anti AA operations; number of minor fixes; added harrier

This commit is contained in:
Vasyl Horbachenko 2018-06-21 01:21:43 +03:00
parent e6ccc3ceea
commit 5e42ca08c2
18 changed files with 215 additions and 72 deletions

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@ -4,7 +4,7 @@
<content url="file://$MODULE_DIR$">
<excludeFolder url="file://$MODULE_DIR$/venv" />
</content>
<orderEntry type="jdk" jdkName="Python 3.6" jdkType="Python SDK" />
<orderEntry type="jdk" jdkName="Python 3.6 (venv)" jdkType="Python SDK" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
<component name="TestRunnerService">

2
.idea/misc.xml generated
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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.6" project-jdk-type="Python SDK" />
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.6 (venv)" project-jdk-type="Python SDK" />
</project>

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@ -12,26 +12,27 @@ PRICES = {
C_101CC: 8,
MiG_23MLD: 20,
MiG_25PD: 24,
MiG_31: 28,
MiG_31: 26,
Su_27: 24,
Su_33: 25,
MiG_29A: 28,
MiG_29A: 26,
AJS37: 13,
F_5E: 8,
F_5E: 6,
MiG_15bis: 5,
MiG_21Bis: 8,
MiG_21Bis: 6,
AJS37: 8,
M_2000C: 18,
FA_18C_hornet: 22,
F_15C: 28,
AV8BNA: 13,
M_2000C: 13,
FA_18C_hornet: 18,
F_15C: 24,
# bomber
Su_25T: 15,
Su_24M: 18,
Su_17M4: 13,
Su_25T: 13,
Su_24M: 15,
Su_17M4: 10,
L_39ZA: 10,
MiG_29G: 18,
MiG_29G: 15,
Su_34: 22,
A_10A: 18,
@ -97,6 +98,7 @@ UNIT_BY_TASK = {
CAS: [
MiG_15bis,
L_39ZA,
AV8BNA,
A_10A,
A_10C,
Su_25T,
@ -148,6 +150,10 @@ SAM_BAN = [
AirDefence.SAM_SA_8_Osa_9A33,
]
TAKEOFF_BAN = [
AV8BNA,
]
EXTRA_AA = {
"Russia": AirDefence.SAM_SA_9_Strela_1_9P31,
"USA": AirDefence.SAM_Patriot_EPP_III,
@ -167,6 +173,7 @@ UNIT_BY_COUNTRY = {
MiG_21Bis,
MiG_29A,
M_2000C,
AV8BNA,
A_10A,
A_10C,
@ -209,6 +216,7 @@ UNIT_BY_COUNTRY = {
A_10A,
A_10C,
AV8BNA,
S_3B_Tanker,
C_130,
@ -229,8 +237,11 @@ UNIT_BY_COUNTRY = {
PLANE_PAYLOAD_OVERRIDES = {
FA_18C_hornet: {
Escort: "AIM-9M*6, AIM-7M*2, FUEL*3",
CAP: "AIM-9M*6, AIM-7M*2, FUEL*3",
"*": "AIM-9M*6, AIM-7M*2, FUEL*3",
},
AV8BNA: {
CAS: "AS 2",
},
# TODO: figure out a way to setup su33 loadout

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@ -3,3 +3,4 @@ from .groundintercept import *
from .intercept import *
from .capture import *
from .navalintercept import *
from .antiaastrike import *

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@ -51,7 +51,7 @@ class AntiAAStrikeEvent(Event):
self.to_cp.base.affect_strength(-0.1)
def player_attacking(self, strikegroup: db.PlaneDict, clients: db.PlaneDict):
self.targets = self.to_cp.base.assemble_aa()
self.targets = self.to_cp.base.assemble_aa(count=self.to_cp.base.total_aa)
op = AntiAAStrikeOperation(game=self.game,
attacker_name=self.attacker_name,

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@ -79,6 +79,7 @@ class CaptureEvent(Event):
self.operation = op
def player_attacking(self, cas: db.PlaneDict, escort: db.PlaneDict, armor: db.ArmorDict, clients: db.PlaneDict):
# TODO: also include CAS planes
interceptors = self.to_cp.base.scramble_sweep()
op = CaptureOperation(game=self.game,
@ -93,6 +94,7 @@ class CaptureEvent(Event):
escort=escort,
attack=armor,
intercept=interceptors,
# TODO: should strength affect this?
defense=self.to_cp.base.armor,
aa=self.to_cp.base.assemble_aa())

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@ -9,6 +9,7 @@ from userdata.debriefing import Debriefing
from theater import *
from . import db
from .settings import Settings
from .event import *
COMMISION_LIMITS_SCALE = 2
@ -33,29 +34,32 @@ ENEMY_INTERCEPT_PROBABILITY_BASE = 5
ENEMY_CAPTURE_PROBABILITY_BASE = 4
ENEMY_GROUNDINTERCEPT_PROBABILITY_BASE = 5
ENEMY_NAVALINTERCEPT_PROBABILITY_BASE = 5
ENEMY_ANTIAASTRIKE_PROBABILITY_BASE = 5
ENEMY_INTERCEPT_GLOBAL_PROBABILITY_BASE = 5
PLAYER_INTERCEPT_PROBABILITY_BASE = 35
PLAYER_GROUNDINTERCEPT_PROBABILITY_BASE = 35
PLAYER_NAVALINTERCEPT_PROBABILITY_BASE = 35
PLAYER_ANTIAASTRIKE_PROBABILITY_BASE = 35
PLAYER_INTERCEPT_GLOBAL_PROBABILITY_BASE = 25
PLAYER_INTERCEPT_GLOBAL_PROBABILITY_LOG = 2
PLAYER_BUDGET_INITIAL = 90
PLAYER_BUDGET_BASE = 20
PLAYER_BUDGET_INITIAL = 120
PLAYER_BUDGET_BASE = 30
PLAYER_BUDGET_IMPORTANCE_LOG = 2
AWACS_BUDGET_COST = 4
class Game:
settings = None # type: Settings
budget = PLAYER_BUDGET_INITIAL
events = None # type: typing.List[Event]
pending_transfers = None # type: typing.Dict[]
player_skill = "Good"
enemy_skill = "Average"
ignored_cps = None # type: typing.Collection[ControlPoint]
def __init__(self, player_name: str, enemy_name: str, theater: ConflictTheater):
self.settings = Settings()
self.events = []
self.theater = theater
self.player = player_name
@ -73,12 +77,12 @@ class Game:
to_cp=to_cp,
game=self))
def _generate_enemy_caps(self, ignored_cps: typing.Collection[ControlPoint] = None):
def _generate_enemy_caps(self):
for from_cp, to_cp in self.theater.conflicts(False):
if from_cp.base.total_planes == 0 or from_cp.base.total_armor == 0:
continue
if ignored_cps and to_cp in ignored_cps:
if to_cp in self.ignored_cps:
continue
if self._roll(ENEMY_CAPTURE_PROBABILITY_BASE, from_cp.base.strength):
@ -90,13 +94,12 @@ class Game:
break
def _generate_interceptions(self):
enemy_interception = False
for from_cp, to_cp in self.theater.conflicts(False):
if from_cp.base.total_units(CAP) == 0:
continue
if enemy_interception:
break
if to_cp in self.ignored_cps:
continue
if self._roll(ENEMY_INTERCEPT_PROBABILITY_BASE, from_cp.base.strength):
self.events.append(InterceptEvent(attacker_name=self.enemy,
@ -104,7 +107,6 @@ class Game:
from_cp=from_cp,
to_cp=to_cp,
game=self))
enemy_interception = True
break
if to_cp in self.theater.conflicts(False):
@ -118,7 +120,6 @@ class Game:
from_cp=from_cp,
to_cp=to_cp,
game=self))
enemy_interception = True
break
for from_cp, to_cp in self.theater.conflicts(True):
@ -141,6 +142,9 @@ class Game:
break
for from_cp, to_cp in self.theater.conflicts(False):
if to_cp in self.ignored_cps:
continue
if self._roll(ENEMY_GROUNDINTERCEPT_PROBABILITY_BASE, from_cp.base.strength):
self.events.append(GroundInterceptEvent(attacker_name=self.enemy,
defender_name=self.player,
@ -166,6 +170,9 @@ class Game:
if to_cp.radials == LAND:
continue
if to_cp in self.ignored_cps:
continue
if self._roll(ENEMY_NAVALINTERCEPT_PROBABILITY_BASE, from_cp.base.strength):
self.events.append(NavalInterceptEvent(attacker_name=self.enemy,
defender_name=self.player,
@ -188,6 +195,34 @@ class Game:
game=self))
break
def _generate_aastrikes(self):
for from_cp, to_cp in self.theater.conflicts(True):
if to_cp.base.total_aa == 0:
continue
if self._roll(PLAYER_ANTIAASTRIKE_PROBABILITY_BASE, from_cp.base.strength):
self.events.append(AntiAAStrikeEvent(attacker_name=self.player,
defender_name=self.enemy,
from_cp=from_cp,
to_cp=to_cp,
game=self))
break
for from_cp, to_cp in self.theater.conflicts(False):
if to_cp in self.ignored_cps:
continue
if to_cp.base.total_aa == 0:
continue
if self._roll(ENEMY_ANTIAASTRIKE_PROBABILITY_BASE, from_cp.base.strength):
self.events.append(AntiAAStrikeEvent(attacker_name=self.enemy,
defender_name=self.player,
from_cp=from_cp,
to_cp=to_cp,
game=self))
break
def _commision_units(self, cp: ControlPoint):
for for_task in [PinpointStrike, CAS, CAP, AirDefence]:
limit = COMMISION_LIMITS_FACTORS[for_task] * math.pow(cp.importance, COMMISION_LIMITS_SCALE)
@ -253,11 +288,16 @@ class Game:
for cp in self.theater.enemy_points():
self._commision_units(cp)
self.ignored_cps = []
if ignored_cps:
self.ignored_cps = ignored_cps
self.events = [] # type: typing.List[Event]
self._fill_cap_events()
self._generate_enemy_caps(ignored_cps=ignored_cps)
self._generate_enemy_caps()
self._generate_interceptions()
self._generate_globalinterceptions()
self._generate_groundinterceptions()
self._generate_navalinterceptions()
self._generate_aastrikes()

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@ -44,7 +44,7 @@ class Operation:
self.conflict = conflict
self.armorgen = ArmorConflictGenerator(mission, conflict)
self.airgen = AircraftConflictGenerator(mission, conflict)
self.airgen = AircraftConflictGenerator(mission, conflict, self.game.settings)
self.aagen = AAConflictGenerator(mission, conflict)
self.shipgen = ShipGenerator(mission, conflict)
self.awacsgen = AWACSConflictGenerator(mission, conflict, self.game)

5
game/settings.py Normal file
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@ -0,0 +1,5 @@
class Settings:
player_skill = "Good"
enemy_skill = "Average"
only_player_takeoff = False

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@ -45,15 +45,20 @@ class ExtraAAConflictGenerator:
if cp.is_global:
continue
if cp.position.distance_to_point(self.conflict.position) > EXTRA_AA_MIN_DISTANCE:
country_name = cp.captured and self.player_name or self.enemy_name
position = cp.position.point_from_heading(0, EXTRA_AA_POSITION_FROM_CP)
if cp.position.distance_to_point(self.conflict.position) < EXTRA_AA_MIN_DISTANCE:
continue
self.mission.vehicle_group(
country=self.mission.country(country_name),
name=namegen.next_ground_group_name(),
_type=db.EXTRA_AA[country_name],
position=position,
group_size=2
)
if cp.position.distance_to_point(self.conflict.from_cp.position) < EXTRA_AA_MIN_DISTANCE:
continue
country_name = cp.captured and self.player_name or self.enemy_name
position = cp.position.point_from_heading(0, EXTRA_AA_POSITION_FROM_CP)
self.mission.vehicle_group(
country=self.mission.country(country_name),
name=namegen.next_ground_group_name(),
_type=db.EXTRA_AA[country_name],
position=position,
group_size=2
)

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@ -1,4 +1,5 @@
from game import db
from game.settings import Settings
from .conflictgen import *
from .naming import *
@ -12,23 +13,24 @@ SPREAD_DISTANCE_FACTOR = 1, 2
ESCORT_MAX_DIST = 30000
WORKAROUND_WAYP_DIST = 1000
WARM_START_ALTITUDE = 3600
WARM_START_AIRSPEED = 600
INTERCEPTION_AIRSPEED = 1200
WARM_START_ALTITUDE = 4600
INTERCEPTION_ALT = 4600
CAS_ALTITUDE = 4600
RTB_ALTITUDE = 4600
TRANSPORT_LANDING_ALT = 4600
TRANSPORT_LANDING_ALT = 500
INTERCEPTION_ALT = 3600
CAS_ALTITUDE = 1000
RTB_ALTITUDE = 1000
WARM_START_AIRSPEED = 540
INTERCEPTION_AIRSPEED = 1000
INTERCEPT_MAX_DISTANCE = 80000
class AircraftConflictGenerator:
escort_targets = [] # type: typing.List[PlaneGroup]
def __init__(self, mission: Mission, conflict: Conflict):
def __init__(self, mission: Mission, conflict: Conflict, settings: Settings):
self.m = mission
self.settings = settings
self.conflict = conflict
self.escort_targets = []
@ -134,10 +136,15 @@ class AircraftConflictGenerator:
elif isinstance(at, ShipGroup):
return self._generate_at_carrier(name, side, unit_type, count, client_count, at)
elif issubclass(at, Airport):
try:
return self._generate_at_airport(name, side, unit_type, count, client_count, at)
except NoParkingSlotError:
return self._generate_inflight(name, side, unit_type, count, client_count, at.position)
takeoff_ban = unit_type in db.TAKEOFF_BAN
ai_ban = client_count == 0 and self.settings.only_player_takeoff
if not takeoff_ban and not ai_ban:
try:
return self._generate_at_airport(name, side, unit_type, count, client_count, at)
except NoParkingSlotError:
pass
return self._generate_inflight(name, side, unit_type, count, client_count, at.position)
else:
assert False

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@ -144,7 +144,7 @@ class Conflict:
@classmethod
def ground_intercept_conflict(cls, attacker: Country, defender: Country, heading: int, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
heading = random.choice(to_cp.radials)
initial_location = to_cp.position.point_from_heading(heading, to_cp.size * GROUNDINTERCEPT_DISTANCE_FACTOR),
initial_location = to_cp.position.point_from_heading(heading, to_cp.size * GROUNDINTERCEPT_DISTANCE_FACTOR)
max_distance = to_cp.size * GROUNDINTERCEPT_DISTANCE_FACTOR
ground_location = Conflict._find_ground_location(initial_location, max_distance, _heading_sum(heading, 180), theater)

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@ -7,13 +7,20 @@ from dcs.triggers import *
from dcs.condition import *
from dcs.action import *
from dcs.unit import Skill
from dcs.point import MovingPoint, PointProperties
from dcs.action import *
from game import db
from theater import *
from gen import *
ACTIVATION_TRIGGER_SIZE = 40000
ACTIVATION_TRIGGER_MIN_DISTANCE = 5000
ACTIVATION_TRIGGER_MIN_DISTANCE = 20000
PUSH_TRIGGER_SIZE = 3000
REGROUP_ZONE_DISTANCE = 12000
REGROUP_ALT = 5000
RANDOM_TIME = {
"night": 5,
@ -23,8 +30,8 @@ RANDOM_TIME = {
}
RANDOM_WEATHER = {
1: 10, # heavy rain
2: 20, # rain
1: 5, # heavy rain
2: 15, # rain
3: 100, # random dynamic
}
@ -77,10 +84,10 @@ class SettingsGenerator:
vehicle_group.late_activation = True
activate_by_trigger.append(vehicle_group)
zone_distance_to_aircraft = self.conflict.air_attackers_location.distance_to_point(self.conflict.position)
zone_distance_to_aircraft = self.conflict.from_cp.position.distance_to_point(self.conflict.position)
zone_size = min(zone_distance_to_aircraft - ACTIVATION_TRIGGER_MIN_DISTANCE, ACTIVATION_TRIGGER_SIZE)
activation_trigger_zone = self.mission.triggers.add_triggerzone(self.conflict.position, zone_size)
activation_trigger_zone = self.mission.triggers.add_triggerzone(self.conflict.position, zone_size, name="Activation zone")
activation_trigger = TriggerOnce(Event.NoEvent, "Activation trigger")
activation_trigger.add_condition(PartOfCoalitionInZone(player_coalition, activation_trigger_zone.id))
for group in activate_by_trigger:
@ -88,6 +95,39 @@ class SettingsGenerator:
self.mission.triggerrules.triggers.append(activation_trigger)
def _gen_push_trigger(self, player_coalition: str):
push_by_trigger = []
for coalition_name, coalition in self.mission.coalition.items():
for country in coalition.countries.values():
if coalition_name == player_coalition:
for plane_group in country.plane_group:
regroup_heading = self.conflict.to_cp.position.heading_between_point(self.conflict.from_cp.position)
pos1 = plane_group.position.point_from_heading(regroup_heading, REGROUP_ZONE_DISTANCE)
pos2 = plane_group.position.point_from_heading(regroup_heading, REGROUP_ZONE_DISTANCE+5000)
w1 = plane_group.add_waypoint(pos1, REGROUP_ALT)
w2 = plane_group.add_waypoint(pos2, REGROUP_ALT)
plane_group.points.remove(w1)
plane_group.points.remove(w2)
plane_group.points.insert(1, w2)
plane_group.points.insert(1, w1)
w2.tasks.append(SwitchWaypoint(from_waypoint=3, to_waypoint=2))
plane_group.add_trigger_action(SwitchWaypoint(to_waypoint=4))
push_by_trigger.append(plane_group)
push_trigger_zone = self.mission.triggers.add_triggerzone(self.conflict.from_cp.position, PUSH_TRIGGER_SIZE, name="Push zone")
push_trigger = TriggerOnce(Event.NoEvent, "Push trigger")
push_trigger.add_condition(AllOfCoalitionOutsideZone(player_coalition, push_trigger_zone.id))
for group in push_by_trigger:
push_trigger.add_action(AITaskPush(group.id, 1))
message_string = self.mission.string("Task force is in the air, proceed with the objective.")
push_trigger.add_action(MessageToAll(message_string, clearview=True))
self.mission.triggerrules.triggers.append(push_trigger)
def _set_allegiances(self, player_coalition: str, enemy_coalition: str):
for cp in self.game.theater.controlpoints:
if cp.is_global:
@ -96,7 +136,13 @@ class SettingsGenerator:
def _set_skill(self, player_coalition: str, enemy_coalition: str):
for coalition_name, coalition in self.mission.coalition.items():
skill_level = player_coalition == coalition_name and self.game.player_skill or self.game.enemy_skill
if coalition_name == player_coalition:
skill_level = self.game.settings.player_skill
elif coalition_name == enemy_coalition:
skill_level = self.game.settings.enemy_skill
else:
continue
for country in coalition.countries.values():
for plane_group in country.plane_group:
for plane_unit in plane_group.units:
@ -119,4 +165,6 @@ class SettingsGenerator:
self._set_allegiances(player_coalition, enemy_coalition)
if not is_quick:
# TODO: waypoint parts of this should not be post-hacked but added in airgen
self._gen_activation_trigger(player_coalition, enemy_coalition)
self._gen_push_trigger(player_coalition)

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@ -54,6 +54,7 @@ class Base:
def _find_best_unit(self, dict, for_type: Task, count: int) -> typing.Dict:
if count <= 0:
print("{}: no units for {}".format(self, for_type))
return {}
sorted_units = [key for key in dict.keys() if key in db.UNIT_BY_TASK[for_type]]
@ -74,6 +75,7 @@ class Base:
assert result_unit_count > 0
result[unit_type] = result.get(unit_type, 0) + result_unit_count
print("{} for {} ({}): {}".format(self, for_type, count, result))
return result
def _find_best_planes(self, for_type: Task, count: int) -> typing.Dict[PlaneType, int]:
@ -150,7 +152,7 @@ class Base:
return min(min(max(count, PLANES_SCRAMBLE_MIN), PLANES_SCRAMBLE_MAX), self.total_planes)
def assemble_count(self):
return self.total_armor * self.strength
return int(self.total_armor * self.strength)
def assemble_aa_count(self) -> int:
return int(self.total_aa * (self.strength > 0.2 and self.strength or 0))
@ -170,5 +172,5 @@ class Base:
def assemble_defense(self) -> typing.Dict[Armor, int]:
return self._find_best_armor(PinpointStrike, self.assemble_count())
def assemble_aa(self) -> typing.Dict[AirDefence, int]:
return self._find_best_unit(self.aa, AirDefence, self.assemble_aa_count())
def assemble_aa(self, count=None) -> typing.Dict[AirDefence, int]:
return self._find_best_unit(self.aa, AirDefence, count and min(count, self.total_aa) or self.assemble_aa_count())

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@ -1,3 +1,5 @@
import re
from dcs.terrain import caucasus
from dcs import mapping
@ -70,3 +72,8 @@ class CaucasusTheater(ConflictTheater):
self.carrier_1.captured = True
self.soganlug.captured = True
def add_controlpoint(self, point: ControlPoint, connected_to: typing.Collection[ControlPoint] = []):
point.name = " ".join(re.split(r" |-", point.name)[:1])
super(CaucasusTheater, self).add_controlpoint(point, connected_to=connected_to)

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@ -77,8 +77,6 @@ class PersianGulfTheater(ConflictTheater):
"""
Mid game:
"""
self.al_maktoum.captured = True
self.al_minhad.captured = True
self.dubai.captured = True
@ -86,3 +84,4 @@ class PersianGulfTheater(ConflictTheater):
self.fujairah.captured = True
self.khasab.captured = True
self.sir_abu_nuayr.captured = True
"""

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@ -9,14 +9,18 @@ class ConfigurationMenu(Menu):
super(ConfigurationMenu, self).__init__(window, parent, game)
self.frame = window.right_pane
self.player_skill_var = StringVar()
self.player_skill_var.set(self.game.player_skill)
self.player_skill_var.set(self.game.settings.player_skill)
self.enemy_skill_var = StringVar()
self.enemy_skill_var.set(self.game.enemy_skill)
self.enemy_skill_var.set(self.game.settings.enemy_skill)
self.takeoff_var = BooleanVar()
self.takeoff_var.set(self.game.settings.only_player_takeoff)
def dismiss(self):
self.game.player_skill = self.player_skill_var.get()
self.game.enemy_skill = self.enemy_skill_var.get()
self.game.settings.player_skill = self.player_skill_var.get()
self.game.settings.enemy_skill = self.enemy_skill_var.get()
self.game.settings.only_player_takeoff = self.takeoff_var.get()
super(ConfigurationMenu, self).dismiss()
def display(self):
@ -28,8 +32,10 @@ class ConfigurationMenu(Menu):
OptionMenu(self.frame, self.player_skill_var, "Average", "Good", "High", "Excellent").grid(row=0, column=1)
OptionMenu(self.frame, self.enemy_skill_var, "Average", "Good", "High", "Excellent").grid(row=1, column=1)
Button(self.frame, text="Back", command=self.dismiss).grid(row=2, column=0, columnspan=1)
Button(self.frame, text="Cheat +200m", command=self.cheat_money).grid(row=3, column=0)
Checkbutton(self.frame, text="Takeoff only for player group", variable=self.takeoff_var).grid(row=2, column=0, columnspan=2)
Button(self.frame, text="Back", command=self.dismiss).grid(row=3, column=0, columnspan=1)
Button(self.frame, text="Cheat +200m", command=self.cheat_money).grid(row=4, column=0)
def cheat_money(self):
self.game.budget += 200

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@ -66,7 +66,11 @@ class EventMenu(Menu):
row += 1
Label(self.frame, text="{}. {}".format(self.event, self.event.threat_description)).grid(row=row, column=0, columnspan=5)
threat_descr = self.event.threat_description
if threat_descr:
threat_descr = "Approx. {}".format(threat_descr)
Label(self.frame, text="{}. {}".format(self.event, threat_descr)).grid(row=row, column=0, columnspan=5)
row += 1
Button(self.frame, text="Commit", command=self.start).grid(column=3, row=row, sticky=E)
@ -198,6 +202,12 @@ class EventMenu(Menu):
e.player_attacking(strikegroup=scrambled_aircraft, clients=scrambled_clients)
else:
e.player_defending(interceptors=scrambled_aircraft, clients=scrambled_clients)
elif type(self.event) is AntiAAStrikeEvent:
e = self.event # type: AntiAAStrikeEvent
if self.game.is_player_attack(self.event):
e.player_attacking(strikegroup=scrambled_aircraft, clients=scrambled_clients)
else:
e.player_defending(interceptors=scrambled_aircraft, clients=scrambled_clients)
self.game.initiate_event(self.event)
EventResultsMenu(self.window, self.parent, self.game, self.event).display()