mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
256 lines
8.4 KiB
Python
256 lines
8.4 KiB
Python
from __future__ import annotations
|
|
|
|
import itertools
|
|
import logging
|
|
import random
|
|
from collections import defaultdict
|
|
from dataclasses import dataclass, field
|
|
from pathlib import Path
|
|
from typing import Type, Tuple, List, TYPE_CHECKING, Optional, Iterable, Iterator
|
|
|
|
import yaml
|
|
from dcs.unittype import FlyingType
|
|
from faker import Faker
|
|
|
|
from game.db import flying_type_from_name
|
|
|
|
if TYPE_CHECKING:
|
|
from game import Game
|
|
from gen.flights.flight import FlightType
|
|
|
|
|
|
@dataclass
|
|
class PilotRecord:
|
|
missions_flown: int = field(default=0)
|
|
|
|
|
|
@dataclass
|
|
class Pilot:
|
|
name: str
|
|
player: bool = field(default=False)
|
|
alive: bool = field(default=True)
|
|
record: PilotRecord = field(default_factory=PilotRecord)
|
|
|
|
@classmethod
|
|
def random(cls, faker: Faker) -> Pilot:
|
|
return Pilot(faker.name())
|
|
|
|
|
|
@dataclass
|
|
class Squadron:
|
|
name: str
|
|
nickname: str
|
|
country: str
|
|
role: str
|
|
aircraft: Type[FlyingType]
|
|
mission_types: Tuple[FlightType, ...]
|
|
pilots: List[Pilot]
|
|
available_pilots: List[Pilot] = field(init=False, hash=False, compare=False)
|
|
|
|
# We need a reference to the Game so that we can access the Faker without needing to
|
|
# persist it to the save game, or having to reconstruct it (it's not cheap) each
|
|
# time we create or load a squadron.
|
|
game: Game = field(hash=False, compare=False)
|
|
player: bool
|
|
|
|
def __post_init__(self) -> None:
|
|
self.available_pilots = list(self.active_pilots)
|
|
|
|
def __str__(self) -> str:
|
|
return f'{self.name} "{self.nickname}"'
|
|
|
|
def claim_available_pilot(self) -> Optional[Pilot]:
|
|
if not self.available_pilots:
|
|
self.enlist_new_pilots(1)
|
|
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: Iterable[Pilot]) -> None:
|
|
self.available_pilots.extend(pilots)
|
|
|
|
def enlist_new_pilots(self, count: int) -> None:
|
|
new_pilots = [Pilot(self.faker.name()) for _ in range(count)]
|
|
self.pilots.extend(new_pilots)
|
|
self.available_pilots.extend(new_pilots)
|
|
|
|
def return_all_pilots(self) -> None:
|
|
self.available_pilots = list(self.active_pilots)
|
|
|
|
@property
|
|
def faker(self) -> Faker:
|
|
return self.game.faker_for(self.player)
|
|
|
|
@property
|
|
def active_pilots(self) -> list[Pilot]:
|
|
return [p for p in self.pilots if p.alive]
|
|
|
|
@property
|
|
def size(self) -> int:
|
|
return len(self.active_pilots)
|
|
|
|
def pilot_at_index(self, index: int) -> Pilot:
|
|
return self.pilots[index]
|
|
|
|
@classmethod
|
|
def from_yaml(cls, path: Path, game: Game, player: bool) -> Squadron:
|
|
from gen.flights.flight import FlightType
|
|
|
|
with path.open() as squadron_file:
|
|
data = yaml.safe_load(squadron_file)
|
|
|
|
unit_type = flying_type_from_name(data["aircraft"])
|
|
if unit_type is None:
|
|
raise KeyError(f"Could not find any aircraft with the ID {unit_type}")
|
|
|
|
return Squadron(
|
|
name=data["name"],
|
|
nickname=data["nickname"],
|
|
country=data["country"],
|
|
role=data["role"],
|
|
aircraft=unit_type,
|
|
mission_types=tuple(FlightType.from_name(n) for n in data["mission_types"]),
|
|
pilots=[Pilot(n) for n in data.get("pilots", [])],
|
|
game=game,
|
|
player=player,
|
|
)
|
|
|
|
|
|
class SquadronLoader:
|
|
def __init__(self, game: Game, player: bool) -> None:
|
|
self.game = game
|
|
self.player = player
|
|
|
|
@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[Type[FlyingType], list[Squadron]]:
|
|
squadrons: dict[Type[FlyingType], list[Squadron]] = defaultdict(list)
|
|
country = self.game.country_for(self.player)
|
|
faction = self.game.faction_for(self.player)
|
|
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.player
|
|
)
|
|
except Exception as ex:
|
|
raise RuntimeError(
|
|
f"Failed to load squadron defined by {squadron_path}"
|
|
) from ex
|
|
|
|
|
|
class AirWing:
|
|
def __init__(self, game: Game, player: bool) -> None:
|
|
from gen.flights.flight import FlightType
|
|
|
|
self.game = game
|
|
self.player = player
|
|
self.squadrons = SquadronLoader(game, player).load()
|
|
|
|
count = itertools.count(1)
|
|
for aircraft in game.faction_for(player).aircrafts:
|
|
if aircraft in self.squadrons:
|
|
continue
|
|
self.squadrons[aircraft] = [
|
|
Squadron(
|
|
name=f"Squadron {next(count):03}",
|
|
nickname=self.random_nickname(),
|
|
country=game.country_for(player),
|
|
role="Flying Squadron",
|
|
aircraft=aircraft,
|
|
mission_types=tuple(FlightType),
|
|
pilots=[],
|
|
game=game,
|
|
player=player,
|
|
)
|
|
]
|
|
|
|
def squadron_for(self, aircraft: Type[FlyingType]) -> Squadron:
|
|
return self.squadrons[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 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
|