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List indexes are not a reliable list key unless the list is static. Indexes will be reused when games are loaded, which prevents the state from updating reliably. Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2167
129 lines
4.5 KiB
Python
129 lines
4.5 KiB
Python
from __future__ import annotations
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import uuid
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from typing import Any, TYPE_CHECKING
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from uuid import UUID
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from dcs import Point
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from pydantic import BaseModel
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from game.server.leaflet import LeafletPoint
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if TYPE_CHECKING:
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from game import Game
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from game.theater import ControlPoint
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from game.transfers import MultiGroupTransport, TransportMap
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class TransportFinder:
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def __init__(
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self, game: Game, control_point_a: ControlPoint, control_point_b: ControlPoint
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) -> None:
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self.game = game
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self.control_point_a = control_point_a
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self.control_point_b = control_point_b
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def find_in_transport_map(
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self, transport_map: TransportMap[Any]
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) -> list[MultiGroupTransport]:
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transports = []
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transport = transport_map.find_transport(
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self.control_point_a, self.control_point_b
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)
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if transport is not None:
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transports.append(transport)
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transport = transport_map.find_transport(
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self.control_point_b, self.control_point_a
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)
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if transport is not None:
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transports.append(transport)
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return transports
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def find_transports(self, sea_route: bool) -> list[MultiGroupTransport]:
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if sea_route:
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return self.find_in_transport_map(
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self.game.blue.transfers.cargo_ships
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) + self.find_in_transport_map(self.game.red.transfers.cargo_ships)
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return self.find_in_transport_map(
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self.game.blue.transfers.convoys
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) + self.find_in_transport_map(self.game.red.transfers.convoys)
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def describe_active_transports(self, sea_route: bool) -> list[str]:
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transports = self.find_transports(sea_route)
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if not transports:
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return []
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descriptions = []
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for transport in transports:
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units = "units" if transport.size > 1 else "unit"
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descriptions.append(
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f"{transport.size} {units} transferring from {transport.origin} to "
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f"{transport.destination}"
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)
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return descriptions
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class SupplyRouteJs(BaseModel):
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id: UUID
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points: list[LeafletPoint]
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front_active: bool
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is_sea: bool
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blue: bool
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active_transports: list[str]
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class Config:
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title = "SupplyRoute"
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@staticmethod
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def for_link(
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game: Game, a: ControlPoint, b: ControlPoint, points: list[Point], sea: bool
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) -> SupplyRouteJs:
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return SupplyRouteJs(
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# Although these are not persistent objects in the backend, the frontend
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# needs unique IDs for anything that it will use in a list. That means that
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# any data that we expose as a list most likely needs a unique ID. List
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# indexes are **not** sufficient as IDs across game loads, as any indexes
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# that persist between games will not be updated in the UI.
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#
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# Generating a UUID for these ephemeral objects is awkward, but does not
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# cause any issues since the only thing the ID is used for is to
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# disambiguate objects across save games.
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#
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# https://reactjs.org/docs/lists-and-keys.html#keys
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# https://github.com/dcs-liberation/dcs_liberation/issues/2167
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id=uuid.uuid4(),
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points=[p.latlng() for p in points],
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front_active=not sea and a.front_is_active(b),
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is_sea=sea,
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blue=a.captured,
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active_transports=TransportFinder(game, a, b).describe_active_transports(
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sea
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),
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)
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@staticmethod
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def all_in_game(game: Game) -> list[SupplyRouteJs]:
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seen = set()
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routes = []
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for control_point in game.theater.controlpoints:
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seen.add(control_point)
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for destination, route in control_point.convoy_routes.items():
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if destination in seen:
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continue
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routes.append(
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SupplyRouteJs.for_link(
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game, control_point, destination, list(route), sea=False
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)
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)
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for destination, route in control_point.shipping_lanes.items():
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if destination in seen:
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continue
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if not destination.is_friendly_to(control_point):
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continue
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routes.append(
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SupplyRouteJs.for_link(
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game, control_point, destination, list(route), sea=True
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)
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)
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return routes
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