dcs_liberation/game/unitdelivery.py
Dan Albert 4a3ef42e67 Wrap the pydcs FlyingType in our own AircraftType.
This is an attempt to remove a lot of our supposedly unnecessary error
handling. Every aircraft should have a price, a description, a name,
etc; and none of those should require carrying around the faction's
country as context.

This moves all the data for aircraft into yaml files (only one converted
here as an example). Most of the "extended unit info" isn't actually
being read yet.

To replace the renaming of units based on the county, we instead
generate multiple types of each unit when necessary. The CF-18 is just
as much a first-class type as the F/A-18 is.

This doesn't work in its current state because it does break all the
existing names for aircraft that are used in the faction and squadron
files, and we no longer let those errors go as a warning. It will be an
annoying one time switch, but it allows us to define the names that get
used in these files instead of being sensitive to changes as they happen
in pydcs, and allows faction designers to specifically choose, for
example, the Su-22 instead of the Su-17.

One thing not handled by this is aircraft task capability. This is
because the lists in ai_flight_planner_db.py are a priority list, and to
move it out to a yaml file we'd need to assign a weight to it that would
be used to stack rank each aircraft. That's doable, but it makes it much
more difficult to see the ordering of aircraft at a glance, and much
more annoying to move aircraft around in the priority list. I don't
think this is worth doing, and the priority lists will remain in their
own separate lists.

This includes the converted I used to convert all the old unit info and
factions to the new format. This doesn't need to live long, but we may
want to reuse it in the future so we want it in the version history.
2021-06-12 20:13:45 -07:00

171 lines
6.0 KiB
Python

from __future__ import annotations
import logging
from collections import defaultdict
from dataclasses import dataclass
from typing import Dict, Optional, TYPE_CHECKING, Type, Any
from dcs.unittype import UnitType, VehicleType
from game.theater import ControlPoint
from .db import PRICES
from .dcs.aircrafttype import AircraftType
from .theater.transitnetwork import (
NoPathError,
TransitNetwork,
)
from .transfers import TransferOrder
if TYPE_CHECKING:
from .game import Game
@dataclass(frozen=True)
class GroundUnitSource:
control_point: ControlPoint
AircraftOrVehicleType = Any
class PendingUnitDeliveries:
def __init__(self, destination: ControlPoint) -> None:
self.destination = destination
# Maps unit type to order quantity.
self.units: Dict[AircraftOrVehicleType, int] = defaultdict(int)
def __str__(self) -> str:
return f"Pending delivery to {self.destination}"
def order(self, units: Dict[AircraftOrVehicleType, int]) -> None:
for k, v in units.items():
self.units[k] += v
def sell(self, units: Dict[AircraftOrVehicleType, int]) -> None:
for k, v in units.items():
self.units[k] -= v
def refund_all(self, game: Game) -> None:
self.refund(game, self.units)
self.units = defaultdict(int)
def refund(self, game: Game, units: Dict[Type[UnitType], int]) -> None:
for unit_type, count in units.items():
try:
price = PRICES[unit_type]
except KeyError:
logging.error(f"Could not refund {unit_type.id}, price unknown")
continue
logging.info(f"Refunding {count} {unit_type.id} at {self.destination.name}")
game.adjust_budget(price * count, player=self.destination.captured)
def pending_orders(self, unit_type: AircraftOrVehicleType) -> int:
pending_units = self.units.get(unit_type)
if pending_units is None:
pending_units = 0
return pending_units
def available_next_turn(self, unit_type: AircraftOrVehicleType) -> int:
current_units = self.destination.base.total_units_of_type(unit_type)
return self.pending_orders(unit_type) + current_units
def process(self, game: Game) -> None:
ground_unit_source = self.find_ground_unit_source(game)
if ground_unit_source is None:
game.message(
f"{self.destination.name} lost its source for ground unit "
"reinforcements. Refunding purchase price."
)
self.refund_all(game)
return
bought_units: Dict[AircraftOrVehicleType, int] = {}
units_needing_transfer: Dict[Type[VehicleType], int] = {}
sold_units: Dict[AircraftOrVehicleType, int] = {}
for unit_type, count in self.units.items():
coalition = "Ally" if self.destination.captured else "Enemy"
if isinstance(unit_type, AircraftType):
name = unit_type.name
else:
name = unit_type.id
if (
type(unit_type) == type
and issubclass(unit_type, VehicleType)
and self.destination != ground_unit_source
):
source = ground_unit_source
d = units_needing_transfer
else:
source = self.destination
d = bought_units
if count >= 0:
d[unit_type] = count
game.message(
f"{coalition} reinforcements: {name} x {count} at {source}"
)
else:
sold_units[unit_type] = -count
game.message(f"{coalition} sold: {name} x {-count} at {source}")
self.units = defaultdict(int)
self.destination.base.commission_units(bought_units)
self.destination.base.commit_losses(sold_units)
if units_needing_transfer:
ground_unit_source.base.commission_units(units_needing_transfer)
self.create_transfer(game, ground_unit_source, units_needing_transfer)
def create_transfer(
self, game: Game, source: ControlPoint, units: Dict[Type[VehicleType], int]
) -> None:
game.transfers.new_transfer(TransferOrder(source, self.destination, units))
def find_ground_unit_source(self, game: Game) -> Optional[ControlPoint]:
# This is running *after* the turn counter has been incremented, so this is the
# reaction to turn 0. On turn zero we allow units to be recruited anywhere for
# delivery on turn 1 so that turn 1 always starts with units on the front line.
if game.turn == 1:
return self.destination
# Fast path if the destination is a valid source.
if self.destination.can_recruit_ground_units(game):
return self.destination
try:
return self.find_ground_unit_source_in_network(
game.transit_network_for(self.destination.captured), game
)
except NoPathError:
return None
def find_ground_unit_source_in_network(
self, network: TransitNetwork, game: Game
) -> Optional[ControlPoint]:
sources = []
for control_point in game.theater.control_points_for(self.destination.captured):
if control_point.can_recruit_ground_units(
game
) and network.has_path_between(self.destination, control_point):
sources.append(control_point)
if not sources:
return None
# Fast path to skip the distance calculation if we have only one option.
if len(sources) == 1:
return sources[0]
closest = sources[0]
_, cost = network.shortest_path_with_cost(self.destination, closest)
for source in sources:
_, new_cost = network.shortest_path_with_cost(self.destination, source)
if new_cost < cost:
closest = source
cost = new_cost
return closest