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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
added missing assets; convoy strike event
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@@ -5,5 +5,6 @@ from .intercept import *
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from .baseattack import *
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from .navalintercept import *
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from .insurgentattack import *
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from .convoystrike import *
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from .infantrytransport import *
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from .strike import *
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79
game/event/convoystrike.py
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79
game/event/convoystrike.py
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@@ -0,0 +1,79 @@
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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 game import *
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from game.event import *
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from game.event.frontlineattack import FrontlineAttackEvent
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from .event import *
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from game.operation.convoystrike import ConvoyStrikeOperation
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TRANSPORT_COUNT = 4, 6
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DEFENDERS_AMOUNT_FACTOR = 4
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class ConvoyStrikeEvent(Event):
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SUCCESS_FACTOR = 0.7
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STRENGTH_INFLUENCE = 0.25
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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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return ""
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@property
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def tasks(self):
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return [CAS]
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def flight_name(self, for_task: typing.Type[Task]) -> str:
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if for_task == CAS:
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return "Strike flight"
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def __str__(self):
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return "Convoy Strike"
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def skip(self):
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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def commit(self, debriefing: Debriefing):
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super(ConvoyStrikeEvent, 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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if self.is_successfull(debriefing):
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self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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def is_successfull(self, debriefing: Debriefing):
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killed_units = sum([v for k, v in debriefing.destroyed_units[self.defender_name].items() if db.unit_task(k) in [PinpointStrike, Reconnaissance]])
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all_units = sum(self.targets.values())
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attackers_success = (float(killed_units) / (all_units + 0.01)) > self.SUCCESS_FACTOR
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if self.from_cp.captured:
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return attackers_success
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else:
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return not attackers_success
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def player_attacking(self, flights: db.TaskForceDict):
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assert CAS in flights and len(flights) == 1, "Invalid flights"
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convoy_unittype = db.find_unittype(Reconnaissance, self.defender_name)[0]
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defense_unittype = db.find_unittype(PinpointStrike, self.defender_name)[0]
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defenders_count = int(math.ceil(self.from_cp.base.strength * self.from_cp.importance * DEFENDERS_AMOUNT_FACTOR))
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self.targets = {convoy_unittype: random.randrange(*TRANSPORT_COUNT),
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defense_unittype: defenders_count, }
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op = ConvoyStrikeOperation(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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from_cp=self.from_cp,
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departure_cp=self.departure_cp,
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to_cp=self.to_cp)
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op.setup(target=self.targets,
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strikegroup=flights[CAS])
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self.operation = op
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@@ -39,7 +39,7 @@ class InsurgentAttackEvent(Event):
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killed_units = sum([v for k, v in debriefing.destroyed_units[self.attacker_name].items() if db.unit_task(k) == PinpointStrike])
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all_units = sum(self.targets.values())
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attackers_success = (float(killed_units) / (all_units + 0.01)) > self.SUCCESS_FACTOR
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if self.departure_cp.captured:
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if self.from_cp.captured:
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return attackers_success
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else:
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return not attackers_success
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@@ -56,6 +56,7 @@ EVENT_PROBABILITIES = {
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# events randomly present; only for the player
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InfantryTransportEvent: [25, 0],
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ConvoyStrikeEvent: [25, 0],
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# events conditionally present; for both enemy and player
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BaseAttackEvent: [100, 9],
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@@ -164,7 +165,7 @@ class Game:
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def _generate_events(self):
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for player_cp, enemy_cp in self.theater.conflicts(True):
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for event_class, (player_probability, enemy_probability) in EVENT_PROBABILITIES.items():
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if event_class in [FrontlineAttackEvent, FrontlinePatrolEvent, InfantryTransportEvent]:
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if event_class in [FrontlineAttackEvent, FrontlinePatrolEvent, InfantryTransportEvent, ConvoyStrikeEvent]:
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# skip events requiring frontline
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if not Conflict.has_frontline_between(player_cp, enemy_cp):
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continue
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46
game/operation/convoystrike.py
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46
game/operation/convoystrike.py
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@@ -0,0 +1,46 @@
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from game.db import assigned_units_split
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from .operation import *
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class ConvoyStrikeOperation(Operation):
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strikegroup = None # type: db.AssignedUnitsDict
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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.AssignedUnitsDict):
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self.strikegroup = strikegroup
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self.target = target
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def prepare(self, terrain: Terrain, is_quick: bool):
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super(ConvoyStrikeOperation, self).prepare(terrain, is_quick)
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conflict = Conflict.convoy_strike_conflict(
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attacker=self.current_mission.country(self.attacker_name),
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defender=self.current_mission.country(self.defender_name),
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from_cp=self.from_cp,
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to_cp=self.to_cp,
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theater=self.game.theater
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)
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self.initialize(mission=self.current_mission,
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conflict=conflict)
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def generate(self):
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planes_flights = {k: v for k, v in self.strikegroup.items() if k in plane_map.values()}
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self.airgen.generate_cas_strikegroup(*assigned_units_split(planes_flights), at=self.attackers_starting_position)
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heli_flights = {k: v for k, v in self.strikegroup.items() if k in helicopters.helicopter_map.values()}
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if heli_flights:
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self.briefinggen.append_frequency("FARP + Heli flights", "127.5 MHz AM")
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for farp, dict in zip(self.groundobjectgen.generate_farps(sum([x[0] for x in heli_flights.values()])),
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db.assignedunits_split_to_count(heli_flights, self.groundobjectgen.FARP_CAPACITY)):
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self.airgen.generate_cas_strikegroup(*assigned_units_split(dict),
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at=farp,
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escort=len(planes_flights) == 0)
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self.armorgen.generate_convoy(self.target)
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self.briefinggen.append_waypoint("TARGET")
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super(ConvoyStrikeOperation, self).generate()
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