dcs-retribution/game/squadrons.py
Dan Albert 9bb8e00c3d Allow configuration of the air wing at game start.
After completing the new game wizard but before initializing turn 0,
open a dialog to allow the player to customize their air wing. With this
they can remove squadrons from the game, rename them, add players, or
change allowed mission types. *Adding* squadrons is not currently
supported, nor is changing the squadron's livery (the data in pydcs is
an arbitrary class hierarchy that can't be safely indexed by country).

This only applies to the blue air wing for now.

Future improvements:

* Add squadron button.
* Collapse disable squadrons to declutter?
* Tabs on the side like the settings dialog to group by aircraft type.
* Top tab bar to switch between red and blue air wings.
2021-07-17 14:29:04 -07:00

464 lines
16 KiB
Python

from __future__ import annotations
import itertools
import logging
import random
from collections import defaultdict
from dataclasses import dataclass, field
from enum import unique, Enum
from pathlib import Path
from typing import (
Tuple,
TYPE_CHECKING,
Optional,
Iterator,
Sequence,
Any,
)
import yaml
from faker import Faker
from game.dcs.aircrafttype import AircraftType
from game.settings import AutoAtoBehavior, Settings
if TYPE_CHECKING:
from game import Game
from game.coalition import Coalition
from gen.flights.flight import FlightType
@dataclass
class PilotRecord:
missions_flown: int = field(default=0)
@unique
class PilotStatus(Enum):
Active = "Active"
OnLeave = "On leave"
Dead = "Dead"
@dataclass
class Pilot:
name: str
player: bool = field(default=False)
status: PilotStatus = field(default=PilotStatus.Active)
record: PilotRecord = field(default_factory=PilotRecord)
@property
def alive(self) -> bool:
return self.status is not PilotStatus.Dead
@property
def on_leave(self) -> bool:
return self.status is PilotStatus.OnLeave
def send_on_leave(self) -> None:
if self.status is not PilotStatus.Active:
raise RuntimeError("Only active pilots may be sent on leave")
self.status = PilotStatus.OnLeave
def return_from_leave(self) -> None:
if self.status is not PilotStatus.OnLeave:
raise RuntimeError("Only pilots on leave may be returned from leave")
self.status = PilotStatus.Active
def kill(self) -> None:
self.status = PilotStatus.Dead
@classmethod
def random(cls, faker: Faker) -> Pilot:
return Pilot(faker.name())
@dataclass
class Squadron:
name: str
nickname: Optional[str]
country: str
role: str
aircraft: AircraftType
livery: Optional[str]
mission_types: tuple[FlightType, ...]
#: The pool of pilots that have not yet been assigned to the squadron. This only
#: happens when a preset squadron defines more preset pilots than the squadron limit
#: allows. This pool will be consumed before random pilots are generated.
pilot_pool: list[Pilot]
current_roster: list[Pilot] = field(default_factory=list, init=False, hash=False)
available_pilots: list[Pilot] = field(
default_factory=list, init=False, hash=False, compare=False
)
auto_assignable_mission_types: set[FlightType] = field(
init=False, hash=False, compare=False
)
coalition: Coalition = field(hash=False, compare=False)
settings: Settings = field(hash=False, compare=False)
def __post_init__(self) -> None:
self.auto_assignable_mission_types = set(self.mission_types)
def __str__(self) -> str:
if self.nickname is None:
return self.name
return f'{self.name} "{self.nickname}"'
@property
def player(self) -> bool:
return self.coalition.player
@property
def pilot_limits_enabled(self) -> bool:
return self.settings.enable_squadron_pilot_limits
def claim_new_pilot_if_allowed(self) -> Optional[Pilot]:
if self.pilot_limits_enabled:
return None
self._recruit_pilots(1)
return self.available_pilots.pop()
def claim_available_pilot(self) -> Optional[Pilot]:
if not self.available_pilots:
return self.claim_new_pilot_if_allowed()
# For opfor, so player/AI option is irrelevant.
if not self.player:
return self.available_pilots.pop()
preference = self.settings.auto_ato_behavior
# No preference, so the first pilot is fine.
if preference is AutoAtoBehavior.Default:
return self.available_pilots.pop()
prefer_players = preference is AutoAtoBehavior.Prefer
for pilot in self.available_pilots:
if pilot.player == prefer_players:
self.available_pilots.remove(pilot)
return pilot
# No pilot was found that matched the user's preference.
#
# If they chose to *never* assign players and only players remain in the pool,
# we cannot fill the slot with the available pilots.
#
# If they only *prefer* players and we're out of players, just return an AI
# pilot.
if not prefer_players:
return self.claim_new_pilot_if_allowed()
return self.available_pilots.pop()
def claim_pilot(self, pilot: Pilot) -> None:
if pilot not in self.available_pilots:
raise ValueError(
f"Cannot assign {pilot} to {self} because they are not available"
)
self.available_pilots.remove(pilot)
def return_pilot(self, pilot: Pilot) -> None:
self.available_pilots.append(pilot)
def return_pilots(self, pilots: Sequence[Pilot]) -> None:
# Return in reverse so that returning two pilots and then getting two more
# results in the same ordering. This happens commonly when resetting rosters in
# the UI, when we clear the roster because the UI is updating, then end up
# repopulating the same size flight from the same squadron.
self.available_pilots.extend(reversed(pilots))
def _recruit_pilots(self, count: int) -> None:
new_pilots = self.pilot_pool[:count]
self.pilot_pool = self.pilot_pool[count:]
count -= len(new_pilots)
new_pilots.extend([Pilot(self.faker.name()) for _ in range(count)])
self.current_roster.extend(new_pilots)
self.available_pilots.extend(new_pilots)
def populate_for_turn_0(self) -> None:
if any(p.status is not PilotStatus.Active for p in self.pilot_pool):
raise ValueError("Squadrons can only be created with active pilots.")
self._recruit_pilots(self.settings.squadron_pilot_limit)
def replenish_lost_pilots(self) -> None:
if not self.pilot_limits_enabled:
return
replenish_count = min(
self.settings.squadron_replenishment_rate,
self._number_of_unfilled_pilot_slots,
)
if replenish_count > 0:
self._recruit_pilots(replenish_count)
def return_all_pilots(self) -> None:
self.available_pilots = list(self.active_pilots)
@staticmethod
def send_on_leave(pilot: Pilot) -> None:
pilot.send_on_leave()
def return_from_leave(self, pilot: Pilot) -> None:
if not self.has_unfilled_pilot_slots:
raise RuntimeError(
f"Cannot return {pilot} from leave because {self} is full"
)
pilot.return_from_leave()
@property
def faker(self) -> Faker:
return self.coalition.faker
def _pilots_with_status(self, status: PilotStatus) -> list[Pilot]:
return [p for p in self.current_roster if p.status == status]
def _pilots_without_status(self, status: PilotStatus) -> list[Pilot]:
return [p for p in self.current_roster if p.status != status]
@property
def active_pilots(self) -> list[Pilot]:
return self._pilots_with_status(PilotStatus.Active)
@property
def pilots_on_leave(self) -> list[Pilot]:
return self._pilots_with_status(PilotStatus.OnLeave)
@property
def number_of_pilots_including_inactive(self) -> int:
return len(self.current_roster)
@property
def _number_of_unfilled_pilot_slots(self) -> int:
return self.settings.squadron_pilot_limit - len(self.active_pilots)
@property
def number_of_available_pilots(self) -> int:
return len(self.available_pilots)
def can_provide_pilots(self, count: int) -> bool:
return not self.pilot_limits_enabled or self.number_of_available_pilots >= count
@property
def has_available_pilots(self) -> bool:
return not self.pilot_limits_enabled or bool(self.available_pilots)
@property
def has_unfilled_pilot_slots(self) -> bool:
return not self.pilot_limits_enabled or self._number_of_unfilled_pilot_slots > 0
def can_auto_assign(self, task: FlightType) -> bool:
return task in self.auto_assignable_mission_types
def pilot_at_index(self, index: int) -> Pilot:
return self.current_roster[index]
@classmethod
def from_yaml(cls, path: Path, game: Game, coalition: Coalition) -> Squadron:
from gen.flights.ai_flight_planner_db import tasks_for_aircraft
from gen.flights.flight import FlightType
with path.open(encoding="utf8") as squadron_file:
data = yaml.safe_load(squadron_file)
name = data["aircraft"]
try:
unit_type = AircraftType.named(name)
except KeyError as ex:
raise KeyError(f"Could not find any aircraft named {name}") from ex
pilots = [Pilot(n, player=False) for n in data.get("pilots", [])]
pilots.extend([Pilot(n, player=True) for n in data.get("players", [])])
mission_types = [FlightType.from_name(n) for n in data["mission_types"]]
tasks = tasks_for_aircraft(unit_type)
for mission_type in list(mission_types):
if mission_type not in tasks:
logging.error(
f"Squadron has mission type {mission_type} but {unit_type} is not "
f"capable of that task: {path}"
)
mission_types.remove(mission_type)
return Squadron(
name=data["name"],
nickname=data.get("nickname"),
country=data["country"],
role=data["role"],
aircraft=unit_type,
livery=data.get("livery"),
mission_types=tuple(mission_types),
pilot_pool=pilots,
coalition=coalition,
settings=game.settings,
)
def __setstate__(self, state: dict[str, Any]) -> None:
# TODO: Remove save compat.
if "auto_assignable_mission_types" not in state:
state["auto_assignable_mission_types"] = set(state["mission_types"])
self.__dict__.update(state)
class SquadronLoader:
def __init__(self, game: Game, coalition: Coalition) -> None:
self.game = game
self.coalition = coalition
@staticmethod
def squadron_directories() -> Iterator[Path]:
from game import persistency
yield Path(persistency.base_path()) / "Liberation/Squadrons"
yield Path("resources/squadrons")
def load(self) -> dict[AircraftType, list[Squadron]]:
squadrons: dict[AircraftType, list[Squadron]] = defaultdict(list)
country = self.coalition.country_name
faction = self.coalition.faction
any_country = country.startswith("Combined Joint Task Forces ")
for directory in self.squadron_directories():
for path, squadron in self.load_squadrons_from(directory):
if not any_country and squadron.country != country:
logging.debug(
"Not using squadron for non-matching country (is "
f"{squadron.country}, need {country}: {path}"
)
continue
if squadron.aircraft not in faction.aircrafts:
logging.debug(
f"Not using squadron because {faction.name} cannot use "
f"{squadron.aircraft}: {path}"
)
continue
logging.debug(
f"Found {squadron.name} {squadron.aircraft} {squadron.role} "
f"compatible with {faction.name}"
)
squadrons[squadron.aircraft].append(squadron)
# Convert away from defaultdict because defaultdict doesn't unpickle so we don't
# want it in the save state.
return dict(squadrons)
def load_squadrons_from(self, directory: Path) -> Iterator[Tuple[Path, Squadron]]:
logging.debug(f"Looking for factions in {directory}")
# First directory level is the aircraft type so that historical squadrons that
# have flown multiple airframes can be defined as many times as needed. The main
# load() method is responsible for filtering out squadrons that aren't
# compatible with the faction.
for squadron_path in directory.glob("*/*.yaml"):
try:
yield squadron_path, Squadron.from_yaml(
squadron_path, self.game, self.coalition
)
except Exception as ex:
raise RuntimeError(
f"Failed to load squadron defined by {squadron_path}"
) from ex
class AirWing:
def __init__(self, game: Game, coalition: Coalition) -> None:
from gen.flights.ai_flight_planner_db import tasks_for_aircraft
self.game = game
self.squadrons = SquadronLoader(game, coalition).load()
count = itertools.count(1)
for aircraft in coalition.faction.aircrafts:
if aircraft in self.squadrons:
continue
self.squadrons[aircraft] = [
Squadron(
name=f"Squadron {next(count):03}",
nickname=self.random_nickname(),
country=coalition.country_name,
role="Flying Squadron",
aircraft=aircraft,
livery=None,
mission_types=tuple(tasks_for_aircraft(aircraft)),
pilot_pool=[],
coalition=coalition,
settings=game.settings,
)
]
def squadrons_for(self, aircraft: AircraftType) -> Sequence[Squadron]:
return self.squadrons[aircraft]
def can_auto_plan(self, task: FlightType) -> bool:
try:
next(self.auto_assignable_for_task(task))
return True
except StopIteration:
return False
def auto_assignable_for_task(self, task: FlightType) -> Iterator[Squadron]:
for squadron in self.iter_squadrons():
if squadron.can_auto_assign(task):
yield squadron
def auto_assignable_for_task_with_type(
self, aircraft: AircraftType, task: FlightType
) -> Iterator[Squadron]:
for squadron in self.squadrons_for(aircraft):
if squadron.can_auto_assign(task) and squadron.has_available_pilots:
yield squadron
def squadron_for(self, aircraft: AircraftType) -> Squadron:
return self.squadrons_for(aircraft)[0]
def iter_squadrons(self) -> Iterator[Squadron]:
return itertools.chain.from_iterable(self.squadrons.values())
def squadron_at_index(self, index: int) -> Squadron:
return list(self.iter_squadrons())[index]
def populate_for_turn_0(self) -> None:
for squadron in self.iter_squadrons():
squadron.populate_for_turn_0()
def replenish(self) -> None:
for squadron in self.iter_squadrons():
squadron.replenish_lost_pilots()
def reset(self) -> None:
for squadron in self.iter_squadrons():
squadron.return_all_pilots()
@property
def size(self) -> int:
return sum(len(s) for s in self.squadrons.values())
@staticmethod
def _make_random_nickname() -> str:
from gen.naming import ANIMALS
animal = random.choice(ANIMALS)
adjective = random.choice(
(
None,
"Red",
"Blue",
"Green",
"Golden",
"Black",
"Fighting",
"Flying",
)
)
if adjective is None:
return animal.title()
return f"{adjective} {animal}".title()
def random_nickname(self) -> str:
while True:
nickname = self._make_random_nickname()
for squadron in self.iter_squadrons():
if squadron.nickname == nickname:
break
else:
return nickname