mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Mission planning has been completely redone. Missions are now planned by right clicking the target area and choosing "New package". A package can include multiple flights for the same objective. Right now the automatic flight planner is only fragging single-flight packages in the same manner that it used to, but that can be improved now. The air tasking order (ATO) is now the left bar of the main UI. This shows every fragged package, and the flights in the selected package. The info bar that was previously on the left is now a smaller bar at the bottom of the screen. The old "Mission Planning" button is now just the "Take Off" button. The flight plan display no longer shows enemy flight plans. That could be re-added if needed, probably with a difficulty/cheat option. Aircraft inventories have been disassociated from the Planner class. Aircraft inventories are now stored globally in the Game object. Save games made prior to this update will not be compatible do to the changes in how aircraft inventories and planned flights are stored.
130 lines
4.8 KiB
Python
130 lines
4.8 KiB
Python
"""Inventory management APIs."""
|
|
from collections import defaultdict
|
|
from typing import Dict, Iterable, Iterator, Set, Tuple
|
|
|
|
from dcs.unittype import UnitType
|
|
|
|
from gen.flights.flight import Flight
|
|
|
|
|
|
class ControlPointAircraftInventory:
|
|
"""Aircraft inventory for a single control point."""
|
|
|
|
def __init__(self, control_point: "ControlPoint") -> None:
|
|
self.control_point = control_point
|
|
self.inventory: Dict[UnitType, int] = defaultdict(int)
|
|
|
|
def add_aircraft(self, aircraft: UnitType, count: int) -> None:
|
|
"""Adds aircraft to the inventory.
|
|
|
|
Args:
|
|
aircraft: The type of aircraft to add.
|
|
count: The number of aircraft to add.
|
|
"""
|
|
self.inventory[aircraft] += count
|
|
|
|
def remove_aircraft(self, aircraft: UnitType, count: int) -> None:
|
|
"""Removes aircraft from the inventory.
|
|
|
|
Args:
|
|
aircraft: The type of aircraft to remove.
|
|
count: The number of aircraft to remove.
|
|
|
|
Raises:
|
|
ValueError: The control point cannot fulfill the requested number of
|
|
aircraft.
|
|
"""
|
|
available = self.inventory[aircraft]
|
|
if available < count:
|
|
raise ValueError(
|
|
f"Cannot remove {count} {aircraft.id} from "
|
|
f"{self.control_point.name}. Only have {available}."
|
|
)
|
|
self.inventory[aircraft] -= count
|
|
|
|
def available(self, aircraft: UnitType) -> int:
|
|
"""Returns the number of available aircraft of the given type.
|
|
|
|
Args:
|
|
aircraft: The type of aircraft to query.
|
|
"""
|
|
return self.inventory[aircraft]
|
|
|
|
@property
|
|
def types_available(self) -> Iterator[UnitType]:
|
|
"""Iterates over all available aircraft types."""
|
|
for aircraft, count in self.inventory.items():
|
|
if count > 0:
|
|
yield aircraft
|
|
|
|
@property
|
|
def all_aircraft(self) -> Iterator[Tuple[UnitType, int]]:
|
|
"""Iterates over all available aircraft types, including amounts."""
|
|
for aircraft, count in self.inventory.items():
|
|
if count > 0:
|
|
yield aircraft, count
|
|
|
|
@property
|
|
def total_available(self) -> int:
|
|
"""Returns the total number of aircraft available."""
|
|
# TODO: Remove?
|
|
# This probably isn't actually useful. It's used by the AI flight
|
|
# planner to determine how many flights of a given type it should
|
|
# allocate, but it should probably be making that decision based on the
|
|
# number of aircraft available to perform a particular role.
|
|
return sum(self.inventory.values())
|
|
|
|
def clear(self) -> None:
|
|
"""Clears all aircraft from the inventory."""
|
|
self.inventory.clear()
|
|
|
|
|
|
class GlobalAircraftInventory:
|
|
"""Game-wide aircraft inventory."""
|
|
def __init__(self, control_points: Iterable["ControlPoint"]) -> None:
|
|
self.inventories: Dict["ControlPoint", ControlPointAircraftInventory] = {
|
|
cp: ControlPointAircraftInventory(cp) for cp in control_points
|
|
}
|
|
|
|
def reset(self) -> None:
|
|
"""Clears all control points and their inventories."""
|
|
for inventory in self.inventories.values():
|
|
inventory.clear()
|
|
|
|
def set_from_control_point(self, control_point: "ControlPoint") -> None:
|
|
"""Set the control point's aircraft inventory.
|
|
|
|
If the inventory for the given control point has already been set for
|
|
the turn, it will be overwritten.
|
|
"""
|
|
inventory = self.inventories[control_point]
|
|
for aircraft, count in control_point.base.aircraft.items():
|
|
inventory.add_aircraft(aircraft, count)
|
|
|
|
def for_control_point(
|
|
self,
|
|
control_point: "ControlPoint") -> ControlPointAircraftInventory:
|
|
"""Returns the inventory specific to the given control point."""
|
|
return self.inventories[control_point]
|
|
|
|
@property
|
|
def available_types_for_player(self) -> Iterator[UnitType]:
|
|
"""Iterates over all aircraft types available to the player."""
|
|
seen: Set[UnitType] = set()
|
|
for control_point, inventory in self.inventories.items():
|
|
if control_point.captured:
|
|
for aircraft in inventory.types_available:
|
|
if aircraft not in seen:
|
|
seen.add(aircraft)
|
|
yield aircraft
|
|
|
|
def claim_for_flight(self, flight: Flight) -> None:
|
|
"""Removes aircraft from the inventory for the given flight."""
|
|
inventory = self.for_control_point(flight.from_cp)
|
|
inventory.remove_aircraft(flight.unit_type, flight.count)
|
|
|
|
def return_from_flight(self, flight: Flight) -> None:
|
|
"""Returns a flight's aircraft to the inventory."""
|
|
inventory = self.for_control_point(flight.from_cp)
|
|
inventory.add_aircraft(flight.unit_type, flight.count)
|