frontline attack ops

This commit is contained in:
Vasyl Horbachenko
2018-07-16 23:58:01 +03:00
committed by Vasyl Horbachenko
parent 6f5835a2b8
commit 820820eb92
19 changed files with 205 additions and 206 deletions

View File

@@ -448,6 +448,11 @@ def unitdict_split(unit_dict: UnitsDict, count: int):
if len(buffer_dict):
yield buffer_dict
def unitdict_restrict_count(unit_dict: UnitsDict, total_count: int) -> UnitsDict:
return list(unitdict_split(unit_dict, total_count))[0]
def _validate_db():
# check unit by task uniquity
total_set = set()

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@@ -1,8 +1,8 @@
from .event import *
from .frontlinecas import *
from .frontlineattack import *
from .intercept import *
from .capture import *
from .baseattack import *
from .navalintercept import *
from .antiaastrike import *
from .groundattack import *
from .insurgentattack import *
from .infantrytransport import *

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@@ -4,13 +4,13 @@ import random
from dcs.task import *
from game import db
from game.operation.capture import CaptureOperation
from game.operation.baseattack import BaseAttackOperation
from userdata.debriefing import Debriefing
from .event import Event
class CaptureEvent(Event):
class BaseAttackEvent(Event):
silent = True
BONUS_BASE = 15
STRENGTH_RECOVERY = 0.55
@@ -28,7 +28,7 @@ class CaptureEvent(Event):
return not attackers_success
def commit(self, debriefing: Debriefing):
super(CaptureEvent, self).commit(debriefing)
super(BaseAttackEvent, self).commit(debriefing)
if self.is_successfull(debriefing):
if self.from_cp.captured:
self.to_cp.captured = True
@@ -49,13 +49,13 @@ class CaptureEvent(Event):
escort = self.from_cp.base.scramble_sweep(self.game.settings.multiplier)
attackers = self.from_cp.base.armor
op = CaptureOperation(game=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)
op = BaseAttackOperation(game=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)
op.setup(cas=cas,
escort=escort,
@@ -67,13 +67,13 @@ class CaptureEvent(Event):
self.operation = op
def player_attacking(self, cas: db.PlaneDict, escort: db.PlaneDict, armor: db.ArmorDict, clients: db.PlaneDict):
op = CaptureOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients=clients,
defender_clients={},
from_cp=self.from_cp,
to_cp=self.to_cp)
op = BaseAttackOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients=clients,
defender_clients={},
from_cp=self.from_cp,
to_cp=self.to_cp)
defenders = self.to_cp.base.scramble_sweep(self.game.settings.multiplier)
defenders.update(self.to_cp.base.scramble_cas(self.game.settings.multiplier))

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@@ -0,0 +1,76 @@
import math
import random
from dcs.task import *
from dcs.vehicles import AirDefence
from game import *
from game.event import *
from game.operation.frontlineattack import FrontlineAttackOperation
from userdata.debriefing import Debriefing
class FrontlineAttackEvent(Event):
TARGET_VARIETY = 2
TARGET_AMOUNT_FACTOR = 0.5
ATTACKER_AMOUNT_FACTOR = 0.4
ATTACKER_DEFENDER_FACTOR = 0.7
STRENGTH_INFLUENCE = 0.3
SUCCESS_MIN_TARGETS = 3
defenders = None # type: db.ArmorDict
@property
def threat_description(self):
return "{} vehicles".format(self.to_cp.base.assemble_count())
def __str__(self):
return "Frontline attack from {} at {}".format(self.from_cp, self.to_cp)
def is_successfull(self, debriefing: Debriefing):
total_targets = sum(self.defenders.values())
destroyed_targets = 0
for unit, count in debriefing.destroyed_units[self.defender_name].items():
if unit in self.defenders:
destroyed_targets += count
if self.from_cp.captured:
return float(destroyed_targets) >= min(self.SUCCESS_MIN_TARGETS, total_targets)
else:
return float(destroyed_targets) < min(self.SUCCESS_MIN_TARGETS, total_targets)
def commit(self, debriefing: Debriefing):
super(FrontlineAttackEvent, self).commit(debriefing)
if self.from_cp.captured:
if self.is_successfull(debriefing):
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
else:
self.to_cp.base.affect_strength(+self.STRENGTH_INFLUENCE)
else:
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 self.to_cp.captured:
self.to_cp.base.affect_strength(-0.1)
def player_attacking(self, armor: db.ArmorDict, strikegroup: db.PlaneDict, clients: db.PlaneDict):
self.defenders = self.to_cp.base.assemble_cap()
op = FrontlineAttackOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients=clients,
defender_clients={},
from_cp=self.from_cp,
to_cp=self.to_cp)
op.setup(target=self.defenders,
attackers=db.unitdict_restrict_count(armor, sum(self.defenders.values())),
strikegroup=strikegroup)
self.operation = op

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@@ -1,91 +0,0 @@
import math
import random
from dcs.task import *
from dcs.vehicles import AirDefence
from game import *
from game.event import *
from game.operation.frontlinecas import FrontlineCASOperation
from userdata.debriefing import Debriefing
class FrontlineCASEvent(Event):
TARGET_VARIETY = 2
TARGET_AMOUNT_FACTOR = 0.5
ATTACKER_AMOUNT_FACTOR = 0.4
STRENGTH_INFLUENCE = 0.3
SUCCESS_MIN_TARGETS = 3
targets = None # type: db.ArmorDict
@property
def threat_description(self):
if not self.game.is_player_attack(self):
return "{} aicraft".format(self.from_cp.base.scramble_count(self.game.settings.multiplier, CAS))
else:
return super(FrontlineCASEvent, self).threat_description
def __str__(self):
return "Frontline CAS from {} at {}".format(self.from_cp, self.to_cp)
def is_successfull(self, debriefing: Debriefing):
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 float(destroyed_targets) >= min(self.SUCCESS_MIN_TARGETS, total_targets)
else:
return float(destroyed_targets) < min(self.SUCCESS_MIN_TARGETS, total_targets)
def commit(self, debriefing: Debriefing):
super(FrontlineCASEvent, self).commit(debriefing)
if self.from_cp.captured:
if self.is_successfull(debriefing):
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
else:
self.to_cp.base.affect_strength(+self.STRENGTH_INFLUENCE)
else:
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 self.to_cp.captured:
self.to_cp.base.affect_strength(-0.1)
def player_attacking(self, strikegroup: db.PlaneDict, clients: db.PlaneDict):
suitable_armor_targets = db.find_unittype(PinpointStrike, self.defender_name)
random.shuffle(suitable_armor_targets)
target_types = suitable_armor_targets[:self.TARGET_VARIETY]
typecount = max(math.floor(self.to_cp.base.assemble_count() * self.TARGET_AMOUNT_FACTOR), 1)
self.targets = {unittype: typecount for unittype in target_types}
defense_aa_unit = random.choice(self.game.commision_unit_types(self.to_cp, AirDefence))
self.targets[defense_aa_unit] = 1
suitable_armor_attackers = db.find_unittype(PinpointStrike, self.attacker_name)
random.shuffle(suitable_armor_attackers)
attacker_types = suitable_armor_attackers[:self.TARGET_VARIETY]
typecount = max(math.floor(self.from_cp.base.assemble_count() * self.ATTACKER_AMOUNT_FACTOR), 1)
attackers = {unittype: typecount for unittype in attacker_types}
op = FrontlineCASOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients=clients,
defender_clients={},
from_cp=self.from_cp,
to_cp=self.to_cp)
op.setup(target=self.targets,
attackers=attackers,
strikegroup=strikegroup)
self.operation = op

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@@ -5,11 +5,11 @@ from dcs.task import *
from game import *
from game.event import *
from game.event.frontlinecas import FrontlineCASEvent
from game.operation.groundattack import GroundAttackOperation
from game.event.frontlineattack import FrontlineAttackEvent
from game.operation.insurgentattack import InsurgentAttackOperation
class GroundAttackEvent(FrontlineCASEvent):
class InsurgentAttackEvent(FrontlineAttackEvent):
def __str__(self):
return "Destroy insurgents at {}".format(self.to_cp)
@@ -24,13 +24,13 @@ class GroundAttackEvent(FrontlineCASEvent):
typecount = max(math.floor(self.difficulty * self.TARGET_AMOUNT_FACTOR), 1)
self.targets = {unittype: typecount for unittype in unittypes}
op = GroundAttackOperation(game=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)
op = InsurgentAttackOperation(game=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)
op.setup(target=self.targets,
strikegroup=strikegroup)

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@@ -39,17 +39,17 @@ For the enemy events, only 1 event of each type could be generated for a turn.
Events:
* CaptureEvent - capture base
* InterceptEvent - air intercept
* FrontlineCASEvent - frontline CAS
* FrontlineAttack - frontline attack
* GroundAttackEvent - destroy insurgents
* NavalInterceptEvent - naval intercept
* AntiAAStrikeEvent - anti-AA strike
* InfantryTransportEvent - helicopter infantry transport
"""
EVENT_PROBABILITIES = {
CaptureEvent: [100, 10],
BaseAttackEvent: [100, 10],
InterceptEvent: [25, 10],
FrontlineCASEvent: [250, 0],
GroundAttackEvent: [0, 10],
FrontlineAttackEvent: [100, 0],
InsurgentAttackEvent: [0, 10],
NavalInterceptEvent: [25, 10],
AntiAAStrikeEvent: [25, 10],
InfantryTransportEvent: [25, 0],
@@ -130,7 +130,7 @@ class Game:
if event_class == NavalInterceptEvent:
if player_cp.radials == LAND:
continue
elif event_class == CaptureEvent:
elif event_class == BaseAttackEvent:
if enemy_cap_generated:
continue
if enemy_cp.base.total_armor == 0:

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@@ -12,7 +12,7 @@ from gen.visualgen import *
from .operation import Operation
class CaptureOperation(Operation):
class BaseAttackOperation(Operation):
cas = None # type: db.PlaneDict
escort = None # type: db.PlaneDict
intercept = None # type: db.PlaneDict
@@ -37,7 +37,7 @@ class CaptureOperation(Operation):
self.aa = aa
def prepare(self, terrain: dcs.terrain.Terrain, is_quick: bool):
super(CaptureOperation, self).prepare(terrain, is_quick)
super(BaseAttackOperation, self).prepare(terrain, is_quick)
self.defenders_starting_position = None
if self.game.player == self.defender_name:
@@ -63,5 +63,5 @@ class CaptureOperation(Operation):
self.airgen.generate_strikegroup_escort(self.escort, clients=self.attacker_clients, at=self.attackers_starting_position)
self.visualgen.generate_target_smokes(self.to_cp)
super(CaptureOperation, self).generate()
super(BaseAttackOperation, self).generate()

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@@ -18,7 +18,7 @@ from .operation import Operation
MAX_DISTANCE_BETWEEN_GROUPS = 12000
class FrontlineCASOperation(Operation):
class FrontlineAttackOperation(Operation):
attackers = None # type: db.ArmorDict
strikegroup = None # type: db.PlaneDict
target = None # type: db.ArmorDict
@@ -32,7 +32,7 @@ class FrontlineCASOperation(Operation):
self.attackers = attackers
def prepare(self, terrain: Terrain, is_quick: bool):
super(FrontlineCASOperation, self).prepare(terrain, is_quick)
super(FrontlineAttackOperation, self).prepare(terrain, is_quick)
if self.defender_name == self.game.player:
self.attackers_starting_position = None
self.defenders_starting_position = None
@@ -51,4 +51,4 @@ class FrontlineCASOperation(Operation):
def generate(self):
self.armorgen.generate_vec(self.attackers, self.target)
self.airgen.generate_cas_strikegroup(self.strikegroup, clients=self.attacker_clients, at=self.attackers_starting_position)
super(FrontlineCASOperation, self).generate()
super(FrontlineAttackOperation, self).generate()

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@@ -13,7 +13,7 @@ from gen.conflictgen import Conflict
from .operation import Operation
class GroundAttackOperation(Operation):
class InsurgentAttackOperation(Operation):
strikegroup = None # type: db.PlaneDict
target = None # type: db.ArmorDict
@@ -24,7 +24,7 @@ class GroundAttackOperation(Operation):
self.target = target
def prepare(self, terrain: Terrain, is_quick: bool):
super(GroundAttackOperation, self).prepare(terrain, is_quick)
super(InsurgentAttackOperation, self).prepare(terrain, is_quick)
conflict = Conflict.ground_attack_conflict(
attacker=self.mission.country(self.attacker_name),
@@ -41,4 +41,4 @@ class GroundAttackOperation(Operation):
self.airgen.generate_defense(self.strikegroup, self.defender_clients, self.defenders_starting_position)
self.armorgen.generate(self.target, {})
super(GroundAttackOperation, self).generate()
super(InsurgentAttackOperation, self).generate()