dcs_liberation/game/debriefing.py
Dan Albert f6fad30852 Add unit name -> Liberation object map.
Generated units are added to this during mission generation so we can
map destroyed units back to the data that generated them. Currently only
implemented for aircraft as a proof of concept.
2020-11-21 21:01:46 -08:00

249 lines
9.4 KiB
Python

from __future__ import annotations
import json
import logging
import os
import threading
import time
from collections import defaultdict
from dataclasses import dataclass
from typing import Any, Callable, Dict, List, Type, TYPE_CHECKING
from dcs.unittype import FlyingType, UnitType
from game import db
from game.theater import TheaterGroundObject
from game.unitmap import UnitMap
from gen.flights.flight import Flight
if TYPE_CHECKING:
from game import Game
DEBRIEFING_LOG_EXTENSION = "log"
@dataclass(frozen=True)
class DebriefingDeadUnitInfo:
player_unit: bool
type: Type[UnitType]
@dataclass(frozen=True)
class DebriefingDeadAircraftInfo:
#: The Flight that resulted in the generated unit.
flight: Flight
@property
def player_unit(self) -> bool:
return self.flight.departure.captured
@dataclass(frozen=True)
class DebriefingDeadBuildingInfo:
#: The ground object this building was present at.
ground_object: TheaterGroundObject
@property
def player_unit(self) -> bool:
return self.ground_object.control_point.captured
@dataclass(frozen=True)
class AirLosses:
losses: List[DebriefingDeadAircraftInfo]
def by_type(self, player: bool) -> Dict[Type[FlyingType], int]:
losses_by_type: Dict[Type[FlyingType], int] = defaultdict(int)
for loss in self.losses:
if loss.flight.departure.captured != player:
continue
losses_by_type[loss.flight.unit_type] += loss.flight.count
return losses_by_type
@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"],
killed_ground_units=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
logging.info("--------------------------------")
logging.info("Starting Debriefing preprocessing")
logging.info("--------------------------------")
logging.info(self.state_data)
logging.info("--------------------------------")
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.dead_units: List[DebriefingDeadUnitInfo] = []
self.dead_aaa_groups: List[DebriefingDeadUnitInfo] = []
self.dead_buildings: List[DebriefingDeadBuildingInfo] = []
for unit_name in self.state_data.killed_ground_units:
try:
if isinstance(unit_name, int):
# For some reason the state file will include many raw
# integers in the list of destroyed units. These might be
# from the smoke effects?
continue
country = int(unit_name.split("|")[1])
unit_type = db.unit_type_from_name(unit_name.split("|")[4])
if unit_type is None:
logging.error(f"Could not determine type of {unit_name}")
continue
player_unit = country == self.player_country_id
self.dead_units.append(
DebriefingDeadUnitInfo(player_unit, unit_type))
except Exception:
logging.exception(f"Failed to process dead unit {unit_name}")
for unit_name in self.state_data.killed_ground_units:
for cp in game.theater.controlpoints:
if cp.captured:
country = self.player_country_id
else:
country = self.enemy_country_id
player_unit = (country == self.player_country_id)
for ground_object in cp.ground_objects:
# TODO: This seems to destroy an arbitrary building?
if ground_object.is_same_group(unit_name):
self.dead_buildings.append(
DebriefingDeadBuildingInfo(ground_object))
elif ground_object.dcs_identifier in ["AA", "CARRIER",
"LHA"]:
for g in ground_object.groups:
for u in g.units:
if u.name != unit_name:
continue
unit_type = db.unit_type_from_name(u.type)
if unit_type is None:
logging.error(
f"Could not determine type of %s",
unit_name)
continue
self.dead_units.append(DebriefingDeadUnitInfo(
player_unit, unit_type))
self.player_dead_units = [a for a in self.dead_units if a.player_unit]
self.enemy_dead_units = [a for a in self.dead_units if not a.player_unit]
self.player_dead_buildings = [a for a in self.dead_buildings if a.player_unit]
self.enemy_dead_buildings = [a for a in self.dead_buildings if not a.player_unit]
self.player_dead_units_dict: Dict[Type[UnitType], int] = defaultdict(int)
for a in self.player_dead_units:
self.player_dead_units_dict[a.type] += 1
self.enemy_dead_units_dict: Dict[Type[UnitType], int] = defaultdict(int)
for a in self.enemy_dead_units:
self.enemy_dead_units_dict[a.type] += 1
self.player_dead_buildings_dict: Dict[str, int] = defaultdict(int)
for b in self.player_dead_buildings:
self.player_dead_buildings_dict[b.ground_object.dcs_identifier] += 1
self.enemy_dead_buildings_dict: Dict[str, int] = defaultdict(int)
for b in self.enemy_dead_buildings:
self.enemy_dead_buildings_dict[b.ground_object.dcs_identifier] += 1
logging.info("--------------------------------")
logging.info("Debriefing pre process results :")
logging.info("--------------------------------")
logging.info(self.air_losses)
logging.info(self.player_dead_units_dict)
logging.info(self.enemy_dead_units_dict)
logging.info(self.player_dead_buildings_dict)
logging.info(self.enemy_dead_buildings_dict)
def dead_aircraft(self) -> AirLosses:
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
losses.append(DebriefingDeadAircraftInfo(flight))
return AirLosses(losses)
@property
def base_capture_events(self):
"""Keeps only the last instance of a base capture event for each base ID."""
reversed_captures = list(reversed(self.state_data.base_capture_events))
last_base_cap_indexes = []
for idx, base in enumerate(i.split("||")[0] for i in reversed_captures):
if base not in [x[1] for x in last_base_cap_indexes]:
last_base_cap_indexes.append((idx, base))
return [reversed_captures[idx[0]] for idx in last_base_cap_indexes]
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