from __future__ import annotations import itertools from collections import defaultdict from typing import Sequence, Iterator, TYPE_CHECKING, Optional from game.dcs.aircrafttype import AircraftType from gen.flights.ai_flight_planner_db import aircraft_for_task from gen.flights.closestairfields import ObjectiveDistanceCache from .squadrondef import SquadronDef from .squadrondefloader import SquadronDefLoader from ..campaignloader.squadrondefgenerator import SquadronDefGenerator from ..factions.faction import Faction from ..theater import ControlPoint, MissionTarget if TYPE_CHECKING: from game.game import Game from ..ato.flighttype import FlightType from .squadron import Squadron class AirWing: def __init__(self, player: bool, game: Game, faction: Faction) -> None: self.player = player self.squadrons: dict[AircraftType, list[Squadron]] = defaultdict(list) self.squadron_defs = SquadronDefLoader(game, faction).load() self.squadron_def_generator = SquadronDefGenerator(faction) def unclaim_squadron_def(self, squadron: Squadron) -> None: if squadron.aircraft in self.squadron_defs: for squadron_def in self.squadron_defs[squadron.aircraft]: if squadron_def.claimed and squadron_def.name == squadron.name: squadron_def.claimed = False def add_squadron(self, squadron: Squadron) -> None: self.squadrons[squadron.aircraft].append(squadron) def squadrons_for(self, aircraft: AircraftType) -> Sequence[Squadron]: return self.squadrons[aircraft] def can_auto_plan(self, task: FlightType) -> bool: try: next(self.auto_assignable_for_task(task)) return True except StopIteration: return False def best_squadrons_for( self, location: MissionTarget, task: FlightType, size: int, this_turn: bool ) -> list[Squadron]: airfield_cache = ObjectiveDistanceCache.get_closest_airfields(location) best_aircraft = aircraft_for_task(task) ordered: list[Squadron] = [] for control_point in airfield_cache.operational_airfields: if control_point.captured != self.player: continue capable_at_base = [] for squadron in control_point.squadrons: if squadron.can_auto_assign_mission(location, task, size, this_turn): capable_at_base.append(squadron) ordered.extend( sorted( capable_at_base, key=lambda s: best_aircraft.index(s.aircraft), ) ) return ordered def best_squadron_for( self, location: MissionTarget, task: FlightType, size: int, this_turn: bool ) -> Optional[Squadron]: for squadron in self.best_squadrons_for(location, task, size, this_turn): return squadron return None @property def available_aircraft_types(self) -> Iterator[AircraftType]: for aircraft, squadrons in self.squadrons.items(): for squadron in squadrons: if squadron.untasked_aircraft: yield aircraft break def auto_assignable_for_task(self, task: FlightType) -> Iterator[Squadron]: for squadron in self.iter_squadrons(): if squadron.can_auto_assign(task): yield squadron def auto_assignable_for_task_at( self, task: FlightType, base: ControlPoint ) -> Iterator[Squadron]: for squadron in self.iter_squadrons(): if squadron.can_auto_assign(task) and squadron.location == base: yield squadron def squadron_for(self, aircraft: AircraftType) -> Squadron: return self.squadrons_for(aircraft)[0] def iter_squadrons(self) -> Iterator[Squadron]: return itertools.chain.from_iterable(self.squadrons.values()) def squadron_at_index(self, index: int) -> Squadron: return list(self.iter_squadrons())[index] def populate_for_turn_0(self) -> None: for squadron in self.iter_squadrons(): squadron.populate_for_turn_0() def end_turn(self) -> None: for squadron in self.iter_squadrons(): squadron.end_turn() def reset(self) -> None: for squadron in self.iter_squadrons(): squadron.return_all_pilots_and_aircraft() @property def size(self) -> int: return sum(len(s) for s in self.squadrons.values())