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This makes it so that the mission planning effects are applied only if the package can be fulfilled. For example, breakthrough will be used only if all the BAI missions were fulfilled, not if they will *attempt* to be fulfilled.
143 lines
5.1 KiB
Python
143 lines
5.1 KiB
Python
"""Inventory management APIs."""
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from __future__ import annotations
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from collections import defaultdict, Iterator, Iterable
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from typing import TYPE_CHECKING
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from game.dcs.aircrafttype import AircraftType
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from gen.flights.flight import Flight
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if TYPE_CHECKING:
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from game.theater import ControlPoint
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class ControlPointAircraftInventory:
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"""Aircraft inventory for a single control point."""
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def __init__(self, control_point: ControlPoint) -> None:
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self.control_point = control_point
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self.inventory: dict[AircraftType, int] = defaultdict(int)
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def clone(self) -> ControlPointAircraftInventory:
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new = ControlPointAircraftInventory(self.control_point)
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new.inventory = self.inventory.copy()
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return new
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def add_aircraft(self, aircraft: AircraftType, count: int) -> None:
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"""Adds aircraft to the inventory.
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Args:
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aircraft: The type of aircraft to add.
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count: The number of aircraft to add.
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"""
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self.inventory[aircraft] += count
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def remove_aircraft(self, aircraft: AircraftType, count: int) -> None:
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"""Removes aircraft from the inventory.
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Args:
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aircraft: The type of aircraft to remove.
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count: The number of aircraft to remove.
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Raises:
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ValueError: The control point cannot fulfill the requested number of
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aircraft.
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"""
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available = self.inventory[aircraft]
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if available < count:
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raise ValueError(
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f"Cannot remove {count} {aircraft} from "
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f"{self.control_point.name}. Only have {available}."
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)
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self.inventory[aircraft] -= count
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def available(self, aircraft: AircraftType) -> int:
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"""Returns the number of available aircraft of the given type.
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Args:
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aircraft: The type of aircraft to query.
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"""
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try:
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return self.inventory[aircraft]
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except KeyError:
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return 0
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@property
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def types_available(self) -> Iterator[AircraftType]:
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"""Iterates over all available aircraft types."""
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for aircraft, count in self.inventory.items():
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if count > 0:
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yield aircraft
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@property
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def all_aircraft(self) -> Iterator[tuple[AircraftType, int]]:
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"""Iterates over all available aircraft types, including amounts."""
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for aircraft, count in self.inventory.items():
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if count > 0:
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yield aircraft, count
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def clear(self) -> None:
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"""Clears all aircraft from the inventory."""
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self.inventory.clear()
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class GlobalAircraftInventory:
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"""Game-wide aircraft inventory."""
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def __init__(self, control_points: Iterable[ControlPoint]) -> None:
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self.inventories: dict[ControlPoint, ControlPointAircraftInventory] = {
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cp: ControlPointAircraftInventory(cp) for cp in control_points
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}
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def clone(self) -> GlobalAircraftInventory:
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new = GlobalAircraftInventory([])
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new.inventories = {
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cp: inventory.clone() for cp, inventory in self.inventories.items()
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}
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return new
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def reset(self, for_player: bool) -> None:
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"""Clears the inventory of every control point owned by the given coalition."""
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for inventory in self.inventories.values():
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if inventory.control_point.captured == for_player:
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inventory.clear()
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def set_from_control_point(self, control_point: ControlPoint) -> None:
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"""Set the control point's aircraft inventory.
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If the inventory for the given control point has already been set for
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the turn, it will be overwritten.
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"""
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inventory = self.inventories[control_point]
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for aircraft, count in control_point.base.aircraft.items():
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inventory.add_aircraft(aircraft, count)
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def for_control_point(
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self, control_point: ControlPoint
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) -> ControlPointAircraftInventory:
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"""Returns the inventory specific to the given control point."""
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return self.inventories[control_point]
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@property
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def available_types_for_player(self) -> Iterator[AircraftType]:
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"""Iterates over all aircraft types available to the player."""
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seen: set[AircraftType] = set()
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for control_point, inventory in self.inventories.items():
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if control_point.captured:
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for aircraft in inventory.types_available:
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if not control_point.can_operate(aircraft):
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continue
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if aircraft not in seen:
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seen.add(aircraft)
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yield aircraft
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def claim_for_flight(self, flight: Flight) -> None:
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"""Removes aircraft from the inventory for the given flight."""
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inventory = self.for_control_point(flight.from_cp)
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inventory.remove_aircraft(flight.unit_type, flight.count)
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def return_from_flight(self, flight: Flight) -> None:
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"""Returns a flight's aircraft to the inventory."""
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inventory = self.for_control_point(flight.from_cp)
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inventory.add_aircraft(flight.unit_type, flight.count)
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