dcs-retribution/theater/start_generator.py
2018-07-04 01:33:52 +03:00

40 lines
1.4 KiB
Python

import math
from theater.base import *
from theater.conflicttheater import *
UNIT_VARIETY = 3
UNIT_AMOUNT_FACTOR = 16
UNIT_COUNT_IMPORTANCE_LOG = 1.3
COUNT_BY_TASK = {
PinpointStrike: 12,
CAP: 8,
CAS: 4,
AirDefence: 1,
}
def generate_initial(theater: ConflictTheater, enemy: str, sams: bool, multiplier: float):
for cp in theater.enemy_points():
if cp.captured:
continue
for task in [PinpointStrike, CAP, CAS, AirDefence]:
assert cp.importance <= IMPORTANCE_HIGH, "invalid importance {}".format(cp.importance)
assert cp.importance >= IMPORTANCE_LOW, "invalid importance {}".format(cp.importance)
importance_factor = (cp.importance - IMPORTANCE_LOW) / (IMPORTANCE_HIGH - IMPORTANCE_LOW)
variety = int(UNIT_VARIETY)
unittypes = db.choose_units(task, importance_factor, variety, enemy)
if not sams:
unittypes = [x for x in unittypes if x not in db.SAM_BAN]
count_log = math.log(cp.importance + 0.01, UNIT_COUNT_IMPORTANCE_LOG)
count = max(COUNT_BY_TASK[task] * multiplier * (1+count_log), 1)
count_per_type = max(int(float(count) / len(unittypes)), 1)
for unit_type in unittypes:
print("{} - {} {}".format(cp.name, db.unit_type_name(unit_type), count_per_type))
cp.base.commision_units({unit_type: count_per_type})