mirror of
https://github.com/dcs-retribution/dcs-retribution.git
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- removed the map_object_id from the TGO - add a new TriggerRule with the MapObjectIsDead Condition which adds the map object to the killed_map_objects array in the state.json - Use the trigger_zone_name as the unique identifier used for the unit_map to recognize the kill
235 lines
9.2 KiB
Python
235 lines
9.2 KiB
Python
"""Maps generated units back to their Liberation types."""
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from __future__ import annotations
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import itertools
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import math
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from dataclasses import dataclass
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from typing import Dict, Optional, Any, TYPE_CHECKING, Union, TypeVar, Generic
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from dcs.unit import Vehicle, Ship
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from dcs.unitgroup import FlyingGroup, VehicleGroup, StaticGroup, ShipGroup, MovingGroup
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from game.dcs.groundunittype import GroundUnitType
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from game.squadrons import Pilot
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from game.theater import Airfield, ControlPoint, TheaterGroundObject
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from game.theater.theatergroundobject import BuildingGroundObject, SceneryGroundObject
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from game.ato.flight import Flight
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if TYPE_CHECKING:
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from game.transfers import CargoShip, Convoy, TransferOrder
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@dataclass(frozen=True)
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class FlyingUnit:
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flight: Flight
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pilot: Optional[Pilot]
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@dataclass(frozen=True)
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class FrontLineUnit:
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unit_type: GroundUnitType
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origin: ControlPoint
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UnitT = TypeVar("UnitT", Ship, Vehicle)
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@dataclass(frozen=True)
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class GroundObjectUnit(Generic[UnitT]):
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ground_object: TheaterGroundObject[Any]
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group: MovingGroup[UnitT]
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unit: UnitT
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@dataclass(frozen=True)
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class ConvoyUnit:
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unit_type: GroundUnitType
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convoy: Convoy
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@dataclass(frozen=True)
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class AirliftUnits:
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cargo: tuple[GroundUnitType, ...]
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transfer: TransferOrder
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@dataclass(frozen=True)
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class Building:
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ground_object: BuildingGroundObject
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class UnitMap:
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def __init__(self) -> None:
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self.aircraft: Dict[str, FlyingUnit] = {}
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self.airfields: Dict[str, Airfield] = {}
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self.front_line_units: Dict[str, FrontLineUnit] = {}
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self.ground_object_units: Dict[str, GroundObjectUnit[Any]] = {}
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self.buildings: Dict[str, Building] = {}
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self.convoys: Dict[str, ConvoyUnit] = {}
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self.cargo_ships: Dict[str, CargoShip] = {}
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self.airlifts: Dict[str, AirliftUnits] = {}
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def add_aircraft(self, group: FlyingGroup[Any], flight: Flight) -> None:
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for pilot, unit in zip(flight.roster.pilots, group.units):
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# The actual name is a String (the pydcs translatable string), which
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# doesn't define __eq__.
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name = str(unit.name)
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if name in self.aircraft:
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raise RuntimeError(f"Duplicate unit name: {name}")
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self.aircraft[name] = FlyingUnit(flight, pilot)
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if flight.cargo is not None:
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self.add_airlift_units(group, flight.cargo)
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def flight(self, unit_name: str) -> Optional[FlyingUnit]:
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return self.aircraft.get(unit_name, None)
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def add_airfield(self, airfield: Airfield) -> None:
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if airfield.name in self.airfields:
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raise RuntimeError(f"Duplicate airfield: {airfield.name}")
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self.airfields[airfield.name] = airfield
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def airfield(self, name: str) -> Optional[Airfield]:
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return self.airfields.get(name, None)
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def add_front_line_units(
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self, group: VehicleGroup, origin: ControlPoint, unit_type: GroundUnitType
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) -> None:
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for unit in group.units:
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# The actual name is a String (the pydcs translatable string), which
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# doesn't define __eq__.
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name = str(unit.name)
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if name in self.front_line_units:
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raise RuntimeError(f"Duplicate front line unit: {name}")
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self.front_line_units[name] = FrontLineUnit(unit_type, origin)
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def front_line_unit(self, name: str) -> Optional[FrontLineUnit]:
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return self.front_line_units.get(name, None)
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def add_ground_object_units(
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self,
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ground_object: TheaterGroundObject[Any],
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persistence_group: Union[ShipGroup, VehicleGroup],
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miz_group: Union[ShipGroup, VehicleGroup],
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) -> None:
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"""Adds a group associated with a TGO to the unit map.
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Args:
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ground_object: The TGO the group is associated with.
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persistence_group: The Group tracked by the TGO itself.
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miz_group: The Group spawned for the miz to match persistence_group.
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"""
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# Deaths for units at TGOs are recorded in the Group that is contained
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# by the TGO, but when groundobjectsgen populates the miz it creates new
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# groups based on that template, so the units and groups in the miz are
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# not a direct match for the units and groups that persist in the TGO.
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#
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# This means that we need to map the spawned unit names back to the
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# original TGO units, not the ones in the miz.
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if len(persistence_group.units) != len(miz_group.units):
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raise ValueError("Persistent group does not match generated group")
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unit_pairs = zip(persistence_group.units, miz_group.units)
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for persistent_unit, miz_unit in unit_pairs:
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# The actual name is a String (the pydcs translatable string), which
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# doesn't define __eq__.
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name = str(miz_unit.name)
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if name in self.ground_object_units:
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raise RuntimeError(f"Duplicate TGO unit: {name}")
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self.ground_object_units[name] = GroundObjectUnit(
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ground_object, persistence_group, persistent_unit
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)
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def ground_object_unit(self, name: str) -> Optional[GroundObjectUnit[Any]]:
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return self.ground_object_units.get(name, None)
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def add_convoy_units(self, group: VehicleGroup, convoy: Convoy) -> None:
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for unit, unit_type in zip(group.units, convoy.iter_units()):
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# The actual name is a String (the pydcs translatable string), which
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# doesn't define __eq__.
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name = str(unit.name)
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if name in self.convoys:
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raise RuntimeError(f"Duplicate convoy unit: {name}")
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self.convoys[name] = ConvoyUnit(unit_type, convoy)
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def convoy_unit(self, name: str) -> Optional[ConvoyUnit]:
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return self.convoys.get(name, None)
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def add_cargo_ship(self, group: ShipGroup, ship: CargoShip) -> None:
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if len(group.units) > 1:
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# Cargo ship "groups" are single units. Killing the one ship kills the whole
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# transfer. If we ever want to add escorts or create multiple cargo ships in
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# a convoy of ships that logic needs to change.
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raise ValueError("Expected cargo ship to be a single unit group.")
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unit = group.units[0]
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# The actual name is a String (the pydcs translatable string), which
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# doesn't define __eq__.
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name = str(unit.name)
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if name in self.cargo_ships:
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raise RuntimeError(f"Duplicate cargo ship: {name}")
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self.cargo_ships[name] = ship
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def cargo_ship(self, name: str) -> Optional[CargoShip]:
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return self.cargo_ships.get(name, None)
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def add_airlift_units(
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self, group: FlyingGroup[Any], transfer: TransferOrder
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) -> None:
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capacity_each = math.ceil(transfer.size / len(group.units))
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for idx, transport in enumerate(group.units):
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# Slice the units in groups based on the capacity of each unit. Cargo is
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# assigned arbitrarily to units in the order of the group. The last unit in
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# the group will receive a partial load if there is not enough cargo to fill
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# every transport.
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base_idx = idx * capacity_each
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cargo = tuple(
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itertools.islice(
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transfer.iter_units(), base_idx, base_idx + capacity_each
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)
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)
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# The actual name is a String (the pydcs translatable string), which
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# doesn't define __eq__.
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name = str(transport.name)
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if name in self.airlifts:
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raise RuntimeError(f"Duplicate airlift unit: {name}")
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self.airlifts[name] = AirliftUnits(cargo, transfer)
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def airlift_unit(self, name: str) -> Optional[AirliftUnits]:
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return self.airlifts.get(name, None)
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def add_building(
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self, ground_object: BuildingGroundObject, group: StaticGroup
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) -> None:
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# The actual name is a String (the pydcs translatable string), which
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# doesn't define __eq__.
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# The name of the initiator in the DCS dead event will have " object"
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# appended for statics.
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name = f"{group.name} object"
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if name in self.buildings:
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raise RuntimeError(f"Duplicate TGO unit: {name}")
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self.buildings[name] = Building(ground_object)
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def add_fortification(
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self, ground_object: BuildingGroundObject, group: VehicleGroup
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) -> None:
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if len(group.units) != 1:
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raise ValueError("Fortification groups must have exactly one unit.")
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unit = group.units[0]
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# The actual name is a String (the pydcs translatable string), which
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# doesn't define __eq__.
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name = str(unit.name)
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if name in self.buildings:
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raise RuntimeError(f"Duplicate TGO unit: {name}")
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self.buildings[name] = Building(ground_object)
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def add_scenery(self, ground_object: SceneryGroundObject) -> None:
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name = str(ground_object.zone.name)
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if name in self.buildings:
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raise RuntimeError(
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f"Duplicate TGO unit: {name}. TriggerZone name: "
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f"{ground_object.dcs_identifier}"
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)
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self.buildings[name] = Building(ground_object)
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def building_or_fortification(self, name: str) -> Optional[Building]:
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return self.buildings.get(name, None)
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