import typing import threading import time import os from dcs.lua import parse from dcs.mission import Mission from dcs.unit import Vehicle, Ship from dcs.vehicles import vehicle_map from dcs.ships import ship_map from dcs.planes import plane_map from dcs.unit import UnitType from game import db DEBRIEFING_LOG_EXTENSION = "log" class Debriefing: def __init__(self, alive_units): self.destroyed_units = {} # type: typing.Dict[str, typing.Dict[UnitType, int]] self.alive_units = alive_units # type: typing.Dict[str, typing.Dict[UnitType, int]] @classmethod def parse(cls, path: str): with open(path, "r") as f: table_string = f.read() table = parse.loads(table_string) units = table.get("debriefing", {}).get("world_state", {}) alive_units = {} for unit in units.values(): unit_type_name = unit["type"] # type: str country_id = int(unit["country"]) if type(unit_type_name) == str: unit_type = vehicle_map.get(unit_type_name, plane_map.get(unit_type_name, ship_map.get(unit_type_name, None))) if unit_type is None: continue if unit_type in db.EXTRA_AA.values(): continue country_dict = alive_units.get(country_id, {}) country_dict[unit_type] = country_dict.get(unit_type, 0) + 1 alive_units[country_id] = country_dict return Debriefing(alive_units) def calculate_destroyed_units(self, mission: Mission, player_name: str, enemy_name: str): def count_groups(groups: typing.List[UnitType]) -> typing.Dict[UnitType, int]: result = {} for group in groups: for unit in group.units: unit_type = None if isinstance(unit, Vehicle): unit_type = vehicle_map[unit.type] elif isinstance(unit, Ship): unit_type = ship_map[unit.type] else: unit_type = unit.unit_type if unit_type in db.EXTRA_AA.values(): continue result[unit_type] = result.get(unit_type, 0) + 1 return result def calculate_losses(all_units: typing.Dict[UnitType, int], alive_units: typing.Dict[str, int]) -> typing.Dict[UnitType, int]: result = {} for t, count in all_units.items(): result[t] = max(count - alive_units.get(t, 0), 0) return result player = mission.country(player_name) enemy = mission.country(enemy_name) player_units = count_groups(player.plane_group + player.vehicle_group + player.ship_group) enemy_units = count_groups(enemy.plane_group + enemy.vehicle_group + enemy.ship_group) self.destroyed_units = { player.name: calculate_losses(player_units, self.alive_units.get(player.id, {})), enemy.name: calculate_losses(enemy_units, self.alive_units.get(enemy.id, {})), } self.alive_units = { player.name: self.alive_units.get(player.id, {}), enemy.name: self.alive_units.get(enemy.id, {}), } def debriefing_directory_location() -> str: return "build/debriefing" def _logfiles_snapshot() -> typing.Dict[str, float]: result = {} for file in os.listdir(debriefing_directory_location()): fullpath = os.path.join(debriefing_directory_location(), file) result[file] = os.path.getmtime(fullpath) return result def _poll_new_debriefing_log(snapshot: typing.Dict[str, float], callback: typing.Callable): should_run = True while should_run: for file, timestamp in _logfiles_snapshot().items(): if file not in snapshot or timestamp != snapshot[file]: callback(Debriefing.parse(os.path.join(debriefing_directory_location(), file))) should_run = False break time.sleep(1) def wait_for_debriefing(callback: typing.Callable): if not os.path.exists(debriefing_directory_location()): os.mkdir(debriefing_directory_location()) threading.Thread(target=_poll_new_debriefing_log, args=(_logfiles_snapshot(), callback)).start()