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This feature allows you to cancel the sales of aircraft or ground vehicles if needed. Upon clicking the minus button, a count of sold units will be appended to the unit count. This count responds to both further presses of the minus button, and also to presses of the plus button. No further units will be requested for the next turn until all sold units have been re-bought. I've tested a bunch of different scenarios with this: - Selling and rebuying a unit - the budget increases and decreases as expected. - Selling one unit, buying a unit worth the new player budget, and then trying to rebuy the old unit - the old unit cannot be rebought until the budget has been freed up for it. - Closing the base window and re-opening it - the sold unit count is retained. - Ending the turn - the sold unit count is reset back to 0 as expected. Contributes to Khopa/dcs_liberation#365
131 lines
4.7 KiB
Python
131 lines
4.7 KiB
Python
"""Inventory management APIs."""
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from __future__ import annotations
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from collections import defaultdict
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from typing import Dict, Iterable, Iterator, Set, Tuple, TYPE_CHECKING, Type
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from dcs.unittype import FlyingType
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from gen.flights.flight import Flight
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if TYPE_CHECKING:
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from game.theater import ControlPoint
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class ControlPointAircraftInventory:
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"""Aircraft inventory for a single control point."""
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def __init__(self, control_point: ControlPoint) -> None:
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self.control_point = control_point
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self.inventory: Dict[Type[FlyingType], int] = defaultdict(int)
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def add_aircraft(self, aircraft: Type[FlyingType], count: int) -> None:
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"""Adds aircraft to the inventory.
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Args:
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aircraft: The type of aircraft to add.
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count: The number of aircraft to add.
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"""
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self.inventory[aircraft] += count
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def remove_aircraft(self, aircraft: Type[FlyingType], count: int) -> None:
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"""Removes aircraft from the inventory.
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Args:
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aircraft: The type of aircraft to remove.
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count: The number of aircraft to remove.
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Raises:
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ValueError: The control point cannot fulfill the requested number of
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aircraft.
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"""
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available = self.inventory[aircraft]
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if available < count:
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raise ValueError(
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f"Cannot remove {count} {aircraft.id} from "
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f"{self.control_point.name}. Only have {available}."
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)
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self.inventory[aircraft] -= count
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def available(self, aircraft: Type[FlyingType]) -> int:
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"""Returns the number of available aircraft of the given type.
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Args:
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aircraft: The type of aircraft to query.
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"""
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try:
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return self.inventory[aircraft]
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except KeyError:
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return 0
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@property
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def types_available(self) -> Iterator[Type[FlyingType]]:
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"""Iterates over all available aircraft types."""
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for aircraft, count in self.inventory.items():
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if count > 0:
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yield aircraft
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@property
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def all_aircraft(self) -> Iterator[Tuple[Type[FlyingType], int]]:
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"""Iterates over all available aircraft types, including amounts."""
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for aircraft, count in self.inventory.items():
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if count > 0:
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yield aircraft, count
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def clear(self) -> None:
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"""Clears all aircraft from the inventory."""
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self.inventory.clear()
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class GlobalAircraftInventory:
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"""Game-wide aircraft inventory."""
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def __init__(self, control_points: Iterable[ControlPoint]) -> None:
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self.inventories: Dict[ControlPoint, ControlPointAircraftInventory] = {
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cp: ControlPointAircraftInventory(cp) for cp in control_points
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}
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def reset(self) -> None:
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"""Clears all control points and their inventories."""
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for inventory in self.inventories.values():
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inventory.clear()
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def set_from_control_point(self, control_point: ControlPoint) -> None:
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"""Set the control point's aircraft inventory.
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If the inventory for the given control point has already been set for
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the turn, it will be overwritten.
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"""
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inventory = self.inventories[control_point]
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for aircraft, count in control_point.base.aircraft.items():
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inventory.add_aircraft(aircraft, count)
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control_point.base.sold_units[aircraft] = 0
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def for_control_point(
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self,
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control_point: ControlPoint) -> ControlPointAircraftInventory:
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"""Returns the inventory specific to the given control point."""
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return self.inventories[control_point]
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@property
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def available_types_for_player(self) -> Iterator[Type[FlyingType]]:
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"""Iterates over all aircraft types available to the player."""
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seen: Set[Type[FlyingType]] = set()
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for control_point, inventory in self.inventories.items():
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if control_point.captured:
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for aircraft in inventory.types_available:
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if not control_point.can_operate(aircraft):
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continue
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if aircraft not in seen:
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seen.add(aircraft)
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yield aircraft
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def claim_for_flight(self, flight: Flight) -> None:
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"""Removes aircraft from the inventory for the given flight."""
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inventory = self.for_control_point(flight.from_cp)
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inventory.remove_aircraft(flight.unit_type, flight.count)
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def return_from_flight(self, flight: Flight) -> None:
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"""Returns a flight's aircraft to the inventory."""
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inventory = self.for_control_point(flight.from_cp)
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inventory.add_aircraft(flight.unit_type, flight.count)
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