103 lines
3.8 KiB
Python

from __future__ import annotations
from typing import TYPE_CHECKING
from uuid import UUID
from pydantic import BaseModel
from game.server.combat.models import FrozenCombatJs
from game.server.controlpoints.models import ControlPointJs
from game.server.flights.models import FlightJs
from game.server.frontlines.models import FrontLineJs
from game.server.iadsnetwork.models import IadsConnectionJs
from game.server.leaflet import LeafletPoint
from game.server.tgos.models import TgoJs
from game.server.mapzones.models import UnculledZoneJs
if TYPE_CHECKING:
from game import Game
from game.sim import GameUpdateEvents
class GameUpdateEventsJs(BaseModel):
updated_flight_positions: dict[UUID, LeafletPoint]
new_combats: list[FrozenCombatJs]
updated_combats: list[FrozenCombatJs]
ended_combats: list[UUID]
navmesh_updates: set[bool]
updated_unculled_zones: list[UnculledZoneJs]
threat_zones_updated: bool
new_flights: list[FlightJs]
updated_flights: list[FlightJs]
deleted_flights: set[UUID]
selected_flight: UUID | None
deselected_flight: bool
updated_front_lines: list[FrontLineJs]
deleted_front_lines: set[UUID]
updated_tgos: list[TgoJs]
updated_control_points: list[ControlPointJs]
updated_iads: list[IadsConnectionJs]
deleted_iads: set[UUID]
reset_on_map_center: LeafletPoint | None
game_unloaded: bool
new_turn: bool
@classmethod
def from_events(
cls, events: GameUpdateEvents, game: Game | None
) -> GameUpdateEventsJs:
# We still need to be able to send update events when there is no game loaded
# because we need to send the unload event.
new_combats = []
updated_combats = []
updated_unculled_zones = []
updated_iads = []
if game is not None:
new_combats = [
FrozenCombatJs.for_combat(c, game.theater) for c in events.new_combats
]
updated_combats = [
FrozenCombatJs.for_combat(c, game.theater)
for c in events.updated_combats
]
updated_unculled_zones = UnculledZoneJs.from_game(game)
for node in events.updated_iads:
updated_iads.extend(IadsConnectionJs.connections_for_node(node))
return GameUpdateEventsJs(
updated_flight_positions={
f[0].id: f[1].latlng() for f in events.updated_flight_positions
},
new_combats=new_combats,
updated_combats=updated_combats,
ended_combats=[c.id for c in events.ended_combats],
navmesh_updates=events.navmesh_updates,
updated_unculled_zones=updated_unculled_zones,
threat_zones_updated=events.threat_zones_updated,
new_flights=[
FlightJs.for_flight(f, with_waypoints=True) for f in events.new_flights
],
updated_flights=[
FlightJs.for_flight(f, with_waypoints=True)
for f in events.updated_flights
],
deleted_flights=events.deleted_flights,
selected_flight=events.selected_flight,
deselected_flight=events.deselected_flight,
updated_front_lines=[
FrontLineJs.for_front_line(f) for f in events.updated_front_lines
],
deleted_front_lines=events.deleted_front_lines,
updated_tgos=[TgoJs.for_tgo(tgo) for tgo in events.updated_tgos],
updated_control_points=[
ControlPointJs.for_control_point(cp)
for cp in events.updated_control_points
],
updated_iads=updated_iads,
deleted_iads=events.deleted_iads_connections,
reset_on_map_center=events.reset_on_map_center,
game_unloaded=events.game_unloaded,
new_turn=events.new_turn,
)