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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Improved Frontline CAS
This commit is contained in:
committed by
Vasyl Horbachenko
parent
3831658162
commit
62f5b2d06d
16
game/db.py
16
game/db.py
@@ -432,6 +432,22 @@ def choose_units(for_task: Task, factor: float, count: int, country: str) -> typ
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return list(set(suitable_unittypes[index_start:index_end]))
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def unitdict_append(unit_dict: UnitsDict, unit_type: UnitType, count: int):
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unit_dict[unit_type] = unit_dict.get(unit_type, 0) + 1
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def unitdict_split(unit_dict: UnitsDict, count: int):
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buffer_dict = {}
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for unit_type, unit_count in unit_dict.items():
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for _ in range(unit_count):
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unitdict_append(buffer_dict, unit_type, 1)
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if sum(buffer_dict.values()) >= count:
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yield buffer_dict
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buffer_dict = {}
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if len(buffer_dict):
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yield buffer_dict
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def _validate_db():
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# check unit by task uniquity
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total_set = set()
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@@ -1,5 +1,5 @@
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from .event import *
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from .groundintercept import *
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from .frontlinecas import *
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from .intercept import *
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from .capture import *
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from .navalintercept import *
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91
game/event/frontlinecas.py
Normal file
91
game/event/frontlinecas.py
Normal file
@@ -0,0 +1,91 @@
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import math
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import random
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from dcs.task import *
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from dcs.vehicles import AirDefence
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from game import *
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from game.event import *
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from game.operation.frontlinecas import FrontlineCASOperation
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from userdata.debriefing import Debriefing
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class FrontlineCASEvent(Event):
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TARGET_VARIETY = 2
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TARGET_AMOUNT_FACTOR = 0.5
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ATTACKER_AMOUNT_FACTOR = 0.4
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STRENGTH_INFLUENCE = 0.3
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SUCCESS_MIN_TARGETS = 3
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targets = None # type: db.ArmorDict
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@property
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def threat_description(self):
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if not self.game.is_player_attack(self):
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return "{} aicraft".format(self.from_cp.base.scramble_count(self.game.settings.multiplier, CAS))
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else:
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return super(FrontlineCASEvent, self).threat_description
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def __str__(self):
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return "Frontline CAS from {} at {}".format(self.from_cp, self.to_cp)
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def is_successfull(self, debriefing: Debriefing):
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total_targets = sum(self.targets.values())
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destroyed_targets = 0
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for unit, count in debriefing.destroyed_units[self.defender_name].items():
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if unit in self.targets:
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destroyed_targets += count
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if self.from_cp.captured:
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return float(destroyed_targets) >= min(self.SUCCESS_MIN_TARGETS, total_targets)
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else:
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return float(destroyed_targets) < min(self.SUCCESS_MIN_TARGETS, total_targets)
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def commit(self, debriefing: Debriefing):
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super(FrontlineCASEvent, self).commit(debriefing)
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if self.from_cp.captured:
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if self.is_successfull(debriefing):
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.to_cp.base.affect_strength(+self.STRENGTH_INFLUENCE)
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else:
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if self.is_successfull(debriefing):
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self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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def skip(self):
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if self.to_cp.captured:
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self.to_cp.base.affect_strength(-0.1)
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def player_attacking(self, strikegroup: db.PlaneDict, clients: db.PlaneDict):
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suitable_armor_targets = db.find_unittype(PinpointStrike, self.defender_name)
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random.shuffle(suitable_armor_targets)
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target_types = suitable_armor_targets[:self.TARGET_VARIETY]
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typecount = max(math.floor(self.to_cp.base.assemble_count() * self.TARGET_AMOUNT_FACTOR), 1)
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self.targets = {unittype: typecount for unittype in target_types}
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defense_aa_unit = random.choice(self.game.commision_unit_types(self.to_cp, AirDefence))
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self.targets[defense_aa_unit] = 1
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suitable_armor_attackers = db.find_unittype(PinpointStrike, self.attacker_name)
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random.shuffle(suitable_armor_attackers)
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attacker_types = suitable_armor_attackers[:self.TARGET_VARIETY]
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typecount = max(math.floor(self.from_cp.base.assemble_count() * self.ATTACKER_AMOUNT_FACTOR), 1)
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attackers = {unittype: typecount for unittype in attacker_types}
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op = FrontlineCASOperation(game=self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker_clients=clients,
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defender_clients={},
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from_cp=self.from_cp,
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to_cp=self.to_cp)
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op.setup(target=self.targets,
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attackers=attackers,
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strikegroup=strikegroup)
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self.operation = op
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@@ -5,11 +5,11 @@ from dcs.task import *
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from game import *
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from game.event import *
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from game.event.groundintercept import GroundInterceptEvent
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from game.event.frontlinecas import FrontlineCASEvent
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from game.operation.groundattack import GroundAttackOperation
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class GroundAttackEvent(GroundInterceptEvent):
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class GroundAttackEvent(FrontlineCASEvent):
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def __str__(self):
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return "Destroy insurgents at {}".format(self.to_cp)
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@@ -1,106 +0,0 @@
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import math
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import random
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from dcs.task import *
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from dcs.vehicles import AirDefence
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from game import *
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from game.event import *
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from game.operation.groundintercept import GroundInterceptOperation
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from userdata.debriefing import Debriefing
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class GroundInterceptEvent(Event):
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TARGET_AMOUNT_FACTOR = 2
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TARGET_VARIETY = 2
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STRENGTH_INFLUENCE = 0.3
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SUCCESS_TARGETS_HIT_PERCENTAGE = 0.5
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targets = None # type: db.ArmorDict
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@property
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def threat_description(self):
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if not self.game.is_player_attack(self):
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return "{} aicraft".format(self.from_cp.base.scramble_count(self.game.settings.multiplier, CAS))
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else:
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return super(GroundInterceptEvent, self).threat_description
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def __str__(self):
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return "Frontline CAS from {} at {}".format(self.from_cp, self.to_cp)
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def is_successfull(self, debriefing: Debriefing):
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total_targets = sum(self.targets.values())
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destroyed_targets = 0
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for unit, count in debriefing.destroyed_units[self.defender_name].items():
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if unit in self.targets:
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destroyed_targets += count
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if self.from_cp.captured:
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return float(destroyed_targets) / total_targets >= self.SUCCESS_TARGETS_HIT_PERCENTAGE
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else:
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return float(destroyed_targets) / total_targets < self.SUCCESS_TARGETS_HIT_PERCENTAGE
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def commit(self, debriefing: Debriefing):
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super(GroundInterceptEvent, self).commit(debriefing)
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if self.from_cp.captured:
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if self.is_successfull(debriefing):
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.to_cp.base.affect_strength(+self.STRENGTH_INFLUENCE)
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else:
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if self.is_successfull(debriefing):
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self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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def skip(self):
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if self.to_cp.captured:
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self.to_cp.base.affect_strength(-0.1)
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def player_attacking(self, strikegroup: db.PlaneDict, clients: db.PlaneDict):
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suitable_unittypes = db.find_unittype(PinpointStrike, self.defender_name)
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random.shuffle(suitable_unittypes)
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unittypes = suitable_unittypes[:self.TARGET_VARIETY]
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typecount = max(math.floor(self.difficulty * self.TARGET_AMOUNT_FACTOR), 1)
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self.targets = {unittype: typecount for unittype in unittypes}
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defense_aa_unit = random.choice(self.game.commision_unit_types(self.to_cp, AirDefence))
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self.targets[defense_aa_unit] = 1
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op = GroundInterceptOperation(game=self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker_clients=clients,
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defender_clients={},
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from_cp=self.from_cp,
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to_cp=self.to_cp)
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op.setup(target=self.targets,
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strikegroup=strikegroup,
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interceptors={})
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self.operation = op
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def player_defending(self, interceptors: db.PlaneDict, clients: db.PlaneDict):
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suitable_unittypes = db.find_unittype(PinpointStrike, self.defender_name)
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random.shuffle(suitable_unittypes)
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unittypes = suitable_unittypes[:self.TARGET_VARIETY]
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typecount = max(math.floor(self.difficulty * self.TARGET_AMOUNT_FACTOR), 1)
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self.targets = {unittype: typecount for unittype in unittypes}
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op = GroundInterceptOperation(
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self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker_clients={},
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defender_clients=clients,
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from_cp=self.from_cp,
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to_cp=self.to_cp
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)
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strikegroup = self.from_cp.base.scramble_cas(self.game.settings.multiplier)
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op.setup(target=self.targets,
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strikegroup=strikegroup,
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interceptors=interceptors)
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self.operation = op
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@@ -39,7 +39,7 @@ For the enemy events, only 1 event of each type could be generated for a turn.
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Events:
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* CaptureEvent - capture base
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* InterceptEvent - air intercept
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* GroundInterceptEvent - frontline CAS
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* FrontlineCASEvent - frontline CAS
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* GroundAttackEvent - destroy insurgents
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* NavalInterceptEvent - naval intercept
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* AntiAAStrikeEvent - anti-AA strike
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@@ -48,7 +48,7 @@ Events:
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EVENT_PROBABILITIES = {
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CaptureEvent: [100, 10],
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InterceptEvent: [25, 10],
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GroundInterceptEvent: [25, 10],
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FrontlineCASEvent: [250, 0],
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GroundAttackEvent: [0, 10],
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NavalInterceptEvent: [25, 10],
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AntiAAStrikeEvent: [25, 10],
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@@ -212,7 +212,8 @@ class Game:
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def pass_turn(self, no_action=False, ignored_cps: typing.Collection[ControlPoint]=None):
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for event in self.events:
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event.skip()
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if isinstance(event, UnitsDeliveryEvent):
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event.skip()
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if not no_action:
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self._budget_player()
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@@ -1,3 +1,5 @@
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from itertools import zip_longest
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from dcs.terrain import Terrain
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from game import db
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@@ -13,26 +15,29 @@ from gen.conflictgen import Conflict
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from .operation import Operation
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class GroundInterceptOperation(Operation):
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MAX_DISTANCE_BETWEEN_GROUPS = 12000
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class FrontlineCASOperation(Operation):
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attackers = None # type: db.ArmorDict
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strikegroup = None # type: db.PlaneDict
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interceptors = None # type: db.PlaneDict
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target = None # type: db.ArmorDict
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def setup(self,
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target: db.ArmorDict,
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strikegroup: db.PlaneDict,
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interceptors: db.PlaneDict):
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attackers: db.ArmorDict,
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strikegroup: db.PlaneDict):
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self.strikegroup = strikegroup
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self.interceptors = interceptors
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self.target = target
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self.attackers = attackers
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def prepare(self, terrain: Terrain, is_quick: bool):
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super(GroundInterceptOperation, self).prepare(terrain, is_quick)
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super(FrontlineCASOperation, self).prepare(terrain, is_quick)
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if self.defender_name == self.game.player:
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self.attackers_starting_position = None
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self.defenders_starting_position = None
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conflict = Conflict.ground_intercept_conflict(
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conflict = Conflict.frontline_cas_conflict(
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attacker=self.mission.country(self.attacker_name),
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defender=self.mission.country(self.defender_name),
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from_cp=self.from_cp,
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@@ -44,10 +49,6 @@ class GroundInterceptOperation(Operation):
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conflict=conflict)
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def generate(self):
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self.armorgen.generate_vec(self.attackers, self.target)
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self.airgen.generate_cas_strikegroup(self.strikegroup, clients=self.attacker_clients, at=self.attackers_starting_position)
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if self.interceptors:
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self.airgen.generate_defense(self.interceptors, clients=self.defender_clients, at=self.defenders_starting_position)
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self.armorgen.generate({}, self.target)
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super(GroundInterceptOperation, self).generate()
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super(FrontlineCASOperation, self).generate()
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