from __future__ import annotations import logging from collections import defaultdict from dataclasses import dataclass from typing import Dict, Optional, TYPE_CHECKING, Type from dcs.unittype import UnitType, VehicleType from game.theater import ControlPoint from .db import PRICES 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[Type[UnitType], int] = defaultdict(int) def __str__(self) -> str: return f"Pending delivery to {self.destination}" def order(self, units: Dict[Type[UnitType], int]) -> None: for k, v in units.items(): self.units[k] += v def sell(self, units: Dict[Type[UnitType], int]) -> None: for k, v in units.items(): self.units[k] -= v def refund_all(self, game: Game) -> None: self.refund(game, self.units) self.units = defaultdict(int) def refund(self, game: Game, units: Dict[Type[UnitType], int]) -> None: for unit_type, count in units.items(): try: price = PRICES[unit_type] except KeyError: logging.error(f"Could not refund {unit_type.id}, price unknown") continue logging.info(f"Refunding {count} {unit_type.id} at {self.destination.name}") game.adjust_budget(price * count, player=self.destination.captured) def pending_orders(self, unit_type: Type[UnitType]) -> 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: Type[UnitType]) -> 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: 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_all(game) return bought_units: Dict[Type[UnitType], int] = {} units_needing_transfer: Dict[Type[VehicleType], int] = {} sold_units: Dict[Type[UnitType], int] = {} for unit_type, count in self.units.items(): coalition = "Ally" if self.destination.captured else "Enemy" name = unit_type.id if ( issubclass(unit_type, VehicleType) 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"{coalition} reinforcements: {name} x {count} at {source}" ) else: sold_units[unit_type] = -count game.message(f"{coalition} sold: {name} x {-count} at {source}") self.units = defaultdict(int) self.destination.base.commision_units(bought_units) self.destination.base.commit_losses(sold_units) if units_needing_transfer: ground_unit_source.base.commision_units(units_needing_transfer) self.create_transfer(game, ground_unit_source, units_needing_transfer) def create_transfer( self, game: Game, source: ControlPoint, units: Dict[Type[VehicleType], int] ) -> None: game.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): 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