dcs_liberation/game/scenery_group.py
Dan Albert 66a5878fc6 Refactor scenery group creation.
Breaking up some large methods and shifting error handling to places
where it can catch more mistakes.
2022-10-29 03:30:45 -07:00

110 lines
3.8 KiB
Python

from __future__ import annotations
from typing import Iterable
from dcs import Point
from dcs.triggers import TriggerZoneCircular
from game.theater.theatergroundobject import NAME_BY_CATEGORY
class SceneryGroup:
"""Store information about a scenery objective."""
def __init__(
self,
name: str,
centroid: Point,
category: str,
target_zones: Iterable[TriggerZoneCircular],
) -> None:
if not target_zones:
raise ValueError(f"{name} has no valid target zones")
if category not in NAME_BY_CATEGORY:
raise ValueError(
f"Campaign objective {name} uses unknown scenery objective "
f"category: {category}"
)
self.name = name
self.centroid = centroid
self.category = category
self.target_zones = list(target_zones)
@staticmethod
def category_of(group_zone: TriggerZoneCircular) -> str:
try:
# The first (1-indexed because lua) property of the group zone defines the
# TGO category.
category = group_zone.properties[1].get("value").lower()
except IndexError as ex:
raise RuntimeError(
f"{group_zone.name} does not define an objective category"
) from ex
return category
@staticmethod
def from_group_zone(
group_zone: TriggerZoneCircular,
unclaimed_target_zones: list[TriggerZoneCircular],
) -> SceneryGroup:
return SceneryGroup(
group_zone.name,
group_zone.position,
SceneryGroup.category_of(group_zone),
SceneryGroup.claim_targets_for(group_zone, unclaimed_target_zones),
)
@staticmethod
def from_trigger_zones(
trigger_zones: Iterable[TriggerZoneCircular],
) -> list[SceneryGroup]:
"""Define scenery objectives based on their encompassing blue circle."""
group_zones, target_zones = SceneryGroup.collect_scenery_zones(trigger_zones)
return [SceneryGroup.from_group_zone(z, target_zones) for z in group_zones]
@staticmethod
def claim_targets_for(
group_zone: TriggerZoneCircular,
unclaimed_target_zones: list[TriggerZoneCircular],
) -> list[TriggerZoneCircular]:
claimed_zones = []
for zone in list(unclaimed_target_zones):
if zone.position.distance_to_point(group_zone.position) < group_zone.radius:
claimed_zones.append(zone)
unclaimed_target_zones.remove(zone)
return claimed_zones
@staticmethod
def collect_scenery_zones(
zones: Iterable[TriggerZoneCircular],
) -> tuple[list[TriggerZoneCircular], list[TriggerZoneCircular]]:
group_zones = []
target_zones = []
for zone in zones:
if SceneryGroup.is_group_zone(zone):
group_zones.append(zone)
if SceneryGroup.is_target_zone(zone):
target_zones.append(zone)
# No error on else. We're iterating over all the trigger zones in the miz,
# and others might be used for something else.
return group_zones, target_zones
@staticmethod
def zone_has_color_rgb(
zone: TriggerZoneCircular, r: float, g: float, b: float
) -> bool:
# TriggerZone.color is a dict with keys 1 through 4, each being a component of
# RGBA. It's absurd that it's a dict, but that's a lua quirk that's leaking from
# pydcs.
return (zone.color[1], zone.color[2], zone.color[3]) == (r, g, b)
@staticmethod
def is_group_zone(zone: TriggerZoneCircular) -> bool:
return SceneryGroup.zone_has_color_rgb(zone, r=0, g=0, b=1)
@staticmethod
def is_target_zone(zone: TriggerZoneCircular) -> bool:
return SceneryGroup.zone_has_color_rgb(zone, r=1, g=1, b=1)