dcs-retribution/game/unitdelivery.py
Dan Albert d80f7ebf3b Refactor transfers to support unfulfilled orders.
This gives a clean break between the transfer request and the type of
transport allocated to make way for transports that need to switch
types (to support driving to a port, then getting on a ship, to a train,
then back on the road, etc).

https://github.com/Khopa/dcs_liberation/issues/823
2021-04-23 20:10:29 -07:00

177 lines
6.4 KiB
Python

from __future__ import annotations
import logging
from collections import defaultdict
from dataclasses import dataclass
from typing import Dict, Optional, TYPE_CHECKING, Type
from dcs.unittype import UnitType, VehicleType
from game.theater import ControlPoint, SupplyRoute
from gen.flights.closestairfields import ObjectiveDistanceCache
from .db import PRICES
from .transfers import TransferOrder
if TYPE_CHECKING:
from .game import Game
@dataclass(frozen=True)
class GroundUnitSource:
control_point: ControlPoint
requires_airlift: bool
class PendingUnitDeliveries:
def __init__(self, destination: ControlPoint) -> None:
self.destination = destination
# Maps unit type to order quantity.
self.units: Dict[Type[UnitType], int] = defaultdict(int)
def __str__(self) -> str:
return f"Pending delivery to {self.destination}"
def order(self, units: Dict[Type[UnitType], int]) -> None:
for k, v in units.items():
self.units[k] += v
def sell(self, units: Dict[Type[UnitType], int]) -> None:
for k, v in units.items():
self.units[k] -= v
def refund_all(self, game: Game) -> None:
self.refund(game, self.units)
self.units = defaultdict(int)
def refund(self, game: Game, units: Dict[Type[UnitType], int]) -> None:
for unit_type, count in units.items():
try:
price = PRICES[unit_type]
except KeyError:
logging.error(f"Could not refund {unit_type.id}, price unknown")
continue
logging.info(f"Refunding {count} {unit_type.id} at {self.destination.name}")
game.adjust_budget(price * count, player=self.destination.captured)
def pending_orders(self, unit_type: Type[UnitType]) -> int:
pending_units = self.units.get(unit_type)
if pending_units is None:
pending_units = 0
return pending_units
def available_next_turn(self, unit_type: Type[UnitType]) -> int:
current_units = self.destination.base.total_units_of_type(unit_type)
return self.pending_orders(unit_type) + current_units
def process(self, game: Game) -> None:
ground_unit_source = self.find_ground_unit_source(game)
if ground_unit_source is None:
game.message(
f"{self.destination.name} lost its source for ground unit "
"reinforcements. Refunding purchase price."
)
self.refund_all(game)
return
bought_units: Dict[Type[UnitType], int] = {}
units_needing_transfer: Dict[Type[VehicleType], int] = {}
sold_units: Dict[Type[UnitType], int] = {}
for unit_type, count in self.units.items():
coalition = "Ally" if self.destination.captured else "Enemy"
name = unit_type.id
if (
issubclass(unit_type, VehicleType)
and self.destination != ground_unit_source.control_point
):
source = ground_unit_source.control_point
d = units_needing_transfer
else:
source = self.destination
d = bought_units
if count >= 0:
d[unit_type] = count
game.message(
f"{coalition} reinforcements: {name} x {count} at {source}"
)
else:
sold_units[unit_type] = -count
game.message(f"{coalition} sold: {name} x {-count} at {source}")
self.units = defaultdict(int)
self.destination.base.commision_units(bought_units)
self.destination.base.commit_losses(sold_units)
if units_needing_transfer:
ground_unit_source.control_point.base.commision_units(
units_needing_transfer
)
self.create_transfer(
game, ground_unit_source.control_point, units_needing_transfer
)
def create_transfer(
self, game: Game, source: ControlPoint, units: Dict[Type[VehicleType], int]
) -> None:
game.transfers.new_transfer(TransferOrder(source, self.destination, units))
def find_ground_unit_source(self, game: Game) -> Optional[GroundUnitSource]:
# This is running *after* the turn counter has been incremented, so this is the
# reaction to turn 0. On turn zero we allow units to be recruited anywhere for
# delivery on turn 1 so that turn 1 always starts with units on the front line.
if game.turn == 1:
return GroundUnitSource(self.destination, requires_airlift=False)
# Fast path if the destination is a valid source.
if self.destination.can_recruit_ground_units(game):
return GroundUnitSource(self.destination, requires_airlift=False)
by_road = self.find_ground_unit_source_by_road(game)
if by_road is not None:
return GroundUnitSource(by_road, requires_airlift=False)
by_air = self.find_ground_unit_source_by_air(game)
if by_air is not None:
return GroundUnitSource(by_air, requires_airlift=True)
return None
def find_ground_unit_source_by_road(self, game: Game) -> Optional[ControlPoint]:
supply_route = SupplyRoute.for_control_point(self.destination)
sources = []
for control_point in supply_route:
if control_point.can_recruit_ground_units(game):
sources.append(control_point)
if not sources:
return None
# Fast path to skip the distance calculation if we have only one option.
if len(sources) == 1:
return sources[0]
closest = sources[0]
distance = len(supply_route.shortest_path_between(self.destination, closest))
for source in sources:
new_distance = len(
supply_route.shortest_path_between(self.destination, source)
)
if new_distance < distance:
closest = source
distance = new_distance
return closest
def find_ground_unit_source_by_air(self, game: Game) -> Optional[ControlPoint]:
closest_airfields = ObjectiveDistanceCache.get_closest_airfields(
self.destination
)
for airfield in closest_airfields.operational_airfields:
if airfield.is_friendly(
self.destination.captured
) and airfield.can_recruit_ground_units(game):
return airfield
return None