import typing import math import itertools from game import db from theater.controlpoint import ControlPoint from dcs.planes import * from dcs.vehicles import * from dcs.task import * PLANES_IN_GROUP = 2 PLANES_SCRAMBLE_MIN = 4 PLANES_SCRAMBLE_MAX = 8 PLANES_SCRAMBLE_FACTOR = 0.5 class Base: aircraft = {} # type: typing.Dict[PlaneType, int] armor = {} # type: typing.Dict[Armor, int] aa = {} # type: typing.Dict[AirDefence, int] strength = 1 # type: float commision_points = {} def __init__(self): self.aircraft = {} self.armor = {} self.aa = {} self.commision_points = {} self.strength = 1 @property def total_planes(self) -> int: return sum(self.aircraft.values()) @property def total_armor(self) -> int: return sum(self.armor.values()) @property def total_aa(self) -> int: return sum(self.aa.values()) def total_units(self, task: Task) -> int: return sum([c for t, c in itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items()) if t in db.UNIT_BY_TASK[task]]) def total_units_of_type(self, unit_type) -> int: return sum([c for t, c in itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items()) if t == unit_type]) @property def all_units(self): return itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items()) def _find_best_unit(self, dict, for_type: Task, count: int) -> typing.Dict: if count <= 0: return {} sorted_units = [key for key in dict.keys() if key in db.UNIT_BY_TASK[for_type]] sorted_units.sort(key=lambda x: db.PRICES[x], reverse=True) result = {} for unit_type in sorted_units: existing_count = dict[unit_type] # type: int if not existing_count: continue if count <= 0: break result_unit_count = min(count, existing_count) count -= result_unit_count assert result_unit_count > 0 result[unit_type] = result.get(unit_type, 0) + result_unit_count return result def _find_best_planes(self, for_type: Task, count: int) -> typing.Dict[PlaneType, int]: return self._find_best_unit(self.aircraft, for_type, count) def _find_best_armor(self, for_type: Task, count: int) -> typing.Dict[Armor, int]: return self._find_best_unit(self.armor, for_type, count) def _group_sizes(self, total_planes: int) -> typing.List[int]: total_scrambled = 0 for _ in range(math.ceil(total_planes / PLANES_IN_GROUP)): total_scrambled += PLANES_IN_GROUP yield total_scrambled < total_planes and PLANES_IN_GROUP or total_planes - total_scrambled def append_commision_points(self, for_type, points: float) -> int: self.commision_points[for_type] = self.commision_points.get(for_type, 0) + points points = self.commision_points[for_type] if points >= 1: self.commision_points[for_type] = points - math.floor(points) return int(math.floor(points)) return 0 def filter_units(self, applicable_units: typing.Collection): self.aircraft = {k: v for k, v in self.aircraft.items() if k in applicable_units} self.armor = {k: v for k, v in self.armor.items() if k in applicable_units} def commision_units(self, units: typing.Dict[typing.Any, int]): for value in units.values(): assert value > 0 assert value == math.floor(value) for unit_type, unit_count in units.items(): for_task = db.unit_task(unit_type) target_dict = None if for_task == CAS or for_task == CAP: target_dict = self.aircraft elif for_task == PinpointStrike: target_dict = self.armor elif for_task == AirDefence: target_dict = self.aa assert target_dict is not None target_dict[unit_type] = target_dict.get(unit_type, 0) + unit_count def commit_losses(self, units_lost: typing.Dict[typing.Any, int]): for unit_type, count in units_lost.items(): if unit_type in self.aircraft: target_array = self.aircraft elif unit_type in self.armor: target_array = self.armor elif unit_type in self.aa: target_array = self.aa else: continue if unit_type not in target_array: continue target_array[unit_type] = max(target_array[unit_type] - count, 0) if target_array[unit_type] == 0: del target_array[unit_type] def affect_strength(self, amount): self.strength += amount if self.strength > 1: self.strength = 1 def scramble_count(self) -> int: count = int(self.total_planes * PLANES_SCRAMBLE_FACTOR * self.strength) return min(min(max(count, PLANES_SCRAMBLE_MIN), PLANES_SCRAMBLE_MAX), self.total_planes) def assemble_count(self): return self.total_armor * self.strength def assemble_aa_count(self) -> int: return int(self.total_aa * (self.strength > 0.2 and self.strength or 0)) def scramble_sweep(self) -> typing.Dict[PlaneType, int]: return self._find_best_planes(CAP, self.scramble_count()) def scramble_cas(self) -> typing.Dict[PlaneType, int]: return self._find_best_planes(CAS, self.scramble_count()) def scramble_interceptors(self) -> typing.Dict[PlaneType, int]: return self._find_best_planes(CAP, self.scramble_count()) def assemble_cap(self) -> typing.Dict[Armor, int]: return self._find_best_armor(PinpointStrike, self.assemble_count()) def assemble_defense(self) -> typing.Dict[Armor, int]: return self._find_best_armor(PinpointStrike, self.assemble_count()) def assemble_aa(self) -> typing.Dict[AirDefence, int]: return self._find_best_unit(self.aa, AirDefence, self.assemble_aa_count())