroup
from game import db
from game import db, Game
from game.data.groundunitclass import GroundUnitClass
from game.dcs.groundunittype import GroundUnitType
from game.theater.theatergroundobject import VehicleGroupGroundObject
from gen.defenses.armored_group_generator import (
ArmoredGroupGenerator,
FixedSizeArmorGroupGenerator,
@ -14,8 +17,14 @@ def generate_armor_group(faction: str, game, ground_object):
This generate a group of ground units
:return: Generated group
"""
armor_types = (
GroundUnitClass.Apc,
GroundUnitClass.Atgm,
GroundUnitClass.Ifv,
GroundUnitClass.Tank,
)
possible_unit = [
u for u in db.FACTIONS[faction].frontline_units if u in Armor.__dict__.values()
u for u in db.FACTIONS[faction].frontline_units if u.unit_class in armor_types
]
if len(possible_unit) > 0:
unit_type = random.choice(possible_unit)
@ -23,7 +32,9 @@ def generate_armor_group(faction: str, game, ground_object):
return None
def generate_armor_group_of_type(game, ground_object, unit_type):
def generate_armor_group_of_type(
game: Game, ground_object: VehicleGroupGroundObject, unit_type: GroundUnitType
) -> VehicleGroup:
"""
This generate a group of ground units of given type
:return: Generated group
@ -33,7 +44,12 @@ def generate_armor_group_of_type(game, ground_object, unit_type):
return generator.get_generated_group()
def generate_armor_group_of_type_and_size(game, ground_object, unit_type, size: int):
def generate_armor_group_of_type_and_size(
game: Game,
ground_object: VehicleGroupGroundObject,
unit_type: GroundUnitType,
size: int,
) -> VehicleGroup:
"""
This generate a group of ground units of given type and size
:return: Generated group

View File

@ -1,15 +1,22 @@
import random
from game import Game
from game.dcs.groundunittype import GroundUnitType
from game.theater.theatergroundobject import VehicleGroupGroundObject
from gen.sam.group_generator import GroupGenerator
class ArmoredGroupGenerator(GroupGenerator):
def __init__(self, game, ground_object, unit_type):
super(ArmoredGroupGenerator, self).__init__(game, ground_object)
def __init__(
self,
game: Game,
ground_object: VehicleGroupGroundObject,
unit_type: GroundUnitType,
) -> None:
super().__init__(game, ground_object)
self.unit_type = unit_type
def generate(self):
def generate(self) -> None:
grid_x = random.randint(2, 3)
grid_y = random.randint(1, 2)
@ -20,7 +27,7 @@ class ArmoredGroupGenerator(GroupGenerator):
for j in range(grid_y):
index = index + 1
self.add_unit(
self.unit_type,
self.unit_type.dcs_unit_type,
"Armor#" + str(index),
self.position.x + spacing * i,
self.position.y + spacing * j,
@ -29,8 +36,14 @@ class ArmoredGroupGenerator(GroupGenerator):
class FixedSizeArmorGroupGenerator(GroupGenerator):
def __init__(self, game, ground_object, unit_type, size):
super(FixedSizeArmorGroupGenerator, self).__init__(game, ground_object)
def __init__(
self,
game: Game,
ground_object: VehicleGroupGroundObject,
unit_type: GroundUnitType,
size: int,
) -> None:
super().__init__(game, ground_object)
self.unit_type = unit_type
self.size = size
@ -41,7 +54,7 @@ class FixedSizeArmorGroupGenerator(GroupGenerator):
for i in range(self.size):
index = index + 1
self.add_unit(
self.unit_type,
self.unit_type.dcs_unit_type,
"Armor#" + str(index),
self.position.x + spacing * i,
self.position.y,

View File

@ -3,11 +3,9 @@ import random
from enum import Enum
from typing import Dict, List
from dcs.unittype import VehicleType
from game.theater import ControlPoint
from game.data.groundunitclass import GroundUnitClass
from game.dcs.groundunittype import GroundUnitType
from game.theater import ControlPoint
from gen.ground_forces.combat_stance import CombatStance
MAX_COMBAT_GROUP_PER_CP = 10
@ -48,17 +46,19 @@ GROUP_SIZES_BY_COMBAT_STANCE = {
class CombatGroup:
def __init__(self, role: CombatGroupRole):
self.units: List[VehicleType] = []
def __init__(
self, role: CombatGroupRole, unit_type: GroundUnitType, size: int
) -> None:
self.unit_type = unit_type
self.size = size
self.role = role
self.assigned_enemy_cp = None
self.start_position = None
def __str__(self):
s = ""
s += "ROLE : " + str(self.role) + "\n"
if len(self.units) > 0:
s += "UNITS " + self.units[0].name + " * " + str(len(self.units))
s = f"ROLE : {self.role}\n"
if self.size:
s += f"UNITS {self.unit_type} * {self.size}"
return s
@ -97,28 +97,29 @@ class GroundPlanner:
# Create combat groups and assign them randomly to each enemy CP
for unit_type in self.cp.base.armor:
if unit_type in GroundUnitClass.Tank:
unit_class = unit_type.unit_class
if unit_class is GroundUnitClass.Tank:
collection = self.tank_groups
role = CombatGroupRole.TANK
elif unit_type in GroundUnitClass.Apc:
elif unit_class is GroundUnitClass.Apc:
collection = self.apc_group
role = CombatGroupRole.APC
elif unit_type in GroundUnitClass.Artillery:
elif unit_class is GroundUnitClass.Artillery:
collection = self.art_group
role = CombatGroupRole.ARTILLERY
elif unit_type in GroundUnitClass.Ifv:
elif unit_class is GroundUnitClass.Ifv:
collection = self.ifv_group
role = CombatGroupRole.IFV
elif unit_type in GroundUnitClass.Logistics:
elif unit_class is GroundUnitClass.Logistics:
collection = self.logi_groups
role = CombatGroupRole.LOGI
elif unit_type in GroundUnitClass.Atgm:
elif unit_class is GroundUnitClass.Atgm:
collection = self.atgm_group
role = CombatGroupRole.ATGM
elif unit_type in GroundUnitClass.Shorads:
elif unit_class is GroundUnitClass.Shorads:
collection = self.shorad_groups
role = CombatGroupRole.SHORAD
elif unit_type in GroundUnitClass.Recon:
elif unit_class is GroundUnitClass.Recon:
collection = self.recon_groups
role = CombatGroupRole.RECON
else:
@ -137,17 +138,17 @@ class GroundPlanner:
while available > 0:
if role == CombatGroupRole.SHORAD:
n = 1
count = 1
else:
n = random.choice(group_size_choice)
if n > available:
count = random.choice(group_size_choice)
if count > available:
if available >= 2:
n = 2
count = 2
else:
n = 1
available -= n
count = 1
available -= count
group = CombatGroup(role)
group = CombatGroup(role, unit_type, count)
if len(self.connected_enemy_cp) > 0:
enemy_cp = random.choice(self.connected_enemy_cp).id
self.units_per_cp[enemy_cp].append(group)
@ -155,9 +156,6 @@ class GroundPlanner:
else:
self.reserve.append(group)
group.assigned_enemy_cp = "__reserve__"
for i in range(n):
group.units.append(unit_type)
collection.append(group)
if remaining_available_frontline_units == 0:

View File

@ -3,11 +3,9 @@ import time
from typing import List
from dcs.country import Country
from dcs.unittype import UnitType
from game import db
from game.dcs.aircrafttype import AircraftType
from game.dcs.unittype import UnitType
from gen.flights.flight import Flight
ALPHA_MILITARY = [
@ -298,7 +296,7 @@ class NameGenerator:
def next_unit_name(cls, country: Country, parent_base_id: int, unit_type: UnitType):
cls.number += 1
return "unit|{}|{}|{}|{}|".format(
country.id, cls.number, parent_base_id, db.unit_type_name(unit_type)
country.id, cls.number, parent_base_id, unit_type.name
)
@classmethod
@ -310,7 +308,7 @@ class NameGenerator:
country.id,
cls.infantry_number,
parent_base_id,
db.unit_type_name(unit_type),
unit_type.name,
)
@classmethod

View File

@ -10,7 +10,8 @@ from dcs.unit import Unit
from dcs.vehicles import vehicle_map
from shapely.geometry import LineString, Point as ShapelyPoint, Polygon, MultiPolygon
from game import Game, db
from game import Game
from game.dcs.groundunittype import GroundUnitType
from game.navmesh import NavMesh
from game.profiling import logged_duration
from game.theater import (
@ -191,12 +192,6 @@ class GroundObjectJs(QObject):
self.game = game
self.theater = game.theater
self.buildings = self.theater.find_ground_objects_by_obj_name(self.tgo.obj_name)
if self.tgo.is_friendly(to_player=True):
self.country = game.player_country
else:
self.country = game.enemy_country
self.dialog: Optional[QGroundObjectMenu] = None
@Slot()
@ -223,14 +218,15 @@ class GroundObjectJs(QObject):
def category(self) -> str:
return self.tgo.category
def make_unit_name(self, unit: Unit, dead: bool) -> str:
@staticmethod
def make_unit_name(unit: Unit, dead: bool) -> str:
dead_label = " [DEAD]" if dead else ""
unit_display_name = unit.type
unit_type = vehicle_map.get(unit.type)
if unit_type is not None:
unit_display_name = db.unit_get_expanded_info(
self.country, unit_type, "name"
)
dcs_unit_type = vehicle_map.get(unit.type)
if dcs_unit_type is not None:
# TODO: Make the TGO contain GroundUnitType instead of the pydcs Group.
# This is a hack because we can't know which variant was used.
unit_display_name = next(GroundUnitType.for_dcs_type(dcs_unit_type)).name
return f"Unit #{unit.id} - {unit_display_name}{dead_label}"
@Property(list, notify=unitsChanged)

View File

@ -11,7 +11,6 @@ from PySide2.QtWidgets import (
QVBoxLayout,
)
from game import db
from game.debriefing import Debriefing
@ -24,25 +23,19 @@ class LossGrid(QGridLayout):
self.add_loss_rows(debriefing.air_losses.by_type(player), lambda u: u.name)
self.add_loss_rows(
debriefing.front_line_losses_by_type(player),
lambda u: db.unit_type_name(u),
debriefing.front_line_losses_by_type(player), lambda u: str(u)
)
self.add_loss_rows(
debriefing.convoy_losses_by_type(player),
lambda u: f"{db.unit_type_name(u)} from convoy",
debriefing.convoy_losses_by_type(player), lambda u: f"{u} from convoy"
)
self.add_loss_rows(
debriefing.cargo_ship_losses_by_type(player),
lambda u: f"{db.unit_type_name(u)} from cargo ship",
lambda u: f"{u} from cargo ship",
)
self.add_loss_rows(
debriefing.airlift_losses_by_type(player),
lambda u: f"{db.unit_type_name(u)} from airlift",
)
self.add_loss_rows(
debriefing.building_losses_by_type(player),
lambda u: u,
debriefing.airlift_losses_by_type(player), lambda u: f"{u} from airlift"
)
self.add_loss_rows(debriefing.building_losses_by_type(player), lambda u: u)
# TODO: Display dead ground object units and runways.

View File

@ -1,9 +1,5 @@
from __future__ import annotations
from dataclasses import dataclass
from typing import Type, Union
import dcs
from PySide2.QtCore import Qt
from PySide2.QtGui import QIcon
from PySide2.QtWidgets import (
@ -13,79 +9,23 @@ from PySide2.QtWidgets import (
QTextBrowser,
QFrame,
)
from dcs.unittype import VehicleType
import gen.flights.ai_flight_planner_db
from game import db
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.dcs.unittype import UnitType
from game.game import Game
from gen.flights.flight import FlightType
from qt_ui.uiconstants import AIRCRAFT_BANNERS, VEHICLE_BANNERS
@dataclass(frozen=True)
class UnitInfo:
name: str
description: str
introduction_year: str
origin: str
manufacturer: str
role: str
@classmethod
def from_unit_type(
cls, country: str, unit_type: Union[AircraftType, Type[VehicleType]]
) -> UnitInfo:
if isinstance(unit_type, AircraftType):
return cls.from_aircraft(unit_type)
else:
return cls.from_vehicle_type(country, unit_type)
@classmethod
def from_aircraft(cls, aircraft: AircraftType) -> UnitInfo:
return UnitInfo(
aircraft.name,
aircraft.description,
aircraft.year_introduced,
aircraft.country_of_origin,
aircraft.manufacturer,
aircraft.role,
)
@classmethod
def from_vehicle_type(cls, country: str, unit_type: Type[VehicleType]) -> UnitInfo:
name = db.unit_get_expanded_info(country, unit_type, "name")
manufacturer = db.unit_get_expanded_info(country, unit_type, "manufacturer")
origin = db.unit_get_expanded_info(country, unit_type, "country-of-origin")
role = db.unit_get_expanded_info(country, unit_type, "role")
introduction = db.unit_get_expanded_info(
country, unit_type, "year-of-variant-introduction"
)
description = db.unit_get_expanded_info(country, unit_type, "text")
return UnitInfo(
name,
description,
introduction,
origin,
manufacturer,
role,
)
class QUnitInfoWindow(QDialog):
def __init__(
self, game: Game, unit_type: Union[AircraftType, Type[VehicleType]]
) -> None:
def __init__(self, game: Game, unit_type: UnitType) -> None:
super().__init__()
self.setModal(True)
self.game = game
self.unit_type = unit_type
if isinstance(unit_type, AircraftType):
self.name = unit_type.name
else:
self.name = db.unit_get_expanded_info(
self.game.player_country, self.unit_type, "name"
)
self.name = unit_type.name
self.setWindowTitle(f"Unit Info: {self.name}")
self.setWindowIcon(QIcon("./resources/icon.png"))
self.setMinimumHeight(570)
@ -101,8 +41,8 @@ class QUnitInfoWindow(QDialog):
if isinstance(self.unit_type, AircraftType):
pixmap = AIRCRAFT_BANNERS.get(self.unit_type.dcs_id)
elif dcs.vehicles.vehicle_map.get(self.unit_type.id) is not None:
pixmap = VEHICLE_BANNERS.get(self.unit_type.id)
elif isinstance(self.unit_type, GroundUnitType):
pixmap = VEHICLE_BANNERS.get(self.unit_type.dcs_id)
if pixmap is None:
pixmap = AIRCRAFT_BANNERS.get("Missing")
header.setPixmap(pixmap.scaled(header.width(), header.height()))
@ -115,20 +55,21 @@ class QUnitInfoWindow(QDialog):
self.details_grid_layout = QGridLayout()
self.details_grid_layout.setMargin(0)
unit_info = UnitInfo.from_unit_type(self.game.player_country, self.unit_type)
self.name_box = QLabel(
f"<b>Name:</b> {unit_info.manufacturer} {unit_info.name}"
f"<b>Name:</b> {unit_type.manufacturer} {unit_type.name}"
)
self.name_box.setProperty("style", "info-element")
self.country_box = QLabel(f"<b>Country of Origin:</b> {unit_info.origin}")
self.country_box = QLabel(
f"<b>Country of Origin:</b> {unit_type.country_of_origin}"
)
self.country_box.setProperty("style", "info-element")
self.role_box = QLabel(f"<b>Role:</b> {unit_info.role}")
self.role_box = QLabel(f"<b>Role:</b> {unit_type.role}")
self.role_box.setProperty("style", "info-element")
self.year_box = QLabel(
f"<b>Variant Introduction:</b> {unit_info.introduction_year}"
f"<b>Variant Introduction:</b> {unit_type.year_introduced}"
)
self.year_box.setProperty("style", "info-element")
@ -152,7 +93,7 @@ class QUnitInfoWindow(QDialog):
# Finally, add the description box.
self.details_text = QTextBrowser()
self.details_text.setProperty("style", "info-desc")
self.details_text.setText(unit_info.description)
self.details_text.setText(unit_type.description)
self.gridLayout.addWidget(self.details_text, 3, 0)
self.layout.addLayout(self.gridLayout, 1, 0)

View File

@ -10,7 +10,6 @@ from PySide2.QtWidgets import (
QWidget,
)
from game import db
from game.theater import ControlPoint
from game.transfers import MultiGroupTransport
from qt_ui.dialogs import Dialog
@ -19,7 +18,7 @@ from qt_ui.uiconstants import VEHICLES_ICONS
class DepartingConvoyInfo(QGroupBox):
def __init__(self, convoy: MultiGroupTransport, game_model: GameModel) -> None:
def __init__(self, convoy: MultiGroupTransport) -> None:
super().__init__(f"{convoy.name} to {convoy.destination}")
self.convoy = convoy
@ -31,17 +30,14 @@ class DepartingConvoyInfo(QGroupBox):
for idx, (unit_type, count) in enumerate(convoy.units.items()):
icon = QLabel()
if unit_type.id in VEHICLES_ICONS.keys():
icon.setPixmap(VEHICLES_ICONS[unit_type.id])
if unit_type.dcs_id in VEHICLES_ICONS.keys():
icon.setPixmap(VEHICLES_ICONS[unit_type.dcs_id])
else:
icon.setText("<b>" + unit_type.id[:8] + "</b>")
icon.setProperty("style", "icon-armor")
unit_layout.addWidget(icon, idx, 0)
unit_display_name = db.unit_get_expanded_info(
game_model.game.enemy_country, unit_type, "name"
)
unit_layout.addWidget(
QLabel(f"{count} x <strong>{unit_display_name}</strong>"),
QLabel(f"{count} x <strong>{unit_type.name}</strong>"),
idx,
1,
)
@ -68,7 +64,6 @@ class DepartingConvoysList(QFrame):
def __init__(self, cp: ControlPoint, game_model: GameModel):
super().__init__()
self.cp = cp
self.game_model = game_model
self.setMinimumWidth(500)
layout = QVBoxLayout()
@ -79,11 +74,11 @@ class DepartingConvoysList(QFrame):
scroll_content.setLayout(task_box_layout)
for convoy in game_model.game.transfers.convoys.departing_from(cp):
group_info = DepartingConvoyInfo(convoy, game_model)
group_info = DepartingConvoyInfo(convoy)
task_box_layout.addWidget(group_info)
for cargo_ship in game_model.game.transfers.cargo_ships.departing_from(cp):
group_info = DepartingConvoyInfo(cargo_ship, game_model)
group_info = DepartingConvoyInfo(cargo_ship)
task_box_layout.addWidget(group_info)
scroll_content.setLayout(task_box_layout)

View File

@ -20,10 +20,10 @@ from PySide2.QtWidgets import (
QVBoxLayout,
QWidget,
)
from dcs.task import PinpointStrike
from dcs.unittype import UnitType
from game import Game, db
from game import Game
from game.dcs.groundunittype import GroundUnitType
from game.theater import ControlPoint
from game.transfers import TransferOrder
from qt_ui.models import GameModel
@ -63,12 +63,7 @@ class UnitTransferList(QFrame):
task_box_layout = QGridLayout()
scroll_content.setLayout(task_box_layout)
units_column = sorted(
cp.base.armor,
key=lambda u: db.unit_get_expanded_info(
self.game_model.game.player_country, u, "name"
),
)
units_column = sorted(cp.base.armor, key=lambda u: u.name)
count = 0
for count, unit_type in enumerate(units_column):
@ -169,9 +164,7 @@ class ScrollingUnitTransferGrid(QFrame):
unit_types = set(self.game_model.game.faction_for(player=True).ground_units)
sorted_units = sorted(
{u for u in unit_types if self.cp.base.total_units_of_type(u)},
key=lambda u: db.unit_get_expanded_info(
self.game_model.game.player_country, u, "name"
),
key=lambda u: u.name,
)
for row, unit_type in enumerate(sorted_units):
self.add_unit_row(unit_type, task_box_layout, row)
@ -190,7 +183,7 @@ class ScrollingUnitTransferGrid(QFrame):
def add_unit_row(
self,
unit_type: Type[UnitType],
unit_type: GroundUnitType,
layout: QGridLayout,
row: int,
) -> None:
@ -203,13 +196,7 @@ class ScrollingUnitTransferGrid(QFrame):
origin_inventory = self.cp.base.total_units_of_type(unit_type)
unit_name = QLabel(
"<b>"
+ db.unit_get_expanded_info(
self.game_model.game.player_country, unit_type, "name"
)
+ "</b>"
)
unit_name = QLabel(f"<b>{unit_type.name}</b>")
unit_name.setSizePolicy(
QSizePolicy(QSizePolicy.Expanding, QSizePolicy.Expanding)
)

View File

@ -1,5 +1,4 @@
import logging
from typing import Type, Union
from PySide2.QtWidgets import (
QGroupBox,
@ -10,9 +9,8 @@ from PySide2.QtWidgets import (
QSizePolicy,
QSpacerItem,
)
from dcs.unittype import VehicleType
from game.dcs.aircrafttype import AircraftType
from game.dcs.unittype import UnitType
from game.theater import ControlPoint
from game.unitdelivery import PendingUnitDeliveries
from qt_ui.models import GameModel
@ -38,7 +36,7 @@ class QRecruitBehaviour:
return self.cp.pending_unit_deliveries
@property
def budget(self) -> int:
def budget(self) -> float:
return self.game_model.game.budget
@budget.setter
@ -47,7 +45,7 @@ class QRecruitBehaviour:
def add_purchase_row(
self,
unit_type: Union[AircraftType, Type[VehicleType]],
unit_type: UnitType,
layout: QLayout,
row: int,
) -> int:
@ -61,7 +59,7 @@ class QRecruitBehaviour:
existing_units = self.cp.base.total_units_of_type(unit_type)
scheduled_units = self.pending_deliveries.units.get(unit_type, 0)
unitName = QLabel(f"<b>{self.name_of(unit_type)}</b>")
unitName = QLabel(f"<b>{unit_type.name}</b>")
unitName.setSizePolicy(
QSizePolicy(QSizePolicy.Expanding, QSizePolicy.Expanding)
)
@ -75,7 +73,7 @@ class QRecruitBehaviour:
self.existing_units_labels[unit_type] = existing_units
self.bought_amount_labels[unit_type] = amount_bought
price = QLabel(f"<b>$ {self.price_of(unit_type)}</b> M")
price = QLabel(f"<b>$ {unit_type.price}</b> M")
price.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
buysell = QGroupBox()
@ -149,8 +147,7 @@ class QRecruitBehaviour:
return row + 1
def _update_count_label(self, unit_type: Union[AircraftType, Type[VehicleType]]):
def _update_count_label(self, unit_type: UnitType) -> None:
self.bought_amount_labels[unit_type].setText(
"<b>{}</b>".format(
unit_type in self.pending_deliveries.units
@ -166,34 +163,32 @@ class QRecruitBehaviour:
def update_available_budget(self) -> None:
GameUpdateSignal.get_instance().updateBudget(self.game_model.game)
def buy(self, unit_type: Union[AircraftType, Type[VehicleType]]):
def buy(self, unit_type: UnitType) -> None:
if not self.enable_purchase(unit_type):
logging.error(f"Purchase of {unit_type.id} not allowed at {self.cp.name}")
logging.error(f"Purchase of {unit_type} not allowed at {self.cp.name}")
return
self.pending_deliveries.order({unit_type: 1})
self.budget -= self.price_of(unit_type)
self.budget -= unit_type.price
self._update_count_label(unit_type)
self.update_available_budget()
def sell(self, unit_type):
def sell(self, unit_type: UnitType) -> None:
if self.pending_deliveries.available_next_turn(unit_type) > 0:
self.budget += self.price_of(unit_type)
self.budget += unit_type.price
self.pending_deliveries.sell({unit_type: 1})
if self.pending_deliveries.units[unit_type] == 0:
del self.pending_deliveries.units[unit_type]
self._update_count_label(unit_type)
self.update_available_budget()
def enable_purchase(
self, unit_type: Union[AircraftType, Type[VehicleType]]
) -> bool:
return self.budget >= self.price_of(unit_type)
def enable_purchase(self, unit_type: UnitType) -> bool:
return self.budget >= unit_type.price
def enable_sale(self, unit_type: Union[AircraftType, Type[VehicleType]]) -> bool:
def enable_sale(self, unit_type: UnitType) -> bool:
return True
def info(self, unit_type):
def info(self, unit_type: UnitType) -> None:
self.info_window = QUnitInfoWindow(self.game_model.game, unit_type)
self.info_window.show()
@ -202,9 +197,3 @@ class QRecruitBehaviour:
Set the maximum number of units that can be bought
"""
self.maximum_units = maximum_units
def name_of(self, unit_type: Union[AircraftType, Type[VehicleType]]) -> str:
raise NotImplementedError
def price_of(self, unit_type: Union[AircraftType, Type[VehicleType]]) -> int:
raise NotImplementedError

View File

@ -92,12 +92,6 @@ class QAircraftRecruitmentMenu(QFrame, QRecruitBehaviour):
return False
return True
def name_of(self, unit_type: AircraftType) -> str:
return unit_type.name
def price_of(self, unit_type: AircraftType) -> int:
return unit_type.price
def buy(self, unit_type: AircraftType) -> None:
if self.maximum_units > 0:
if self.cp.unclaimed_parking(self.game_model.game) <= 0:

View File

@ -1,5 +1,3 @@
from typing import Type
from PySide2.QtCore import Qt
from PySide2.QtWidgets import (
QFrame,
@ -8,10 +6,8 @@ from PySide2.QtWidgets import (
QVBoxLayout,
QWidget,
)
from dcs.unittype import UnitType, VehicleType
from game import db
from game.db import PRICES
from game.dcs.groundunittype import GroundUnitType
from game.theater import ControlPoint
from qt_ui.models import GameModel
from qt_ui.windows.basemenu.QRecruitBehaviour import QRecruitBehaviour
@ -39,11 +35,7 @@ class QArmorRecruitmentMenu(QFrame, QRecruitBehaviour):
unit_types = list(
set(self.game_model.game.faction_for(player=True).ground_units)
)
unit_types.sort(
key=lambda u: db.unit_get_expanded_info(
self.game_model.game.player_country, u, "name"
)
)
unit_types.sort(key=lambda u: u.name)
for unit_type in unit_types:
row = self.add_purchase_row(unit_type, task_box_layout, row)
stretch = QVBoxLayout()
@ -59,18 +51,10 @@ class QArmorRecruitmentMenu(QFrame, QRecruitBehaviour):
main_layout.addWidget(scroll)
self.setLayout(main_layout)
def enable_purchase(self, unit_type: Type[UnitType]) -> bool:
def enable_purchase(self, unit_type: GroundUnitType) -> bool:
if not super().enable_purchase(unit_type):
return False
return self.cp.has_ground_unit_source(self.game_model.game)
def enable_sale(self, unit_type: Type[UnitType]) -> bool:
def enable_sale(self, unit_type: GroundUnitType) -> bool:
return self.pending_deliveries.pending_orders(unit_type) > 0
def name_of(self, unit_type: Type[VehicleType]) -> str:
return db.unit_get_expanded_info(
self.game_model.game.player_country, unit_type, "name"
)
def price_of(self, unit_type: Type[VehicleType]) -> int:
return PRICES[unit_type]

View File

@ -11,7 +11,7 @@ from PySide2.QtWidgets import (
QWidget,
)
from game import Game, db
from game import Game
from game.theater import ControlPoint
@ -38,10 +38,7 @@ class QIntelInfo(QFrame):
front_line_units = defaultdict(int)
for unit_type, count in self.cp.base.armor.items():
if count:
name = db.unit_get_expanded_info(
self.game.enemy_country, unit_type, "name"
)
front_line_units[name] += count
front_line_units[unit_type.name] += count
units_by_task["Front line units"] = front_line_units
for task, unit_types in units_by_task.items():

View File

@ -20,7 +20,8 @@ from dcs import vehicles
from game import Game, db
from game.data.building_data import FORTIFICATION_BUILDINGS
from game.db import PRICES, REWARDS, unit_type_of
from game.db import REWARDS
from game.dcs.groundunittype import GroundUnitType
from game.theater import ControlPoint, TheaterGroundObject
from game.theater.theatergroundobject import (
VehicleGroupGroundObject,
@ -108,17 +109,18 @@ class QGroundObjectMenu(QDialog):
for g in self.ground_object.groups:
if not hasattr(g, "units_losts"):
g.units_losts = []
for u in g.units:
unit_display_name = u.type
unit_type = vehicles.vehicle_map.get(u.type)
if unit_type is not None:
unit_display_name = db.unit_get_expanded_info(
self.game.enemy_country, unit_type, "name"
)
for unit in g.units:
unit_display_name = unit.type
dcs_unit_type = vehicles.vehicle_map.get(unit.type)
if dcs_unit_type is not None:
# Hack: Don't know which variant is used.
unit_display_name = next(
GroundUnitType.for_dcs_type(dcs_unit_type)
).name
self.intelLayout.addWidget(
QLabel(
"<b>Unit #"
+ str(u.id)
+ str(unit.id)
+ " - "
+ str(unit_display_name)
+ "</b>"
@ -128,26 +130,30 @@ class QGroundObjectMenu(QDialog):
)
i = i + 1
for u in g.units_losts:
for unit in g.units_losts:
dcs_unit_type = vehicles.vehicle_map.get(unit.type)
if dcs_unit_type is None:
continue
utype = unit_type_of(u)
if utype in PRICES:
price = PRICES[utype]
else:
price = 6
# Hack: Don't know which variant is used.
unit_type = next(GroundUnitType.for_dcs_type(dcs_unit_type))
self.intelLayout.addWidget(
QLabel(
"<b>Unit #" + str(u.id) + " - " + str(u.type) + "</b> [DEAD]"
"<b>Unit #"
+ str(unit.id)
+ " - "
+ str(unit_type)
+ "</b> [DEAD]"
),
i,
0,
)
if self.cp.captured:
repair = QPushButton("Repair [" + str(price) + "M]")
repair = QPushButton(f"Repair [{unit_type.price}M]")
repair.setProperty("style", "btn-success")
repair.clicked.connect(
lambda u=u, g=g, p=price: self.repair_unit(g, u, p)
lambda u=unit, g=g, p=unit_type.price: self.repair_unit(g, u, p)
)
self.intelLayout.addWidget(repair, i, 1)
i = i + 1
@ -217,13 +223,12 @@ class QGroundObjectMenu(QDialog):
def update_total_value(self):
total_value = 0
for group in self.ground_object.groups:
for u in group.units:
utype = unit_type_of(u)
if utype in PRICES:
total_value = total_value + PRICES[utype]
else:
total_value = total_value + 1
if not self.ground_object.purchasable:
return
for u in self.ground_object.units:
# Hack: Unknown variant.
unit_type = next(GroundUnitType.for_dcs_type(vehicles.vehicle_map[u.type]))
total_value += unit_type.price
if self.sell_all_button is not None:
self.sell_all_button.setText("Disband (+$" + str(self.total_value) + "M)")
self.total_value = total_value
@ -340,10 +345,7 @@ class QBuyGroupForGroundObjectDialog(QDialog):
# Armored units
for unit in set(faction.ground_units):
self.buyArmorCombo.addItem(
db.unit_type_name_2(unit) + " [$" + str(db.PRICES[unit]) + "M]",
userData=unit,
)
self.buyArmorCombo.addItem(f"{unit} [${unit.price}M]", userData=unit)
self.buyArmorCombo.currentIndexChanged.connect(self.armorComboChanged)
self.amount.setMinimum(2)
@ -404,33 +406,19 @@ class QBuyGroupForGroundObjectDialog(QDialog):
)
def armorComboChanged(self, index):
self.buyArmorButton.setText(
"Buy [$"
+ str(db.PRICES[self.buyArmorCombo.itemData(index)] * self.amount.value())
+ "M][-$"
+ str(self.current_group_value)
+ "M]"
)
unit_type = self.buyArmorCombo.itemData(self.buyArmorCombo.currentIndex())
price = unit_type.price * self.amount.value()
self.buyArmorButton.setText(f"Buy [${price}M][-${self.current_group_value}M]")
def amountComboChanged(self):
self.buyArmorButton.setText(
"Buy [$"
+ str(
db.PRICES[
self.buyArmorCombo.itemData(self.buyArmorCombo.currentIndex())
]
* self.amount.value()
)
+ "M][-$"
+ str(self.current_group_value)
+ "M]"
)
unit_type = self.buyArmorCombo.itemData(self.buyArmorCombo.currentIndex())
price = unit_type.price * self.amount.value()
self.buyArmorButton.setText(f"Buy [${price}M][-${self.current_group_value}M]")
def buyArmor(self):
logging.info("Buying Armor ")
utype = self.buyArmorCombo.itemData(self.buyArmorCombo.currentIndex())
logging.info(utype)
price = db.PRICES[utype] * self.amount.value() - self.current_group_value
price = utype.price * self.amount.value() - self.current_group_value
if price > self.game.budget:
self.error_money()
self.close()

View File

@ -15,7 +15,7 @@ from PySide2.QtWidgets import (
QWidget,
)
from game.game import Game, db
from game.game import Game
from qt_ui.uiconstants import ICONS
from qt_ui.windows.finances.QFinancesMenu import FinancesLayout
@ -111,7 +111,7 @@ class ArmyIntelLayout(IntelTableLayout):
for vehicle, count in base.armor.items():
if not count:
continue
self.add_row(vehicle.id, count)
self.add_row(vehicle.name, count)
self.add_spacer()
self.add_row("<b>Total</b>", total)