Ground war rework

This commit is contained in:
Khopa
2020-05-24 20:32:45 +02:00
parent 5884d9d120
commit f57e453d8d
74 changed files with 1255 additions and 1965 deletions

View File

@@ -168,6 +168,7 @@ PRICES = {
Armor.IFV_BMP_2: 16,
Armor.IFV_BMP_3: 18,
Armor.ZBD_04A: 12,
Armor.ZTZ_96B: 35,
Armor.APC_Cobra: 4,
Armor.APC_M113: 6,
@@ -187,6 +188,17 @@ PRICES = {
Armor.IFV_Marder: 10,
Armor.IFV_MCV_80: 10,
Artillery.MLRS_M270: 55,
Artillery.SPH_M109_Paladin: 25,
Artillery.SPH_2S9_Nona: 12,
Artillery.SPH_2S1_Gvozdika: 18,
Artillery.SPH_2S3_Akatsia: 24,
Artillery.SPH_2S19_Msta: 30,
Artillery.MLRS_BM_21_Grad: 15,
Artillery.MLRS_9K57_Uragan_BM_27: 40,
Artillery.MLRS_9A52_Smerch: 40,
Unarmed.Transport_UAZ_469: 3,
Unarmed.Transport_Ural_375: 3,
Infantry.Infantry_M4: 1,
@@ -220,11 +232,14 @@ PRICES = {
Armor.IFV_Sd_Kfz_234_2_Puma:4,
Armor.MT_M4_Sherman:4,
Armor.MT_M4A4_Sherman_Firefly:6,
Armor.CT_Cromwell_IV:8,
Armor.M30_Cargo_Carrier:2,
Armor.APC_M2A1:2,
AirDefence.AAA_Bofors_40mm:4,
AirDefence.AAA_Flak_36:6,
AirDefence.AAA_Flak_18:4,
Artillery.M12_GMC:2,
Artillery.Sturmpanzer_IV_Brummbär:2,
# ship
CV_1143_5_Admiral_Kuznetsov: 100,
@@ -341,8 +356,6 @@ UNIT_BY_TASK = {
Armor.ARV_BRDM_2,
Armor.ARV_BRDM_2,
Armor.ARV_BRDM_2,
Armor.ARV_BRDM_2,
Armor.ARV_BRDM_2,
Armor.ARV_BTR_RD,
Armor.ARV_BTR_RD,
Armor.ARV_BTR_RD,
@@ -370,6 +383,7 @@ UNIT_BY_TASK = {
Armor.MBT_T_80U,
Armor.MBT_T_80U,
Armor.MBT_T_90,
Armor.ZTZ_96B,
Armor.APC_Cobra,
Armor.APC_Cobra,
@@ -424,6 +438,7 @@ UNIT_BY_TASK = {
Armor.IFV_Sd_Kfz_234_2_Puma,
Armor.MT_M4_Sherman,
Armor.MT_M4A4_Sherman_Firefly,
Armor.CT_Cromwell_IV,
Armor.M30_Cargo_Carrier,
Armor.M30_Cargo_Carrier,
Armor.APC_M2A1,
@@ -431,6 +446,19 @@ UNIT_BY_TASK = {
Armor.APC_M2A1,
Armor.APC_M2A1,
Artillery.MLRS_M270,
Artillery.SPH_M109_Paladin,
Artillery.SPH_2S9_Nona,
Artillery.SPH_2S1_Gvozdika,
Artillery.SPH_2S3_Akatsia,
Artillery.SPH_2S19_Msta,
Artillery.MLRS_BM_21_Grad,
Artillery.MLRS_BM_21_Grad,
Artillery.MLRS_9K57_Uragan_BM_27,
Artillery.MLRS_9A52_Smerch,
Artillery.M12_GMC,
Artillery.Sturmpanzer_IV_Brummbär,
],
AirDefence: [
@@ -455,7 +483,7 @@ UNIT_BY_TASK = {
Nothing: [Infantry.Infantry_M4, Infantry.Soldier_AK, ],
Embarking: [],
Carriage: [CVN_74_John_C__Stennis, LHA_1_Tarawa, CV_1143_5_Admiral_Kuznetsov, ],
CargoTransportation: [Dry_cargo_ship_Ivanov, Bulk_cargo_ship_Yakushev, Tanker_Elnya_160, Armed_speedboat, ],
CargoTransportation: [Dry_cargo_ship_Ivanov, Bulk_cargo_ship_Yakushev, Tanker_Elnya_160, Armed_speedboat, ]
}
"""
@@ -801,6 +829,22 @@ def unit_task(unit: UnitType) -> Task:
def find_unittype(for_task: Task, country_name: str) -> typing.List[UnitType]:
return [x for x in UNIT_BY_TASK[for_task] if x in FACTIONS[country_name]["units"]]
def find_infantry(country_name: str) -> typing.List[UnitType]:
inf = [
Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS,
Infantry.Soldier_RPG,
Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4,
Infantry.Soldier_M249,
Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK,
Infantry.Paratrooper_RPG_16,
Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4,
Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus,
Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98,
Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand,
Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents
]
return [x for x in inf if x in FACTIONS[country_name]["units"]]
def unit_type_name(unit_type) -> str:
return unit_type.id and unit_type.id or unit_type.name
@@ -825,7 +869,7 @@ def unit_type_of(unit: Unit) -> UnitType:
elif isinstance(unit, Ship):
return ship_map[unit.type]
else:
return unit.unit_type
return unit.type
def task_name(task) -> str:

View File

@@ -1,10 +1,2 @@
from .event import *
from .frontlineattack import *
from .frontlinepatrol import *
from .intercept import *
from .baseattack import *
from .navalintercept import *
from .insurgentattack import *
from .convoystrike import *
from .infantrytransport import *
from .strike import *

View File

@@ -1,106 +0,0 @@
from game.operation.baseattack import BaseAttackOperation
from .event import *
from game.db import assigned_units_from
class BaseAttackEvent(Event):
silent = True
BONUS_BASE = 15
STRENGTH_RECOVERY = 0.55
def __str__(self):
return "Base attack"
@property
def tasks(self):
return [CAP, CAS, PinpointStrike]
def flight_name(self, for_task: typing.Type[Task]) -> str:
if for_task == CAP:
return "Escort flight"
elif for_task == CAS:
return "CAS flight"
elif for_task == PinpointStrike:
return "Ground attack"
def is_successfull(self, debriefing: Debriefing):
if self.game.player_name == self.attacker_name:
attacker_country = self.game.player_country
defender_country = self.game.enemy_country
else:
attacker_country = self.game.enemy_country
defender_country = self.game.player_country
alive_attackers = sum([v for k, v in debriefing.alive_units.get(attacker_country, {}).items() if db.unit_task(k) == PinpointStrike])
alive_defenders = sum([v for k, v in debriefing.alive_units.get(defender_country, {}).items() if db.unit_task(k) == PinpointStrike])
attackers_success = alive_attackers >= alive_defenders
if self.departure_cp.captured:
return attackers_success
else:
return not attackers_success
def commit(self, debriefing: Debriefing):
super(BaseAttackEvent, self).commit(debriefing)
if self.is_successfull(debriefing):
if self.departure_cp.captured:
self.to_cp.captured = True
self.to_cp.ground_objects = []
self.to_cp.base.filter_units(db.FACTIONS[self.attacker_name]["units"])
self.to_cp.base.affect_strength(+self.STRENGTH_RECOVERY)
else:
if not self.departure_cp.captured:
self.to_cp.captured = False
self.to_cp.base.affect_strength(+self.STRENGTH_RECOVERY)
def skip(self):
if not self.is_player_attacking and self.to_cp.captured:
self.to_cp.captured = False
def player_defending(self, flights: db.TaskForceDict):
assert CAP in flights and len(flights) == 1, "Invalid scrambled flights"
cas = self.departure_cp.base.scramble_cas(self.game.settings.multiplier)
escort = self.departure_cp.base.scramble_sweep(self.game.settings.multiplier)
attackers = self.departure_cp.base.armor
op = BaseAttackOperation(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(cas=assigned_units_from(cas),
escort=assigned_units_from(escort),
intercept=flights[CAP],
attack=attackers,
defense=self.to_cp.base.armor,
aa=self.to_cp.base.aa)
self.operation = op
def player_attacking(self, flights: db.TaskForceDict):
assert CAP in flights and CAS in flights and PinpointStrike in flights and len(flights) == 3, "Invalid flights"
op = BaseAttackOperation(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)
defenders = self.to_cp.base.scramble_last_defense()
#defenders.update(self.to_cp.base.scramble_cas(self.game.settings.multiplier))
op.setup(cas=flights[CAS],
escort=flights[CAP],
attack=unitdict_from(flights[PinpointStrike]),
intercept=assigned_units_from(defenders),
defense=self.to_cp.base.armor,
aa=self.to_cp.base.assemble_aa())
self.operation = op

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@@ -1,89 +0,0 @@
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 = 0.6
STRENGTH_INFLUENCE = 0.25
targets = None # type: db.ArmorDict
@property
def threat_description(self):
return ""
@property
def tasks(self):
return [CAS]
@property
def global_cp_available(self) -> bool:
return True
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):
if self.game.player_name == self.attacker_name:
defender_country = self.game.enemy_country
else:
defender_country = self.game.player_country
killed_units = sum([v for k, v in debriefing.destroyed_units.get(defender_country, {}).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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@@ -1,86 +0,0 @@
from game.event import *
from game.operation.frontlinepatrol import FrontlinePatrolOperation
from userdata.debriefing import Debriefing
class FrontlinePatrolEvent(Event):
ESCORT_FACTOR = 0.5
STRENGTH_INFLUENCE = 0.3
SUCCESS_FACTOR = 0.8
cas = None # type: db.PlaneDict
escort = None # type: db.PlaneDict
@property
def threat_description(self):
return "{} aircraft + ? CAS".format(self.to_cp.base.scramble_count(self.game.settings.multiplier * self.ESCORT_FACTOR, CAP))
@property
def tasks(self):
return [CAP]
def flight_name(self, for_task: typing.Type[Task]) -> str:
if for_task == CAP:
return "CAP flight"
elif for_task == PinpointStrike:
return "Ground attack"
def __str__(self):
return "Frontline CAP"
def is_successfull(self, debriefing: Debriefing):
if self.game.player_name == self.attacker_name:
attacker_country = self.game.player_country
defender_country = self.game.enemy_country
else:
attacker_country = self.game.enemy_country
defender_country = self.game.player_country
alive_attackers = sum([v for k, v in debriefing.alive_units[attacker_country].items() if db.unit_task(k) == PinpointStrike])
alive_defenders = sum([v for k, v in debriefing.alive_units[defender_country].items() if db.unit_task(k) == PinpointStrike])
attackers_success = (float(alive_attackers) / (alive_defenders + 0.01)) >= self.SUCCESS_FACTOR
if self.from_cp.captured:
return attackers_success
else:
return not attackers_success
def commit(self, debriefing: Debriefing):
super(FrontlinePatrolEvent, 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):
pass
def player_attacking(self, flights: db.TaskForceDict):
assert CAP in flights and len(flights) == 1, "Invalid flights"
self.cas = self.to_cp.base.scramble_cas(self.game.settings.multiplier)
self.escort = self.to_cp.base.scramble_sweep(self.game.settings.multiplier * self.ESCORT_FACTOR)
op = FrontlinePatrolOperation(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)
defenders = self.to_cp.base.assemble_attack()
attackers = db.unitdict_restrict_count(self.from_cp.base.assemble_attack(), sum(defenders.values()))
op.setup(cas=assigned_units_from(self.cas),
escort=assigned_units_from(self.escort),
interceptors=flights[CAP],
armor_attackers=attackers,
armor_defenders=defenders)
self.operation = op

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@@ -1,56 +0,0 @@
import math
import random
from dcs.task import *
from dcs.vehicles import *
from game import db
from game.operation.infantrytransport import InfantryTransportOperation
from theater.conflicttheater import *
from userdata.debriefing import Debriefing
from .event import *
class InfantryTransportEvent(Event):
STRENGTH_INFLUENCE = 0.3
def __str__(self):
return "Frontline transport troops"
@property
def tasks(self):
return [Embarking]
def flight_name(self, for_task: typing.Type[Task]) -> str:
if for_task == Embarking:
return "Transport flight"
def is_successfull(self, debriefing: Debriefing):
return True
def commit(self, debriefing: Debriefing):
super(InfantryTransportEvent, self).commit(debriefing)
if self.is_successfull(debriefing):
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
else:
self.departure_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
def player_attacking(self, flights: db.TaskForceDict):
assert Embarking in flights and len(flights) == 1, "Invalid flights"
op = InfantryTransportOperation(
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
)
air_defense = db.find_unittype(AirDefence, self.defender_name)[0]
op.setup(transport=flights[Embarking],
aa={air_defense: 2})
self.operation = op

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@@ -1,71 +0,0 @@
import math
import random
from dcs.task import *
from game import *
from game.event import *
from game.event.frontlineattack import FrontlineAttackEvent
from game.operation.insurgentattack import InsurgentAttackOperation
from .event import *
class InsurgentAttackEvent(Event):
SUCCESS_FACTOR = 0.7
TARGET_VARIETY = 2
TARGET_AMOUNT_FACTOR = 0.5
STRENGTH_INFLUENCE = 0.1
@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 "Ground intercept flight"
def __str__(self):
return "Destroy insurgents"
def skip(self):
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
def is_successfull(self, debriefing: Debriefing):
if self.game.player_name == self.attacker_name:
attacker_country = self.game.player_country
else:
attacker_country = self.game.enemy_country
killed_units = sum([v for k, v in debriefing.destroyed_units[attacker_country].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.from_cp.captured:
return attackers_success
else:
return not attackers_success
def player_defending(self, flights: db.TaskForceDict):
assert CAS in flights and len(flights) == 1, "Invalid flights"
suitable_unittypes = db.find_unittype(Reconnaissance, self.attacker_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 = InsurgentAttackOperation(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

View File

@@ -1,124 +0,0 @@
from game.operation.intercept import InterceptOperation
from .event import *
class InterceptEvent(Event):
STRENGTH_INFLUENCE = 0.3
GLOBAL_STRENGTH_INFLUENCE = 0.3
AIRDEFENSE_COUNT = 3
transport_unit = None # type: FlyingType
def __init__(self, game, from_cp: ControlPoint, target_cp: ControlPoint, location: Point, attacker_name: str,
defender_name: str):
super().__init__(game, from_cp, target_cp, location, attacker_name, defender_name)
self.location = Conflict.intercept_position(self.from_cp, self.to_cp)
def __str__(self):
return "Air Intercept"
@property
def tasks(self):
return [CAP]
def flight_name(self, for_task: typing.Type[Task]) -> str:
if for_task == CAP:
if self.is_player_attacking:
return "Intercept flight"
else:
return "Escort flight"
def _enemy_scramble_multiplier(self) -> float:
is_global = self.departure_cp.is_global or self.to_cp.is_global
return self.game.settings.multiplier * is_global and 0.5 or 1
@property
def threat_description(self):
return "{} aircraft".format(self.enemy_cp.base.scramble_count(self._enemy_scramble_multiplier(), CAP))
@property
def global_cp_available(self) -> bool:
return True
def is_successfull(self, debriefing: Debriefing):
if self.game.player_name == self.attacker_name:
defender_country = self.game.enemy_country
else:
defender_country = self.game.player_country
units_destroyed = debriefing.destroyed_units.get(defender_country, {}).get(self.transport_unit, 0)
if self.from_cp.captured:
return units_destroyed > 0
else:
return units_destroyed == 0
def commit(self, debriefing: Debriefing):
super(InterceptEvent, self).commit(debriefing)
if self.attacker_name == self.game.player_name:
if self.is_successfull(debriefing):
for _, cp in self.game.theater.conflicts(True):
cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
else:
self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
else:
# enemy attacking
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(-self.STRENGTH_INFLUENCE)
def player_attacking(self, flights: db.TaskForceDict):
assert CAP in flights and len(flights) == 1, "Invalid flights"
escort = self.to_cp.base.scramble_sweep(self._enemy_scramble_multiplier())
self.transport_unit = random.choice(db.find_unittype(Transport, self.defender_name))
assert self.transport_unit is not None
airdefense_unit = db.find_unittype(AirDefence, self.defender_name)[-1]
op = InterceptOperation(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(location=self.location,
escort=assigned_units_from(escort),
transport={self.transport_unit: 1},
airdefense={airdefense_unit: self.AIRDEFENSE_COUNT},
interceptors=flights[CAP])
self.operation = op
def player_defending(self, flights: db.TaskForceDict):
assert CAP in flights and len(flights) == 1, "Invalid flights"
interceptors = self.from_cp.base.scramble_interceptors(self.game.settings.multiplier)
self.transport_unit = random.choice(db.find_unittype(Transport, self.defender_name))
assert self.transport_unit is not None
op = InterceptOperation(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(location=self.location,
escort=flights[CAP],
transport={self.transport_unit: 1},
interceptors=assigned_units_from(interceptors),
airdefense={})
self.operation = op

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@@ -1,130 +0,0 @@
from game.operation.navalintercept import NavalInterceptionOperation
from .event import *
class NavalInterceptEvent(Event):
STRENGTH_INFLUENCE = 0.3
SUCCESS_RATE = 0.5
targets = None # type: db.ShipDict
def __init__(self, game, from_cp: ControlPoint, target_cp: ControlPoint, location: Point, attacker_name: str,
defender_name: str):
super().__init__(game, from_cp, target_cp, location, attacker_name, defender_name)
self.location = Conflict.naval_intercept_position(from_cp, target_cp, game.theater)
def _targets_count(self) -> int:
from gen.conflictgen import IMPORTANCE_LOW
factor = (self.to_cp.importance - IMPORTANCE_LOW + 0.1) * 20
return max(int(factor), 1)
def __str__(self) -> str:
return "Naval intercept"
@property
def tasks(self):
if self.is_player_attacking:
return [CAS]
else:
return [CAP]
def flight_name(self, for_task: typing.Type[Task]) -> str:
if for_task == CAS:
return "Naval intercept flight"
elif for_task == CAP:
return "CAP flight"
@property
def threat_description(self):
s = "{} ship(s)".format(self._targets_count())
if not self.departure_cp.captured:
s += ", {} aircraft".format(self.departure_cp.base.scramble_count(self.game.settings.multiplier))
return s
@property
def global_cp_available(self) -> bool:
return True
def is_successfull(self, debriefing: Debriefing):
if self.game.player_name == self.attacker_name:
defender_country = self.game.enemy_country
else:
defender_country = self.game.player_country
total_targets = sum(self.targets.values())
destroyed_targets = 0
for unit, count in debriefing.destroyed_units.get(defender_country, {}).items():
if unit in self.targets:
destroyed_targets += count
if self.departure_cp.captured:
return math.ceil(float(destroyed_targets) / total_targets) > self.SUCCESS_RATE
else:
return math.ceil(float(destroyed_targets) / total_targets) < self.SUCCESS_RATE
def commit(self, debriefing: Debriefing):
super(NavalInterceptEvent, self).commit(debriefing)
if self.attacker_name == self.game.player_name:
if self.is_successfull(debriefing):
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
else:
self.departure_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
else:
# enemy attacking
if self.is_successfull(debriefing):
self.departure_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(-self.STRENGTH_INFLUENCE)
def player_attacking(self, flights: db.TaskForceDict):
assert CAS in flights and len(flights) == 1, "Invalid flights"
self.targets = {
random.choice(db.find_unittype(CargoTransportation, self.defender_name)): self._targets_count(),
}
op = NavalInterceptionOperation(
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(location=self.location,
strikegroup=flights[CAS],
interceptors={},
targets=self.targets)
self.operation = op
def player_defending(self, flights: db.TaskForceDict):
assert CAP in flights and len(flights) == 1, "Invalid flights"
self.targets = {
random.choice(db.find_unittype(CargoTransportation, self.defender_name)): self._targets_count(),
}
op = NavalInterceptionOperation(
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
)
strikegroup = self.departure_cp.base.scramble_cas(self.game.settings.multiplier)
op.setup(strikegroup=assigned_units_from(strikegroup),
interceptors=flights[CAP],
targets=self.targets)
self.operation = op

View File

@@ -1,74 +0,0 @@
from game.operation.strike import StrikeOperation
from .event import *
class StrikeEvent(Event):
STRENGTH_INFLUENCE = 0.0
SINGLE_OBJECT_STRENGTH_INFLUENCE = 0.05
def __str__(self):
return "Strike / SEAD"
def is_successfull(self, debriefing: Debriefing):
return True
@property
def threat_description(self):
return "{} aircraft + AA".format(self.to_cp.base.scramble_count(self.game.settings.multiplier, CAP))
@property
def tasks(self):
if self.is_player_attacking:
return [CAP, CAS, SEAD]
else:
return [CAP]
@property
def ai_banned_tasks(self):
return [CAS]
@property
def player_banned_tasks(self):
return [SEAD]
@property
def global_cp_available(self) -> bool:
return True
def flight_name(self, for_task: typing.Type[Task]) -> str:
if for_task == CAP:
if self.is_player_attacking:
return "Escort flight"
else:
return "CAP flight"
elif for_task == SEAD:
return "SEAD flight"
elif for_task == CAS:
return "Strike flight"
def commit(self, debriefing: Debriefing):
super(StrikeEvent, self).commit(debriefing)
#self.to_cp.base.affect_strength(-self.SINGLE_OBJECT_STRENGTH_INFLUENCE * len(debriefing.destroyed_objects))
pass
def player_attacking(self, flights: db.TaskForceDict):
assert CAP in flights and CAS in flights and SEAD in flights and len(flights) == 3, "Invalid flights"
op = StrikeOperation(
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
)
interceptors = self.to_cp.base.scramble_interceptors(self.game.settings.multiplier)
op.setup(strikegroup=flights[CAS],
sead=flights[SEAD],
escort=flights[CAP],
interceptors=assigned_units_from(interceptors))
self.operation = op

View File

@@ -10,7 +10,9 @@ China_2000 = {
MiG_21Bis, # Standing as J-7
Su_30,
Su_33,
J_11A,
JF_17,
IL_76MD,
IL_78M,
@@ -26,14 +28,17 @@ China_2000 = {
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.HQ_7_Self_Propelled_LN,
Armor.MBT_T_72B, # Type 99
Armor.ZTZ_96B,
Armor.MBT_T_55,
Armor.ZBD_04A,
Armor.IFV_BMP_1,
Artillery.MLRS_9A52_Smerch,
Artillery.SPH_2S9_Nona,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Soldier_AK,
Infantry.Paratrooper_RPG_16,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,

View File

@@ -23,6 +23,7 @@ France_1995 = {
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Infantry_M4,
AirDefence.SAM_Roland_ADS,
AirDefence.SAM_Hawk_PCP,

View File

@@ -1,6 +1,6 @@
from dcs.planes import MiG_15bis, IL_76MD, IL_78M, An_26B, An_30M, Yak_40
from dcs.ships import CV_1143_5_Admiral_Kuznetsov, Bulk_cargo_ship_Yakushev, Dry_cargo_ship_Ivanov, Tanker_Elnya_160
from dcs.vehicles import AirDefence, Armor, Unarmed, Infantry
from dcs.vehicles import AirDefence, Armor, Unarmed, Infantry, Artillery
Russia_1955 = {
"country": "Russia",
@@ -16,19 +16,23 @@ Russia_1955 = {
AirDefence.AAA_ZU_23_Closed,
AirDefence.AAA_ZU_23_on_Ural_375,
Armor.ARV_BRDM_2,
Armor.ARV_MTLB_U_BOMAN,
Armor.APC_MTLB,
Armor.MBT_T_55,
Artillery.MLRS_BM_21_Grad,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Soldier_AK,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160
Tanker_Elnya_160,
# Infantry squad
Infantry.Paratrooper_AKS,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_RPG_16,
]
}

View File

@@ -1,7 +1,7 @@
from dcs.helicopters import Mi_8MT
from dcs.planes import MiG_15bis, MiG_19P, MiG_21Bis, IL_76MD, IL_78M, An_26B, An_30M, Yak_40, A_50
from dcs.ships import CV_1143_5_Admiral_Kuznetsov, Bulk_cargo_ship_Yakushev, Dry_cargo_ship_Ivanov, Tanker_Elnya_160
from dcs.vehicles import AirDefence, Armor, Unarmed, Infantry
from dcs.vehicles import AirDefence, Armor, Unarmed, Infantry, Artillery
Russia_1965 = {
"country": "Russia",
@@ -31,15 +31,21 @@ Russia_1965 = {
Armor.IFV_BMD_1,
Armor.IFV_BMP_1,
Armor.MBT_T_55,
Artillery.MLRS_BM_21_Grad,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Soldier_AK,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160
Tanker_Elnya_160,
# Infantry squad
Infantry.Paratrooper_AKS,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_RPG_16,
],
"shorad":[
AirDefence.AAA_ZU_23_Closed

View File

@@ -2,7 +2,7 @@ from dcs.helicopters import Mi_8MT, Mi_24V
from dcs.planes import MiG_21Bis, MiG_23MLD, MiG_25PD, MiG_29A, Su_17M4, Su_24M, Su_25, IL_76MD, IL_78M, An_26B, An_30M, \
Yak_40, A_50
from dcs.ships import *
from dcs.vehicles import AirDefence, Armor, Unarmed, Infantry
from dcs.vehicles import AirDefence, Armor, Unarmed, Infantry, Artillery
Russia_1975 = {
"country": "Russia",
@@ -39,14 +39,22 @@ Russia_1975 = {
Armor.IFV_BMP_1,
Armor.MBT_T_55,
Artillery.SPH_2S9_Nona,
Artillery.SPH_2S1_Gvozdika,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Soldier_AK,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160
Tanker_Elnya_160,
# Infantry squad
Infantry.Paratrooper_AKS,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_RPG_16,
],
"shorad": [
AirDefence.AAA_ZU_23_Emplacement,

View File

@@ -16,7 +16,6 @@ Russia_1990 = {
Su_27,
Su_24M,
Su_24MR,
Su_25,
IL_76MD,
@@ -39,15 +38,21 @@ Russia_1990 = {
Armor.IFV_BMD_1,
Armor.IFV_BMP_1,
Armor.MBT_T_55,
Artillery.MLRS_9K57_Uragan_BM_27,
Artillery.SPH_2S19_Msta,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Soldier_AK,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160
Tanker_Elnya_160,
# Infantry squad
Infantry.Paratrooper_AKS,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_RPG_16,
],
"shorad":[
AirDefence.SAM_SA_9_Strela_1_9P31,

View File

@@ -16,7 +16,7 @@ Russia_2010 = {
Su_25T,
Su_34,
Su_24MR,
Su_24M,
L_39ZA,
IL_76MD,
@@ -38,13 +38,21 @@ Russia_2010 = {
Armor.MBT_T_80U,
Armor.MBT_T_72B,
Artillery.MLRS_9K57_Uragan_BM_27,
Artillery.SPH_2S19_Msta,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Soldier_AK,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160,
# Infantry squad
Infantry.Paratrooper_AKS,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_RPG_16,
],
"shorad":[
AirDefence.SAM_SA_19_Tunguska_2S6,

View File

@@ -15,6 +15,8 @@ USA_1944 = {
Armor.MT_M4A4_Sherman_Firefly,
Armor.M30_Cargo_Carrier,
Armor.APC_M2A1,
Armor.CT_Cromwell_IV,
Artillery.M12_GMC,
Infantry.Infantry_M1_Garand,

View File

@@ -22,6 +22,7 @@ USA_1960 = {
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.AAA_Vulcan_M163,

View File

@@ -24,6 +24,7 @@ USA_1965 = {
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Chaparral_M48,
AirDefence.SAM_Hawk_PCP,

View File

@@ -31,6 +31,7 @@ USA_1990 = {
Armor.ATGM_M1134_Stryker,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,

View File

@@ -11,6 +11,7 @@ USA_2005 = {
F_14B,
FA_18C_hornet,
F_16C_50,
JF_17,
A_10C,
AV8BNA,
@@ -32,8 +33,12 @@ USA_2005 = {
Armor.APC_M1043_HMMWV_Armament,
Armor.ATGM_M1045_HMMWV_TOW,
Artillery.MLRS_M270,
Artillery.SPH_M109_Paladin,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Patriot_EPP_III,

View File

@@ -9,6 +9,7 @@ from dcs.vehicles import *
from game.game_stats import GameStats
from gen.conflictgen import Conflict
from gen.flights.ai_flight_planner import FlightPlanner
from gen.ground_forces.ai_ground_planner import GroundPlanner
from userdata.debriefing import Debriefing
from theater import *
@@ -38,39 +39,6 @@ PLAYER_INTERCEPT_GLOBAL_PROBABILITY_BASE = 30
PLAYER_INTERCEPT_GLOBAL_PROBABILITY_LOG = 2
PLAYER_BASEATTACK_THRESHOLD = 0.4
"""
Various events probabilities. First key is player probabilty, second is enemy probability.
For the enemy events, only 1 event of each type could be generated for a turn.
Events:
* BaseAttackEvent - capture base
* InterceptEvent - air intercept
* FrontlineAttackEvent - frontline attack
* NavalInterceptEvent - naval intercept
* StrikeEvent - strike event
* InfantryTransportEvent - helicopter infantry transport
"""
EVENT_PROBABILITIES = {
# events always present; only for the player
FrontlineAttackEvent: [100, 9],
#FrontlinePatrolEvent: [100, 0],
StrikeEvent: [100, 0],
# events randomly present; only for the player
#InfantryTransportEvent: [25, 0],
ConvoyStrikeEvent: [25, 0],
# events conditionally present; for both enemy and player
BaseAttackEvent: [100, 9],
# events randomly present; for both enemy and player
InterceptEvent: [25, 9],
NavalInterceptEvent: [25, 9],
# events randomly present; only for the enemy
InsurgentAttackEvent: [0, 6],
}
# amount of strength player bases recover for the turn
PLAYER_BASE_STRENGTH_RECOVERY = 0.2
@@ -81,9 +49,11 @@ ENEMY_BASE_STRENGTH_RECOVERY = 0.05
AWACS_BUDGET_COST = 4
# Initial budget value
PLAYER_BUDGET_INITIAL = 170
PLAYER_BUDGET_INITIAL = 450
# Base post-turn bonus value
PLAYER_BUDGET_BASE = 14
PLAYER_BUDGET_BASE = 10
# Bonus multiplier logarithm base
PLAYER_BUDGET_IMPORTANCE_LOG = 2
@@ -113,6 +83,7 @@ class Game:
self.game_stats = GameStats()
self.game_stats.update(self)
self.planners = {}
self.ground_planners = {}
def _roll(self, prob, mult):
if self.settings.version == "dev":
@@ -122,88 +93,11 @@ class Game:
return random.randint(1, 100) <= prob * mult
def _generate_player_event(self, event_class, player_cp, enemy_cp):
if event_class == NavalInterceptEvent and enemy_cp.radials == LAND:
# skip naval events for non-coastal CPs
return
if event_class == BaseAttackEvent and enemy_cp.base.strength > PLAYER_BASEATTACK_THRESHOLD and self.settings.version != "dev":
# skip base attack events for CPs yet too strong
return
if event_class == StrikeEvent and not enemy_cp.ground_objects:
# skip strikes in case of no targets
return
self.events.append(event_class(self, player_cp, enemy_cp, enemy_cp.position, self.player_name, self.enemy_name))
def _generate_enemy_event(self, event_class, player_cp, enemy_cp):
if event_class in [type(x) for x in self.events if not self.is_player_attack(x)]:
# skip already generated enemy event types
return
if player_cp in self.ignored_cps:
# skip attacks against ignored CPs (for example just captured ones)
return
if enemy_cp.base.total_planes == 0:
# skip event if there's no planes on the base
return
if player_cp.is_global:
# skip carriers
return
if event_class == NavalInterceptEvent:
if player_cp.radials == LAND:
# skip naval events for non-coastal CPs
return
elif event_class == StrikeEvent:
if not player_cp.ground_objects:
# skip strikes if there's no ground objects
return
elif event_class == BaseAttackEvent:
if BaseAttackEvent in [type(x) for x in self.events]:
# skip base attack event if there's another one going on
return
if enemy_cp.base.total_armor == 0:
# skip base attack if there's no armor
return
if player_cp.base.strength > PLAYER_BASEATTACK_THRESHOLD:
# skip base attack if strength is too high
return
self.events.append(event_class(self, enemy_cp, player_cp, player_cp.position, self.enemy_name, self.player_name))
def _generate_events(self):
strikes_generated_for = set()
base_attack_generated_for = set()
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, ConvoyStrikeEvent]:
# skip events requiring frontline
if not Conflict.has_frontline_between(player_cp, enemy_cp):
continue
# don't generate multiple 100% events from each attack direction
if event_class is StrikeEvent:
if enemy_cp in strikes_generated_for:
continue
if event_class is BaseAttackEvent:
if enemy_cp in base_attack_generated_for:
continue
if player_probability == 100 or player_probability > 0 and self._roll(player_probability, player_cp.base.strength):
self._generate_player_event(event_class, player_cp, enemy_cp)
if event_class is StrikeEvent:
strikes_generated_for.add(enemy_cp)
if event_class is BaseAttackEvent:
base_attack_generated_for.add(enemy_cp)
if enemy_probability == 100 or enemy_probability > 0 and self._roll(enemy_probability, enemy_cp.base.strength):
self._generate_enemy_event(event_class, player_cp, enemy_cp)
self._generate_player_event(FrontlineAttackEvent, player_cp, enemy_cp)
def commision_unit_types(self, cp: ControlPoint, for_task: Task) -> typing.Collection[UnitType]:
importance_factor = (cp.importance - IMPORTANCE_LOW) / (IMPORTANCE_HIGH - IMPORTANCE_LOW)
@@ -214,7 +108,7 @@ class Game:
return db.choose_units(for_task, importance_factor, COMMISION_UNIT_VARIETY, self.enemy_name)
def _commision_units(self, cp: ControlPoint):
for for_task in [PinpointStrike, CAS, CAP, AirDefence]:
for for_task in [CAS, CAP, AirDefence]:
limit = COMMISION_LIMITS_FACTORS[for_task] * math.pow(cp.importance, COMMISION_LIMITS_SCALE) * self.settings.multiplier
missing_units = limit - cp.base.total_units(for_task)
if missing_units > 0:
@@ -229,11 +123,32 @@ class Game:
@property
def budget_reward_amount(self):
reward = 0
if len(self.theater.player_points()) > 0:
total_importance = sum([x.importance * x.base.strength for x in self.theater.player_points()])
return math.ceil(math.log(total_importance + 1, PLAYER_BUDGET_IMPORTANCE_LOG) * PLAYER_BUDGET_BASE * self.settings.multiplier)
reward = PLAYER_BUDGET_BASE * len(self.theater.player_points())
for cp in self.theater.player_points():
for g in cp.ground_objects:
if g.category == "power":
reward = reward + 10
elif g.category == "warehouse":
reward = reward + 8
elif g.category == "fuel":
reward = reward + 10
elif g.category == "ammo":
reward = reward + 6
elif g.category == "farp":
reward = reward + 4
elif g.category == "fob":
reward = reward + 4
elif g.category == "factory":
reward = reward + 25
elif g.category == "comms":
reward = reward + 25
elif g.category == "oil":
reward = reward + 45
return reward
else:
return 0
return reward
def _budget_player(self):
self.budget += self.budget_reward_amount
@@ -310,14 +225,21 @@ class Game:
# Update statistics
self.game_stats.update(self)
# Plan flights for next turn
# Plan flights & combat for next turn
self.planners = {}
self.ground_planners = {}
for cp in self.theater.controlpoints:
if cp.has_runway():
planner = FlightPlanner(cp, self)
planner.plan_flights()
self.planners[cp.id] = planner
if cp.has_frontline:
gplanner = GroundPlanner(cp, self)
gplanner.plan_groundwar()
self.ground_planners[cp.id] = gplanner
@property
def current_turn_daytime(self):

View File

@@ -1,70 +0,0 @@
from game.db import assigned_units_split
from gen.triggergen import *
from .operation import *
class BaseAttackOperation(Operation):
cas = None # type: db.AssignedUnitsDict
escort = None # type: db.AssignedUnitsDict
intercept = None # type: db.AssignedUnitsDict
attack = None # type: db.ArmorDict
defense = None # type: db.ArmorDict
aa = None # type: db.AirDefenseDict
trigger_radius = TRIGGER_RADIUS_SMALL
def setup(self,
cas: db.AssignedUnitsDict,
escort: db.AssignedUnitsDict,
attack: db.AssignedUnitsDict,
intercept: db.AssignedUnitsDict,
defense: db.ArmorDict,
aa: db.AirDefenseDict):
self.cas = cas
self.escort = escort
self.intercept = intercept
self.attack = attack
self.defense = defense
self.aa = aa
def prepare(self, terrain: dcs.terrain.Terrain, is_quick: bool):
super(BaseAttackOperation, self).prepare(terrain, is_quick)
self.defenders_starting_position = None
if self.game.player_name == self.defender_name:
self.attackers_starting_position = None
conflict = Conflict.capture_conflict(
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker=self.current_mission.country(self.attacker_country),
defender=self.current_mission.country(self.defender_country),
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):
self.armorgen.generate(self.attack, self.defense)
self.airgen.generate_defense(*assigned_units_split(self.intercept), at=self.defenders_starting_position)
self.airgen.generate_cas_strikegroup(*assigned_units_split(self.cas), at=self.attackers_starting_position)
self.airgen.generate_attackers_escort(*assigned_units_split(self.escort), at=self.attackers_starting_position)
self.visualgen.generate_target_smokes(self.to_cp)
self.briefinggen.title = "Base attack"
self.briefinggen.description = "The goal of an attacker is to lower defender presence by destroying their armor and aircraft. Base will be considered captured if attackers on the ground overrun the defenders. Be advised that your flight will not attack anything until you explicitly tell them so by comms menu."
if self.game.player_name == self.attacker_name:
self.briefinggen.append_waypoint("TARGET")
else:
pass
super(BaseAttackOperation, self).generate()

View File

@@ -1,51 +0,0 @@
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_name=self.attacker_name,
defender_name=self.defender_name,
attacker=self.current_mission.country(self.attacker_country),
defender=self.current_mission.country(self.defender_country),
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):
if self.is_player_attack:
self.prepare_carriers(db.unitdict_from(self.strikegroup))
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()

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@@ -1,61 +0,0 @@
from game.db import assigned_units_split
from .operation import *
MAX_DISTANCE_BETWEEN_GROUPS = 12000
class FrontlinePatrolOperation(Operation):
cas = None # type: db.AssignedUnitsDict
escort = None # type: db.AssignedUnitsDict
interceptors = None # type: db.AssignedUnitsDict
armor_attackers = None # type: db.ArmorDict
armor_defenders = None # type: db.ArmorDict
def setup(self,
cas: db.AssignedUnitsDict,
escort: db.AssignedUnitsDict,
interceptors: db.AssignedUnitsDict,
armor_attackers: db.ArmorDict,
armor_defenders: db.ArmorDict):
self.cas = cas
self.escort = escort
self.interceptors = interceptors
self.armor_attackers = armor_attackers
self.armor_defenders = armor_defenders
def prepare(self, terrain: Terrain, is_quick: bool):
super(FrontlinePatrolOperation, self).prepare(terrain, is_quick)
self.defenders_starting_position = None
conflict = Conflict.frontline_cap_conflict(
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker=self.current_mission.country(self.attacker_country),
defender=self.current_mission.country(self.defender_country),
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):
if self.is_player_attack:
self.prepare_carriers(db.unitdict_from(self.interceptors))
self.airgen.generate_defenders_cas(*assigned_units_split(self.cas), at=self.defenders_starting_position)
self.airgen.generate_defenders_escort(*assigned_units_split(self.escort), at=self.defenders_starting_position)
self.airgen.generate_migcap(*assigned_units_split(self.interceptors), at=self.attackers_starting_position)
self.armorgen.generate_vec(self.armor_attackers, self.armor_defenders)
self.briefinggen.title = "Frontline CAP"
self.briefinggen.description = "Providing CAP support for ground units attacking enemy lines. Enemy will scramble its CAS and your task is to intercept it. Operation will be considered successful if total number of friendly units will be lower than enemy by at least a factor of 0.8 (i.e. with 12 units from both sides, there should be at least 8 friendly units alive), lowering targets strength as a result."
self.briefinggen.append_waypoint("CAP AREA IP")
self.briefinggen.append_waypoint("CAP AREA EGRESS")
super(FrontlinePatrolOperation, self).generate()

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@@ -1,47 +0,0 @@
from game.db import assigned_units_split
from .operation import *
class InfantryTransportOperation(Operation):
transport = None # type: db.AssignedUnitsDict
aa = None # type: db.AirDefenseDict
def setup(self, transport: db.AssignedUnitsDict, aa: db.AirDefenseDict):
self.transport = transport
self.aa = aa
def prepare(self, terrain: Terrain, is_quick: bool):
super(InfantryTransportOperation, self).prepare(terrain, is_quick)
conflict = Conflict.transport_conflict(
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker=self.current_mission.country(self.attacker_country),
defender=self.current_mission.country(self.defender_country),
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):
self.airgen.generate_passenger_transport(*assigned_units_split(self.transport), at=self.attackers_starting_position)
self.armorgen.generate_passengers(count=6)
self.visualgen.generate_transportation_marker(self.conflict.ground_attackers_location)
self.visualgen.generate_transportation_destination(self.conflict.position)
self.briefinggen.title = "Infantry transport"
self.briefinggen.description = "Helicopter operation to transport infantry troops from the base to the front line. Lowers target strength"
self.briefinggen.append_waypoint("DROP POINT")
# TODO: horrible, horrible hack
# this will disable vehicle activation triggers,
# which aren't needed on this type of missions
self.is_quick = True
super(InfantryTransportOperation, self).generate()
self.is_quick = False

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@@ -1,40 +0,0 @@
from game.db import assigned_units_split
from .operation import *
class InsurgentAttackOperation(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(InsurgentAttackOperation, self).prepare(terrain, is_quick)
conflict = Conflict.ground_attack_conflict(
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker=self.current_mission.country(self.attacker_country),
defender=self.current_mission.country(self.defender_country),
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):
self.airgen.generate_defenders_cas(*assigned_units_split(self.strikegroup), at=self.defenders_starting_position)
self.armorgen.generate(self.target, {})
self.briefinggen.title = "Destroy insurgents"
self.briefinggen.description = "Destroy vehicles of insurgents in close proximity of the friendly base. Be advised that your flight will not attack anything until you explicitly tell them so by comms menu."
self.briefinggen.append_waypoint("TARGET")
super(InsurgentAttackOperation, self).generate()

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@@ -1,67 +0,0 @@
from game.db import assigned_units_split
from .operation import *
class InterceptOperation(Operation):
location = None # type: Point
escort = None # type: db.AssignedUnitsDict
transport = None # type: db.PlaneDict
interceptors = None # type: db.AssignedUnitsDict
airdefense = None # type: db.AirDefenseDict
trigger_radius = TRIGGER_RADIUS_LARGE
def setup(self,
location: Point,
escort: db.AssignedUnitsDict,
transport: db.PlaneDict,
airdefense: db.AirDefenseDict,
interceptors: db.AssignedUnitsDict):
self.location = location
self.escort = escort
self.transport = transport
self.airdefense = airdefense
self.interceptors = interceptors
def prepare(self, terrain: Terrain, is_quick: bool):
super(InterceptOperation, self).prepare(terrain, is_quick)
self.defenders_starting_position = None
if self.defender_name == self.game.player_name:
self.attackers_starting_position = None
conflict = Conflict.intercept_conflict(
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker=self.current_mission.country(self.attacker_country),
defender=self.current_mission.country(self.defender_country),
position=self.location,
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):
if self.is_player_attack:
self.prepare_carriers(db.unitdict_from(self.interceptors))
self.airgen.generate_transport(self.transport, self.to_cp.at)
self.airgen.generate_defenders_escort(*assigned_units_split(self.escort), at=self.defenders_starting_position)
self.airgen.generate_interception(*assigned_units_split(self.interceptors), at=self.attackers_starting_position)
self.briefinggen.title = "Air Intercept"
if self.game.player_name == self.attacker_name:
self.briefinggen.description = "Intercept enemy supply transport aircraft. Escort will also be present if there are available planes on the base. Operation will be considered successful if most of the targets are destroyed, lowering targets strength as a result"
self.briefinggen.append_waypoint("TARGET")
for unit_type, count in self.transport.items():
self.briefinggen.append_target("{} ({})".format(db.unit_type_name(unit_type), count))
else:
self.briefinggen.description = "Escort friendly supply transport aircraft. Operation will be considered failed if most of the targets are destroyed, lowering CP strength as a result"
super(InterceptOperation, self).generate()

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@@ -1,69 +0,0 @@
from game.db import assigned_units_split
from .operation import *
class NavalInterceptionOperation(Operation):
location = None # type: Point
strikegroup = None # type: db.AssignedUnitsDict
interceptors = None # type: db.AssignedUnitsDict
targets = None # type: db.ShipDict
trigger_radius = TRIGGER_RADIUS_LARGE
def setup(self,
location: Point,
strikegroup: db.AssignedUnitsDict,
interceptors: db.AssignedUnitsDict,
targets: db.ShipDict):
self.location = location
self.strikegroup = strikegroup
self.interceptors = interceptors
self.targets = targets
def prepare(self, terrain: Terrain, is_quick: bool):
super(NavalInterceptionOperation, self).prepare(terrain, is_quick)
if self.defender_name == self.game.player_name:
self.attackers_starting_position = None
conflict = Conflict.naval_intercept_conflict(
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker=self.current_mission.country(self.attacker_country),
defender=self.current_mission.country(self.defender_country),
position=self.location,
from_cp=self.from_cp,
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(self.current_mission, conflict)
def generate(self):
if self.is_player_attack:
self.prepare_carriers(db.unitdict_from(self.strikegroup))
target_groups = self.shipgen.generate_cargo(units=self.targets)
self.airgen.generate_ship_strikegroup(
*assigned_units_split(self.strikegroup),
target_groups=target_groups,
at=self.attackers_starting_position
)
if self.interceptors:
self.airgen.generate_defense(
*assigned_units_split(self.interceptors),
at=self.defenders_starting_position
)
self.briefinggen.title = "Naval Intercept"
if self.game.player_name == self.attacker_name:
self.briefinggen.description = "Destroy supply transport ships. Lowers target strength. Be advised that your flight will not attack anything until you explicitly tell them so by comms menu."
for unit_type, count in self.targets.items():
self.briefinggen.append_target("{} ({})".format(db.unit_type_name(unit_type), count))
else:
self.briefinggen.description = "Protect supply transport ships."
self.briefinggen.append_waypoint("TARGET")
super(NavalInterceptionOperation, self).generate()

View File

@@ -65,7 +65,6 @@ class Operation:
def initialize(self, mission: Mission, conflict: Conflict):
self.current_mission = mission
self.conflict = conflict
self.armorgen = ArmorConflictGenerator(mission, conflict)
self.airgen = AircraftConflictGenerator(mission, conflict, self.game.settings)
self.shipgen = ShipGenerator(mission, conflict)
self.airsupportgen = AirSupportConflictGenerator(mission, conflict, self.game)
@@ -158,10 +157,13 @@ class Operation:
self.current_mission.country(self.attacker_country),
self.current_mission.country(self.defender_country),
player_cp, enemy_cp, self.game.theater)
armorgen = ArmorConflictGenerator(self.current_mission, conflict)
armorgen.generate_vec(player_cp.base.armor, enemy_cp.base.armor)
# Generate frontline ops
player_gp = self.game.ground_planners[player_cp.id].units_per_cp[enemy_cp.id]
enemy_gp = self.game.ground_planners[enemy_cp.id].units_per_cp[player_cp.id]
groundConflictGen = GroundConflictGenerator(self.current_mission, conflict, self.game, player_gp, enemy_gp, player_cp.stances[enemy_cp.id])
groundConflictGen.generate()
#Setup combined arms parameters
# Setup combined arms parameters
self.current_mission.groundControl.pilot_can_control_vehicles = self.ca_slots > 0
if self.game.player_country in [country.name for country in self.current_mission.coalition["blue"].countries.values()]:
self.current_mission.groundControl.blue_tactical_commander = self.ca_slots

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@@ -1,96 +0,0 @@
from game.db import assigned_units_split
from .operation import *
class StrikeOperation(Operation):
strikegroup = None # type: db.AssignedUnitsDict
sead = None # type: db.AssignedUnitsDict
escort = None # type: db.AssignedUnitsDict
interceptors = None # type: db.AssignedUnitsDict
trigger_radius = TRIGGER_RADIUS_ALL_MAP
def setup(self,
strikegroup: db.AssignedUnitsDict,
sead: db.AssignedUnitsDict,
escort: db.AssignedUnitsDict,
interceptors: db.AssignedUnitsDict):
self.strikegroup = strikegroup
self.sead = sead
self.escort = escort
self.interceptors = interceptors
def prepare(self, terrain: Terrain, is_quick: bool):
super(StrikeOperation, self).prepare(terrain, is_quick)
self.defenders_starting_position = None
if self.game.player_name == self.defender_name:
self.attackers_starting_position = None
conflict = Conflict.strike_conflict(
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker=self.current_mission.country(self.attacker_country),
defender=self.current_mission.country(self.defender_country),
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):
self.prepare_carriers(db.unitdict_merge(db.unitdict_from(self.strikegroup), db.unitdict_from(self.escort)))
targets = [] # type: typing.List[typing.Tuple[str, str, Point]]
sead_targets = [] # type: typing.List[typing.Tuple[str, str, Point]]
category_counters = {} # type: typing.Dict[str, int]
processed_groups = []
for object in self.to_cp.ground_objects:
if object.group_identifier in processed_groups:
continue
processed_groups.append(object.group_identifier)
category_counters[object.category] = category_counters.get(object.category, 0) + 1
markpoint_name = "{}{}".format(object.name_abbrev, category_counters[object.category])
if object.category == "aa":
sead_targets.append((str(object), markpoint_name, object.position))
targets.append((str(object), markpoint_name, object.position))
targets.sort(key=lambda x: self.from_cp.position.distance_to_point(x[2]))
for (name, markpoint_name, _) in targets:
self.briefinggen.append_waypoint("TARGET {} (TP {})".format(str(name), markpoint_name))
planes_flights = {k: v for k, v in self.strikegroup.items() if k in plane_map.values()}
self.airgen.generate_ground_attack_strikegroup(*assigned_units_split(planes_flights),
targets=[(mp, pos) for (n, mp, pos) in targets],
at=self.attackers_starting_position,
escort=len(self.sead) == 0)
self.airgen.generate_sead_strikegroup(*assigned_units_split(self.sead),
targets=[(mp, pos) for (n, mp, pos) in sead_targets],
at=self.attackers_starting_position,
escort=len(self.sead) > 0)
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", "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_ground_attack_strikegroup(*assigned_units_split(dict),
targets=[(mp, pos) for (n, mp, pos) in targets],
at=farp,
escort=len(planes_flights) == 0)
self.airgen.generate_attackers_escort(*assigned_units_split(self.escort), at=self.attackers_starting_position)
self.airgen.generate_barcap(*assigned_units_split(self.interceptors), at=self.defenders_starting_position)
self.briefinggen.title = "Strike"
self.briefinggen.description = "Destroy infrastructure assets and military supplies in the region. Each building destroyed will lower targets strength."
super(StrikeOperation, self).generate()