dcs-retribution/game/unitdelivery.py
2021-06-07 18:01:31 -07:00

162 lines
5.7 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
from .db import PRICES
from .theater.transitnetwork import (
NoPathError,
TransitNetwork,
)
from .transfers import TransferOrder
if TYPE_CHECKING:
from .game import Game
@dataclass(frozen=True)
class GroundUnitSource:
control_point: ControlPoint
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
):
source = ground_unit_source
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.commission_units(bought_units)
self.destination.base.commit_losses(sold_units)
if units_needing_transfer:
ground_unit_source.base.commission_units(units_needing_transfer)
self.create_transfer(game, ground_unit_source, 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[ControlPoint]:
# 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 self.destination
# Fast path if the destination is a valid source.
if self.destination.can_recruit_ground_units(game):
return self.destination
try:
return self.find_ground_unit_source_in_network(
game.transit_network_for(self.destination.captured), game
)
except NoPathError:
return None
def find_ground_unit_source_in_network(
self, network: TransitNetwork, game: Game
) -> Optional[ControlPoint]:
sources = []
for control_point in game.theater.control_points_for(self.destination.captured):
if control_point.can_recruit_ground_units(
game
) and network.has_path_between(self.destination, control_point):
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]
_, cost = network.shortest_path_with_cost(self.destination, closest)
for source in sources:
_, new_cost = network.shortest_path_with_cost(self.destination, source)
if new_cost < cost:
closest = source
cost = new_cost
return closest