From edfaaacd04796a7f70872f65f33c8e831d73d2dd Mon Sep 17 00:00:00 2001 From: Dan Albert Date: Sun, 6 Dec 2020 16:29:53 -0800 Subject: [PATCH] Determine player vs enemy early in debriefing. This way the results of committing the debriefing can't alter the view of the debriefing. It looks like it was probably that case that debriefing information displays (but not the committed results) would be incorrect after a base capture because the results might be shown after the results were committed. Maybe fixes https://github.com/Khopa/dcs_liberation/issues/513 --- game/debriefing.py | 98 ++++++++++++------- game/event/event.py | 4 +- qt_ui/windows/QLiberationWindow.py | 2 +- .../windows/QWaitingForMissionResultWindow.py | 2 +- 4 files changed, 66 insertions(+), 40 deletions(-) diff --git a/game/debriefing.py b/game/debriefing.py index 12975d1c..2bf879c6 100644 --- a/game/debriefing.py +++ b/game/debriefing.py @@ -1,5 +1,6 @@ from __future__ import annotations +import itertools import json import logging import os @@ -31,42 +32,42 @@ DEBRIEFING_LOG_EXTENSION = "log" @dataclass(frozen=True) -class DebriefingDeadAircraftInfo: - #: The Flight that resulted in the generated unit. - flight: Flight +class AirLosses: + player: List[Flight] + enemy: List[Flight] @property - def player_unit(self) -> bool: - return self.flight.departure.captured - - -@dataclass(frozen=True) -class AirLosses: - losses: List[DebriefingDeadAircraftInfo] + def losses(self) -> Iterator[Flight]: + return itertools.chain(self.player, self.enemy) def by_type(self, player: bool) -> Dict[Type[FlyingType], int]: losses_by_type: Dict[Type[FlyingType], int] = defaultdict(int) - for loss in self.losses: - if loss.flight.departure.captured != player: - continue - - losses_by_type[loss.flight.unit_type] += 1 + losses = self.player if player else self.enemy + for loss in losses: + losses_by_type[loss.unit_type] += 1 return losses_by_type def surviving_flight_members(self, flight: Flight) -> int: losses = 0 for loss in self.losses: - if loss.flight == flight: + if loss == flight: losses += 1 return flight.count - losses @dataclass class GroundLosses: - front_line: List[FrontLineUnit] = field(default_factory=list) - ground_objects: List[GroundObjectUnit] = field(default_factory=list) - buildings: List[Building] = field(default_factory=list) - airfields: List[Airfield] = field(default_factory=list) + player_front_line: List[FrontLineUnit] = field(default_factory=list) + enemy_front_line: List[FrontLineUnit] = field(default_factory=list) + + player_ground_objects: List[GroundObjectUnit] = field(default_factory=list) + enemy_ground_objects: List[GroundObjectUnit] = field(default_factory=list) + + player_buildings: List[Building] = field(default_factory=list) + enemy_buildings: List[Building] = field(default_factory=list) + + player_airfields: List[Airfield] = field(default_factory=list) + enemy_airfields: List[Airfield] = field(default_factory=list) @dataclass(frozen=True) @@ -115,19 +116,23 @@ class Debriefing: @property def front_line_losses(self) -> Iterator[FrontLineUnit]: - yield from self.ground_losses.front_line + yield from self.ground_losses.player_front_line + yield from self.ground_losses.enemy_front_line @property def ground_object_losses(self) -> Iterator[GroundObjectUnit]: - yield from self.ground_losses.ground_objects + yield from self.ground_losses.player_ground_objects + yield from self.ground_losses.enemy_ground_objects @property def building_losses(self) -> Iterator[Building]: - yield from self.ground_losses.buildings + yield from self.ground_losses.player_buildings + yield from self.ground_losses.enemy_buildings @property def damaged_runways(self) -> Iterator[Airfield]: - yield from self.ground_losses.airfields + yield from self.ground_losses.player_airfields + yield from self.ground_losses.enemy_airfields def casualty_count(self, control_point: ControlPoint) -> int: return len( @@ -137,16 +142,21 @@ class Debriefing: def front_line_losses_by_type( self, player: bool) -> Dict[Type[UnitType], int]: losses_by_type: Dict[Type[UnitType], int] = defaultdict(int) - for loss in self.ground_losses.front_line: - if loss.origin.captured != player: - continue - + if player: + losses = self.ground_losses.player_front_line + else: + losses = self.ground_losses.enemy_front_line + for loss in losses: losses_by_type[loss.unit_type] += 1 return losses_by_type def building_losses_by_type(self, player: bool) -> Dict[str, int]: losses_by_type: Dict[str, int] = defaultdict(int) - for loss in self.ground_losses.buildings: + if player: + losses = self.ground_losses.player_buildings + else: + losses = self.ground_losses.enemy_buildings + for loss in losses: if loss.ground_object.control_point.captured != player: continue @@ -154,36 +164,52 @@ class Debriefing: return losses_by_type def dead_aircraft(self) -> AirLosses: - losses = [] + player_losses = [] + enemy_losses = [] for unit_name in self.state_data.killed_aircraft: flight = self.unit_map.flight(unit_name) if flight is None: logging.error(f"Could not find Flight matching {unit_name}") continue - losses.append(DebriefingDeadAircraftInfo(flight)) - return AirLosses(losses) + if flight.departure.captured: + player_losses.append(flight) + else: + enemy_losses.append(flight) + return AirLosses(player_losses, enemy_losses) def dead_ground_units(self) -> GroundLosses: losses = GroundLosses() for unit_name in self.state_data.killed_ground_units: front_line_unit = self.unit_map.front_line_unit(unit_name) if front_line_unit is not None: - losses.front_line.append(front_line_unit) + if front_line_unit.origin.captured: + losses.player_front_line.append(front_line_unit) + else: + losses.enemy_front_line.append(front_line_unit) continue ground_object_unit = self.unit_map.ground_object_unit(unit_name) if ground_object_unit is not None: - losses.ground_objects.append(ground_object_unit) + if ground_object_unit.ground_object.control_point.captured: + losses.player_ground_objects.append(ground_object_unit) + else: + losses.enemy_ground_objects.append(ground_object_unit) continue building = self.unit_map.building_or_fortification(unit_name) if building is not None: - losses.buildings.append(building) + if building.ground_object.control_point.captured: + losses.player_buildings.append(building) + else: + losses.enemy_buildings.append(building) continue airfield = self.unit_map.airfield(unit_name) if airfield is not None: - losses.airfields.append(airfield) + if airfield.captured: + losses.player_airfields.append(airfield) + else: + losses.enemy_airfields.append(airfield) continue # Only logging as debug because we don't currently track infantry diff --git a/game/event/event.py b/game/event/event.py index f94ab408..4ecd5329 100644 --- a/game/event/event.py +++ b/game/event/event.py @@ -116,8 +116,8 @@ class Event: @staticmethod def commit_air_losses(debriefing: Debriefing) -> None: for loss in debriefing.air_losses.losses: - aircraft = loss.flight.unit_type - cp = loss.flight.departure + aircraft = loss.unit_type + cp = loss.departure available = cp.base.total_units_of_type(aircraft) if available <= 0: logging.error( diff --git a/qt_ui/windows/QLiberationWindow.py b/qt_ui/windows/QLiberationWindow.py index 9bcf9479..99fcf7c2 100644 --- a/qt_ui/windows/QLiberationWindow.py +++ b/qt_ui/windows/QLiberationWindow.py @@ -26,7 +26,7 @@ from qt_ui.uiconstants import URLS from qt_ui.widgets.QTopPanel import QTopPanel from qt_ui.widgets.ato import QAirTaskingOrderPanel from qt_ui.widgets.map.QLiberationMap import QLiberationMap -from qt_ui.windows.GameUpdateSignal import DebriefingSignal, GameUpdateSignal +from qt_ui.windows.GameUpdateSignal import GameUpdateSignal from qt_ui.windows.QDebriefingWindow import QDebriefingWindow from qt_ui.windows.infos.QInfoPanel import QInfoPanel from qt_ui.windows.newgame.QNewGameWizard import NewGameWizard diff --git a/qt_ui/windows/QWaitingForMissionResultWindow.py b/qt_ui/windows/QWaitingForMissionResultWindow.py index 5e9a99df..e101389c 100644 --- a/qt_ui/windows/QWaitingForMissionResultWindow.py +++ b/qt_ui/windows/QWaitingForMissionResultWindow.py @@ -135,7 +135,7 @@ class QWaitingForMissionResultWindow(QDialog): updateLayout.addWidget(QLabel("Aircraft destroyed"), 0, 0) updateLayout.addWidget( - QLabel(str(len(debriefing.air_losses.losses))), 0, 1) + QLabel(str(len(list(debriefing.air_losses.losses)))), 0, 1) updateLayout.addWidget( QLabel("Front line units destroyed"), 1, 0)