Determine player vs enemy early in debriefing.

This way the results of committing the debriefing can't alter the view
of the debriefing. It looks like it was probably that case that
debriefing information displays (but not the committed results) would be
incorrect after a base capture because the results might be shown after
the results were committed.

Maybe fixes https://github.com/Khopa/dcs_liberation/issues/513
This commit is contained in:
Dan Albert 2020-12-06 16:29:53 -08:00
parent 84b8613cf5
commit edfaaacd04
4 changed files with 66 additions and 40 deletions

View File

@ -1,5 +1,6 @@
from __future__ import annotations
import itertools
import json
import logging
import os
@ -31,42 +32,42 @@ DEBRIEFING_LOG_EXTENSION = "log"
@dataclass(frozen=True)
class DebriefingDeadAircraftInfo:
#: The Flight that resulted in the generated unit.
flight: Flight
class AirLosses:
player: List[Flight]
enemy: List[Flight]
@property
def player_unit(self) -> bool:
return self.flight.departure.captured
@dataclass(frozen=True)
class AirLosses:
losses: List[DebriefingDeadAircraftInfo]
def losses(self) -> Iterator[Flight]:
return itertools.chain(self.player, self.enemy)
def by_type(self, player: bool) -> Dict[Type[FlyingType], int]:
losses_by_type: Dict[Type[FlyingType], int] = defaultdict(int)
for loss in self.losses:
if loss.flight.departure.captured != player:
continue
losses_by_type[loss.flight.unit_type] += 1
losses = self.player if player else self.enemy
for loss in losses:
losses_by_type[loss.unit_type] += 1
return losses_by_type
def surviving_flight_members(self, flight: Flight) -> int:
losses = 0
for loss in self.losses:
if loss.flight == flight:
if loss == flight:
losses += 1
return flight.count - losses
@dataclass
class GroundLosses:
front_line: List[FrontLineUnit] = field(default_factory=list)
ground_objects: List[GroundObjectUnit] = field(default_factory=list)
buildings: List[Building] = field(default_factory=list)
airfields: List[Airfield] = field(default_factory=list)
player_front_line: List[FrontLineUnit] = field(default_factory=list)
enemy_front_line: List[FrontLineUnit] = field(default_factory=list)
player_ground_objects: List[GroundObjectUnit] = field(default_factory=list)
enemy_ground_objects: List[GroundObjectUnit] = field(default_factory=list)
player_buildings: List[Building] = field(default_factory=list)
enemy_buildings: List[Building] = field(default_factory=list)
player_airfields: List[Airfield] = field(default_factory=list)
enemy_airfields: List[Airfield] = field(default_factory=list)
@dataclass(frozen=True)
@ -115,19 +116,23 @@ class Debriefing:
@property
def front_line_losses(self) -> Iterator[FrontLineUnit]:
yield from self.ground_losses.front_line
yield from self.ground_losses.player_front_line
yield from self.ground_losses.enemy_front_line
@property
def ground_object_losses(self) -> Iterator[GroundObjectUnit]:
yield from self.ground_losses.ground_objects
yield from self.ground_losses.player_ground_objects
yield from self.ground_losses.enemy_ground_objects
@property
def building_losses(self) -> Iterator[Building]:
yield from self.ground_losses.buildings
yield from self.ground_losses.player_buildings
yield from self.ground_losses.enemy_buildings
@property
def damaged_runways(self) -> Iterator[Airfield]:
yield from self.ground_losses.airfields
yield from self.ground_losses.player_airfields
yield from self.ground_losses.enemy_airfields
def casualty_count(self, control_point: ControlPoint) -> int:
return len(
@ -137,16 +142,21 @@ class Debriefing:
def front_line_losses_by_type(
self, player: bool) -> Dict[Type[UnitType], int]:
losses_by_type: Dict[Type[UnitType], int] = defaultdict(int)
for loss in self.ground_losses.front_line:
if loss.origin.captured != player:
continue
if player:
losses = self.ground_losses.player_front_line
else:
losses = self.ground_losses.enemy_front_line
for loss in losses:
losses_by_type[loss.unit_type] += 1
return losses_by_type
def building_losses_by_type(self, player: bool) -> Dict[str, int]:
losses_by_type: Dict[str, int] = defaultdict(int)
for loss in self.ground_losses.buildings:
if player:
losses = self.ground_losses.player_buildings
else:
losses = self.ground_losses.enemy_buildings
for loss in losses:
if loss.ground_object.control_point.captured != player:
continue
@ -154,36 +164,52 @@ class Debriefing:
return losses_by_type
def dead_aircraft(self) -> AirLosses:
losses = []
player_losses = []
enemy_losses = []
for unit_name in self.state_data.killed_aircraft:
flight = self.unit_map.flight(unit_name)
if flight is None:
logging.error(f"Could not find Flight matching {unit_name}")
continue
losses.append(DebriefingDeadAircraftInfo(flight))
return AirLosses(losses)
if flight.departure.captured:
player_losses.append(flight)
else:
enemy_losses.append(flight)
return AirLosses(player_losses, enemy_losses)
def dead_ground_units(self) -> GroundLosses:
losses = GroundLosses()
for unit_name in self.state_data.killed_ground_units:
front_line_unit = self.unit_map.front_line_unit(unit_name)
if front_line_unit is not None:
losses.front_line.append(front_line_unit)
if front_line_unit.origin.captured:
losses.player_front_line.append(front_line_unit)
else:
losses.enemy_front_line.append(front_line_unit)
continue
ground_object_unit = self.unit_map.ground_object_unit(unit_name)
if ground_object_unit is not None:
losses.ground_objects.append(ground_object_unit)
if ground_object_unit.ground_object.control_point.captured:
losses.player_ground_objects.append(ground_object_unit)
else:
losses.enemy_ground_objects.append(ground_object_unit)
continue
building = self.unit_map.building_or_fortification(unit_name)
if building is not None:
losses.buildings.append(building)
if building.ground_object.control_point.captured:
losses.player_buildings.append(building)
else:
losses.enemy_buildings.append(building)
continue
airfield = self.unit_map.airfield(unit_name)
if airfield is not None:
losses.airfields.append(airfield)
if airfield.captured:
losses.player_airfields.append(airfield)
else:
losses.enemy_airfields.append(airfield)
continue
# Only logging as debug because we don't currently track infantry

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@ -116,8 +116,8 @@ class Event:
@staticmethod
def commit_air_losses(debriefing: Debriefing) -> None:
for loss in debriefing.air_losses.losses:
aircraft = loss.flight.unit_type
cp = loss.flight.departure
aircraft = loss.unit_type
cp = loss.departure
available = cp.base.total_units_of_type(aircraft)
if available <= 0:
logging.error(

View File

@ -26,7 +26,7 @@ from qt_ui.uiconstants import URLS
from qt_ui.widgets.QTopPanel import QTopPanel
from qt_ui.widgets.ato import QAirTaskingOrderPanel
from qt_ui.widgets.map.QLiberationMap import QLiberationMap
from qt_ui.windows.GameUpdateSignal import DebriefingSignal, GameUpdateSignal
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.QDebriefingWindow import QDebriefingWindow
from qt_ui.windows.infos.QInfoPanel import QInfoPanel
from qt_ui.windows.newgame.QNewGameWizard import NewGameWizard

View File

@ -135,7 +135,7 @@ class QWaitingForMissionResultWindow(QDialog):
updateLayout.addWidget(QLabel("<b>Aircraft destroyed</b>"), 0, 0)
updateLayout.addWidget(
QLabel(str(len(debriefing.air_losses.losses))), 0, 1)
QLabel(str(len(list(debriefing.air_losses.losses)))), 0, 1)
updateLayout.addWidget(
QLabel("<b>Front line units destroyed</b>"), 1, 0)