added missing assets; convoy strike event

This commit is contained in:
Vasyl Horbachenko
2018-11-06 02:33:38 +02:00
parent 9d0997624b
commit e1d50f1f27
18 changed files with 170 additions and 6 deletions

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@@ -5,5 +5,6 @@ from .intercept import *
from .baseattack import *
from .navalintercept import *
from .insurgentattack import *
from .convoystrike import *
from .infantrytransport import *
from .strike import *

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@@ -0,0 +1,79 @@
import math
import random
from dcs.task import *
from game import *
from game.event import *
from game.event.frontlineattack import FrontlineAttackEvent
from .event import *
from game.operation.convoystrike import ConvoyStrikeOperation
TRANSPORT_COUNT = 4, 6
DEFENDERS_AMOUNT_FACTOR = 4
class ConvoyStrikeEvent(Event):
SUCCESS_FACTOR = 0.7
STRENGTH_INFLUENCE = 0.25
targets = None # type: db.ArmorDict
@property
def threat_description(self):
return ""
@property
def tasks(self):
return [CAS]
def flight_name(self, for_task: typing.Type[Task]) -> str:
if for_task == CAS:
return "Strike flight"
def __str__(self):
return "Convoy Strike"
def skip(self):
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
def commit(self, debriefing: Debriefing):
super(ConvoyStrikeEvent, self).commit(debriefing)
if self.from_cp.captured:
if self.is_successfull(debriefing):
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
else:
if self.is_successfull(debriefing):
self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
def is_successfull(self, debriefing: Debriefing):
killed_units = sum([v for k, v in debriefing.destroyed_units[self.defender_name].items() if db.unit_task(k) in [PinpointStrike, Reconnaissance]])
all_units = sum(self.targets.values())
attackers_success = (float(killed_units) / (all_units + 0.01)) > self.SUCCESS_FACTOR
if self.from_cp.captured:
return attackers_success
else:
return not attackers_success
def player_attacking(self, flights: db.TaskForceDict):
assert CAS in flights and len(flights) == 1, "Invalid flights"
convoy_unittype = db.find_unittype(Reconnaissance, self.defender_name)[0]
defense_unittype = db.find_unittype(PinpointStrike, self.defender_name)[0]
defenders_count = int(math.ceil(self.from_cp.base.strength * self.from_cp.importance * DEFENDERS_AMOUNT_FACTOR))
self.targets = {convoy_unittype: random.randrange(*TRANSPORT_COUNT),
defense_unittype: defenders_count, }
op = ConvoyStrikeOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
from_cp=self.from_cp,
departure_cp=self.departure_cp,
to_cp=self.to_cp)
op.setup(target=self.targets,
strikegroup=flights[CAS])
self.operation = op

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@@ -39,7 +39,7 @@ class InsurgentAttackEvent(Event):
killed_units = sum([v for k, v in debriefing.destroyed_units[self.attacker_name].items() if db.unit_task(k) == PinpointStrike])
all_units = sum(self.targets.values())
attackers_success = (float(killed_units) / (all_units + 0.01)) > self.SUCCESS_FACTOR
if self.departure_cp.captured:
if self.from_cp.captured:
return attackers_success
else:
return not attackers_success

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@@ -56,6 +56,7 @@ EVENT_PROBABILITIES = {
# events randomly present; only for the player
InfantryTransportEvent: [25, 0],
ConvoyStrikeEvent: [25, 0],
# events conditionally present; for both enemy and player
BaseAttackEvent: [100, 9],
@@ -164,7 +165,7 @@ class Game:
def _generate_events(self):
for player_cp, enemy_cp in self.theater.conflicts(True):
for event_class, (player_probability, enemy_probability) in EVENT_PROBABILITIES.items():
if event_class in [FrontlineAttackEvent, FrontlinePatrolEvent, InfantryTransportEvent]:
if event_class in [FrontlineAttackEvent, FrontlinePatrolEvent, InfantryTransportEvent, ConvoyStrikeEvent]:
# skip events requiring frontline
if not Conflict.has_frontline_between(player_cp, enemy_cp):
continue

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@@ -0,0 +1,46 @@
from game.db import assigned_units_split
from .operation import *
class ConvoyStrikeOperation(Operation):
strikegroup = None # type: db.AssignedUnitsDict
target = None # type: db.ArmorDict
def setup(self,
target: db.ArmorDict,
strikegroup: db.AssignedUnitsDict):
self.strikegroup = strikegroup
self.target = target
def prepare(self, terrain: Terrain, is_quick: bool):
super(ConvoyStrikeOperation, self).prepare(terrain, is_quick)
conflict = Conflict.convoy_strike_conflict(
attacker=self.current_mission.country(self.attacker_name),
defender=self.current_mission.country(self.defender_name),
from_cp=self.from_cp,
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(mission=self.current_mission,
conflict=conflict)
def generate(self):
planes_flights = {k: v for k, v in self.strikegroup.items() if k in plane_map.values()}
self.airgen.generate_cas_strikegroup(*assigned_units_split(planes_flights), at=self.attackers_starting_position)
heli_flights = {k: v for k, v in self.strikegroup.items() if k in helicopters.helicopter_map.values()}
if heli_flights:
self.briefinggen.append_frequency("FARP + Heli flights", "127.5 MHz AM")
for farp, dict in zip(self.groundobjectgen.generate_farps(sum([x[0] for x in heli_flights.values()])),
db.assignedunits_split_to_count(heli_flights, self.groundobjectgen.FARP_CAPACITY)):
self.airgen.generate_cas_strikegroup(*assigned_units_split(dict),
at=farp,
escort=len(planes_flights) == 0)
self.armorgen.generate_convoy(self.target)
self.briefinggen.append_waypoint("TARGET")
super(ConvoyStrikeOperation, self).generate()