import math import random from dcs.task import * from game import db from game.operation.capture import CaptureOperation from userdata.debriefing import Debriefing from .event import Event class CaptureEvent(Event): silent = True BONUS_BASE = 10 STRENGTH_RECOVERY = 0.35 def __str__(self): return "Attack from {} to {}".format(self.from_cp, self.to_cp) def bonus(self): return @property def threat_description(self): descr = "{} aircraft + CAS, {} vehicles".format( self.enemy_cp.base.scramble_count(self.game.settings.multiplier), self.enemy_cp.base.assemble_count() ) if self.is_player_attacking: descr += ", {} AA".format(self.enemy_cp.base.assemble_aa_count()) return descr def is_successfull(self, debriefing: Debriefing): alive_attackers = sum([v for k, v in debriefing.alive_units[self.attacker_name].items() if db.unit_task(k) == PinpointStrike]) alive_defenders = sum([v for k, v in debriefing.alive_units[self.defender_name].items() if db.unit_task(k) == PinpointStrike]) attackers_success = alive_attackers >= alive_defenders if self.from_cp.captured: return attackers_success else: return not attackers_success def commit(self, debriefing: Debriefing): super(CaptureEvent, self).commit(debriefing) if self.is_successfull(debriefing): if self.from_cp.captured: self.to_cp.captured = True self.to_cp.base.filter_units(db.UNIT_BY_COUNTRY[self.attacker_name]) self.to_cp.base.affect_strength(+self.STRENGTH_RECOVERY) else: if not self.from_cp.captured: self.to_cp.captured = False self.to_cp.base.affect_strength(+self.STRENGTH_RECOVERY) def skip(self): if self.to_cp.captured: self.to_cp.captured = False def player_defending(self, interceptors: db.PlaneDict, clients: db.PlaneDict): cas = self.from_cp.base.scramble_cas(self.game.settings.multiplier) escort = self.from_cp.base.scramble_sweep(self.game.settings.multiplier) attackers = self.from_cp.base.armor op = CaptureOperation(game=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) op.setup(cas=cas, escort=escort, attack=attackers, intercept=interceptors, defense=self.to_cp.base.armor, aa=self.to_cp.base.aa) self.operation = op def player_attacking(self, cas: db.PlaneDict, escort: db.PlaneDict, armor: db.ArmorDict, clients: db.PlaneDict): op = CaptureOperation(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) defenders = self.to_cp.base.scramble_sweep(self.game.settings.multiplier) defenders.update(self.to_cp.base.scramble_cas(self.game.settings.multiplier)) op.setup(cas=cas, escort=escort, attack=armor, intercept=defenders, defense=self.to_cp.base.armor, aa=self.to_cp.base.assemble_aa()) self.operation = op