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https://github.com/dcs-retribution/dcs-retribution.git
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* Fixes #1310 by only refunding GUs if no faction CP has an attached factory. Previously it would refund all units at the CP, including aircraft. Also changes the CP CAPTURE cheat to work at any CP regardless of adjacency to frontline or BLUEFOR/OPFOR state. * Fixing typing issues, changint all Dict[] types to dict[] * Updating changelog
168 lines
6.0 KiB
Python
168 lines
6.0 KiB
Python
from __future__ import annotations
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import logging
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from collections import defaultdict
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from dataclasses import dataclass
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from typing import Optional, TYPE_CHECKING, Any
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from game.theater import ControlPoint
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from .dcs.groundunittype import GroundUnitType
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from .dcs.unittype import UnitType
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from .theater.transitnetwork import (
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NoPathError,
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TransitNetwork,
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)
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from .transfers import TransferOrder
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if TYPE_CHECKING:
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from .game import Game
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@dataclass(frozen=True)
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class GroundUnitSource:
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control_point: ControlPoint
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class PendingUnitDeliveries:
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def __init__(self, destination: ControlPoint) -> None:
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self.destination = destination
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# Maps unit type to order quantity.
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self.units: dict[UnitType, int] = defaultdict(int)
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def __str__(self) -> str:
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return f"Pending delivery to {self.destination}"
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def order(self, units: dict[UnitType, int]) -> None:
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for k, v in units.items():
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self.units[k] += v
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def sell(self, units: dict[UnitType, int]) -> None:
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for k, v in units.items():
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self.units[k] -= v
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def refund_all(self, game: Game) -> None:
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self.refund(game, self.units)
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self.units = defaultdict(int)
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def refund_ground_units(self, game: Game) -> None:
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ground_units: dict[UnitType[Any], int] = {
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u: self.units[u] for u in self.units.keys() if isinstance(u, GroundUnitType)
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}
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self.refund(game, ground_units)
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for gu in ground_units.keys():
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del self.units[gu]
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def refund(self, game: Game, units: dict[UnitType, int]) -> None:
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for unit_type, count in units.items():
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logging.info(f"Refunding {count} {unit_type} at {self.destination.name}")
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game.adjust_budget(
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unit_type.price * count, player=self.destination.captured
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)
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def pending_orders(self, unit_type: UnitType) -> int:
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pending_units = self.units.get(unit_type)
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if pending_units is None:
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pending_units = 0
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return pending_units
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def available_next_turn(self, unit_type: UnitType) -> int:
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current_units = self.destination.base.total_units_of_type(unit_type)
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return self.pending_orders(unit_type) + current_units
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def process(self, game: Game) -> None:
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ground_unit_source = self.find_ground_unit_source(game)
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if ground_unit_source is None:
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game.message(
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f"{self.destination.name} lost its source for ground unit "
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"reinforcements. Refunding purchase price."
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)
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self.refund_ground_units(game)
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bought_units: dict[UnitType, int] = {}
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units_needing_transfer: dict[GroundUnitType, int] = {}
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sold_units: dict[UnitType, int] = {}
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for unit_type, count in self.units.items():
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coalition = "Ally" if self.destination.captured else "Enemy"
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d: dict[Any, int]
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if (
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isinstance(unit_type, GroundUnitType)
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and self.destination != ground_unit_source
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):
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source = ground_unit_source
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d = units_needing_transfer
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else:
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source = self.destination
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d = bought_units
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if count >= 0:
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d[unit_type] = count
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game.message(
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f"{coalition} reinforcements: {unit_type} x {count} at {source}"
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)
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else:
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sold_units[unit_type] = -count
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game.message(f"{coalition} sold: {unit_type} x {-count} at {source}")
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self.units = defaultdict(int)
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self.destination.base.commission_units(bought_units)
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self.destination.base.commit_losses(sold_units)
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if units_needing_transfer:
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if ground_unit_source is None:
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raise RuntimeError(
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f"ground unit source could not be found for {self.destination} but still tried to "
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f"transfer units to there"
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)
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ground_unit_source.base.commission_units(units_needing_transfer)
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self.create_transfer(game, ground_unit_source, units_needing_transfer)
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def create_transfer(
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self, game: Game, source: ControlPoint, units: dict[GroundUnitType, int]
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) -> None:
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game.transfers.new_transfer(TransferOrder(source, self.destination, units))
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def find_ground_unit_source(self, game: Game) -> Optional[ControlPoint]:
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# This is running *after* the turn counter has been incremented, so this is the
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# reaction to turn 0. On turn zero we allow units to be recruited anywhere for
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# delivery on turn 1 so that turn 1 always starts with units on the front line.
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if game.turn == 1:
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return self.destination
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# Fast path if the destination is a valid source.
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if self.destination.can_recruit_ground_units(game):
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return self.destination
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try:
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return self.find_ground_unit_source_in_network(
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game.transit_network_for(self.destination.captured), game
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)
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except NoPathError:
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return None
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def find_ground_unit_source_in_network(
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self, network: TransitNetwork, game: Game
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) -> Optional[ControlPoint]:
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sources = []
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for control_point in game.theater.control_points_for(self.destination.captured):
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if control_point.can_recruit_ground_units(
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game
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) and network.has_path_between(self.destination, control_point):
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sources.append(control_point)
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if not sources:
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return None
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# Fast path to skip the distance calculation if we have only one option.
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if len(sources) == 1:
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return sources[0]
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closest = sources[0]
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_, cost = network.shortest_path_with_cost(self.destination, closest)
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for source in sources:
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_, new_cost = network.shortest_path_with_cost(self.destination, source)
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if new_cost < cost:
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closest = source
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cost = new_cost
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return closest
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