dcs_liberation/gen/briefinggen.py
2020-10-31 20:09:20 -07:00

249 lines
9.8 KiB
Python

import os
import random
import logging
from dataclasses import dataclass
from theater.frontline import FrontLine
from typing import List, Dict, TYPE_CHECKING
from jinja2 import Environment, FileSystemLoader, select_autoescape
from dcs.mission import Mission
from .aircraft import FlightData
from .airsupportgen import AwacsInfo, TankerInfo
from .armor import JtacInfo
# from .conflictgen import Conflict
from theater import ControlPoint
from .ground_forces.combat_stance import CombatStance
from .radios import RadioFrequency
from .runways import RunwayData
if TYPE_CHECKING:
from game import Game
@dataclass
class CommInfo:
"""Communications information for the kneeboard."""
name: str
freq: RadioFrequency
class FrontLineInfo:
def __init__(self, front_line: FrontLine):
self.front_line: FrontLine = front_line
self.player_base: ControlPoint = front_line.control_point_a
self.enemy_base: ControlPoint = front_line.control_point_b
self.player_zero: bool = self.player_base.base.total_armor == 0
self.enemy_zero: bool = self.enemy_base.base.total_armor == 0
self.advantage: bool = self.player_base.base.total_armor > self.enemy_base.base.total_armor
self.stance: CombatStance = self.player_base.stances[self.enemy_base.id]
@property
def _random_frontline_sentence(self) -> str:
'''Random sentences for start of situation briefing'''
templates = [
f"There are combats between {self.player_base.name} and {self.enemy_base.name}. ",
f"The war on the ground is still going on between {self.player_base.name} and {self.enemy_base.name}. ",
f"Our ground forces in {self.player_base.name} are opposed to enemy forces based in {self.enemy_base.name}. ",
f"Our forces from {self.player_base.name} are fighting enemies based in {self.enemy_base.name}. ",
f"There is an active frontline between {self.player_base.name} and {self.enemy_base.name}. ",
]
return random.choice(templates)
@property
def _zero_units_sentence(self) -> str:
'''Situation description if either side has zero units on a frontline'''
if self.player_zero:
return ("We do not have a single vehicle available to hold our position, the situation is"
"critical, and we will lose ground inevitably.")
elif self.enemy_zero:
return ("The enemy forces have been crushed, we will be able to make significant progress"
f" toward {enemy_base.name}.")
return None
@property
def _advantage_description(self) -> str:
'''Situation description for when player has numerical advantage on the frontline'''
if self.stance == CombatStance.AGGRESSIVE:
return (
"On this location, our ground forces will try to make "
"progress against the enemy. As the enemy is outnumbered, "
"our forces should have no issue making progress."
)
elif self.stance == CombatStance.ELIMINATION:
return (
"On this location, our ground forces will focus on the destruction of enemy"
f"assets, before attempting to make progress toward {enemy_base.name}. "
"The enemy is already outnumbered, and this maneuver might draw a final "
"blow to their forces."
)
elif self.stance == CombatStance.BREAKTHROUGH:
return (
"On this location, our ground forces will focus on progression toward "
f"{enemy_base.name}."
)
elif self.stance in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
return (
"On this location, our ground forces will hold position. We are not expecting an enemy assault."
)
# TODO: Write a situation description for player RETREAT stance
elif self.stance == CombatStance.RETREAT:
return ''
else:
logging.warning('Briefing did not receive a known CombatStance')
@property
def _disadvantage_description(self):
if self.stance == CombatStance.AGGRESSIVE:
return (
"On this location, our ground forces will try an audacious "
"assault against enemies in superior numbers. The operation"
" is risky, and the enemy might counter attack."
)
elif self.stance == CombatStance.ELIMINATION:
return (
"On this location, our ground forces will try an audacious assault against "
"enemies in superior numbers. The operation is risky, and the enemy might "
"counter attack.\n"
)
elif self.stance == CombatStance.BREAKTHROUGH:
return (
"On this location, our ground forces have been ordered to rush toward "
f"{enemy_base.name}. Wish them luck... We are also expecting a counter attack."
)
elif self.stance in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
return (
"On this location, our ground forces have been ordered to hold still, "
"and defend against enemy attacks. An enemy assault might be iminent."
)
# TODO: Write a situation description for player RETREAT stance
elif self.stance == CombatStance.RETREAT:
return ''
else:
logging.warning('Briefing did not receive a known CombatStance')
@property
def brief(self):
if self._zero_units_sentence:
return self._zero_units_sentence
situation = self._random_frontline_sentence
if self.advantage:
situation += self._advantage_description
else:
situation += self._disadvantage_description
class MissionInfoGenerator:
"""Base type for generators of mission information for the player.
Examples of subtypes include briefing generators, kneeboard generators, etc.
"""
def __init__(self, mission: Mission) -> None:
self.mission = mission
self.awacs: List[AwacsInfo] = []
self.comms: List[CommInfo] = []
self.flights: List[FlightData] = []
self.jtacs: List[JtacInfo] = []
self.tankers: List[TankerInfo] = []
self.frontlines: List[FrontLineInfo] = []
def add_awacs(self, awacs: AwacsInfo) -> None:
"""Adds an AWACS/GCI to the mission.
Args:
awacs: AWACS information.
"""
self.awacs.append(awacs)
def add_comm(self, name: str, freq: RadioFrequency) -> None:
"""Adds communications info to the mission.
Args:
name: Name of the radio channel.
freq: Frequency of the radio channel.
"""
self.comms.append(CommInfo(name, freq))
def add_flight(self, flight: FlightData) -> None:
"""Adds flight info to the mission.
Args:
flight: Flight information.
"""
self.flights.append(flight)
def add_jtac(self, jtac: JtacInfo) -> None:
"""Adds a JTAC to the mission.
Args:
jtac: JTAC information.
"""
self.jtacs.append(jtac)
def add_tanker(self, tanker: TankerInfo) -> None:
"""Adds a tanker to the mission.
Args:
tanker: Tanker information.
"""
self.tankers.append(tanker)
def add_frontline(self, frontline: FrontLineInfo) -> None:
self.frontlines.append(frontline)
def generate(self) -> None:
"""Generates the mission information."""
raise NotImplementedError
class BriefingGenerator(MissionInfoGenerator):
def __init__(self, mission: Mission, game: 'Game'):
super().__init__(mission)
# self.conflict = conflict
self.game = game
self.title = ""
self.description = ""
self.dynamic_runways: List[RunwayData] = []
self.allied_flights_by_departure: Dict[str, List[FlightData]] = {}
env = Environment(
loader=FileSystemLoader('resources/briefing/templates'),
autoescape=select_autoescape(
disabled_extensions=('txt'),
default_for_string=True,
default=True,
)
)
self.template = env.get_template('briefingtemplate_EN.j2')
def add_dynamic_runway(self, runway: RunwayData) -> None:
"""Adds a dynamically generated runway to the briefing.
Dynamic runways are any valid landing point that is a unit rather than a
map feature. These include carriers, ships with a helipad, and FARPs.
"""
self.dynamic_runways.append(runway)
def generate(self):
self._generate_frontline_info()
self.generate_allied_flights_by_departure()
with open('testgen.txt', 'w') as file:
file.write(self.template.render(vars(self)))
self.mission.set_description_text(self.template.render(vars(self)))
self.mission.add_picture_blue(os.path.abspath(
"./resources/ui/splash_screen.png"))
def _generate_frontline_info(self):
for front_line in self.game.theater.conflicts(from_player=True):
print(front_line.name)
self.add_frontline(FrontLineInfo(front_line))
# TODO: This should determine if runway is friendly through a method more robust than the existing string match
def generate_allied_flights_by_departure(self) -> None:
for flight in self.flights:
if not flight.client_units and flight.friendly: # where else can we get this?
name = flight.departure.airfield_name
if name in self.allied_flights_by_departure.keys():
self.allied_flights_by_departure[name].append(flight)
else:
self.allied_flights_by_departure[name] = [flight]