import math import random from dcs.task import * from dcs.vehicles import AirDefence from game import * from game.event import * from game.operation.groundintercept import GroundInterceptOperation from userdata.debriefing import Debriefing class GroundInterceptEvent(Event): TARGET_AMOUNT_FACTOR = 2 TARGET_VARIETY = 2 STRENGTH_INFLUENCE = 0.3 SUCCESS_TARGETS_HIT_PERCENTAGE = 0.5 targets = None # type: db.ArmorDict @property def threat_description(self): if not self.game.is_player_attack(self): return "{} aicraft".format(self.from_cp.base.scramble_count(self.game.settings.multiplier, CAS)) else: return super(GroundInterceptEvent, self).threat_description def __str__(self): return "Frontline CAS from {} at {}".format(self.from_cp, self.to_cp) def is_successfull(self, debriefing: Debriefing): total_targets = sum(self.targets.values()) destroyed_targets = 0 for unit, count in debriefing.destroyed_units[self.defender_name].items(): if unit in self.targets: destroyed_targets += count if self.from_cp.captured: return float(destroyed_targets) / total_targets >= self.SUCCESS_TARGETS_HIT_PERCENTAGE else: return float(destroyed_targets) / total_targets < self.SUCCESS_TARGETS_HIT_PERCENTAGE def commit(self, debriefing: Debriefing): super(GroundInterceptEvent, 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): if self.to_cp.captured: self.to_cp.base.affect_strength(-0.1) def player_attacking(self, strikegroup: db.PlaneDict, clients: db.PlaneDict): suitable_unittypes = db.find_unittype(PinpointStrike, self.defender_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} defense_aa_unit = random.choice(self.game.commision_unit_types(self.to_cp, AirDefence)) self.targets[defense_aa_unit] = 1 op = GroundInterceptOperation(game=self.game, attacker_name=self.attacker_name, defender_name=self.defender_name, attacker_clients=clients, defender_clients={}, from_cp=self.from_cp, to_cp=self.to_cp) op.setup(target=self.targets, strikegroup=strikegroup, interceptors={}) self.operation = op def player_defending(self, interceptors: db.PlaneDict, clients: db.PlaneDict): suitable_unittypes = db.find_unittype(PinpointStrike, self.defender_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 = GroundInterceptOperation( self.game, attacker_name=self.attacker_name, defender_name=self.defender_name, attacker_clients={}, defender_clients=clients, from_cp=self.from_cp, to_cp=self.to_cp ) strikegroup = self.from_cp.base.scramble_cas(self.game.settings.multiplier) op.setup(target=self.targets, strikegroup=strikegroup, interceptors=interceptors) self.operation = op