dcs_liberation/game/dcs/unitgroup.py
RndName 60c8c80480 Decoupling and generalization of templates
Improvement for factions and templates which will allow decoupling of the templates from the actual units
- Implement UnitGroup class which matches unit_types and possible templates as the needed abstraction layer for decoupling.
- Refactor UnitType, Add ShipUnitType and all ships we currently use
- Remove serialized template.json and migrated to multiple yaml templates (one for each template) and multiple .miz
- Reorganized a lot of templates and started with generalization of many types (AAA, Flak, SHORAD, Navy)
- Fixed a lot of bugs from the previous reworks (group name generation, strike targets...)
- Reorganized the faction file completly. removed redundant lists, added presets for complex groups / families of units like sams
- Reworked the building template handling. Some templates are unused like "village"
- Reworked how groups from templates can be merged again for the dcs group creation (e.g. the skynet plugin requires them to be in the same group)
- Allow to define alternative tasks
2022-02-21 20:45:41 +01:00

158 lines
5.2 KiB
Python

from __future__ import annotations
import copy
import itertools
import random
from dataclasses import dataclass, field
from pathlib import Path
from typing import ClassVar, TYPE_CHECKING, Any, Iterator
import yaml
from game.data.groups import GroupRole, GroupTask
from game.dcs.groundunittype import GroundUnitType
from game.dcs.shipunittype import ShipUnitType
from game.dcs.unittype import UnitType
from game.point_with_heading import PointWithHeading
from gen.templates import GroundObjectTemplate
if TYPE_CHECKING:
from game import Game
from game.factions.faction import Faction
from game.theater import TheaterGroundObject, ControlPoint
@dataclass
class UnitGroup:
name: str
ground_units: list[GroundUnitType]
ship_units: list[ShipUnitType]
statics: list[str]
role: GroupRole
tasks: list[GroupTask] = field(default_factory=list)
template_names: list[str] = field(default_factory=list)
_by_name: ClassVar[dict[str, UnitGroup]] = {}
_by_role: ClassVar[dict[GroupRole, list[UnitGroup]]] = {}
_loaded: bool = False
_templates: list[GroundObjectTemplate] = field(default_factory=list)
def __str__(self) -> str:
return self.name
def update_from_unit_group(self, unit_group: UnitGroup) -> None:
# Update tasking and templates
self.tasks.extend([task for task in unit_group.tasks if task not in self.tasks])
self._templates.extend(
[
template
for template in unit_group.templates
if template not in self.templates
]
)
@property
def templates(self) -> list[GroundObjectTemplate]:
return self._templates
def add_template(self, faction_template: GroundObjectTemplate) -> None:
template = copy.deepcopy(faction_template)
updated_groups = []
for group in template.groups:
unit_types = list(
itertools.chain(
[u.dcs_id for u in self.ground_units if group.can_use_unit(u)],
[s.dcs_id for s in self.ship_units if group.can_use_unit(s)],
[s for s in self.statics if group.can_use_unit_type(s)],
)
)
if unit_types:
group.set_possible_types(unit_types)
updated_groups.append(group)
template.groups = updated_groups
self._templates.append(template)
def load_templates(self, faction: Faction) -> None:
self._templates = []
if self.template_names:
# Preferred templates
for template_name in self.template_names:
template = faction.templates.by_name(template_name)
if template:
self.add_template(template)
if not self._templates:
# Find all matching templates if no preferred set or available
for template in list(
faction.templates.for_role_and_tasks(self.role, self.tasks)
):
if any(self.has_unit_type(unit) for unit in template.units):
self.add_template(template)
def set_templates(self, templates: list[GroundObjectTemplate]) -> None:
self._templates = templates
def has_unit_type(self, unit_type: UnitType[Any]) -> bool:
return unit_type in self.ground_units or unit_type in self.ship_units
@property
def unit_types(self) -> Iterator[str]:
for unit in self.ground_units:
yield unit.dcs_id
for ship in self.ship_units:
yield ship.dcs_id
for static in self.statics:
yield static
@classmethod
def named(cls, name: str) -> UnitGroup:
if not cls._loaded:
cls._load_all()
return cls._by_name[name]
def generate(
self,
name: str,
position: PointWithHeading,
control_point: ControlPoint,
game: Game,
) -> TheaterGroundObject:
template = random.choice(self.templates)
return template.generate(name, position, control_point, game)
@classmethod
def _load_all(cls) -> None:
for file in Path("resources/units/unit_groups").glob("*.yaml"):
if not file.is_file():
continue
with file.open(encoding="utf-8") as data_file:
data = yaml.safe_load(data_file)
group_role = GroupRole(data.get("role"))
group_tasks = [GroupTask(n) for n in data.get("tasks", [])]
ground_units = [
GroundUnitType.named(n) for n in data.get("ground_units", [])
]
ship_units = [ShipUnitType.named(n) for n in data.get("ship_units", [])]
unit_group = UnitGroup(
name=data.get("name"),
ground_units=ground_units,
ship_units=ship_units,
statics=data.get("statics", []),
role=group_role,
tasks=group_tasks,
template_names=data.get("templates", []),
)
cls._by_name[unit_group.name] = unit_group
if group_role in cls._by_role:
cls._by_role[group_role].append(unit_group)
else:
cls._by_role[group_role] = [unit_group]
cls._loaded = True