from __future__ import annotations import logging from collections import defaultdict from typing import Dict, List, Optional, TYPE_CHECKING, Type from dcs.mapping import Point from dcs.task import Task from dcs.unittype import UnitType, VehicleType from game import persistency from game.debriefing import AirLosses, Debriefing from game.infos.information import Information from game.operation.operation import Operation from game.theater import ControlPoint, SupplyRoute from gen import AirTaskingOrder from gen.ground_forces.combat_stance import CombatStance from ..db import PRICES from ..transfers import RoadTransferOrder from ..unitmap import UnitMap if TYPE_CHECKING: from ..game import Game MINOR_DEFEAT_INFLUENCE = 0.1 DEFEAT_INFLUENCE = 0.3 STRONG_DEFEAT_INFLUENCE = 0.5 class Event: silent = False informational = False game = None # type: Game location = None # type: Point from_cp = None # type: ControlPoint to_cp = None # type: ControlPoint difficulty = 1 # type: int def __init__( self, game, from_cp: ControlPoint, target_cp: ControlPoint, location: Point, attacker_name: str, defender_name: str, ): self.game = game self.from_cp = from_cp self.to_cp = target_cp self.location = location self.attacker_name = attacker_name self.defender_name = defender_name @property def is_player_attacking(self) -> bool: return self.attacker_name == self.game.player_name @property def tasks(self) -> List[Type[Task]]: return [] def generate(self) -> UnitMap: Operation.prepare(self.game) unit_map = Operation.generate() Operation.current_mission.save( persistency.mission_path_for("liberation_nextturn.miz") ) return unit_map @staticmethod def _transfer_aircraft( ato: AirTaskingOrder, losses: AirLosses, for_player: bool ) -> None: for package in ato.packages: for flight in package.flights: # No need to transfer to the same location. if flight.departure == flight.arrival: continue # Don't transfer to bases that were captured. Note that if the # airfield was back-filling transfers it may overflow. We could # attempt to be smarter in the future by performing transfers in # order up a graph to prevent transfers to full airports and # send overflow off-map, but overflow is fine for now. if flight.arrival.captured != for_player: logging.info( f"Not transferring {flight} because {flight.arrival} " "was captured" ) continue transfer_count = losses.surviving_flight_members(flight) if transfer_count < 0: logging.error( f"{flight} had {flight.count} aircraft but " f"{transfer_count} losses were recorded." ) continue aircraft = flight.unit_type available = flight.departure.base.total_units_of_type(aircraft) if available < transfer_count: logging.error( f"Found killed {aircraft} from {flight.departure} but " f"that airbase has only {available} available." ) continue flight.departure.base.aircraft[aircraft] -= transfer_count if aircraft not in flight.arrival.base.aircraft: # TODO: Should use defaultdict. flight.arrival.base.aircraft[aircraft] = 0 flight.arrival.base.aircraft[aircraft] += transfer_count def complete_aircraft_transfers(self, debriefing: Debriefing) -> None: self._transfer_aircraft( self.game.blue_ato, debriefing.air_losses, for_player=True ) self._transfer_aircraft( self.game.red_ato, debriefing.air_losses, for_player=False ) @staticmethod def commit_air_losses(debriefing: Debriefing) -> None: for loss in debriefing.air_losses.losses: aircraft = loss.unit_type cp = loss.departure available = cp.base.total_units_of_type(aircraft) if available <= 0: logging.error( f"Found killed {aircraft} from {cp} but that airbase has " "none available." ) continue logging.info(f"{aircraft} destroyed from {cp}") cp.base.aircraft[aircraft] -= 1 @staticmethod def commit_front_line_losses(debriefing: Debriefing) -> None: for loss in debriefing.front_line_losses: unit_type = loss.unit_type control_point = loss.origin available = control_point.base.total_units_of_type(unit_type) if available <= 0: logging.error( f"Found killed {unit_type} from {control_point} but that " "airbase has none available." ) continue logging.info(f"{unit_type} destroyed from {control_point}") control_point.base.armor[unit_type] -= 1 @staticmethod def commit_convoy_losses(debriefing: Debriefing) -> None: for loss in debriefing.convoy_losses: unit_type = loss.unit_type transfer = loss.transfer available = loss.transfer.units.get(unit_type, 0) convoy_name = f"convoy from {transfer.position} to {transfer.destination}" if available <= 0: logging.error( f"Found killed {unit_type} in {convoy_name} but that convoy has " "none available." ) continue logging.info(f"{unit_type} destroyed in {convoy_name}") transfer.units[unit_type] -= 1 @staticmethod def commit_ground_object_losses(debriefing: Debriefing) -> None: for loss in debriefing.ground_object_losses: # TODO: This should be stored in the TGO, not in the pydcs Group. if not hasattr(loss.group, "units_losts"): loss.group.units_losts = [] loss.group.units.remove(loss.unit) loss.group.units_losts.append(loss.unit) def commit_building_losses(self, debriefing: Debriefing) -> None: for loss in debriefing.building_losses: loss.ground_object.kill() self.game.informations.append( Information( "Building destroyed", f"{loss.ground_object.dcs_identifier} has been destroyed at " f"location {loss.ground_object.obj_name}", self.game.turn, ) ) @staticmethod def commit_damaged_runways(debriefing: Debriefing) -> None: for damaged_runway in debriefing.damaged_runways: damaged_runway.damage_runway() def commit(self, debriefing: Debriefing): logging.info("Committing mission results") self.commit_air_losses(debriefing) self.commit_front_line_losses(debriefing) self.commit_convoy_losses(debriefing) self.commit_ground_object_losses(debriefing) self.commit_building_losses(debriefing) self.commit_damaged_runways(debriefing) # ------------------------------ # Captured bases # if self.game.player_country in db.BLUEFOR_FACTIONS: coalition = 2 # Value in DCS mission event for BLUE # else: # coalition = 1 # Value in DCS mission event for RED for captured in debriefing.base_capture_events: try: id = int(captured.split("||")[0]) new_owner_coalition = int(captured.split("||")[1]) captured_cps = [] for cp in self.game.theater.controlpoints: if cp.id == id: if cp.captured and new_owner_coalition != coalition: for_player = False info = Information( cp.name + " lost !", "The ennemy took control of " + cp.name + "\nShame on us !", self.game.turn, ) self.game.informations.append(info) captured_cps.append(cp) elif not (cp.captured) and new_owner_coalition == coalition: for_player = True info = Information( cp.name + " captured !", "We took control of " + cp.name + "! Great job !", self.game.turn, ) self.game.informations.append(info) captured_cps.append(cp) else: continue cp.capture(self.game, for_player) for cp in captured_cps: logging.info("Will run redeploy for " + cp.name) self.redeploy_units(cp) except Exception: logging.exception(f"Could not process base capture {captured}") self.complete_aircraft_transfers(debriefing) # Destroyed units carcass # ------------------------- for destroyed_unit in debriefing.state_data.destroyed_statics: self.game.add_destroyed_units(destroyed_unit) # ----------------------------------- # Compute damage to bases for cp in self.game.theater.player_points(): enemy_cps = [e for e in cp.connected_points if not e.captured] for enemy_cp in enemy_cps: print( "Compute frontline progression for : " + cp.name + " to " + enemy_cp.name ) delta = 0.0 player_won = True ally_casualties = debriefing.casualty_count(cp) enemy_casualties = debriefing.casualty_count(enemy_cp) ally_units_alive = cp.base.total_armor enemy_units_alive = enemy_cp.base.total_armor print(ally_units_alive) print(enemy_units_alive) print(ally_casualties) print(enemy_casualties) ratio = (1.0 + enemy_casualties) / (1.0 + ally_casualties) player_aggresive = cp.stances[enemy_cp.id] in [ CombatStance.AGGRESSIVE, CombatStance.ELIMINATION, CombatStance.BREAKTHROUGH, ] if ally_units_alive == 0: player_won = False delta = STRONG_DEFEAT_INFLUENCE elif enemy_units_alive == 0: player_won = True delta = STRONG_DEFEAT_INFLUENCE elif cp.stances[enemy_cp.id] == CombatStance.RETREAT: player_won = False delta = STRONG_DEFEAT_INFLUENCE else: if enemy_casualties > ally_casualties: player_won = True if cp.stances[enemy_cp.id] == CombatStance.BREAKTHROUGH: delta = STRONG_DEFEAT_INFLUENCE else: if ratio > 3: delta = STRONG_DEFEAT_INFLUENCE elif ratio < 1.5: delta = MINOR_DEFEAT_INFLUENCE else: delta = DEFEAT_INFLUENCE elif ally_casualties > enemy_casualties: if ( ally_units_alive > 2 * enemy_units_alive and player_aggresive ): # Even with casualties if the enemy is overwhelmed, they are going to lose ground player_won = True delta = MINOR_DEFEAT_INFLUENCE elif ( ally_units_alive > 3 * enemy_units_alive and player_aggresive ): player_won = True delta = STRONG_DEFEAT_INFLUENCE else: # But is the enemy is not outnumbered, we lose player_won = False if cp.stances[enemy_cp.id] == CombatStance.BREAKTHROUGH: delta = STRONG_DEFEAT_INFLUENCE else: delta = STRONG_DEFEAT_INFLUENCE # No progress with defensive strategies if player_won and cp.stances[enemy_cp.id] in [ CombatStance.DEFENSIVE, CombatStance.AMBUSH, ]: print("Defensive stance, progress is limited") delta = MINOR_DEFEAT_INFLUENCE if player_won: print(cp.name + " won ! factor > " + str(delta)) cp.base.affect_strength(delta) enemy_cp.base.affect_strength(-delta) info = Information( "Frontline Report", "Our ground forces from " + cp.name + " are making progress toward " + enemy_cp.name, self.game.turn, ) self.game.informations.append(info) else: print(cp.name + " lost ! factor > " + str(delta)) enemy_cp.base.affect_strength(delta) cp.base.affect_strength(-delta) info = Information( "Frontline Report", "Our ground forces from " + cp.name + " are losing ground against the enemy forces from " + enemy_cp.name, self.game.turn, ) self.game.informations.append(info) def redeploy_units(self, cp: ControlPoint) -> None: """ " Auto redeploy units to newly captured base """ ally_connected_cps = [ ocp for ocp in cp.connected_points if cp.captured == ocp.captured ] enemy_connected_cps = [ ocp for ocp in cp.connected_points if cp.captured != ocp.captured ] # If the newly captured cp does not have enemy connected cp, # then it is not necessary to redeploy frontline units there. if len(enemy_connected_cps) == 0: return # From each ally cp, send reinforcements for ally_cp in ally_connected_cps: self.redeploy_between(cp, ally_cp) def redeploy_between(self, destination: ControlPoint, source: ControlPoint) -> None: total_units_redeployed = 0 moved_units = {} if source.has_active_frontline or not destination.captured: # If there are still active front lines to defend at the # transferring CP we should not transfer all units. # # Opfor also does not transfer all of their units. # TODO: Balance the CPs rather than moving half from everywhere. move_factor = 0.5 else: # Otherwise we can move everything. move_factor = 1 for frontline_unit, count in source.base.armor.items(): moved_units[frontline_unit] = int(count * move_factor) total_units_redeployed = total_units_redeployed + int(count * move_factor) destination.base.commision_units(moved_units) source.base.commit_losses(moved_units) # Also transfer pending deliveries. for unit_type, count in source.pending_unit_deliveries.units.items(): if not issubclass(unit_type, VehicleType): continue if count <= 0: # Don't transfer *sales*... continue move_count = int(count * move_factor) source.pending_unit_deliveries.sell({unit_type: move_count}) destination.pending_unit_deliveries.order({unit_type: move_count}) total_units_redeployed += move_count if total_units_redeployed > 0: text = ( f"{total_units_redeployed} units have been redeployed from " f"{source.name} to {destination.name}" ) info = Information("Units redeployed", text, self.game.turn) self.game.informations.append(info) logging.info(text) class UnitsDeliveryEvent: def __init__(self, destination: ControlPoint) -> None: self.destination = destination # Maps unit type to order quantity. self.units: Dict[Type[UnitType], int] = defaultdict(int) def __str__(self) -> str: return f"Pending delivery to {self.destination}" def order(self, units: Dict[Type[UnitType], int]) -> None: for k, v in units.items(): self.units[k] += v def sell(self, units: Dict[Type[UnitType], int]) -> None: for k, v in units.items(): self.units[k] -= v def refund_all(self, game: Game) -> None: self.refund(game, self.units) self.units = defaultdict(int) def refund(self, game: Game, units: Dict[Type[UnitType], int]) -> None: for unit_type, count in units.items(): try: price = PRICES[unit_type] except KeyError: logging.error(f"Could not refund {unit_type.id}, price unknown") continue logging.info(f"Refunding {count} {unit_type.id} at {self.destination.name}") game.adjust_budget(price * count, player=self.destination.captured) def pending_orders(self, unit_type: Type[UnitType]) -> int: pending_units = self.units.get(unit_type) if pending_units is None: pending_units = 0 return pending_units def available_next_turn(self, unit_type: Type[UnitType]) -> int: current_units = self.destination.base.total_units_of_type(unit_type) return self.pending_orders(unit_type) + current_units def process(self, game: Game) -> None: ground_unit_source = self.find_ground_unit_source(game) bought_units: Dict[Type[UnitType], int] = {} units_needing_transfer: Dict[Type[VehicleType], int] = {} sold_units: Dict[Type[UnitType], int] = {} for unit_type, count in self.units.items(): coalition = "Ally" if self.destination.captured else "Enemy" name = unit_type.id if ( issubclass(unit_type, VehicleType) and self.destination != ground_unit_source ): source = ground_unit_source d = units_needing_transfer ground = True else: source = self.destination d = bought_units ground = False if count >= 0: # The destination dict will be set appropriately even if we have no # source, and we'll refund later, buto nly emit the message when we're # actually completing the purchase. d[unit_type] = count if ground or ground_unit_source is not None: game.message( f"{coalition} reinforcements: {name} x {count} at {source}" ) else: sold_units[unit_type] = -count game.message(f"{coalition} sold: {name} x {-count} at {source}") self.units = defaultdict(int) self.destination.base.commision_units(bought_units) self.destination.base.commit_losses(sold_units) if ground_unit_source is None: game.message( f"{self.destination.name} lost its source for ground unit " "reinforcements. Refunding purchase price." ) self.refund(game, units_needing_transfer) return if units_needing_transfer: ground_unit_source.base.commision_units(units_needing_transfer) game.transfers.new_transfer( RoadTransferOrder( ground_unit_source, self.destination, self.destination.captured, units_needing_transfer, ) ) def find_ground_unit_source(self, game: Game) -> Optional[ControlPoint]: # This is running *after* the turn counter has been incremented, so this is the # reaction to turn 0. On turn zero we allow units to be recruited anywhere for # delivery on turn 1 so that turn 1 always starts with units on the front line. if game.turn == 1: return self.destination # Fast path if the destination is a valid source. if self.destination.can_recruit_ground_units(game): return self.destination supply_route = SupplyRoute.for_control_point(self.destination) if supply_route is None: return None sources = [] for control_point in supply_route: if control_point.can_recruit_ground_units(game): sources.append(control_point) if not sources: return None # Fast path to skip the distance calculation if we have only one option. if len(sources) == 1: return sources[0] closest = sources[0] distance = len(supply_route.shortest_path_between(self.destination, closest)) for source in sources: new_distance = len( supply_route.shortest_path_between(self.destination, source) ) if new_distance < distance: closest = source distance = new_distance return closest