Eclipse/Druss99 31c80dfd02 refactor of previous commits
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
2025-10-19 19:34:38 +02:00

125 lines
4.9 KiB
Python

from __future__ import annotations
from typing import TYPE_CHECKING
from uuid import UUID
from pydantic import BaseModel
from game.server.combat.models import FrozenCombatJs
from game.server.controlpoints.models import ControlPointJs
from game.server.flights.models import FlightJs
from game.server.frontlines.models import FrontLineJs
from game.server.iadsnetwork.models import IadsConnectionJs
from game.server.leaflet import LeafletPoint
from game.server.mapzones.models import ThreatZonesJs, UnculledZoneJs
from game.server.navmesh.models import NavMeshJs
from game.server.supplyroutes.models import SupplyRouteJs
from game.server.tgos.models import TgoJs
from game.theater import Player
if TYPE_CHECKING:
from game import Game
from game.sim import GameUpdateEvents
class GameUpdateEventsJs(BaseModel):
updated_flight_positions: dict[UUID, LeafletPoint]
new_combats: list[FrozenCombatJs]
updated_combats: list[FrozenCombatJs]
ended_combats: list[UUID]
navmesh_updates: dict[Player, NavMeshJs]
updated_unculled_zones: list[UnculledZoneJs]
threat_zones_updated: dict[Player, ThreatZonesJs]
new_flights: list[FlightJs]
updated_flights: list[FlightJs]
deleted_flights: set[UUID]
selected_flight: UUID | None
deselected_flight: bool
updated_front_lines: list[FrontLineJs]
deleted_front_lines: set[UUID]
updated_tgos: list[TgoJs]
updated_control_points: list[ControlPointJs]
updated_iads: list[IadsConnectionJs]
deleted_iads: set[UUID]
updated_supply_routes: list[SupplyRouteJs]
reset_on_map_center: LeafletPoint | None
game_unloaded: bool
new_turn: bool
@classmethod
def from_events(
cls, events: GameUpdateEvents, game: Game | None
) -> GameUpdateEventsJs:
# We still need to be able to send update events when there is no game loaded
# because we need to send the unload event.
new_combats = []
updated_combats = []
updated_navmeshes = {}
updated_threat_zones = {}
updated_unculled_zones = []
updated_iads = []
updated_supply_routes = []
updated_front_lines = []
if game is not None:
new_combats = [
FrozenCombatJs.for_combat(c, game.theater) for c in events.new_combats
]
updated_combats = [
FrozenCombatJs.for_combat(c, game.theater)
for c in events.updated_combats
]
updated_navmeshes = {
player: NavMeshJs.from_navmesh(mesh, game)
for player, mesh in events.navmesh_updates.items()
}
updated_threat_zones = {
player: ThreatZonesJs.from_zones(zones, game.theater)
for player, zones in events.threat_zones_updated.items()
}
updated_unculled_zones = UnculledZoneJs.from_game(game)
for node in events.updated_iads:
updated_iads.extend(IadsConnectionJs.connections_for_node(node))
if events.updated_supply_routes:
updated_supply_routes = SupplyRouteJs.all_in_game(game)
for route in updated_supply_routes:
route.points = []
updated_front_lines = [
FrontLineJs.for_front_line(game.theater, f)
for f in events.updated_front_lines
]
return GameUpdateEventsJs(
updated_flight_positions={
f[0].id: f[1].latlng() for f in events.updated_flight_positions
},
new_combats=new_combats,
updated_combats=updated_combats,
ended_combats=[c.id for c in events.ended_combats],
navmesh_updates=updated_navmeshes,
updated_unculled_zones=updated_unculled_zones,
threat_zones_updated=updated_threat_zones,
new_flights=[
FlightJs.for_flight(f, with_waypoints=True) for f in events.new_flights
],
updated_flights=[
FlightJs.for_flight(f, with_waypoints=True)
for f in events.updated_flights
],
deleted_flights=events.deleted_flights,
selected_flight=events.selected_flight,
deselected_flight=events.deselected_flight,
updated_front_lines=updated_front_lines,
deleted_front_lines=events.deleted_front_lines,
updated_tgos=[TgoJs.for_tgo(tgo) for tgo in events.updated_tgos],
updated_control_points=[
ControlPointJs.for_control_point(cp)
for cp in events.updated_control_points
],
updated_iads=updated_iads,
deleted_iads=events.deleted_iads_connections,
updated_supply_routes=updated_supply_routes,
reset_on_map_center=events.reset_on_map_center,
game_unloaded=events.game_unloaded,
new_turn=events.new_turn,
)