dcs-retribution/game/debriefing.py

246 lines
8.2 KiB
Python

from __future__ import annotations
import json
import logging
import os
import threading
import time
from collections import defaultdict
from dataclasses import dataclass, field
from typing import (
Any,
Callable,
Dict,
Iterator,
List,
Type,
TYPE_CHECKING,
)
from dcs.unittype import FlyingType, UnitType
from game import db
from game.theater import Airfield, ControlPoint
from game.unitmap import Building, FrontLineUnit, GroundObjectUnit, UnitMap
from gen.flights.flight import Flight
if TYPE_CHECKING:
from game import Game
DEBRIEFING_LOG_EXTENSION = "log"
@dataclass(frozen=True)
class DebriefingDeadAircraftInfo:
#: The Flight that resulted in the generated unit.
flight: Flight
@property
def player_unit(self) -> bool:
return self.flight.departure.captured
@dataclass(frozen=True)
class AirLosses:
losses: List[DebriefingDeadAircraftInfo]
def by_type(self, player: bool) -> Dict[Type[FlyingType], int]:
losses_by_type: Dict[Type[FlyingType], int] = defaultdict(int)
for loss in self.losses:
if loss.flight.departure.captured != player:
continue
losses_by_type[loss.flight.unit_type] += 1
return losses_by_type
def surviving_flight_members(self, flight: Flight) -> int:
losses = 0
for loss in self.losses:
if loss.flight == flight:
losses += 1
return flight.count - losses
@dataclass
class GroundLosses:
front_line: List[FrontLineUnit] = field(default_factory=list)
ground_objects: List[GroundObjectUnit] = field(default_factory=list)
buildings: List[Building] = field(default_factory=list)
airfields: List[Airfield] = field(default_factory=list)
@dataclass(frozen=True)
class StateData:
#: True if the mission ended. If False, the mission exited abnormally.
mission_ended: bool
#: Names of aircraft units that were killed during the mission.
killed_aircraft: List[str]
#: Names of vehicle (and ship) units that were killed during the mission.
killed_ground_units: List[str]
#: Names of static units that were destroyed during the mission.
destroyed_statics: List[str]
#: Mangled names of bases that were captured during the mission.
base_capture_events: List[str]
@classmethod
def from_json(cls, data: Dict[str, Any]) -> StateData:
return cls(
mission_ended=data["mission_ended"],
killed_aircraft=data["killed_aircrafts"],
# Airfields emit a new "dead" event every time a bomb is dropped on
# them when they've already dead. Dedup.
killed_ground_units=list(set(data["killed_ground_units"])),
destroyed_statics=data["destroyed_objects_positions"],
base_capture_events=data["base_capture_events"]
)
class Debriefing:
def __init__(self, state_data: Dict[str, Any], game: Game,
unit_map: UnitMap) -> None:
self.state_data = StateData.from_json(state_data)
self.game = game
self.unit_map = unit_map
self.player_country_id = db.country_id_from_name(game.player_country)
self.enemy_country_id = db.country_id_from_name(game.enemy_country)
self.air_losses = self.dead_aircraft()
self.ground_losses = self.dead_ground_units()
@property
def front_line_losses(self) -> Iterator[FrontLineUnit]:
yield from self.ground_losses.front_line
@property
def ground_object_losses(self) -> Iterator[GroundObjectUnit]:
yield from self.ground_losses.ground_objects
@property
def building_losses(self) -> Iterator[Building]:
yield from self.ground_losses.buildings
@property
def damaged_runways(self) -> Iterator[Airfield]:
yield from self.ground_losses.airfields
def casualty_count(self, control_point: ControlPoint) -> int:
return len(
[x for x in self.front_line_losses if x.origin == control_point]
)
def front_line_losses_by_type(
self, player: bool) -> Dict[Type[UnitType], int]:
losses_by_type: Dict[Type[UnitType], int] = defaultdict(int)
for loss in self.ground_losses.front_line:
if loss.origin.captured != player:
continue
losses_by_type[loss.unit_type] += 1
return losses_by_type
def building_losses_by_type(self, player: bool) -> Dict[str, int]:
losses_by_type: Dict[str, int] = defaultdict(int)
for loss in self.ground_losses.buildings:
if loss.ground_object.control_point.captured != player:
continue
losses_by_type[loss.ground_object.dcs_identifier] += 1
return losses_by_type
def dead_aircraft(self) -> AirLosses:
losses = []
for unit_name in self.state_data.killed_aircraft:
flight = self.unit_map.flight(unit_name)
if flight is None:
logging.error(f"Could not find Flight matching {unit_name}")
continue
losses.append(DebriefingDeadAircraftInfo(flight))
return AirLosses(losses)
def dead_ground_units(self) -> GroundLosses:
losses = GroundLosses()
for unit_name in self.state_data.killed_ground_units:
front_line_unit = self.unit_map.front_line_unit(unit_name)
if front_line_unit is not None:
losses.front_line.append(front_line_unit)
continue
ground_object_unit = self.unit_map.ground_object_unit(unit_name)
if ground_object_unit is not None:
losses.ground_objects.append(ground_object_unit)
continue
building = self.unit_map.building(unit_name)
if building is not None:
losses.buildings.append(building)
continue
airfield = self.unit_map.airfield(unit_name)
if airfield is not None:
losses.airfields.append(airfield)
continue
# Only logging as debug because we don't currently track infantry
# deaths, so we expect to see quite a few unclaimed dead ground
# units. We should start tracking those and covert this to a
# warning.
logging.debug(f"Death of untracked ground unit {unit_name} will "
"have no effect. This may be normal behavior.")
return losses
@property
def base_capture_events(self):
"""Keeps only the last instance of a base capture event for each base ID."""
reversed_captures = list(reversed(self.state_data.base_capture_events))
last_base_cap_indexes = []
for idx, base in enumerate(i.split("||")[0] for i in reversed_captures):
if base not in [x[1] for x in last_base_cap_indexes]:
last_base_cap_indexes.append((idx, base))
return [reversed_captures[idx[0]] for idx in last_base_cap_indexes]
class PollDebriefingFileThread(threading.Thread):
"""Thread class with a stop() method. The thread itself has to check
regularly for the stopped() condition."""
def __init__(self, callback: Callable[[Debriefing], None],
game: Game, unit_map: UnitMap) -> None:
super().__init__()
self._stop_event = threading.Event()
self.callback = callback
self.game = game
self.unit_map = unit_map
def stop(self):
self._stop_event.set()
def stopped(self):
return self._stop_event.is_set()
def run(self):
if os.path.isfile("state.json"):
last_modified = os.path.getmtime("state.json")
else:
last_modified = 0
while not self.stopped():
if os.path.isfile("state.json") and os.path.getmtime("state.json") > last_modified:
with open("state.json", "r") as json_file:
json_data = json.load(json_file)
debriefing = Debriefing(json_data, self.game, self.unit_map)
self.callback(debriefing)
break
time.sleep(5)
def wait_for_debriefing(callback: Callable[[Debriefing], None],
game: Game, unit_map) -> PollDebriefingFileThread:
thread = PollDebriefingFileThread(callback, game, unit_map)
thread.start()
return thread