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Instead of giving an error when a mission type which was added to the squadron is not defined in the Ai autoplanner db for the aircraft the user should be able to task the aircraft accordingly.
122 lines
4.6 KiB
Python
122 lines
4.6 KiB
Python
from __future__ import annotations
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import itertools
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from collections import defaultdict
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from typing import Sequence, Iterator, TYPE_CHECKING, Optional
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from game.dcs.aircrafttype import AircraftType
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from game.ato.ai_flight_planner_db import aircraft_for_task
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from game.ato.closestairfields import ObjectiveDistanceCache
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from .squadrondefloader import SquadronDefLoader
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from ..campaignloader.squadrondefgenerator import SquadronDefGenerator
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from ..factions.faction import Faction
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from ..theater import ControlPoint, MissionTarget
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if TYPE_CHECKING:
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from game.game import Game
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from ..ato.flighttype import FlightType
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from .squadron import Squadron
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class AirWing:
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def __init__(self, player: bool, game: Game, faction: Faction) -> None:
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self.player = player
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self.squadrons: dict[AircraftType, list[Squadron]] = defaultdict(list)
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self.squadron_defs = SquadronDefLoader(game, faction).load()
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self.squadron_def_generator = SquadronDefGenerator(faction)
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def unclaim_squadron_def(self, squadron: Squadron) -> None:
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if squadron.aircraft in self.squadron_defs:
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for squadron_def in self.squadron_defs[squadron.aircraft]:
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if squadron_def.claimed and squadron_def.name == squadron.name:
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squadron_def.claimed = False
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def add_squadron(self, squadron: Squadron) -> None:
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self.squadrons[squadron.aircraft].append(squadron)
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def squadrons_for(self, aircraft: AircraftType) -> Sequence[Squadron]:
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return self.squadrons[aircraft]
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def can_auto_plan(self, task: FlightType) -> bool:
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try:
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next(self.auto_assignable_for_task(task))
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return True
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except StopIteration:
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return False
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def best_squadrons_for(
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self, location: MissionTarget, task: FlightType, size: int, this_turn: bool
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) -> list[Squadron]:
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airfield_cache = ObjectiveDistanceCache.get_closest_airfields(location)
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best_aircraft = aircraft_for_task(task)
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ordered: list[Squadron] = []
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for control_point in airfield_cache.operational_airfields:
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if control_point.captured != self.player:
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continue
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capable_at_base = []
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for squadron in control_point.squadrons:
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if squadron.can_auto_assign_mission(location, task, size, this_turn):
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capable_at_base.append(squadron)
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if squadron.aircraft not in best_aircraft:
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# If it is not already in the list it should be the last one
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best_aircraft.append(squadron.aircraft)
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ordered.extend(
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sorted(
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capable_at_base,
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key=lambda s: best_aircraft.index(s.aircraft),
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)
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)
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return ordered
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def best_squadron_for(
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self, location: MissionTarget, task: FlightType, size: int, this_turn: bool
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) -> Optional[Squadron]:
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for squadron in self.best_squadrons_for(location, task, size, this_turn):
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return squadron
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return None
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def available_aircraft_for_task(self, task: FlightType) -> Iterator[AircraftType]:
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for aircraft, squadrons in self.squadrons.items():
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for squadron in squadrons:
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if squadron.untasked_aircraft and task in squadron.mission_types:
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yield aircraft
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break
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def auto_assignable_for_task(self, task: FlightType) -> Iterator[Squadron]:
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for squadron in self.iter_squadrons():
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if squadron.can_auto_assign(task):
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yield squadron
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def auto_assignable_for_task_at(
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self, task: FlightType, base: ControlPoint
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) -> Iterator[Squadron]:
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for squadron in self.iter_squadrons():
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if squadron.can_auto_assign(task) and squadron.location == base:
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yield squadron
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def squadron_for(self, aircraft: AircraftType) -> Squadron:
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return self.squadrons_for(aircraft)[0]
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def iter_squadrons(self) -> Iterator[Squadron]:
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return itertools.chain.from_iterable(self.squadrons.values())
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def squadron_at_index(self, index: int) -> Squadron:
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return list(self.iter_squadrons())[index]
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def populate_for_turn_0(self) -> None:
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for squadron in self.iter_squadrons():
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squadron.populate_for_turn_0()
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def end_turn(self) -> None:
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for squadron in self.iter_squadrons():
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squadron.end_turn()
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def reset(self) -> None:
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for squadron in self.iter_squadrons():
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squadron.return_all_pilots_and_aircraft()
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@property
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def size(self) -> int:
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return sum(len(s) for s in self.squadrons.values())
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