dcs_liberation/game/debriefing.py
SnappyComebacks bb1a066ff7
Let map objects be Strike targets.
This PR allows campaign creators to incorporate map objects (referred to as Scenery in the code) into their Liberation campaign.

Map objects are defined using white trigger zones created by right clicking on scenery and clicking `assign as...`.   Objective groups are defined by creating a blue TriggerZone surrounding the centers of the white trigger zones.  The type of objective is determined by the campaign creator, assigning the value of the first property of the blue TriggerZone with the objective type.

Map objects maintain their visually dead state by assigning a `Mission Start` `Scenery Object Dead` trigger to the trigger zone.  It is important for the Liberation generated TriggerZone to be as small as possible so that no other scenery is marked dead by DCS.

TriggerZones are hidden during gameplay (DCS behavior.  I don't know if it's possible to turn that off.)  TriggerZones are visible in the mission editor and mission planner however.  If a player is using an older plane, it is important for them to remember where the target is.

In the mission planner, the trigger zones' will be blue or red depending on which faction the map objects belong to.

Inherent Resolve campaign has been modified to integrate scenery objects.

### **Limitations:**
- Objective definitions (Any Blue TriggerZones) in campaign definition cannot overlap.
- Map object deaths in `state.json` is tracking integers.  You won't know what died until debriefing.
- No images for the various buildings.  In theory it can be done, but an unreasonable amount of work.
- Every blue trigger zone must have a unique name.  (If you let DCS auto increment the names this is not a concern.
- No output to screen when scenery object is dead.  You can see the building drawn as dead in the F10 map though.


### **Pictures:**

An objective:
![CampaignCreation](https://user-images.githubusercontent.com/74509817/117526797-c294af00-af84-11eb-9fb7-3940db64c5d8.png)

How the objective looks once in the mission planner/editor.  This objective belongs to the enemy faction:
![MissionPlanner](https://user-images.githubusercontent.com/74509817/117526819-ece66c80-af84-11eb-9db0-64000dedcf89.png)
2021-05-14 17:18:03 -07:00

402 lines
14 KiB
Python

from __future__ import annotations
import itertools
import json
import logging
import os
import threading
import time
from collections import defaultdict
from dataclasses import dataclass, field
from typing import (
Any,
Callable,
Dict,
Iterator,
List,
Type,
TYPE_CHECKING,
)
from dcs.unittype import FlyingType, UnitType
from game import db
from game.theater import Airfield, ControlPoint
from game.transfers import CargoShip
from game.unitmap import (
AirliftUnit,
Building,
ConvoyUnit,
FrontLineUnit,
GroundObjectUnit,
UnitMap,
)
from gen.flights.flight import Flight
if TYPE_CHECKING:
from game import Game
DEBRIEFING_LOG_EXTENSION = "log"
@dataclass(frozen=True)
class AirLosses:
player: List[Flight]
enemy: List[Flight]
@property
def losses(self) -> Iterator[Flight]:
return itertools.chain(self.player, self.enemy)
def by_type(self, player: bool) -> Dict[Type[FlyingType], int]:
losses_by_type: Dict[Type[FlyingType], int] = defaultdict(int)
losses = self.player if player else self.enemy
for loss in losses:
losses_by_type[loss.unit_type] += 1
return losses_by_type
def surviving_flight_members(self, flight: Flight) -> int:
losses = 0
for loss in self.losses:
if loss == flight:
losses += 1
return flight.count - losses
@dataclass
class GroundLosses:
player_front_line: List[FrontLineUnit] = field(default_factory=list)
enemy_front_line: List[FrontLineUnit] = field(default_factory=list)
player_convoy: List[ConvoyUnit] = field(default_factory=list)
enemy_convoy: List[ConvoyUnit] = field(default_factory=list)
player_cargo_ships: List[CargoShip] = field(default_factory=list)
enemy_cargo_ships: List[CargoShip] = field(default_factory=list)
player_airlifts: List[AirliftUnit] = field(default_factory=list)
enemy_airlifts: List[AirliftUnit] = field(default_factory=list)
player_ground_objects: List[GroundObjectUnit] = field(default_factory=list)
enemy_ground_objects: List[GroundObjectUnit] = field(default_factory=list)
player_buildings: List[Building] = field(default_factory=list)
enemy_buildings: List[Building] = field(default_factory=list)
player_airfields: List[Airfield] = field(default_factory=list)
enemy_airfields: List[Airfield] = field(default_factory=list)
@dataclass(frozen=True)
class BaseCaptureEvent:
control_point: ControlPoint
captured_by_player: bool
@dataclass(frozen=True)
class StateData:
#: True if the mission ended. If False, the mission exited abnormally.
mission_ended: bool
#: Names of aircraft units that were killed during the mission.
killed_aircraft: List[str]
#: Names of vehicle (and ship) units that were killed during the mission.
killed_ground_units: List[str]
#: Names of static units that were destroyed during the mission.
destroyed_statics: List[str]
#: Mangled names of bases that were captured during the mission.
base_capture_events: List[str]
@classmethod
def from_json(cls, data: Dict[str, Any]) -> StateData:
return cls(
mission_ended=data["mission_ended"],
killed_aircraft=data["killed_aircrafts"],
# Airfields emit a new "dead" event every time a bomb is dropped on
# them when they've already dead. Dedup.
#
# Also normalize dead map objects (which are ints) to strings. The unit map
# only stores strings.
killed_ground_units=list({str(u) for u in data["killed_ground_units"]}),
destroyed_statics=data["destroyed_objects_positions"],
base_capture_events=data["base_capture_events"],
)
class Debriefing:
def __init__(
self, state_data: Dict[str, Any], game: Game, unit_map: UnitMap
) -> None:
self.state_data = StateData.from_json(state_data)
self.game = game
self.unit_map = unit_map
self.player_country = game.player_country
self.enemy_country = game.enemy_country
self.player_country_id = db.country_id_from_name(game.player_country)
self.enemy_country_id = db.country_id_from_name(game.enemy_country)
self.air_losses = self.dead_aircraft()
self.ground_losses = self.dead_ground_units()
self.base_captures = self.base_capture_events()
@property
def front_line_losses(self) -> Iterator[FrontLineUnit]:
yield from self.ground_losses.player_front_line
yield from self.ground_losses.enemy_front_line
@property
def convoy_losses(self) -> Iterator[ConvoyUnit]:
yield from self.ground_losses.player_convoy
yield from self.ground_losses.enemy_convoy
@property
def cargo_ship_losses(self) -> Iterator[CargoShip]:
yield from self.ground_losses.player_cargo_ships
yield from self.ground_losses.enemy_cargo_ships
@property
def airlift_losses(self) -> Iterator[AirliftUnit]:
yield from self.ground_losses.player_airlifts
yield from self.ground_losses.enemy_airlifts
@property
def ground_object_losses(self) -> Iterator[GroundObjectUnit]:
yield from self.ground_losses.player_ground_objects
yield from self.ground_losses.enemy_ground_objects
@property
def building_losses(self) -> Iterator[Building]:
yield from self.ground_losses.player_buildings
yield from self.ground_losses.enemy_buildings
@property
def damaged_runways(self) -> Iterator[Airfield]:
yield from self.ground_losses.player_airfields
yield from self.ground_losses.enemy_airfields
def casualty_count(self, control_point: ControlPoint) -> int:
return len([x for x in self.front_line_losses if x.origin == control_point])
def front_line_losses_by_type(self, player: bool) -> Dict[Type[UnitType], int]:
losses_by_type: Dict[Type[UnitType], int] = defaultdict(int)
if player:
losses = self.ground_losses.player_front_line
else:
losses = self.ground_losses.enemy_front_line
for loss in losses:
losses_by_type[loss.unit_type] += 1
return losses_by_type
def convoy_losses_by_type(self, player: bool) -> Dict[Type[UnitType], int]:
losses_by_type: Dict[Type[UnitType], int] = defaultdict(int)
if player:
losses = self.ground_losses.player_convoy
else:
losses = self.ground_losses.enemy_convoy
for loss in losses:
losses_by_type[loss.unit_type] += 1
return losses_by_type
def cargo_ship_losses_by_type(self, player: bool) -> Dict[Type[UnitType], int]:
losses_by_type: Dict[Type[UnitType], int] = defaultdict(int)
if player:
ships = self.ground_losses.player_cargo_ships
else:
ships = self.ground_losses.enemy_cargo_ships
for ship in ships:
for unit_type, count in ship.units.items():
losses_by_type[unit_type] += count
return losses_by_type
def airlift_losses_by_type(self, player: bool) -> Dict[Type[UnitType], int]:
losses_by_type: Dict[Type[UnitType], int] = defaultdict(int)
if player:
losses = self.ground_losses.player_airlifts
else:
losses = self.ground_losses.enemy_airlifts
for loss in losses:
losses_by_type[loss.unit_type] += 1
return losses_by_type
def building_losses_by_type(self, player: bool) -> Dict[str, int]:
losses_by_type: Dict[str, int] = defaultdict(int)
if player:
losses = self.ground_losses.player_buildings
else:
losses = self.ground_losses.enemy_buildings
for loss in losses:
if loss.ground_object.control_point.captured != player:
continue
losses_by_type[loss.ground_object.dcs_identifier] += 1
return losses_by_type
def dead_aircraft(self) -> AirLosses:
player_losses = []
enemy_losses = []
for unit_name in self.state_data.killed_aircraft:
flight = self.unit_map.flight(unit_name)
if flight is None:
logging.error(f"Could not find Flight matching {unit_name}")
continue
if flight.departure.captured:
player_losses.append(flight)
else:
enemy_losses.append(flight)
return AirLosses(player_losses, enemy_losses)
def dead_ground_units(self) -> GroundLosses:
losses = GroundLosses()
for unit_name in self.state_data.killed_ground_units:
front_line_unit = self.unit_map.front_line_unit(unit_name)
if front_line_unit is not None:
if front_line_unit.origin.captured:
losses.player_front_line.append(front_line_unit)
else:
losses.enemy_front_line.append(front_line_unit)
continue
convoy_unit = self.unit_map.convoy_unit(unit_name)
if convoy_unit is not None:
if convoy_unit.convoy.player_owned:
losses.player_convoy.append(convoy_unit)
else:
losses.enemy_convoy.append(convoy_unit)
continue
cargo_ship = self.unit_map.cargo_ship(unit_name)
if cargo_ship is not None:
if cargo_ship.player_owned:
losses.player_cargo_ships.append(cargo_ship)
else:
losses.enemy_cargo_ships.append(cargo_ship)
continue
ground_object_unit = self.unit_map.ground_object_unit(unit_name)
if ground_object_unit is not None:
if ground_object_unit.ground_object.control_point.captured:
losses.player_ground_objects.append(ground_object_unit)
else:
losses.enemy_ground_objects.append(ground_object_unit)
continue
building = self.unit_map.building_or_fortification(unit_name)
# Try appending object to the name, because we do this for building statics.
if building is None:
building = self.unit_map.building_or_fortification(
f"{unit_name} object"
)
if building is not None:
if building.ground_object.control_point.captured:
losses.player_buildings.append(building)
else:
losses.enemy_buildings.append(building)
continue
airfield = self.unit_map.airfield(unit_name)
if airfield is not None:
if airfield.captured:
losses.player_airfields.append(airfield)
else:
losses.enemy_airfields.append(airfield)
continue
# Only logging as debug because we don't currently track infantry
# deaths, so we expect to see quite a few unclaimed dead ground
# units. We should start tracking those and covert this to a
# warning.
logging.debug(
f"Death of untracked ground unit {unit_name} will "
"have no effect. This may be normal behavior."
)
for unit_name in self.state_data.killed_aircraft:
airlift_unit = self.unit_map.airlift_unit(unit_name)
if airlift_unit is not None:
if airlift_unit.transfer.player:
losses.player_airlifts.append(airlift_unit)
else:
losses.enemy_airlifts.append(airlift_unit)
continue
return losses
def base_capture_events(self) -> List[BaseCaptureEvent]:
"""Keeps only the last instance of a base capture event for each base ID."""
blue_coalition_id = 2
seen = set()
captures = []
for capture in reversed(self.state_data.base_capture_events):
cp_id_str, new_owner_id_str, _name = capture.split("||")
cp_id = int(cp_id_str)
# Only the most recent capture event matters.
if cp_id in seen:
continue
seen.add(cp_id)
try:
control_point = self.game.theater.find_control_point_by_id(cp_id)
except KeyError:
# Captured base is not a part of the campaign. This happens when neutral
# bases are near the conflict. Nothing to do.
continue
captured_by_player = int(new_owner_id_str) == blue_coalition_id
if control_point.is_friendly(to_player=captured_by_player):
# Base is currently friendly to the new owner. Was captured and
# recaptured in the same mission. Nothing to do.
continue
captures.append(BaseCaptureEvent(control_point, captured_by_player))
return captures
class PollDebriefingFileThread(threading.Thread):
"""Thread class with a stop() method. The thread itself has to check
regularly for the stopped() condition."""
def __init__(
self, callback: Callable[[Debriefing], None], game: Game, unit_map: UnitMap
) -> None:
super().__init__()
self._stop_event = threading.Event()
self.callback = callback
self.game = game
self.unit_map = unit_map
def stop(self):
self._stop_event.set()
def stopped(self):
return self._stop_event.is_set()
def run(self):
if os.path.isfile("state.json"):
last_modified = os.path.getmtime("state.json")
else:
last_modified = 0
while not self.stopped():
if (
os.path.isfile("state.json")
and os.path.getmtime("state.json") > last_modified
):
with open("state.json", "r") as json_file:
json_data = json.load(json_file)
debriefing = Debriefing(json_data, self.game, self.unit_map)
self.callback(debriefing)
break
time.sleep(5)
def wait_for_debriefing(
callback: Callable[[Debriefing], None], game: Game, unit_map
) -> PollDebriefingFileThread:
thread = PollDebriefingFileThread(callback, game, unit_map)
thread.start()
return thread