dcs_liberation/game/inventory.py
Dan Albert 90ad1f4a61 Change squadrons to operate out of a single base.
https://github.com/dcs-liberation/dcs_liberation/issues/1145

Currently this is fixed at the start of the campaign. The squadron
locations are defined by the campaign file.

Follow up work:

* Track aircraft ownership per-squadron rather than per-airbase.
* UI for relocating squadrons.
* Ferry missions for squadrons that are relocating.
* Auto-relocation (probably only for retreat handling).

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1138
2021-08-14 21:46:27 -07:00

143 lines
5.1 KiB
Python

"""Inventory management APIs."""
from __future__ import annotations
from collections import defaultdict, Iterator, Iterable
from typing import TYPE_CHECKING
from game.dcs.aircrafttype import AircraftType
if TYPE_CHECKING:
from game.theater import ControlPoint
from gen.flights.flight import Flight
class ControlPointAircraftInventory:
"""Aircraft inventory for a single control point."""
def __init__(self, control_point: ControlPoint) -> None:
self.control_point = control_point
self.inventory: dict[AircraftType, int] = defaultdict(int)
def clone(self) -> ControlPointAircraftInventory:
new = ControlPointAircraftInventory(self.control_point)
new.inventory = self.inventory.copy()
return new
def add_aircraft(self, aircraft: AircraftType, count: int) -> None:
"""Adds aircraft to the inventory.
Args:
aircraft: The type of aircraft to add.
count: The number of aircraft to add.
"""
self.inventory[aircraft] += count
def remove_aircraft(self, aircraft: AircraftType, count: int) -> None:
"""Removes aircraft from the inventory.
Args:
aircraft: The type of aircraft to remove.
count: The number of aircraft to remove.
Raises:
ValueError: The control point cannot fulfill the requested number of
aircraft.
"""
available = self.inventory[aircraft]
if available < count:
raise ValueError(
f"Cannot remove {count} {aircraft} from "
f"{self.control_point.name}. Only have {available}."
)
self.inventory[aircraft] -= count
def available(self, aircraft: AircraftType) -> int:
"""Returns the number of available aircraft of the given type.
Args:
aircraft: The type of aircraft to query.
"""
try:
return self.inventory[aircraft]
except KeyError:
return 0
@property
def types_available(self) -> Iterator[AircraftType]:
"""Iterates over all available aircraft types."""
for aircraft, count in self.inventory.items():
if count > 0:
yield aircraft
@property
def all_aircraft(self) -> Iterator[tuple[AircraftType, int]]:
"""Iterates over all available aircraft types, including amounts."""
for aircraft, count in self.inventory.items():
if count > 0:
yield aircraft, count
def clear(self) -> None:
"""Clears all aircraft from the inventory."""
self.inventory.clear()
class GlobalAircraftInventory:
"""Game-wide aircraft inventory."""
def __init__(self, control_points: Iterable[ControlPoint]) -> None:
self.inventories: dict[ControlPoint, ControlPointAircraftInventory] = {
cp: ControlPointAircraftInventory(cp) for cp in control_points
}
def clone(self) -> GlobalAircraftInventory:
new = GlobalAircraftInventory([])
new.inventories = {
cp: inventory.clone() for cp, inventory in self.inventories.items()
}
return new
def reset(self, for_player: bool) -> None:
"""Clears the inventory of every control point owned by the given coalition."""
for inventory in self.inventories.values():
if inventory.control_point.captured == for_player:
inventory.clear()
def set_from_control_point(self, control_point: ControlPoint) -> None:
"""Set the control point's aircraft inventory.
If the inventory for the given control point has already been set for
the turn, it will be overwritten.
"""
inventory = self.inventories[control_point]
for aircraft, count in control_point.base.aircraft.items():
inventory.add_aircraft(aircraft, count)
def for_control_point(
self, control_point: ControlPoint
) -> ControlPointAircraftInventory:
"""Returns the inventory specific to the given control point."""
return self.inventories[control_point]
@property
def available_types_for_player(self) -> Iterator[AircraftType]:
"""Iterates over all aircraft types available to the player."""
seen: set[AircraftType] = set()
for control_point, inventory in self.inventories.items():
if control_point.captured:
for aircraft in inventory.types_available:
if not control_point.can_operate(aircraft):
continue
if aircraft not in seen:
seen.add(aircraft)
yield aircraft
def claim_for_flight(self, flight: Flight) -> None:
"""Removes aircraft from the inventory for the given flight."""
inventory = self.for_control_point(flight.from_cp)
inventory.remove_aircraft(flight.unit_type, flight.count)
def return_from_flight(self, flight: Flight) -> None:
"""Returns a flight's aircraft to the inventory."""
inventory = self.for_control_point(flight.from_cp)
inventory.add_aircraft(flight.unit_type, flight.count)