parent f03121af5ae214e7a58f37e4e1d4ad9102a2f35e

first pass briefing refactor

briefing fixes

briefing fixes

Stop briefing generate being called twice

Stop frontline advantage string being appended
when there are no units.

jinja template

always return enum instance in Strategy Selector

For some reason on DEFENSE, enum is appended to control point stance,
but on all other the enum.value is added instead.

I don't see any case where the value is used, but there are many
cases that the enum instance is evaluated against.

type issue

junja's not a thing

swap mapping with dict

jinja template

always return enum instance in Strategy Selector

For some reason on DEFENSE, enum is appended to control point stance,
but on all other the enum.value is added instead.

I don't see any case where the value is used, but there are many
cases that the enum instance is evaluated against.

type issue

Update build.yml

junja's not a thing

swap mapping with dict

Restore build job
This commit is contained in:
Walter 2020-10-29 14:43:15 -05:00 committed by Dan Albert
parent 62139fc4eb
commit 6c9a9de3f3
7 changed files with 148 additions and 144 deletions

View File

@ -35,6 +35,7 @@ class FrontlineAttackOperation(Operation):
conflict=conflict)
def generate(self):
self.briefinggen.title = "Frontline CAS"
self.briefinggen.description = "Provide CAS for the ground forces attacking enemy lines. Operation will be considered successful if total number of enemy units will be lower than your own by a factor of 1.5 (i.e. with 12 units from both sides, enemy forces need to be reduced to at least 8), meaning that you (and, probably, your wingmans) should concentrate on destroying the enemy units. Target base strength will be lowered as a result. Be advised that your flight will not attack anything until you explicitly tell them so by comms menu."
## TODO: What are these for?
# self.briefinggen.title = "Frontline CAS"
# self.briefinggen.description = "Provide CAS for the ground forces attacking enemy lines. Operation will be considered successful if total number of enemy units will be lower than your own by a factor of 1.5 (i.e. with 12 units from both sides, enemy forces need to be reduced to at least 8), meaning that you (and, probably, your wingmans) should concentrate on destroying the enemy units. Target base strength will be lowered as a result. Be advised that your flight will not attack anything until you explicitly tell them so by comms menu."
super(FrontlineAttackOperation, self).generate()

View File

@ -357,9 +357,9 @@ class Operation:
"position": { "x": flightTarget.position.x, "y": flightTarget.position.y}
}
self.briefinggen.generate()
kneeboard_generator.generate()
## These are being called twice in this method?
# self.briefinggen.generate()
# kneeboard_generator.generate()
# set a LUA table with data from Liberation that we want to set

View File

@ -277,6 +277,10 @@ class FlightData:
def aircraft_type(self) -> FlyingType:
"""Returns the type of aircraft in this flight."""
return self.units[0].unit_type
@property
def departure_delay_delta(self) -> timedelta:
return timedelta(seconds=self.departure_delay)
def num_radio_channels(self, radio_id: int) -> int:
"""Returns the number of preset channels for the given radio."""

View File

@ -1,13 +1,11 @@
import datetime
import os
import random
from collections import defaultdict
from dataclasses import dataclass
from typing import List
from typing import List, Dict, TYPE_CHECKING
from jinja2 import Environment, FileSystemLoader, select_autoescape
from dcs.mission import Mission
from game import db
from .aircraft import FlightData
from .airsupportgen import AwacsInfo, TankerInfo
from .armor import JtacInfo
@ -16,6 +14,9 @@ from .ground_forces.combat_stance import CombatStance
from .radios import RadioFrequency
from .runways import RunwayData
if TYPE_CHECKING:
from game import Game
@dataclass
class CommInfo:
@ -24,6 +25,17 @@ class CommInfo:
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.
@ -37,6 +49,7 @@ class MissionInfoGenerator:
self.flights: List[FlightData] = []
self.jtacs: List[JtacInfo] = []
self.tankers: List[TankerInfo] = []
self.frontlines: List[FrontLineInfo] = []
def add_awacs(self, awacs: AwacsInfo) -> None:
"""Adds an AWACS/GCI to the mission.
@ -79,6 +92,9 @@ class MissionInfoGenerator:
"""
self.tankers.append(tanker)
def add_frontline(self, frontline: FrontLineInfo) -> None:
self.frontlines.append(frontline)
def generate(self) -> None:
"""Generates the mission information."""
raise NotImplementedError
@ -86,13 +102,23 @@ class MissionInfoGenerator:
class BriefingGenerator(MissionInfoGenerator):
def __init__(self, mission: Mission, conflict: Conflict, game):
def __init__(self, mission: Mission, conflict: Conflict, game: 'Game'):
super().__init__(mission)
self.conflict = conflict
self.game = game
self.title = ""
self.description = ""
self.dynamic_runways: List[RunwayData] = []
self.allied_flights_by_departure: Dict[str, List[FlightData]] = {}
env = Environment(
loader=FileSystemLoader('resources/briefing/templates'),
autoescape=select_autoescape(
disabled_extensions=('txt'),
default_for_string=True,
default=True,
)
)
self.template = env.get_template('briefingtemplate_EN.j2')
def add_dynamic_runway(self, runway: RunwayData) -> None:
"""Adds a dynamically generated runway to the briefing.
@ -102,142 +128,16 @@ class BriefingGenerator(MissionInfoGenerator):
"""
self.dynamic_runways.append(runway)
def add_flight_description(self, flight: FlightData):
assert flight.client_units
aircraft = flight.aircraft_type
flight_unit_name = db.unit_type_name(aircraft)
self.description += "-" * 50 + "\n"
self.description += f"{flight_unit_name} x {flight.size}\n\n"
for i, wpt in enumerate(flight.waypoints):
self.description += f"#{i + 1} -- {wpt.name} : {wpt.description}\n"
self.description += f"#{len(flight.waypoints) + 1} -- RTB\n\n"
def add_ally_flight_description(self, flight: FlightData):
assert not flight.client_units
aircraft = flight.aircraft_type
flight_unit_name = db.unit_type_name(aircraft)
delay = datetime.timedelta(seconds=flight.departure_delay)
self.description += (
f"{flight.flight_type.name} {flight_unit_name} x {flight.size}, "
f"departing in {delay}\n"
)
def generate(self):
self.description = ""
self.description += "DCS Liberation turn #" + str(self.game.turn) + "\n"
self.description += "=" * 15 + "\n\n"
self.description += (
"Most briefing information, including communications and flight "
"plan information, can be found on your kneeboard.\n\n"
)
self.generate_ongoing_war_text()
self.description += "\n"*2
self.description += "Your flights:" + "\n"
self.description += "=" * 15 + "\n\n"
for flight in self.flights:
if flight.client_units:
self.add_flight_description(flight)
self.description += "\n"*2
self.description += "Planned ally flights:" + "\n"
self.description += "=" * 15 + "\n"
allied_flights_by_departure = defaultdict(list)
for flight in self.flights:
if not flight.client_units and flight.friendly:
name = flight.departure.airfield_name
allied_flights_by_departure[name].append(flight)
for departure, flights in allied_flights_by_departure.items():
self.description += f"\nFrom {departure}\n"
self.description += "-" * 50 + "\n\n"
for flight in flights:
self.add_ally_flight_description(flight)
if self.comms:
self.description += "\n\nComms Frequencies:\n"
self.description += "=" * 15 + "\n"
for comm_info in self.comms:
self.description += f"{comm_info.name}: {comm_info.freq}\n"
self.description += ("-" * 50) + "\n"
for runway in self.dynamic_runways:
self.description += f"{runway.airfield_name}\n"
self.description += f"RADIO : {runway.atc}\n"
if runway.tacan is not None:
self.description += f"TACAN : {runway.tacan} {runway.tacan_callsign}\n"
if runway.icls is not None:
self.description += f"ICLS Channel : {runway.icls}\n"
self.description += "-" * 50 + "\n"
self.description += "JTACS [F-10 Menu] : \n"
self.description += "===================\n\n"
for jtac in self.jtacs:
self.description += f"{jtac.region} -- Code : {jtac.code}\n"
self.mission.set_description_text(self.description)
self.generate_allied_flights_by_departure()
self.mission.set_description_text(self.template.render(vars(self)))
## TODO: Remove debug code
with open(r'C:\Users\walte\Documents\briefing.txt', 'w') as file:
file.write(self.template.render(vars(self)))
self.mission.add_picture_blue(os.path.abspath(
"./resources/ui/splash_screen.png"))
def generate_ongoing_war_text(self):
self.description += "Current situation:\n"
self.description += "=" * 15 + "\n\n"
conflict_number = 0
for front_line in self.game.theater.conflicts(from_player=True):
conflict_number = conflict_number + 1
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
self.description += self.__random_frontline_sentence(player_base.name, enemy_base.name)
if enemy_base.id in player_base.stances.keys():
stance = player_base.stances[enemy_base.id]
if player_base.base.total_armor == 0:
self.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:
self.description += "The enemy forces have been crushed, we will be able to make significant progress toward " + enemy_base.name + ". \n"
if stance == CombatStance.AGGRESSIVE:
if has_numerical_superiority:
self.description += "On this location, our ground forces will try to make progress against the enemy"
self.description += ". As the enemy is outnumbered, our forces should have no issue making progress.\n"
else:
self.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:
self.description += "On this location, our ground forces will focus on the destruction of enemy assets, before attempting to make progress toward " + enemy_base.name + ". "
self.description += "The enemy is already outnumbered, and this maneuver might draw a final blow to their forces.\n"
else:
self.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:
self.description += "On this location, our ground forces will focus on progression toward " + enemy_base.name + ".\n"
else:
self.description += "On this location, our ground forces have been ordered to rush toward " + 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:
self.description += "On this location, our ground forces will hold position. We are not expecting an enemy assault.\n"
else:
self.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"
if conflict_number == 0:
self.description += "There are currently no fights on the ground.\n"
self.description += "\n\n"
def __random_frontline_sentence(self, player_base_name, enemy_base_name):
templates = [
"There are combats between {} and {}. ",
@ -248,4 +148,54 @@ class BriefingGenerator(MissionInfoGenerator):
]
return random.choice(templates).format(player_base_name, enemy_base_name)
# TODO: refactor this, perhaps move to FrontLineInfo factory object?
def generate_ongoing_war_text(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] ## Sometimes this contains enum value, sometimes it contains int.
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 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"
description += ". 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 assets, before attempting to make progress toward " + enemy_base.name + ". "
description += "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 " + enemy_base.name + ".\n"
else:
description += "On this location, our ground forces have been ordered to rush toward " + 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))
# 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:
for flight in self.flights:
if not flight.client_units and flight.friendly: ## where else can we get this?
name = flight.departure.airfield_name
if name in self.allied_flights_by_departure.keys():
self.allied_flights_by_departure[name].append(flight)
else:
self.allied_flights_by_departure[name] = [flight]

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@ -14,8 +14,8 @@ class QGroundForcesStrategySelector(QComboBox):
self.cp.stances[enemy_cp.id] = CombatStance.DEFENSIVE
for i, stance in enumerate(CombatStance):
self.addItem(stance.name, userData=stance.value)
if self.cp.stances[enemy_cp.id] == stance.value:
self.addItem(stance.name, userData=stance)
if self.cp.stances[enemy_cp.id] == stance:
self.setCurrentIndex(i)
self.currentTextChanged.connect(self.on_change)

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@ -6,4 +6,5 @@ Pillow~=7.2.0
tabulate~=0.8.7
mypy==0.782
mypy-extensions==0.4.3
mypy-extensions==0.4.3
jinja2>=2.11.2

View File

@ -0,0 +1,48 @@
DCS Liberation Turn {{ game.turn }}
====================
Most briefing information, including communications and flight plan information, can be found on your kneeboard.
Current situation:
====================
{% if not frontlines %}There are currently no fights on the ground.{% endif %}{% if frontlines %}{% for frontline in frontlines %}
{{ frontline.description }}{% endfor %}{% endif %}
Your flights:
====================
{% for flight in flights if flight.client_units %}
--------------------------------------------------
{{ flight.flight_type.name }} {{ flight.units[0].type }} x {{ flight.size }}, {{ flight.package.target.name}}
{% for waypoint in flight.waypoints %}{{ loop.index }} -- {{waypoint.name}} : {{ waypoint.description}}
{% endfor %}
--------------------------------------------------{% endfor %}
Planned ally flights:
====================
{% for dep in allied_flights_by_departure %}
{{ dep }}
---------------------------------------------------
{% for flight in allied_flights_by_departure[dep] %}
{{ flight.flight_type.name }} {{ flight.units[0].type }} x {{flight.size}}, departing in {{ flight.departure_delay_delta }}, {{ flight.package.target.name}}{% endfor %}
{% endfor %}
Carriers and FARPs:
===================={% for runway in dynamic_runways %}
--------------------------------------------------
{{ runway.airfield_name}}
RADIO : {{ runway.atc }}
TACAN : {{ runway.tacan }} {{ runway.tacan_callsign }}
{% if runway.icls %}ICLS Channel: {{ runway.icls }}{% endif %}
{% endfor %}
AWACS:
====================
{% for i in awacs %}{{ i.callsign }} -- Freq : {{i.freq.mhz}}
{% endfor %}
JTACS [F-10 Menu] :
====================
{% for jtac in jtacs %}Frontline {{ jtac.region }} -- Code : {{ jtac.code }}
{% endfor %}