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