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https://github.com/dcs-retribution/dcs-retribution.git
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fixes to frontline attack; frontline CAP WIP
This commit is contained in:
committed by
Vasyl Horbachenko
parent
820820eb92
commit
932bec2f84
@@ -1,5 +1,6 @@
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from .event import *
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from .frontlineattack import *
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from .frontlinepatrol import *
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from .intercept import *
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from .baseattack import *
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from .navalintercept import *
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@@ -16,7 +16,7 @@ class BaseAttackEvent(Event):
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STRENGTH_RECOVERY = 0.55
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def __str__(self):
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return "Attack from {} to {}".format(self.from_cp, self.to_cp)
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return "Base attack from {} to {}".format(self.from_cp, self.to_cp)
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def is_successfull(self, debriefing: Debriefing):
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alive_attackers = sum([v for k, v in debriefing.alive_units[self.attacker_name].items() if db.unit_task(k) == PinpointStrike])
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@@ -16,7 +16,7 @@ class FrontlineAttackEvent(Event):
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ATTACKER_AMOUNT_FACTOR = 0.4
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ATTACKER_DEFENDER_FACTOR = 0.7
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STRENGTH_INFLUENCE = 0.3
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SUCCESS_MIN_TARGETS = 3
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SUCCESS_TARGETS_HIT_PERCENTAGE = 0.25
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defenders = None # type: db.ArmorDict
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@@ -35,9 +35,9 @@ class FrontlineAttackEvent(Event):
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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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return float(destroyed_targets) / total_targets >= self.SUCCESS_TARGETS_HIT_PERCENTAGE
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else:
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return float(destroyed_targets) < min(self.SUCCESS_MIN_TARGETS, total_targets)
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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(FrontlineAttackEvent, self).commit(debriefing)
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72
game/event/frontlinepatrol.py
Normal file
72
game/event/frontlinepatrol.py
Normal file
@@ -0,0 +1,72 @@
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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.frontlinepatrol import FrontlinePatrolOperation
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from userdata.debriefing import Debriefing
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class FrontlinePatrolEvent(Event):
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ESCORT_FACTOR = 0.5
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STRENGTH_INFLUENCE = 0.3
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SUCCESS_TARGETS_HIT_PERCENTAGE = 0.6
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cas = None # type: db.PlaneDict
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escort = None # type: db.PlaneDict
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@property
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def threat_description(self):
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return "{} aircraft + ? CAS".format(self.to_cp.base.scramble_count(self.game.settings.multiplier * self.ESCORT_FACTOR, CAP))
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def __str__(self):
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return "Frontline CAP 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.cas.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.cas:
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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(FrontlinePatrolEvent, 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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pass
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def player_attacking(self, interceptors: db.PlaneDict, clients: db.PlaneDict):
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self.cas = self.to_cp.base.scramble_cas(self.game.settings.multiplier)
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self.escort = self.to_cp.base.scramble_sweep(self.game.settings.multiplier * self.ESCORT_FACTOR)
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op = FrontlinePatrolOperation(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={},
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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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op.setup(cas=self.cas,
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escort=self.escort,
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interceptors=interceptors)
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self.operation = op
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