mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
refactor to enum typing and many other fixes fix tests attempt to fix some typescript more typescript fixes more typescript test fixes revert all API changes update to pydcs mypy fixes Use properties to check if player is blue/red/neutral update requirements.txt black -_- bump pydcs and fix mypy add opponent property bump pydcs
157 lines
5.6 KiB
Python
157 lines
5.6 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 datetime import datetime
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from typing import Optional, TYPE_CHECKING
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from game.theater import ControlPoint
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from .coalition import Coalition
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from .dcs.groundunittype import GroundUnitType
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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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class GroundUnitOrders:
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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[GroundUnitType, int] = defaultdict(int)
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def __str__(self) -> str:
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return f"Pending ground unit delivery to {self.destination}"
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def order(self, units: dict[GroundUnitType, 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[GroundUnitType, int]) -> None:
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for k, v in units.items():
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self.units[k] -= v
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if self.units[k] == 0:
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del self.units[k]
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def refund_all(self, coalition: Coalition) -> None:
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self._refund(coalition, self.units)
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self.units = defaultdict(int)
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def _refund(self, coalition: Coalition, units: dict[GroundUnitType, 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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coalition.adjust_budget(unit_type.price * count)
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def pending_orders(self, unit_type: GroundUnitType) -> 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 process(self, game: Game, now: datetime) -> None:
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coalition = game.coalition_for(self.destination.captured)
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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_all(coalition)
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bought_units: dict[GroundUnitType, int] = {}
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units_needing_transfer: dict[GroundUnitType, int] = {}
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for unit_type, count in self.units.items():
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allegiance = "Ally" if self.destination.captured.is_blue else "Enemy"
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d: dict[GroundUnitType, int]
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if self.destination != ground_unit_source:
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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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logging.error(
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f"Attempted sale of {unit_type} at {self.destination} but ground "
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"units cannot be sold"
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)
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elif count > 0:
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d[unit_type] = count
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game.message(
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f"{allegiance} reinforcements: {unit_type} x {count} at {source}"
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)
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self.units = defaultdict(int)
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self.destination.base.commission_units(bought_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 "
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"still tried to 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(
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coalition, ground_unit_source, units_needing_transfer, now
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)
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def create_transfer(
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self,
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coalition: Coalition,
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source: ControlPoint,
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units: dict[GroundUnitType, int],
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now: datetime,
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) -> None:
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coalition.transfers.new_transfer(
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TransferOrder(source, self.destination, units), now
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)
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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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