mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
- completly refactored the way TGO handles groups and replaced the usage of the pydcs ground groups (vehicle, ship, static) with an own Group and Unit class. - this allows us to only take care of dcs group generation during miz generation, where it should have always been. - We can now have any type of unit (even statics) in the same logic ground group we handle in liberation. this is independent from the dcs group handling. the dcs group will only be genarted when takeoff is pressed. - Refactored the unitmap and the scenery object handling to adopt to changes that now TGOs can hold all Units we want. - Cleaned up many many many lines of uneeded hacks to build stuff around dcs groups. - Removed IDs for TGOs as the names we generate are unique and for liberation to work we need no ids. Unique IDs for dcs will be generated for the units and groups only.
363 lines
14 KiB
Python
363 lines
14 KiB
Python
from __future__ import annotations
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import itertools
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import logging
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from collections import defaultdict
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from dataclasses import dataclass, field
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from typing import (
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Any,
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Dict,
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Iterator,
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List,
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TYPE_CHECKING,
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Union,
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)
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from game.dcs.aircrafttype import AircraftType
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from game.dcs.groundunittype import GroundUnitType
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from game.theater import Airfield, ControlPoint
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if TYPE_CHECKING:
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from game import Game
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from game.ato.flight import Flight
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from game.transfers import CargoShip
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from game.unitmap import (
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AirliftUnits,
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ConvoyUnit,
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FlyingUnit,
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FrontLineUnit,
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GroundObjectMapping,
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UnitMap,
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SceneryObjectMapping,
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)
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DEBRIEFING_LOG_EXTENSION = "log"
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@dataclass(frozen=True)
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class AirLosses:
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player: List[FlyingUnit]
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enemy: List[FlyingUnit]
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@property
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def losses(self) -> Iterator[FlyingUnit]:
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return itertools.chain(self.player, self.enemy)
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def by_type(self, player: bool) -> Dict[AircraftType, int]:
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losses_by_type: Dict[AircraftType, int] = defaultdict(int)
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losses = self.player if player else self.enemy
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for loss in losses:
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losses_by_type[loss.flight.unit_type] += 1
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return losses_by_type
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def surviving_flight_members(self, flight: Flight) -> int:
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losses = 0
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for loss in self.losses:
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if loss.flight == flight:
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losses += 1
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return flight.count - losses
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@dataclass
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class GroundLosses:
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player_front_line: List[FrontLineUnit] = field(default_factory=list)
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enemy_front_line: List[FrontLineUnit] = field(default_factory=list)
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player_convoy: List[ConvoyUnit] = field(default_factory=list)
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enemy_convoy: List[ConvoyUnit] = field(default_factory=list)
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player_cargo_ships: List[CargoShip] = field(default_factory=list)
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enemy_cargo_ships: List[CargoShip] = field(default_factory=list)
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player_airlifts: List[AirliftUnits] = field(default_factory=list)
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enemy_airlifts: List[AirliftUnits] = field(default_factory=list)
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player_ground_objects: List[GroundObjectMapping] = field(default_factory=list)
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enemy_ground_objects: List[GroundObjectMapping] = field(default_factory=list)
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player_scenery: List[SceneryObjectMapping] = field(default_factory=list)
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enemy_scenery: List[SceneryObjectMapping] = field(default_factory=list)
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player_airfields: List[Airfield] = field(default_factory=list)
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enemy_airfields: List[Airfield] = field(default_factory=list)
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@dataclass(frozen=True)
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class BaseCaptureEvent:
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control_point: ControlPoint
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captured_by_player: bool
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@dataclass(frozen=True)
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class StateData:
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#: True if the mission ended. If False, the mission exited abnormally.
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mission_ended: bool
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#: Names of aircraft units that were killed during the mission.
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killed_aircraft: List[str]
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#: Names of vehicles, ships or buildings that were killed during the mission.
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killed_ground_units: List[str]
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#: List of descriptions of destroyed statics. Format of each element is a mapping of
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#: the coordinate type ("x", "y", "z", "type", "orientation") to the value.
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destroyed_statics: List[dict[str, Union[float, str]]]
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#: Mangled names of bases that were captured during the mission.
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base_capture_events: List[str]
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@classmethod
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def from_json(cls, data: Dict[str, Any]) -> StateData:
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return cls(
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mission_ended=data["mission_ended"],
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killed_aircraft=data["killed_aircrafts"],
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# Airfields emit a new "dead" event every time a bomb is dropped on
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# them when they've already dead. Dedup.
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#
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# Also normalize dead map objects (which are ints) to strings. The unit map
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# only stores strings.
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killed_ground_units=list({str(u) for u in data["killed_ground_units"]}),
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destroyed_statics=data["destroyed_objects_positions"],
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base_capture_events=data["base_capture_events"],
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)
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class Debriefing:
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def __init__(
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self, state_data: Dict[str, Any], game: Game, unit_map: UnitMap
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) -> None:
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self.state_data = StateData.from_json(state_data)
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self.game = game
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self.unit_map = unit_map
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self.player_country = game.blue.country_name
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self.enemy_country = game.red.country_name
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self.air_losses = self.dead_aircraft()
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self.ground_losses = self.dead_ground_units()
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self.base_captures = self.base_capture_events()
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@property
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def front_line_losses(self) -> Iterator[FrontLineUnit]:
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yield from self.ground_losses.player_front_line
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yield from self.ground_losses.enemy_front_line
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@property
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def convoy_losses(self) -> Iterator[ConvoyUnit]:
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yield from self.ground_losses.player_convoy
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yield from self.ground_losses.enemy_convoy
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@property
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def cargo_ship_losses(self) -> Iterator[CargoShip]:
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yield from self.ground_losses.player_cargo_ships
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yield from self.ground_losses.enemy_cargo_ships
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@property
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def airlift_losses(self) -> Iterator[AirliftUnits]:
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yield from self.ground_losses.player_airlifts
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yield from self.ground_losses.enemy_airlifts
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@property
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def ground_object_losses(self) -> Iterator[GroundObjectMapping]:
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yield from self.ground_losses.player_ground_objects
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yield from self.ground_losses.enemy_ground_objects
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@property
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def scenery_object_losses(self) -> Iterator[SceneryObjectMapping]:
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yield from self.ground_losses.player_scenery
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yield from self.ground_losses.enemy_scenery
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@property
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def damaged_runways(self) -> Iterator[Airfield]:
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yield from self.ground_losses.player_airfields
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yield from self.ground_losses.enemy_airfields
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def casualty_count(self, control_point: ControlPoint) -> int:
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return len([x for x in self.front_line_losses if x.origin == control_point])
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def front_line_losses_by_type(self, player: bool) -> dict[GroundUnitType, int]:
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losses_by_type: dict[GroundUnitType, int] = defaultdict(int)
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if player:
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losses = self.ground_losses.player_front_line
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else:
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losses = self.ground_losses.enemy_front_line
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for loss in losses:
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losses_by_type[loss.unit_type] += 1
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return losses_by_type
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def convoy_losses_by_type(self, player: bool) -> dict[GroundUnitType, int]:
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losses_by_type: dict[GroundUnitType, int] = defaultdict(int)
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if player:
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losses = self.ground_losses.player_convoy
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else:
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losses = self.ground_losses.enemy_convoy
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for loss in losses:
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losses_by_type[loss.unit_type] += 1
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return losses_by_type
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def cargo_ship_losses_by_type(self, player: bool) -> dict[GroundUnitType, int]:
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losses_by_type: dict[GroundUnitType, int] = defaultdict(int)
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if player:
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ships = self.ground_losses.player_cargo_ships
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else:
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ships = self.ground_losses.enemy_cargo_ships
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for ship in ships:
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for unit_type, count in ship.units.items():
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losses_by_type[unit_type] += count
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return losses_by_type
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def airlift_losses_by_type(self, player: bool) -> dict[GroundUnitType, int]:
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losses_by_type: dict[GroundUnitType, int] = defaultdict(int)
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if player:
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losses = self.ground_losses.player_airlifts
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else:
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losses = self.ground_losses.enemy_airlifts
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for loss in losses:
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for unit_type in loss.cargo:
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losses_by_type[unit_type] += 1
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return losses_by_type
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def ground_object_losses_by_type(self, player: bool) -> Dict[str, int]:
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losses_by_type: Dict[str, int] = defaultdict(int)
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if player:
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losses = self.ground_losses.player_ground_objects
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else:
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losses = self.ground_losses.enemy_ground_objects
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for loss in losses:
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# We do not have handling for ships and statics UniType yet so we have to
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# take more care here. Fallback for ship and static is to use the type str
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# which is the dcs_type.id
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unit_type = (
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loss.ground_unit.unit_type.name
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if loss.ground_unit.unit_type
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else loss.ground_unit.type
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)
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losses_by_type[unit_type] += 1
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return losses_by_type
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def scenery_losses_by_type(self, player: bool) -> Dict[str, int]:
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losses_by_type: Dict[str, int] = defaultdict(int)
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if player:
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losses = self.ground_losses.player_scenery
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else:
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losses = self.ground_losses.enemy_scenery
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for loss in losses:
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losses_by_type[loss.trigger_zone.name] += 1
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return losses_by_type
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def dead_aircraft(self) -> AirLosses:
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player_losses = []
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enemy_losses = []
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for unit_name in self.state_data.killed_aircraft:
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aircraft = self.unit_map.flight(unit_name)
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if aircraft is None:
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logging.error(f"Could not find Flight matching {unit_name}")
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continue
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if aircraft.flight.departure.captured:
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player_losses.append(aircraft)
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else:
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enemy_losses.append(aircraft)
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return AirLosses(player_losses, enemy_losses)
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def dead_ground_units(self) -> GroundLosses:
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losses = GroundLosses()
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for unit_name in self.state_data.killed_ground_units:
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front_line_unit = self.unit_map.front_line_unit(unit_name)
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if front_line_unit is not None:
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if front_line_unit.origin.captured:
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losses.player_front_line.append(front_line_unit)
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else:
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losses.enemy_front_line.append(front_line_unit)
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continue
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convoy_unit = self.unit_map.convoy_unit(unit_name)
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if convoy_unit is not None:
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if convoy_unit.convoy.player_owned:
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losses.player_convoy.append(convoy_unit)
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else:
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losses.enemy_convoy.append(convoy_unit)
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continue
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cargo_ship = self.unit_map.cargo_ship(unit_name)
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if cargo_ship is not None:
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if cargo_ship.player_owned:
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losses.player_cargo_ships.append(cargo_ship)
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else:
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losses.enemy_cargo_ships.append(cargo_ship)
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continue
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ground_object = self.unit_map.ground_object(unit_name)
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if ground_object is not None:
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if ground_object.ground_unit.ground_object.is_friendly(to_player=True):
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losses.player_ground_objects.append(ground_object)
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else:
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losses.enemy_ground_objects.append(ground_object)
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continue
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scenery_object = self.unit_map.scenery_object(unit_name)
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# Try appending object to the name, because we do this for building statics.
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if scenery_object is not None:
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if scenery_object.ground_unit.ground_object.is_friendly(to_player=True):
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losses.player_scenery.append(scenery_object)
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else:
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losses.enemy_scenery.append(scenery_object)
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continue
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airfield = self.unit_map.airfield(unit_name)
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if airfield is not None:
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if airfield.captured:
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losses.player_airfields.append(airfield)
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else:
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losses.enemy_airfields.append(airfield)
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continue
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# Only logging as debug because we don't currently track infantry
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# deaths, so we expect to see quite a few unclaimed dead ground
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# units. We should start tracking those and covert this to a
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# warning.
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logging.debug(
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f"Death of untracked ground unit {unit_name} will "
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"have no effect. This may be normal behavior."
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)
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for unit_name in self.state_data.killed_aircraft:
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airlift_unit = self.unit_map.airlift_unit(unit_name)
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if airlift_unit is not None:
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if airlift_unit.transfer.player:
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losses.player_airlifts.append(airlift_unit)
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else:
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losses.enemy_airlifts.append(airlift_unit)
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continue
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return losses
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def base_capture_events(self) -> List[BaseCaptureEvent]:
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"""Keeps only the last instance of a base capture event for each base ID."""
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blue_coalition_id = 2
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seen = set()
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captures = []
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for capture in reversed(self.state_data.base_capture_events):
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cp_id_str, new_owner_id_str, _name = capture.split("||")
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cp_id = int(cp_id_str)
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# Only the most recent capture event matters.
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if cp_id in seen:
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continue
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seen.add(cp_id)
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try:
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control_point = self.game.theater.find_control_point_by_id(cp_id)
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except KeyError:
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# Captured base is not a part of the campaign. This happens when neutral
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# bases are near the conflict. Nothing to do.
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continue
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captured_by_player = int(new_owner_id_str) == blue_coalition_id
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if control_point.is_friendly(to_player=captured_by_player):
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# Base is currently friendly to the new owner. Was captured and
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# recaptured in the same mission. Nothing to do.
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continue
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captures.append(BaseCaptureEvent(control_point, captured_by_player))
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return captures
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