2022-08-14 14:45:25 +02:00

129 lines
4.5 KiB
Python

from __future__ import annotations
import uuid
from typing import Any, TYPE_CHECKING
from uuid import UUID
from dcs import Point
from pydantic import BaseModel
from game.server.leaflet import LeafletPoint
if TYPE_CHECKING:
from game import Game
from game.theater import ControlPoint
from game.transfers import MultiGroupTransport, TransportMap
class TransportFinder:
def __init__(
self, game: Game, control_point_a: ControlPoint, control_point_b: ControlPoint
) -> None:
self.game = game
self.control_point_a = control_point_a
self.control_point_b = control_point_b
def find_in_transport_map(
self, transport_map: TransportMap[Any]
) -> list[MultiGroupTransport]:
transports = []
transport = transport_map.find_transport(
self.control_point_a, self.control_point_b
)
if transport is not None:
transports.append(transport)
transport = transport_map.find_transport(
self.control_point_b, self.control_point_a
)
if transport is not None:
transports.append(transport)
return transports
def find_transports(self, sea_route: bool) -> list[MultiGroupTransport]:
if sea_route:
return self.find_in_transport_map(
self.game.blue.transfers.cargo_ships
) + self.find_in_transport_map(self.game.red.transfers.cargo_ships)
return self.find_in_transport_map(
self.game.blue.transfers.convoys
) + self.find_in_transport_map(self.game.red.transfers.convoys)
def describe_active_transports(self, sea_route: bool) -> list[str]:
transports = self.find_transports(sea_route)
if not transports:
return []
descriptions = []
for transport in transports:
units = "units" if transport.size > 1 else "unit"
descriptions.append(
f"{transport.size} {units} transferring from {transport.origin} to "
f"{transport.destination}"
)
return descriptions
class SupplyRouteJs(BaseModel):
id: str
points: list[LeafletPoint]
front_active: bool
is_sea: bool
blue: bool
active_transports: list[str]
class Config:
title = "SupplyRoute"
@staticmethod
def for_link(
game: Game, a: ControlPoint, b: ControlPoint, points: list[Point], sea: bool
) -> SupplyRouteJs:
return SupplyRouteJs(
# Although these are not persistent objects in the backend, the frontend
# needs unique IDs for anything that it will use in a list. That means that
# any data that we expose as a list most likely needs a unique ID. List
# indexes are **not** sufficient as IDs across game loads, as any indexes
# that persist between games will not be updated in the UI.
#
# Generating a UUID for these ephemeral objects is awkward, but does not
# cause any issues since the only thing the ID is used for is to
# disambiguate objects across save games.
#
# https://reactjs.org/docs/lists-and-keys.html#keys
# https://github.com/dcs-liberation/dcs_liberation/issues/2167
id=f"{a}:{b}",
points=[p.latlng() for p in points],
front_active=not sea and a.front_is_active(b),
is_sea=sea,
blue=a.captured,
active_transports=TransportFinder(game, a, b).describe_active_transports(
sea
),
)
@staticmethod
def all_in_game(game: Game) -> list[SupplyRouteJs]:
seen = set()
routes = []
for control_point in game.theater.controlpoints:
seen.add(control_point)
for destination, route in control_point.convoy_routes.items():
if destination in seen:
continue
routes.append(
SupplyRouteJs.for_link(
game, control_point, destination, list(route), sea=False
)
)
for destination, route in control_point.shipping_lanes.items():
if destination in seen:
continue
if not destination.is_friendly_to(control_point):
continue
routes.append(
SupplyRouteJs.for_link(
game, control_point, destination, list(route), sea=True
)
)
return routes