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https://github.com/dcs-retribution/dcs-retribution.git
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89 lines
2.7 KiB
Python
89 lines
2.7 KiB
Python
import itertools
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import logging
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from typing import Any
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from dcs.unit import UnitType as DcsUnitType
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from game.dcs.aircrafttype import AircraftType
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from game.dcs.groundunittype import GroundUnitType
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from game.dcs.unittype import UnitType
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BASE_MAX_STRENGTH = 1
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BASE_MIN_STRENGTH = 0
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class Base:
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def __init__(self):
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self.aircraft: dict[AircraftType, int] = {}
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self.armor: dict[GroundUnitType, int] = {}
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self.strength = 1
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@property
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def total_aircraft(self) -> int:
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return sum(self.aircraft.values())
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@property
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def total_armor(self) -> int:
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return sum(self.armor.values())
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@property
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def total_armor_value(self) -> int:
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total = 0
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for unit_type, count in self.armor.items():
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total += unit_type.price * count
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return total
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def total_units_of_type(self, unit_type: UnitType[DcsUnitType]) -> int:
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return sum(
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[
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c
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for t, c in itertools.chain(self.aircraft.items(), self.armor.items())
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if t == unit_type
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]
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)
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def commission_units(self, units: dict[Any, int]):
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for unit_type, unit_count in units.items():
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if unit_count <= 0:
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continue
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target_dict: dict[Any, int]
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if isinstance(unit_type, AircraftType):
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target_dict = self.aircraft
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elif isinstance(unit_type, GroundUnitType):
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target_dict = self.armor
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else:
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logging.error(f"Unexpected unit type of {unit_type}")
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return
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target_dict[unit_type] = target_dict.get(unit_type, 0) + unit_count
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def commit_losses(self, units_lost: dict[Any, int]):
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for unit_type, count in units_lost.items():
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target_dict: dict[Any, int]
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if unit_type in self.aircraft:
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target_dict = self.aircraft
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elif unit_type in self.armor:
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target_dict = self.armor
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else:
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print("Base didn't find event type {}".format(unit_type))
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continue
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if unit_type not in target_dict:
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print("Base didn't find event type {}".format(unit_type))
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continue
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target_dict[unit_type] = max(target_dict[unit_type] - count, 0)
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if target_dict[unit_type] == 0:
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del target_dict[unit_type]
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def affect_strength(self, amount):
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self.strength += amount
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if self.strength > BASE_MAX_STRENGTH:
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self.strength = BASE_MAX_STRENGTH
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elif self.strength <= 0:
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self.strength = BASE_MIN_STRENGTH
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def set_strength_to_minimum(self) -> None:
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self.strength = BASE_MIN_STRENGTH
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