naval interceptions fixed; unit placement fixes

This commit is contained in:
Vasyl Horbachenko
2018-06-19 03:11:01 +03:00
parent e2dbaa100f
commit 78ab7cadd4
24 changed files with 342 additions and 177 deletions

View File

@@ -72,8 +72,10 @@ PRICES = {
CV_1143_5_Admiral_Kuznetsov: 100,
CVN_74_John_C__Stennis: 100,
Bulk_cargo_ship_Yakushev: 100,
Dry_cargo_ship_Ivanov: 100,
LHA_1_Tarawa: 30,
Bulk_cargo_ship_Yakushev: 10,
Dry_cargo_ship_Ivanov: 10,
Tanker_Elnya_160: 10,
}
UNIT_BY_TASK = {
@@ -135,7 +137,7 @@ UNIT_BY_TASK = {
],
Carriage: [CVN_74_John_C__Stennis, CV_1143_5_Admiral_Kuznetsov, ],
CargoTransportation: [Dry_cargo_ship_Ivanov, Bulk_cargo_ship_Yakushev],
CargoTransportation: [Dry_cargo_ship_Ivanov, Bulk_cargo_ship_Yakushev, Tanker_Elnya_160, LHA_1_Tarawa],
}
SAM_BAN = [
@@ -193,6 +195,7 @@ UNIT_BY_COUNTRY = {
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160,
],
"USA": [
@@ -220,15 +223,14 @@ UNIT_BY_COUNTRY = {
AirDefence.SAM_Patriot_ICC,
CVN_74_John_C__Stennis,
# TODO: verify or find out proper USA cargo ship
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
LHA_1_Tarawa,
],
}
PLANE_PAYLOAD_OVERRIDES = {
FA_18C_hornet: {
"*": "AIM-9M*6, AIM-7M*2, FUEL*3",
Escort: "AIM-9M*6, AIM-7M*2, FUEL*3",
CAP: "AIM-9M*6, AIM-7M*2, FUEL*3",
},
# TODO: figure out a way to setup su33 loadout

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@@ -1,6 +1,8 @@
import math
import random
from dcs.task import *
from game import db
from game.operation.capture import CaptureOperation
from userdata.debriefing import Debriefing
@@ -29,8 +31,8 @@ class CaptureEvent(Event):
return descr
def is_successfull(self, debriefing: Debriefing):
alive_attackers = sum(debriefing.alive_units[self.attacker_name].values())
alive_defenders = sum(debriefing.alive_units[self.defender_name].values())
alive_attackers = sum([v for k, v in debriefing.alive_units[self.attacker_name].items() if db.unit_task(k) == PinpointStrike])
alive_defenders = sum([v for k, v in debriefing.alive_units[self.defender_name].items() if db.unit_task(k) == PinpointStrike])
attackers_success = alive_attackers > alive_defenders
if self.from_cp.captured:
return attackers_success

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@@ -5,6 +5,7 @@ from dcs.task import *
from game import *
from game.event import *
from game.operation.groundintercept import GroundInterceptOperation
from userdata.debriefing import Debriefing
@@ -27,7 +28,10 @@ class GroundInterceptEvent(Event):
if unit in self.targets:
destroyed_targets += count
return (float(destroyed_targets) / float(total_targets)) >= self.SUCCESS_TARGETS_HIT_PERCENTAGE
if self.from_cp.captured:
return math.ceil(float(destroyed_targets) / total_targets) >= self.SUCCESS_TARGETS_HIT_PERCENTAGE
else:
return math.ceil(float(destroyed_targets) / total_targets) < self.SUCCESS_TARGETS_HIT_PERCENTAGE
def commit(self, debriefing: Debriefing):
super(GroundInterceptEvent, self).commit(debriefing)
@@ -38,13 +42,14 @@ class GroundInterceptEvent(Event):
else:
self.to_cp.base.affect_strength(+self.STRENGTH_INFLUENCE)
else:
assert False
if self.is_successfull(debriefing):
self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
else:
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
def skip(self):
if not self.to_cp.captured:
self.to_cp.base.affect_strength(+0.1)
else:
pass
if self.to_cp.captured:
self.to_cp.base.affect_strength(-0.1)
def player_attacking(self, strikegroup: db.PlaneDict, clients: db.PlaneDict):
suitable_unittypes = db.find_unittype(PinpointStrike, self.defender_name)
@@ -61,8 +66,31 @@ class GroundInterceptEvent(Event):
from_cp=self.from_cp,
to_cp=self.to_cp)
op.setup(target=self.targets,
strikegroup=strikegroup)
strikegroup=strikegroup,
interceptors={})
self.operation = op
def player_defending(self, interceptors: db.PlaneDict, clients: db.PlaneDict):
suitable_unittypes = db.find_unittype(PinpointStrike, self.defender_name)
random.shuffle(suitable_unittypes)
unittypes = suitable_unittypes[:self.TARGET_VARIETY]
typecount = max(math.floor(self.difficulty * self.TARGET_AMOUNT_FACTOR), 1)
self.targets = {unittype: typecount for unittype in unittypes}
op = GroundInterceptOperation(
self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients={},
defender_clients=clients,
from_cp=self.from_cp,
to_cp=self.to_cp
)
strikegroup = self.from_cp.base.scramble_cas()
op.setup(target=self.targets,
strikegroup=strikegroup,
interceptors=interceptors)
self.operation = op

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@@ -14,13 +14,14 @@ from .event import Event
class NavalInterceptEvent(Event):
STRENGTH_INFLUENCE = 0.3
SUCCESS_RATE = 0.5
targets = None # type: db.ShipDict
def _targets_count(self) -> int:
from gen.conflictgen import IMPORTANCE_LOW, IMPORTANCE_HIGH
factor = (self.to_cp.importance - IMPORTANCE_LOW) * 10
return min(int(factor), 1)
return max(int(factor), 1)
def __str__(self) -> str:
return "Naval intercept at {}".format(self.to_cp)
@@ -33,11 +34,16 @@ class NavalInterceptEvent(Event):
return s
def is_successfull(self, debriefing: Debriefing):
targets_destroyed = [c for t, c in debriefing.destroyed_units.items() if t in self.targets.values()]
total_targets = sum(self.targets.values())
destroyed_targets = 0
for unit, count in debriefing.destroyed_units[self.defender_name].items():
if unit in self.targets:
destroyed_targets += count
if self.from_cp.captured:
return targets_destroyed > 0
return math.ceil(float(destroyed_targets) / total_targets) > self.SUCCESS_RATE
else:
return targets_destroyed == 0
return math.ceil(float(destroyed_targets) / total_targets) < self.SUCCESS_RATE
def commit(self, debriefing: Debriefing):
super(NavalInterceptEvent, self).commit(debriefing)
@@ -88,8 +94,8 @@ class NavalInterceptEvent(Event):
self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients=clients,
defender_clients={},
attacker_clients={},
defender_clients=clients,
from_cp=self.from_cp,
to_cp=self.to_cp
)

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@@ -32,10 +32,12 @@ COMMISION_AMOUNTS_FACTORS = {
ENEMY_INTERCEPT_PROBABILITY_BASE = 8
ENEMY_INTERCEPT_GLOBAL_PROBABILITY_BASE = 5
ENEMY_CAPTURE_PROBABILITY_BASE = 4
ENEMY_GROUNDINTERCEPT_PROBABILITY_BASE = 8
ENEMY_NAVALINTERCEPT_PROBABILITY_BASE = 8
PLAYER_INTERCEPT_PROBABILITY_BASE = 35
PLAYER_GROUNDINTERCEPT_PROBABILITY_BASE = 35
PLAYER_NAVALINTERCEPT_PROBABILITY_BASE = 35
PLAYER_INTERCEPT_GLOBAL_PROBABILITY_BASE = 25
PLAYER_INTERCEPT_GLOBAL_PROBABILITY_LOG = 2
@@ -135,12 +137,21 @@ class Game:
game=self))
break
for from_cp, to_cp in self.theater.conflicts(False):
if self._roll(ENEMY_GROUNDINTERCEPT_PROBABILITY_BASE, from_cp.base.strength):
self.events.append(GroundInterceptEvent(attacker_name=self.enemy,
defender_name=self.player,
from_cp=from_cp,
to_cp=to_cp,
game=self))
break
def _generate_navalinterceptions(self):
for from_cp, to_cp in self.theater.conflicts(True):
if to_cp.radials == ALL_RADIALS:
if to_cp.radials == LAND:
continue
if self._roll(100, from_cp.base.strength):
if self._roll(PLAYER_NAVALINTERCEPT_PROBABILITY_BASE, from_cp.base.strength):
self.events.append(NavalInterceptEvent(attacker_name=self.player,
defender_name=self.enemy,
from_cp=from_cp,
@@ -148,6 +159,18 @@ class Game:
game=self))
break
for from_cp, to_cp in self.theater.conflicts(False):
if to_cp.radials == LAND:
continue
if self._roll(ENEMY_NAVALINTERCEPT_PROBABILITY_BASE, from_cp.base.strength):
self.events.append(NavalInterceptEvent(attacker_name=self.enemy,
defender_name=self.player,
from_cp=from_cp,
to_cp=to_cp,
game=self))
break
def _generate_globalinterceptions(self):
global_count = len([x for x in self.theater.player_points() if x.is_global])
for from_cp in [x for x in self.theater.player_points() if x.is_global]:

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@@ -44,7 +44,8 @@ class CaptureOperation(Operation):
attacker=self.mission.country(self.attacker_name),
defender=self.mission.country(self.defender_name),
from_cp=self.from_cp,
to_cp=self.to_cp
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(mission=self.mission,
conflict=conflict)

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@@ -13,20 +13,31 @@ from gen.conflictgen import Conflict
from .operation import Operation
class GroundInterceptOperation(Operation):
strikegroup = None # type: db.PlaneDict
interceptors = None # type: db.PlaneDict
target = None # type: db.ArmorDict
def setup(self,
target: db.ArmorDict,
strikegroup: db.PlaneDict):
strikegroup: db.PlaneDict,
interceptors: db.PlaneDict):
self.strikegroup = strikegroup
self.interceptors = interceptors
self.target = target
def prepare(self, terrain: Terrain, is_quick: bool):
super(GroundInterceptOperation, self).prepare(terrain, is_quick)
if self.defender_name == self.game.player:
self.attackers_starting_position = None
self.defenders_starting_position = None
conflict = Conflict.ground_intercept_conflict(
attacker=self.mission.country(self.attacker_name),
defender=self.mission.country(self.defender_name),
heading=self.to_cp.position.heading_between_point(self.from_cp.position),
from_cp=self.from_cp,
to_cp=self.to_cp
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(mission=self.mission,
@@ -34,6 +45,9 @@ class GroundInterceptOperation(Operation):
def generate(self):
self.airgen.generate_cas_strikegroup(self.strikegroup, clients=self.attacker_clients, at=self.attackers_starting_position)
self.armorgen.generate({}, self.target)
if self.interceptors:
self.airgen.generate_defense(self.interceptors, clients=self.defender_clients, at=self.defenders_starting_position)
self.armorgen.generate({}, self.target)
super(GroundInterceptOperation, self).generate()

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@@ -30,7 +30,8 @@ class InterceptOperation(Operation):
attacker=self.mission.country(self.attacker_name),
defender=self.mission.country(self.defender_name),
from_cp=self.from_cp,
to_cp=self.to_cp
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(mission=self.mission,

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@@ -19,13 +19,15 @@ class NavalInterceptionOperation(Operation):
def prepare(self, terrain: Terrain, is_quick: bool):
super(NavalInterceptionOperation, self).prepare(terrain, is_quick)
if self.defender_name == self.game.player:
self.attackers_starting_position = None
conflict = Conflict.naval_intercept_conflict(
attacker=self.mission.country(self.attacker_name),
defender=self.mission.country(self.defender_name),
theater=self.game.theater,
from_cp=self.from_cp,
to_cp=self.to_cp
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(self.mission, conflict)
@@ -33,17 +35,18 @@ class NavalInterceptionOperation(Operation):
def generate(self):
super(NavalInterceptionOperation, self).generate()
target_groups = self.shipgen.generate_cargo(units=self.targets)
self.airgen.generate_ship_strikegroup(
attackers= self.strikegroup,
attackers=self.strikegroup,
clients=self.attacker_clients,
target_groups=target_groups,
at=self.attackers_starting_position
)
self.airgen.generate_interception(
interceptors=self.interceptors,
clients=self.defender_clients,
at=self.defenders_starting_position
)
self.shipgen.generate_cargo(units=self.targets)
if self.interceptors:
self.airgen.generate_defense(
defenders=self.interceptors,
clients=self.defender_clients,
at=self.defenders_starting_position
)