refactor frontline situation briefing

This commit is contained in:
walterroach 2020-10-29 22:11:52 -05:00 committed by Dan Albert
parent 28035bf02b
commit 0b2fbddbc5

View File

@ -1,6 +1,8 @@
import os
import random
import logging
from dataclasses import dataclass
from theater.frontline import FrontLine
from typing import List, Dict, TYPE_CHECKING
from jinja2 import Environment, FileSystemLoader, select_autoescape
@ -9,7 +11,8 @@ from dcs.mission import Mission
from .aircraft import FlightData
from .airsupportgen import AwacsInfo, TankerInfo
from .armor import JtacInfo
from .conflictgen import Conflict
# from .conflictgen import Conflict
from theater import ControlPoint
from .ground_forces.combat_stance import CombatStance
from .radios import RadioFrequency
from .runways import RunwayData
@ -24,18 +27,6 @@ class CommInfo:
name: str
freq: RadioFrequency
@dataclass
class BriefingInfo:
description: str
@dataclass
class FrontLineInfo(BriefingInfo):
enemy_base: str
player_base: str
class MissionInfoGenerator:
"""Base type for generators of mission information for the player.
@ -102,9 +93,9 @@ class MissionInfoGenerator:
class BriefingGenerator(MissionInfoGenerator):
def __init__(self, mission: Mission, conflict: Conflict, game: 'Game'):
def __init__(self, mission: Mission, game: 'Game'):
super().__init__(mission)
self.conflict = conflict
# self.conflict = conflict
self.game = game
self.title = ""
self.description = ""
@ -129,74 +120,15 @@ class BriefingGenerator(MissionInfoGenerator):
self.dynamic_runways.append(runway)
def generate(self):
self.generate_ongoing_war_text()
self._generate_frontline_info()
self.generate_allied_flights_by_departure()
self.mission.set_description_text(self.template.render(vars(self)))
self.mission.add_picture_blue(os.path.abspath(
"./resources/ui/splash_screen.png"))
def __random_frontline_sentence(self, player_base_name, enemy_base_name):
templates = [
"There are combats between {} and {}. ",
"The war on the ground is still going on between {} and {}. ",
"Our ground forces in {} are opposed to enemy forces based in {}. ",
"Our forces from {} are fighting enemies based in {}. ",
"There is an active frontline between {} and {}. ",
]
return random.choice(templates).format(player_base_name, enemy_base_name)
# TODO: refactor this, perhaps move to FrontLineInfo factory object or template?
def generate_ongoing_war_text(self):
def _generate_frontline_info(self):
for front_line in self.game.theater.conflicts(from_player=True):
player_base = front_line.control_point_a
enemy_base = front_line.control_point_b
has_numerical_superiority = player_base.base.total_armor > enemy_base.base.total_armor
description = self.__random_frontline_sentence(player_base.name, enemy_base.name)
stance = player_base.stances[enemy_base.id]
if player_base.base.total_armor == 0:
player_zero = True
description += ("We do not have a single vehicle available to hold our position, the situation is"
"critical, and we will lose ground inevitably.\n")
elif enemy_base.base.total_armor == 0:
player_zero = False
description += ("The enemy forces have been crushed, we will be able to make significant progress"
f" toward {enemy_base.name}. \n")
else:
player_zero = False
if not player_zero:
if stance == CombatStance.AGGRESSIVE:
if has_numerical_superiority:
description += ("On this location, our ground forces will try to make "
"progress against the enemy. As the enemy is outnumbered, "
"our forces should have no issue making progress.\n")
else:
description += ("On this location, our ground forces will try an audacious "
"assault against enemies in superior numbers. The operation"
" is risky, and the enemy might counter attack.\n")
elif stance == CombatStance.ELIMINATION:
if has_numerical_superiority:
description += ("On this location, our ground forces will focus on the destruction of enemy"
f"assets, before attempting to make progress toward {enemy_base.name}. "
"The enemy is already outnumbered, and this maneuver might draw a final "
"blow to their forces.\n")
else:
description += ("On this location, our ground forces will try an audacious assault against "
"enemies in superior numbers. The operation is risky, and the enemy might "
"counter attack.\n")
elif stance == CombatStance.BREAKTHROUGH:
if has_numerical_superiority:
description += ("On this location, our ground forces will focus on progression toward "
f"{enemy_base.name}.\n")
else:
description += ("On this location, our ground forces have been ordered to rush toward "
f"{enemy_base.name}. Wish them luck... We are also expecting a counter attack.\n")
elif stance in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
if has_numerical_superiority:
description += "On this location, our ground forces will hold position. We are not expecting an enemy assault.\n"
else:
description += ("On this location, our ground forces have been ordered to hold still, "
"and defend against enemy attacks. An enemy assault might be iminent.\n")
self.add_frontline(FrontLineInfo(description, enemy_base, player_base))
self.add_frontline(front_line)
# TODO: This should determine if runway is friendly through a method more robust than the existing string match
def generate_allied_flights_by_departure(self) -> None:
@ -207,3 +139,109 @@ class BriefingGenerator(MissionInfoGenerator):
self.allied_flights_by_departure[name].append(flight)
else:
self.allied_flights_by_departure[name] = [flight]
@dataclass
class FrontLineInfo:
front_line: FrontLine
description: str = FrontLine.name
player_base: ControlPoint = FrontLine.control_point_a
enemy_base: ControlPoint = FrontLine.control_point_b
player_zero: bool = player_base.base.total_armor == 0
enemy_zero: bool = enemy_base.base.total_armor == 0
advantage: bool = player_base.base.total_armor > enemy_base.base.total_armor
stance: CombatStance = player_base.stances[enemy_base.id]
@property
def _random_frontline_sentence(self) -> str:
'''Random sentences for start of situation briefing'''
templates = [
f"There are combats between {self.player_base.name} and {self.enemy_base.name}. ",
f"The war on the ground is still going on between {self.player_base.name} and {self.enemy_base.name}. ",
f"Our ground forces in {self.player_base.name} are opposed to enemy forces based in {self.enemy_base.name}. ",
f"Our forces from {self.player_base.name} are fighting enemies based in {self.enemy_base.name}. ",
f"There is an active frontline between {self.player_base.name} and {self.enemy_base.name}. ",
]
return random.choice(templates)
@property
def _zero_units_sentence(self) -> str:
'''Situation description if either side has zero units on a frontline'''
if self.player_zero:
return ("We do not have a single vehicle available to hold our position, the situation is"
"critical, and we will lose ground inevitably.")
elif self.enemy_zero:
return ("The enemy forces have been crushed, we will be able to make significant progress"
f" toward {enemy_base.name}.")
@property
def _advantage_description(self) -> str:
'''Situation description for when player has numerical advantage on the frontline'''
if self.stance == CombatStance.AGGRESSIVE:
return (
"On this location, our ground forces will try to make "
"progress against the enemy. As the enemy is outnumbered, "
"our forces should have no issue making progress."
)
elif self.stance == CombatStance.ELIMINATION:
return (
"On this location, our ground forces will focus on the destruction of enemy"
f"assets, before attempting to make progress toward {enemy_base.name}. "
"The enemy is already outnumbered, and this maneuver might draw a final "
"blow to their forces."
)
elif self.stance == CombatStance.BREAKTHROUGH:
return (
"On this location, our ground forces will focus on progression toward "
f"{enemy_base.name}."
)
elif self.stance in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
return (
"On this location, our ground forces will hold position. We are not expecting an enemy assault."
)
# TODO: Write a situation description for player RETREAT stance
elif self.stance == CombatStance.RETREAT:
return ''
else:
logging.warning('Briefing did not receive a known CombatStance')
@property
def _disadvantage_description(self):
if self.stance == CombatStance.AGGRESSIVE:
return (
"On this location, our ground forces will try an audacious "
"assault against enemies in superior numbers. The operation"
" is risky, and the enemy might counter attack."
)
elif self.stance == CombatStance.ELIMINATION:
return (
"On this location, our ground forces will try an audacious assault against "
"enemies in superior numbers. The operation is risky, and the enemy might "
"counter attack.\n"
)
elif self.stance == CombatStance.BREAKTHROUGH:
return (
"On this location, our ground forces have been ordered to rush toward "
f"{enemy_base.name}. Wish them luck... We are also expecting a counter attack."
)
elif self.stance in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
return (
"On this location, our ground forces have been ordered to hold still, "
"and defend against enemy attacks. An enemy assault might be iminent."
)
# TODO: Write a situation description for player RETREAT stance
elif self.stance == CombatStance.RETREAT:
return ''
else:
logging.warning('Briefing did not receive a known CombatStance')
@property
def brief(self):
if self.player_zero:
return self._zero_units_sentence
situation = self._zero_units_sentence
if self.advantage:
situation += self._advantage_description
else:
situation += self._disadvantage_description