import typing import logging from dcs.action import Coalition from dcs.unittype import UnitType from dcs.task import * from dcs.vehicles import AirDefence from dcs.unittype import UnitType from game import * from game.infos.information import Information from theater import * from gen.environmentgen import EnvironmentSettings from gen.conflictgen import Conflict from game.db import assigned_units_from, unitdict_from from theater.start_generator import generate_airbase_defense_group from userdata.debriefing import Debriefing from userdata import persistency import game.db as db DIFFICULTY_LOG_BASE = 1.1 EVENT_DEPARTURE_MAX_DISTANCE = 340000 MINOR_DEFEAT_INFLUENCE = 0.1 DEFEAT_INFLUENCE = 0.3 STRONG_DEFEAT_INFLUENCE = 0.5 class Event: silent = False informational = False is_awacs_enabled = False ca_slots = 0 game = None # type: Game location = None # type: Point from_cp = None # type: ControlPoint departure_cp = None # type: ControlPoint to_cp = None # type: ControlPoint operation = None # type: Operation difficulty = 1 # type: int environment_settings = None # type: EnvironmentSettings BONUS_BASE = 5 def __init__(self, game, from_cp: ControlPoint, target_cp: ControlPoint, location: Point, attacker_name: str, defender_name: str): self.game = game self.departure_cp = None 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 enemy_cp(self) -> ControlPoint: if self.attacker_name == self.game.player_name: return self.to_cp else: return self.departure_cp @property def threat_description(self) -> str: return "" def flight_name(self, for_task: typing.Type[typing.Type[Task]]) -> str: return "Flight" @property def tasks(self) -> typing.Collection[typing.Type[Task]]: return [] @property def ai_banned_tasks(self) -> typing.Collection[typing.Type[Task]]: return [] @property def player_banned_tasks(self) -> typing.Collection[typing.Type[Task]]: return [] @property def global_cp_available(self) -> bool: return False def is_departure_available_from(self, cp: ControlPoint) -> bool: if not cp.captured: return False if self.location.distance_to_point(cp.position) > EVENT_DEPARTURE_MAX_DISTANCE: return False if cp.is_global and not self.global_cp_available: return False return True def bonus(self) -> int: return int(math.log(self.to_cp.importance + 1, DIFFICULTY_LOG_BASE) * self.BONUS_BASE) def is_successfull(self, debriefing: Debriefing) -> bool: return self.operation.is_successfull(debriefing) def player_attacking(self, cp: ControlPoint, flights: db.TaskForceDict): if self.is_player_attacking: self.departure_cp = cp else: self.to_cp = cp def player_defending(self, cp: ControlPoint, flights: db.TaskForceDict): if self.is_player_attacking: self.departure_cp = cp else: self.to_cp = cp def generate(self): self.operation.is_awacs_enabled = self.is_awacs_enabled self.operation.ca_slots = self.ca_slots self.operation.prepare(self.game.theater.terrain, is_quick=False) self.operation.generate() self.operation.current_mission.save(persistency.mission_path_for("liberation_nextturn.miz")) self.environment_settings = self.operation.environment_settings def commit(self, debriefing: Debriefing): logging.info("Commiting mission results") # ------------------------------ # Destroyed aircrafts cp_map = {cp.id: cp for cp in self.game.theater.controlpoints} for destroyed_aircraft in debriefing.killed_aircrafts: try: cpid = int(destroyed_aircraft.split("|")[3]) type = db.unit_type_from_name(destroyed_aircraft.split("|")[4]) if cpid in cp_map.keys(): cp = cp_map[cpid] if type in cp.base.aircraft.keys(): logging.info("Aircraft destroyed : " + str(type)) cp.base.aircraft[type] = max(0, cp.base.aircraft[type]-1) except Exception as e: print(e) # ------------------------------ # Destroyed ground units killed_unit_count_by_cp = {cp.id: 0 for cp in self.game.theater.controlpoints} cp_map = {cp.id: cp for cp in self.game.theater.controlpoints} for killed_ground_unit in debriefing.killed_ground_units: try: cpid = int(killed_ground_unit.split("|")[3]) type = db.unit_type_from_name(killed_ground_unit.split("|")[4]) if cpid in cp_map.keys(): killed_unit_count_by_cp[cpid] = killed_unit_count_by_cp[cpid] + 1 cp = cp_map[cpid] if type in cp.base.armor.keys(): logging.info("Ground unit destroyed : " + str(type)) cp.base.armor[type] = max(0, cp.base.armor[type] - 1) except Exception as e: print(e) # ------------------------------ # Static ground objects for destroyed_ground_unit_name in debriefing.killed_ground_units: for cp in self.game.theater.controlpoints: if not cp.ground_objects: continue # -- Static ground objects for i, ground_object in enumerate(cp.ground_objects): if ground_object.is_dead: continue if ground_object.matches_string_identifier(destroyed_ground_unit_name): logging.info("cp {} killing ground object {}".format(cp, ground_object.string_identifier)) cp.ground_objects[i].is_dead = True info = Information("Building destroyed", ground_object.dcs_identifier + " has been destroyed at location " + ground_object.obj_name, self.game.turn) self.game.informations.append(info) # -- AA Site groups destroyed_units = 0 info = Information("Units destroyed at " + ground_object.obj_name, "", self.game.turn) for i, ground_object in enumerate(cp.ground_objects): if ground_object.dcs_identifier in ["AA", "CARRIER", "LHA"]: for g in ground_object.groups: for u in g.units: if u.name == destroyed_ground_unit_name: g.units.remove(u) destroyed_units = destroyed_units + 1 info.text = u.type ucount = sum([len(g.units) for g in ground_object.groups]) if ucount == 0: ground_object.is_dead = True if destroyed_units > 0: self.game.informations.append(info) # ------------------------------ # 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: cp.captured = False info = Information(cp.name + " lost !", "The ennemy took control of " + cp.name + "\nShame on us !", self.game.turn) self.game.informations.append(info) pname = self.game.enemy_name captured_cps.append(cp) elif not(cp.captured) and new_owner_coalition == coalition: cp.captured = True info = Information(cp.name + " captured !", "We took control of " + cp.name + "! Great job !", self.game.turn) self.game.informations.append(info) pname = self.game.player_name captured_cps.append(cp) else: continue cp.base.aircraft = {} cp.base.armor = {} airbase_def_id = 0 for g in cp.ground_objects: g.groups = [] if g.airbase_group and pname != "": generate_airbase_defense_group(airbase_def_id, g, pname, self.game, cp) airbase_def_id = airbase_def_id + 1 for cp in captured_cps: logging.info("Will run redeploy for " + cp.name) self.redeploy_units(cp) except Exception as e: print(e) # Destroyed units carcass # ------------------------- for destroyed_unit in debriefing.destroyed_units: 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 player_won = True ally_casualties = killed_unit_count_by_cp[cp.id] enemy_casualties = killed_unit_count_by_cp[enemy_cp.id] 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.AGGRESIVE, 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 skip(self): pass def redeploy_units(self, cp): """" 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 else: # From each ally cp, send reinforcements for ally_cp in ally_connected_cps: total_units_redeployed = 0 own_enemy_cp = [ocp for ocp in ally_cp.connected_points if ally_cp.captured != ocp.captured] moved_units = {} # If the connected base, does not have any more enemy cp connected. # Or if it is not the opponent redeploying forces there (enemy AI will never redeploy all their forces at once) if len(own_enemy_cp) > 0 or not cp.captured: for frontline_unit, count in ally_cp.base.armor.items(): moved_units[frontline_unit] = int(count/2) total_units_redeployed = total_units_redeployed + int(count/2) else: # So if the old base, does not have any more enemy cp connected, or if it is an enemy base for frontline_unit, count in ally_cp.base.armor.items(): moved_units[frontline_unit] = count total_units_redeployed = total_units_redeployed + count cp.base.commision_units(moved_units) ally_cp.base.commit_losses(moved_units) if total_units_redeployed > 0: info = Information("Units redeployed", "", self.game.turn) info.text = str(total_units_redeployed) + " units have been redeployed from " + ally_cp.name + " to " + cp.name self.game.informations.append(info) logging.info(info.text) class UnitsDeliveryEvent(Event): informational = True units = None # type: typing.Dict[UnitType, int] def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game): super(UnitsDeliveryEvent, self).__init__(game=game, location=to_cp.position, from_cp=from_cp, target_cp=to_cp, attacker_name=attacker_name, defender_name=defender_name) self.units = {} def __str__(self): return "Pending delivery to {}".format(self.to_cp) def deliver(self, units: typing.Dict[UnitType, int]): for k, v in units.items(): self.units[k] = self.units.get(k, 0) + v def skip(self): for k, v in self.units.items(): info = Information("Ally Reinforcement", str(k.id) + " x " + str(v) + " at " + self.to_cp.name, self.game.turn) self.game.informations.append(info) self.to_cp.base.commision_units(self.units)