from __future__ import annotations import logging from collections import defaultdict from dataclasses import dataclass from typing import Optional, TYPE_CHECKING, Any from game.theater import ControlPoint from .coalition import Coalition from .dcs.groundunittype import GroundUnitType from .dcs.unittype import UnitType from .theater.transitnetwork import ( NoPathError, TransitNetwork, ) from .transfers import TransferOrder if TYPE_CHECKING: from .game import Game @dataclass(frozen=True) class GroundUnitSource: control_point: ControlPoint class PendingUnitDeliveries: def __init__(self, destination: ControlPoint) -> None: self.destination = destination # Maps unit type to order quantity. self.units: dict[UnitType[Any], int] = defaultdict(int) def __str__(self) -> str: return f"Pending delivery to {self.destination}" def order(self, units: dict[UnitType[Any], int]) -> None: for k, v in units.items(): self.units[k] += v def sell(self, units: dict[UnitType[Any], int]) -> None: for k, v in units.items(): self.units[k] -= v def refund_all(self, coalition: Coalition) -> None: self.refund(coalition, self.units) self.units = defaultdict(int) def refund_ground_units(self, coalition: Coalition) -> None: ground_units: dict[UnitType[Any], int] = { u: self.units[u] for u in self.units.keys() if isinstance(u, GroundUnitType) } self.refund(coalition, ground_units) for gu in ground_units.keys(): del self.units[gu] def refund(self, coalition: Coalition, units: dict[UnitType[Any], int]) -> None: for unit_type, count in units.items(): logging.info(f"Refunding {count} {unit_type} at {self.destination.name}") coalition.adjust_budget(unit_type.price * count) def pending_orders(self, unit_type: UnitType[Any]) -> 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: UnitType[Any]) -> int: current_units = self.destination.base.total_units_of_type(unit_type) return self.pending_orders(unit_type) + current_units def process(self, game: Game) -> None: coalition = game.coalition_for(self.destination.captured) ground_unit_source = self.find_ground_unit_source(game) if ground_unit_source is None: game.message( f"{self.destination.name} lost its source for ground unit " "reinforcements. Refunding purchase price." ) self.refund_ground_units(coalition) bought_units: dict[UnitType[Any], int] = {} units_needing_transfer: dict[GroundUnitType, int] = {} sold_units: dict[UnitType[Any], int] = {} for unit_type, count in self.units.items(): allegiance = "Ally" if self.destination.captured else "Enemy" d: dict[Any, int] if ( isinstance(unit_type, GroundUnitType) and self.destination != ground_unit_source ): source = ground_unit_source d = units_needing_transfer else: source = self.destination d = bought_units if count >= 0: d[unit_type] = count game.message( f"{allegiance} reinforcements: {unit_type} x {count} at {source}" ) else: sold_units[unit_type] = -count game.message(f"{allegiance} sold: {unit_type} x {-count} at {source}") self.units = defaultdict(int) self.destination.base.commission_units(bought_units) self.destination.base.commit_losses(sold_units) if units_needing_transfer: if ground_unit_source is None: raise RuntimeError( f"Ground unit source could not be found for {self.destination} but " "still tried to transfer units to there" ) ground_unit_source.base.commission_units(units_needing_transfer) self.create_transfer(coalition, ground_unit_source, units_needing_transfer) def create_transfer( self, coalition: Coalition, source: ControlPoint, units: dict[GroundUnitType, int], ) -> None: coalition.transfers.new_transfer(TransferOrder(source, self.destination, units)) def find_ground_unit_source(self, game: Game) -> Optional[ControlPoint]: # This is running *after* the turn counter has been incremented, so this is the # reaction to turn 0. On turn zero we allow units to be recruited anywhere for # delivery on turn 1 so that turn 1 always starts with units on the front line. if game.turn == 1: return self.destination # Fast path if the destination is a valid source. if self.destination.can_recruit_ground_units(game): return self.destination try: return self.find_ground_unit_source_in_network( game.transit_network_for(self.destination.captured), game ) except NoPathError: return None def find_ground_unit_source_in_network( self, network: TransitNetwork, game: Game ) -> Optional[ControlPoint]: sources = [] for control_point in game.theater.control_points_for(self.destination.captured): if control_point.can_recruit_ground_units( game ) and network.has_path_between(self.destination, control_point): sources.append(control_point) if not sources: return None # Fast path to skip the distance calculation if we have only one option. if len(sources) == 1: return sources[0] closest = sources[0] _, cost = network.shortest_path_with_cost(self.destination, closest) for source in sources: _, new_cost = network.shortest_path_with_cost(self.destination, source) if new_cost < cost: closest = source cost = new_cost return closest