refactor frontline brief generation

This commit is contained in:
walterroach 2020-10-29 23:39:05 -05:00 committed by Dan Albert
parent 0143e5641f
commit 6878b57fba
2 changed files with 109 additions and 109 deletions

View File

@ -90,8 +90,7 @@ class Operation:
def initialize(self, mission: Mission, conflict: Conflict):
self.current_mission = mission
self.conflict = conflict
self.briefinggen = BriefingGenerator(self.current_mission,
self.conflict, self.game)
self.briefinggen = BriefingGenerator(self.current_mission, self.game)
def prepare(self, terrain: Terrain, is_quick: bool):
with open("resources/default_options.lua", "r") as f:

View File

@ -27,6 +27,110 @@ class CommInfo:
name: str
freq: RadioFrequency
class FrontLineInfo:
def __init__(self, front_line: FrontLine):
self.front_line: FrontLine = front_line
self.player_base: ControlPoint = front_line.control_point_a
self.enemy_base: ControlPoint = front_line.control_point_b
self.player_zero: bool = self.player_base.base.total_armor == 0
self.enemy_zero: bool = self.enemy_base.base.total_armor == 0
self.advantage: bool = self.player_base.base.total_armor > self.enemy_base.base.total_armor
self.stance: CombatStance = self.player_base.stances[self.enemy_base.id]
@property
def _random_frontline_sentence(self) -> str:
'''Random sentences for start of situation briefing'''
templates = [
f"There are combats between {self.player_base.name} and {self.enemy_base.name}. ",
f"The war on the ground is still going on between {self.player_base.name} and {self.enemy_base.name}. ",
f"Our ground forces in {self.player_base.name} are opposed to enemy forces based in {self.enemy_base.name}. ",
f"Our forces from {self.player_base.name} are fighting enemies based in {self.enemy_base.name}. ",
f"There is an active frontline between {self.player_base.name} and {self.enemy_base.name}. ",
]
return random.choice(templates)
@property
def _zero_units_sentence(self) -> str:
'''Situation description if either side has zero units on a frontline'''
if self.player_zero:
return ("We do not have a single vehicle available to hold our position, the situation is"
"critical, and we will lose ground inevitably.")
elif self.enemy_zero:
return ("The enemy forces have been crushed, we will be able to make significant progress"
f" toward {enemy_base.name}.")
return None
@property
def _advantage_description(self) -> str:
'''Situation description for when player has numerical advantage on the frontline'''
if self.stance == CombatStance.AGGRESSIVE:
return (
"On this location, our ground forces will try to make "
"progress against the enemy. As the enemy is outnumbered, "
"our forces should have no issue making progress."
)
elif self.stance == CombatStance.ELIMINATION:
return (
"On this location, our ground forces will focus on the destruction of enemy"
f"assets, before attempting to make progress toward {enemy_base.name}. "
"The enemy is already outnumbered, and this maneuver might draw a final "
"blow to their forces."
)
elif self.stance == CombatStance.BREAKTHROUGH:
return (
"On this location, our ground forces will focus on progression toward "
f"{enemy_base.name}."
)
elif self.stance in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
return (
"On this location, our ground forces will hold position. We are not expecting an enemy assault."
)
# TODO: Write a situation description for player RETREAT stance
elif self.stance == CombatStance.RETREAT:
return ''
else:
logging.warning('Briefing did not receive a known CombatStance')
@property
def _disadvantage_description(self):
if self.stance == CombatStance.AGGRESSIVE:
return (
"On this location, our ground forces will try an audacious "
"assault against enemies in superior numbers. The operation"
" is risky, and the enemy might counter attack."
)
elif self.stance == CombatStance.ELIMINATION:
return (
"On this location, our ground forces will try an audacious assault against "
"enemies in superior numbers. The operation is risky, and the enemy might "
"counter attack.\n"
)
elif self.stance == CombatStance.BREAKTHROUGH:
return (
"On this location, our ground forces have been ordered to rush toward "
f"{enemy_base.name}. Wish them luck... We are also expecting a counter attack."
)
elif self.stance in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
return (
"On this location, our ground forces have been ordered to hold still, "
"and defend against enemy attacks. An enemy assault might be iminent."
)
# TODO: Write a situation description for player RETREAT stance
elif self.stance == CombatStance.RETREAT:
return ''
else:
logging.warning('Briefing did not receive a known CombatStance')
@property
def brief(self):
if self._zero_units_sentence:
return self._zero_units_sentence
situation = self._random_frontline_sentence
if self.advantage:
situation += self._advantage_description
else:
situation += self._disadvantage_description
class MissionInfoGenerator:
"""Base type for generators of mission information for the player.
@ -122,13 +226,16 @@ class BriefingGenerator(MissionInfoGenerator):
def generate(self):
self._generate_frontline_info()
self.generate_allied_flights_by_departure()
with open('testgen.txt', 'w') as file:
file.write(self.template.render(vars(self)))
self.mission.set_description_text(self.template.render(vars(self)))
self.mission.add_picture_blue(os.path.abspath(
"./resources/ui/splash_screen.png"))
def _generate_frontline_info(self):
for front_line in self.game.theater.conflicts(from_player=True):
self.add_frontline(front_line)
print(front_line.name)
self.add_frontline(FrontLineInfo(front_line))
# TODO: This should determine if runway is friendly through a method more robust than the existing string match
def generate_allied_flights_by_departure(self) -> None:
@ -139,109 +246,3 @@ class BriefingGenerator(MissionInfoGenerator):
self.allied_flights_by_departure[name].append(flight)
else:
self.allied_flights_by_departure[name] = [flight]
@dataclass
class FrontLineInfo:
front_line: FrontLine
description: str = FrontLine.name
player_base: ControlPoint = FrontLine.control_point_a
enemy_base: ControlPoint = FrontLine.control_point_b
player_zero: bool = player_base.base.total_armor == 0
enemy_zero: bool = enemy_base.base.total_armor == 0
advantage: bool = player_base.base.total_armor > enemy_base.base.total_armor
stance: CombatStance = player_base.stances[enemy_base.id]
@property
def _random_frontline_sentence(self) -> str:
'''Random sentences for start of situation briefing'''
templates = [
f"There are combats between {self.player_base.name} and {self.enemy_base.name}. ",
f"The war on the ground is still going on between {self.player_base.name} and {self.enemy_base.name}. ",
f"Our ground forces in {self.player_base.name} are opposed to enemy forces based in {self.enemy_base.name}. ",
f"Our forces from {self.player_base.name} are fighting enemies based in {self.enemy_base.name}. ",
f"There is an active frontline between {self.player_base.name} and {self.enemy_base.name}. ",
]
return random.choice(templates)
@property
def _zero_units_sentence(self) -> str:
'''Situation description if either side has zero units on a frontline'''
if self.player_zero:
return ("We do not have a single vehicle available to hold our position, the situation is"
"critical, and we will lose ground inevitably.")
elif self.enemy_zero:
return ("The enemy forces have been crushed, we will be able to make significant progress"
f" toward {enemy_base.name}.")
@property
def _advantage_description(self) -> str:
'''Situation description for when player has numerical advantage on the frontline'''
if self.stance == CombatStance.AGGRESSIVE:
return (
"On this location, our ground forces will try to make "
"progress against the enemy. As the enemy is outnumbered, "
"our forces should have no issue making progress."
)
elif self.stance == CombatStance.ELIMINATION:
return (
"On this location, our ground forces will focus on the destruction of enemy"
f"assets, before attempting to make progress toward {enemy_base.name}. "
"The enemy is already outnumbered, and this maneuver might draw a final "
"blow to their forces."
)
elif self.stance == CombatStance.BREAKTHROUGH:
return (
"On this location, our ground forces will focus on progression toward "
f"{enemy_base.name}."
)
elif self.stance in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
return (
"On this location, our ground forces will hold position. We are not expecting an enemy assault."
)
# TODO: Write a situation description for player RETREAT stance
elif self.stance == CombatStance.RETREAT:
return ''
else:
logging.warning('Briefing did not receive a known CombatStance')
@property
def _disadvantage_description(self):
if self.stance == CombatStance.AGGRESSIVE:
return (
"On this location, our ground forces will try an audacious "
"assault against enemies in superior numbers. The operation"
" is risky, and the enemy might counter attack."
)
elif self.stance == CombatStance.ELIMINATION:
return (
"On this location, our ground forces will try an audacious assault against "
"enemies in superior numbers. The operation is risky, and the enemy might "
"counter attack.\n"
)
elif self.stance == CombatStance.BREAKTHROUGH:
return (
"On this location, our ground forces have been ordered to rush toward "
f"{enemy_base.name}. Wish them luck... We are also expecting a counter attack."
)
elif self.stance in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
return (
"On this location, our ground forces have been ordered to hold still, "
"and defend against enemy attacks. An enemy assault might be iminent."
)
# TODO: Write a situation description for player RETREAT stance
elif self.stance == CombatStance.RETREAT:
return ''
else:
logging.warning('Briefing did not receive a known CombatStance')
@property
def brief(self):
if self.player_zero:
return self._zero_units_sentence
situation = self._zero_units_sentence
if self.advantage:
situation += self._advantage_description
else:
situation += self._disadvantage_description