dcs_liberation/gen/briefinggen.py
Walter 6c9a9de3f3 parent f03121af5ae214e7a58f37e4e1d4ad9102a2f35e
first pass briefing refactor

briefing fixes

briefing fixes

Stop briefing generate being called twice

Stop frontline advantage string being appended
when there are no units.

jinja template

always return enum instance in Strategy Selector

For some reason on DEFENSE, enum is appended to control point stance,
but on all other the enum.value is added instead.

I don't see any case where the value is used, but there are many
cases that the enum instance is evaluated against.

type issue

junja's not a thing

swap mapping with dict

jinja template

always return enum instance in Strategy Selector

For some reason on DEFENSE, enum is appended to control point stance,
but on all other the enum.value is added instead.

I don't see any case where the value is used, but there are many
cases that the enum instance is evaluated against.

type issue

Update build.yml

junja's not a thing

swap mapping with dict

Restore build job
2020-10-31 20:09:20 -07:00

202 lines
8.5 KiB
Python

import os
import random
from dataclasses import dataclass
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 .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
@dataclass
class BriefingInfo:
description: str
@dataclass
class FrontLineInfo(BriefingInfo):
enemy_base: str
player_base: str
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, conflict: Conflict, 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_ongoing_war_text()
self.generate_allied_flights_by_departure()
self.mission.set_description_text(self.template.render(vars(self)))
## TODO: Remove debug code
with open(r'C:\Users\walte\Documents\briefing.txt', 'w') as file:
file.write(self.template.render(vars(self)))
self.mission.add_picture_blue(os.path.abspath(
"./resources/ui/splash_screen.png"))
def __random_frontline_sentence(self, player_base_name, enemy_base_name):
templates = [
"There are combats between {} and {}. ",
"The war on the ground is still going on between {} and {}. ",
"Our ground forces in {} are opposed to enemy forces based in {}. ",
"Our forces from {} are fighting enemies based in {}. ",
"There is an active frontline between {} and {}. ",
]
return random.choice(templates).format(player_base_name, enemy_base_name)
# TODO: refactor this, perhaps move to FrontLineInfo factory object?
def generate_ongoing_war_text(self):
for front_line in self.game.theater.conflicts(from_player=True):
player_base = front_line.control_point_a
enemy_base = front_line.control_point_b
has_numerical_superiority = player_base.base.total_armor > enemy_base.base.total_armor
description = self.__random_frontline_sentence(player_base.name, enemy_base.name)
stance = player_base.stances[enemy_base.id] ## Sometimes this contains enum value, sometimes it contains int.
if player_base.base.total_armor == 0:
player_zero = True
description += "We do not have a single vehicle available to hold our position, the situation is critical, and we will lose ground inevitably.\n"
elif enemy_base.base.total_armor == 0:
player_zero = False
description += "The enemy forces have been crushed, we will be able to make significant progress toward " + enemy_base.name + ". \n"
else: player_zero = False
if not player_zero:
if stance == CombatStance.AGGRESSIVE:
if has_numerical_superiority:
description += "On this location, our ground forces will try to make progress against the enemy"
description += ". As the enemy is outnumbered, our forces should have no issue making progress.\n"
else:
description += "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 stance == CombatStance.ELIMINATION:
if has_numerical_superiority:
description += "On this location, our ground forces will focus on the destruction of enemy assets, before attempting to make progress toward " + enemy_base.name + ". "
description += "The enemy is already outnumbered, and this maneuver might draw a final blow to their forces.\n"
else:
description += "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 stance == CombatStance.BREAKTHROUGH:
if has_numerical_superiority:
description += "On this location, our ground forces will focus on progression toward " + enemy_base.name + ".\n"
else:
description += "On this location, our ground forces have been ordered to rush toward " + enemy_base.name + ". Wish them luck... We are also expecting a counter attack.\n"
elif stance in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
if has_numerical_superiority:
description += "On this location, our ground forces will hold position. We are not expecting an enemy assault.\n"
else:
description += "On this location, our ground forces have been ordered to hold still, and defend against enemy attacks. An enemy assault might be iminent.\n"
self.add_frontline(FrontLineInfo(description, enemy_base, player_base))
# 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]