from __future__ import annotations import logging import math from typing import Dict, List, TYPE_CHECKING, Type from dcs.mapping import Point from dcs.task import Task from dcs.unittype import UnitType 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 from gen import AirTaskingOrder from gen.ground_forces.combat_stance import CombatStance from ..unitmap import UnitMap if TYPE_CHECKING: from ..game import Game 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 game = None # type: Game location = None # type: Point from_cp = None # type: ControlPoint to_cp = None # type: ControlPoint difficulty = 1 # type: int 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.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 bonus(self) -> int: return int(math.log(self.to_cp.importance + 1, DIFFICULTY_LOG_BASE) * self.BONUS_BASE) 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_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) if not loss.ground_object.alive_unit_count: loss.ground_object.is_dead = True def commit_building_losses(self, debriefing: Debriefing) -> None: for loss in debriefing.building_losses: loss.ground_object.is_dead = True 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_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 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 def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game: Game) -> None: 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: Dict[Type[UnitType], int] = {} def __str__(self) -> str: return "Pending delivery to {}".format(self.to_cp) def deliver(self, units: Dict[Type[UnitType], int]) -> None: for k, v in units.items(): self.units[k] = self.units.get(k, 0) + v def skip(self) -> None: for k, v in self.units.items(): if self.to_cp.captured: name = "Ally " else: name = "Enemy " self.game.message( f"{name} reinforcements: {k.id} x {v} at {self.to_cp.name}") self.to_cp.base.commision_units(self.units)