dcs-retribution/game/theater/theatergroup.py
Dan Albert 73a8ec02b2 Speed up game tick by caching TGO threat regions.
Still more could be done here by caching the merged poly at the theater
level, but this goes a long way.

Aircraft commit regions are already cached (in the FlightState), so
those are already fairly fast. The combined A2A commit boundary could
also potentially be cached at the theater level.
2022-03-07 21:19:04 -08:00

169 lines
4.8 KiB
Python

from __future__ import annotations
from dataclasses import dataclass
from typing import Any, Optional, TYPE_CHECKING, Type
from dcs.triggers import TriggerZone
from dcs.unittype import ShipType, StaticType, UnitType as DcsUnitType, VehicleType
from game.dcs.groundunittype import GroundUnitType
from game.dcs.shipunittype import ShipUnitType
from game.dcs.unittype import UnitType
from game.point_with_heading import PointWithHeading
from game.utils import Heading
if TYPE_CHECKING:
from game.layout.layout import LayoutUnit
from game.sim import GameUpdateEvents
from game.theater import TheaterGroundObject
@dataclass
class TheaterUnit:
"""Representation of a single Unit in the Game"""
# Every Unit has a unique ID generated from the game
id: int
# The name of the Unit. Not required to be unique
name: str
# DCS UniType of the unit
type: Type[DcsUnitType]
# Position and orientation of the Unit
position: PointWithHeading
# The parent ground object
ground_object: TheaterGroundObject
# State of the unit, dead or alive
alive: bool = True
@staticmethod
def from_template(
id: int, dcs_type: Type[DcsUnitType], t: LayoutUnit, go: TheaterGroundObject
) -> TheaterUnit:
return TheaterUnit(
id,
t.name,
dcs_type,
PointWithHeading.from_point(t.position, Heading.from_degrees(t.heading)),
go,
)
@property
def unit_type(self) -> Optional[UnitType[Any]]:
if issubclass(self.type, VehicleType):
return next(GroundUnitType.for_dcs_type(self.type))
elif issubclass(self.type, ShipType):
return next(ShipUnitType.for_dcs_type(self.type))
# None for not available StaticTypes
return None
def kill(self, events: GameUpdateEvents) -> None:
self.alive = False
self.ground_object.invalidate_threat_poly()
events.update_tgo(self.ground_object)
@property
def unit_name(self) -> str:
return f"{str(self.id).zfill(4)} | {self.name}"
@property
def display_name(self) -> str:
dead_label = " [DEAD]" if not self.alive else ""
unit_label = self.unit_type or self.type.name or self.name
return f"{str(self.id).zfill(4)} | {unit_label}{dead_label}"
@property
def short_name(self) -> str:
dead_label = " [DEAD]" if not self.alive else ""
return f"<b>{self.type.id[0:18]}</b> {dead_label}"
@property
def is_static(self) -> bool:
return issubclass(self.type, StaticType)
@property
def is_vehicle(self) -> bool:
return issubclass(self.type, VehicleType)
@property
def is_ship(self) -> bool:
return issubclass(self.type, ShipType)
@property
def icon(self) -> str:
return self.type.id
@property
def repairable(self) -> bool:
# Only let units with UnitType be repairable as we just have prices for them
return self.unit_type is not None
class SceneryUnit(TheaterUnit):
"""Special TheaterUnit for handling scenery ground objects"""
# Scenery Objects are identified by a special trigger zone
zone: TriggerZone
@property
def display_name(self) -> str:
dead_label = " [DEAD]" if not self.alive else ""
return f"{str(self.id).zfill(4)} | {self.name}{dead_label}"
@property
def short_name(self) -> str:
dead_label = " [DEAD]" if not self.alive else ""
return f"<b>{self.name[0:18]}</b> {dead_label}"
@property
def icon(self) -> str:
return "missing"
@property
def repairable(self) -> bool:
return False
@dataclass
class TheaterGroup:
"""Logical group for multiple TheaterUnits at a specific position"""
# Every Theater Group has a unique ID generated from the game
id: int # Unique ID
# The name of the Group. Not required to be unique
name: str
# Position and orientation of the Group
position: PointWithHeading
# All TheaterUnits within the group
units: list[TheaterUnit]
# The parent ground object
ground_object: TheaterGroundObject
@staticmethod
def from_template(
id: int,
name: str,
units: list[TheaterUnit],
go: TheaterGroundObject,
unit_type: Type[DcsUnitType],
unit_count: int,
) -> TheaterGroup:
return TheaterGroup(
id,
name,
PointWithHeading.from_point(go.position, go.heading),
units,
go,
)
@property
def group_name(self) -> str:
return f"{str(self.id).zfill(4)} | {self.name}"
@property
def unit_count(self) -> int:
return len(self.units)
@property
def alive_units(self) -> int:
return sum([unit.alive for unit in self.units])