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
This commit is contained in:
Dan Albert 2020-12-06 16:29:53 -08:00
parent 84b8613cf5
commit edfaaacd04
4 changed files with 66 additions and 40 deletions

View File

@ -1,5 +1,6 @@
from __future__ import annotations from __future__ import annotations
import itertools
import json import json
import logging import logging
import os import os
@ -31,42 +32,42 @@ DEBRIEFING_LOG_EXTENSION = "log"
@dataclass(frozen=True) @dataclass(frozen=True)
class DebriefingDeadAircraftInfo: class AirLosses:
#: The Flight that resulted in the generated unit. player: List[Flight]
flight: Flight enemy: List[Flight]
@property @property
def player_unit(self) -> bool: def losses(self) -> Iterator[Flight]:
return self.flight.departure.captured return itertools.chain(self.player, self.enemy)
@dataclass(frozen=True)
class AirLosses:
losses: List[DebriefingDeadAircraftInfo]
def by_type(self, player: bool) -> Dict[Type[FlyingType], int]: def by_type(self, player: bool) -> Dict[Type[FlyingType], int]:
losses_by_type: Dict[Type[FlyingType], int] = defaultdict(int) losses_by_type: Dict[Type[FlyingType], int] = defaultdict(int)
for loss in self.losses: losses = self.player if player else self.enemy
if loss.flight.departure.captured != player: for loss in losses:
continue losses_by_type[loss.unit_type] += 1
losses_by_type[loss.flight.unit_type] += 1
return losses_by_type return losses_by_type
def surviving_flight_members(self, flight: Flight) -> int: def surviving_flight_members(self, flight: Flight) -> int:
losses = 0 losses = 0
for loss in self.losses: for loss in self.losses:
if loss.flight == flight: if loss == flight:
losses += 1 losses += 1
return flight.count - losses return flight.count - losses
@dataclass @dataclass
class GroundLosses: class GroundLosses:
front_line: List[FrontLineUnit] = field(default_factory=list) player_front_line: List[FrontLineUnit] = field(default_factory=list)
ground_objects: List[GroundObjectUnit] = field(default_factory=list) enemy_front_line: List[FrontLineUnit] = field(default_factory=list)
buildings: List[Building] = field(default_factory=list)
airfields: List[Airfield] = 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) @dataclass(frozen=True)
@ -115,19 +116,23 @@ class Debriefing:
@property @property
def front_line_losses(self) -> Iterator[FrontLineUnit]: 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 @property
def ground_object_losses(self) -> Iterator[GroundObjectUnit]: 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 @property
def building_losses(self) -> Iterator[Building]: 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 @property
def damaged_runways(self) -> Iterator[Airfield]: 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: def casualty_count(self, control_point: ControlPoint) -> int:
return len( return len(
@ -137,16 +142,21 @@ class Debriefing:
def front_line_losses_by_type( def front_line_losses_by_type(
self, player: bool) -> Dict[Type[UnitType], int]: self, player: bool) -> Dict[Type[UnitType], int]:
losses_by_type: Dict[Type[UnitType], int] = defaultdict(int) losses_by_type: Dict[Type[UnitType], int] = defaultdict(int)
for loss in self.ground_losses.front_line: if player:
if loss.origin.captured != player: losses = self.ground_losses.player_front_line
continue else:
losses = self.ground_losses.enemy_front_line
for loss in losses:
losses_by_type[loss.unit_type] += 1 losses_by_type[loss.unit_type] += 1
return losses_by_type return losses_by_type
def building_losses_by_type(self, player: bool) -> Dict[str, int]: def building_losses_by_type(self, player: bool) -> Dict[str, int]:
losses_by_type: Dict[str, int] = defaultdict(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: if loss.ground_object.control_point.captured != player:
continue continue
@ -154,36 +164,52 @@ class Debriefing:
return losses_by_type return losses_by_type
def dead_aircraft(self) -> AirLosses: def dead_aircraft(self) -> AirLosses:
losses = [] player_losses = []
enemy_losses = []
for unit_name in self.state_data.killed_aircraft: for unit_name in self.state_data.killed_aircraft:
flight = self.unit_map.flight(unit_name) flight = self.unit_map.flight(unit_name)
if flight is None: if flight is None:
logging.error(f"Could not find Flight matching {unit_name}") logging.error(f"Could not find Flight matching {unit_name}")
continue continue
losses.append(DebriefingDeadAircraftInfo(flight)) if flight.departure.captured:
return AirLosses(losses) player_losses.append(flight)
else:
enemy_losses.append(flight)
return AirLosses(player_losses, enemy_losses)
def dead_ground_units(self) -> GroundLosses: def dead_ground_units(self) -> GroundLosses:
losses = GroundLosses() losses = GroundLosses()
for unit_name in self.state_data.killed_ground_units: for unit_name in self.state_data.killed_ground_units:
front_line_unit = self.unit_map.front_line_unit(unit_name) front_line_unit = self.unit_map.front_line_unit(unit_name)
if front_line_unit is not None: 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 continue
ground_object_unit = self.unit_map.ground_object_unit(unit_name) ground_object_unit = self.unit_map.ground_object_unit(unit_name)
if ground_object_unit is not None: 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 continue
building = self.unit_map.building_or_fortification(unit_name) building = self.unit_map.building_or_fortification(unit_name)
if building is not None: 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 continue
airfield = self.unit_map.airfield(unit_name) airfield = self.unit_map.airfield(unit_name)
if airfield is not None: if airfield is not None:
losses.airfields.append(airfield) if airfield.captured:
losses.player_airfields.append(airfield)
else:
losses.enemy_airfields.append(airfield)
continue continue
# Only logging as debug because we don't currently track infantry # Only logging as debug because we don't currently track infantry

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@ -116,8 +116,8 @@ class Event:
@staticmethod @staticmethod
def commit_air_losses(debriefing: Debriefing) -> None: def commit_air_losses(debriefing: Debriefing) -> None:
for loss in debriefing.air_losses.losses: for loss in debriefing.air_losses.losses:
aircraft = loss.flight.unit_type aircraft = loss.unit_type
cp = loss.flight.departure cp = loss.departure
available = cp.base.total_units_of_type(aircraft) available = cp.base.total_units_of_type(aircraft)
if available <= 0: if available <= 0:
logging.error( logging.error(

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@ -26,7 +26,7 @@ from qt_ui.uiconstants import URLS
from qt_ui.widgets.QTopPanel import QTopPanel from qt_ui.widgets.QTopPanel import QTopPanel
from qt_ui.widgets.ato import QAirTaskingOrderPanel from qt_ui.widgets.ato import QAirTaskingOrderPanel
from qt_ui.widgets.map.QLiberationMap import QLiberationMap 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.QDebriefingWindow import QDebriefingWindow
from qt_ui.windows.infos.QInfoPanel import QInfoPanel from qt_ui.windows.infos.QInfoPanel import QInfoPanel
from qt_ui.windows.newgame.QNewGameWizard import NewGameWizard from qt_ui.windows.newgame.QNewGameWizard import NewGameWizard

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@ -135,7 +135,7 @@ class QWaitingForMissionResultWindow(QDialog):
updateLayout.addWidget(QLabel("<b>Aircraft destroyed</b>"), 0, 0) updateLayout.addWidget(QLabel("<b>Aircraft destroyed</b>"), 0, 0)
updateLayout.addWidget( updateLayout.addWidget(
QLabel(str(len(debriefing.air_losses.losses))), 0, 1) QLabel(str(len(list(debriefing.air_losses.losses)))), 0, 1)
updateLayout.addWidget( updateLayout.addWidget(
QLabel("<b>Front line units destroyed</b>"), 1, 0) QLabel("<b>Front line units destroyed</b>"), 1, 0)