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https://github.com/dcs-retribution/dcs-retribution.git
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These had no effect but were being counted on the waiting for mission results page. Cleaned up the implementation a bunch while I was here. Fixes https://github.com/Khopa/dcs_liberation/issues/1037
440 lines
17 KiB
Python
440 lines
17 KiB
Python
from __future__ import annotations
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import logging
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from typing import List, TYPE_CHECKING, Type
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from dcs.mapping import Point
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from dcs.task import Task
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from dcs.unittype import VehicleType
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from game import persistency
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from game.debriefing import AirLosses, Debriefing
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from game.infos.information import Information
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from game.operation.operation import Operation
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from game.theater import ControlPoint
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from gen import AirTaskingOrder
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from gen.ground_forces.combat_stance import CombatStance
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from ..unitmap import UnitMap
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if TYPE_CHECKING:
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from ..game import Game
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MINOR_DEFEAT_INFLUENCE = 0.1
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DEFEAT_INFLUENCE = 0.3
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STRONG_DEFEAT_INFLUENCE = 0.5
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class Event:
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silent = False
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informational = False
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game = None # type: Game
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location = None # type: Point
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from_cp = None # type: ControlPoint
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to_cp = None # type: ControlPoint
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difficulty = 1 # type: int
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def __init__(
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self,
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game,
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from_cp: ControlPoint,
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target_cp: ControlPoint,
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location: Point,
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attacker_name: str,
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defender_name: str,
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):
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self.game = game
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self.from_cp = from_cp
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self.to_cp = target_cp
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self.location = location
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self.attacker_name = attacker_name
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self.defender_name = defender_name
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@property
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def is_player_attacking(self) -> bool:
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return self.attacker_name == self.game.player_name
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@property
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def tasks(self) -> List[Type[Task]]:
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return []
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def generate(self) -> UnitMap:
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Operation.prepare(self.game)
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unit_map = Operation.generate()
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Operation.current_mission.save(
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persistency.mission_path_for("liberation_nextturn.miz")
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)
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return unit_map
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@staticmethod
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def _transfer_aircraft(
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ato: AirTaskingOrder, losses: AirLosses, for_player: bool
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) -> None:
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for package in ato.packages:
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for flight in package.flights:
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# No need to transfer to the same location.
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if flight.departure == flight.arrival:
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continue
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# Don't transfer to bases that were captured. Note that if the
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# airfield was back-filling transfers it may overflow. We could
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# attempt to be smarter in the future by performing transfers in
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# order up a graph to prevent transfers to full airports and
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# send overflow off-map, but overflow is fine for now.
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if flight.arrival.captured != for_player:
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logging.info(
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f"Not transferring {flight} because {flight.arrival} "
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"was captured"
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)
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continue
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transfer_count = losses.surviving_flight_members(flight)
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if transfer_count < 0:
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logging.error(
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f"{flight} had {flight.count} aircraft but "
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f"{transfer_count} losses were recorded."
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)
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continue
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aircraft = flight.unit_type
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available = flight.departure.base.total_units_of_type(aircraft)
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if available < transfer_count:
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logging.error(
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f"Found killed {aircraft} from {flight.departure} but "
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f"that airbase has only {available} available."
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)
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continue
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flight.departure.base.aircraft[aircraft] -= transfer_count
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if aircraft not in flight.arrival.base.aircraft:
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# TODO: Should use defaultdict.
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flight.arrival.base.aircraft[aircraft] = 0
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flight.arrival.base.aircraft[aircraft] += transfer_count
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def complete_aircraft_transfers(self, debriefing: Debriefing) -> None:
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self._transfer_aircraft(
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self.game.blue_ato, debriefing.air_losses, for_player=True
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)
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self._transfer_aircraft(
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self.game.red_ato, debriefing.air_losses, for_player=False
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)
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@staticmethod
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def commit_air_losses(debriefing: Debriefing) -> None:
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for loss in debriefing.air_losses.losses:
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aircraft = loss.unit_type
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cp = loss.departure
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available = cp.base.total_units_of_type(aircraft)
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if available <= 0:
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logging.error(
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f"Found killed {aircraft} from {cp} but that airbase has "
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"none available."
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)
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continue
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logging.info(f"{aircraft} destroyed from {cp}")
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cp.base.aircraft[aircraft] -= 1
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@staticmethod
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def commit_front_line_losses(debriefing: Debriefing) -> None:
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for loss in debriefing.front_line_losses:
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unit_type = loss.unit_type
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control_point = loss.origin
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available = control_point.base.total_units_of_type(unit_type)
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if available <= 0:
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logging.error(
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f"Found killed {unit_type} from {control_point} but that "
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"airbase has none available."
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)
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continue
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logging.info(f"{unit_type} destroyed from {control_point}")
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control_point.base.armor[unit_type] -= 1
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@staticmethod
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def commit_convoy_losses(debriefing: Debriefing) -> None:
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for loss in debriefing.convoy_losses:
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unit_type = loss.unit_type
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convoy = loss.convoy
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available = loss.convoy.units.get(unit_type, 0)
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convoy_name = f"convoy from {convoy.origin} to {convoy.destination}"
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if available <= 0:
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logging.error(
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f"Found killed {unit_type} in {convoy_name} but that convoy has "
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"none available."
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)
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continue
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logging.info(f"{unit_type} destroyed in {convoy_name}")
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convoy.kill_unit(unit_type)
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@staticmethod
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def commit_cargo_ship_losses(debriefing: Debriefing) -> None:
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for ship in debriefing.cargo_ship_losses:
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logging.info(
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f"All units destroyed in cargo ship from {ship.origin} to "
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f"{ship.destination}."
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)
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ship.kill_all()
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@staticmethod
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def commit_airlift_losses(debriefing: Debriefing) -> None:
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for loss in debriefing.airlift_losses:
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unit_type = loss.unit_type
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transfer = loss.transfer
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available = loss.transfer.units.get(unit_type, 0)
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airlift_name = f"airlift from {transfer.origin} to {transfer.destination}"
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if available <= 0:
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logging.error(
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f"Found killed {unit_type} in {airlift_name} but that airlift has "
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"none available."
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)
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continue
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logging.info(f"{unit_type} destroyed in {airlift_name}")
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transfer.kill_unit(unit_type)
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@staticmethod
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def commit_ground_object_losses(debriefing: Debriefing) -> None:
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for loss in debriefing.ground_object_losses:
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# TODO: This should be stored in the TGO, not in the pydcs Group.
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if not hasattr(loss.group, "units_losts"):
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loss.group.units_losts = []
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loss.group.units.remove(loss.unit)
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loss.group.units_losts.append(loss.unit)
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def commit_building_losses(self, debriefing: Debriefing) -> None:
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for loss in debriefing.building_losses:
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loss.ground_object.kill()
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self.game.informations.append(
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Information(
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"Building destroyed",
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f"{loss.ground_object.dcs_identifier} has been destroyed at "
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f"location {loss.ground_object.obj_name}",
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self.game.turn,
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)
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)
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@staticmethod
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def commit_damaged_runways(debriefing: Debriefing) -> None:
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for damaged_runway in debriefing.damaged_runways:
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damaged_runway.damage_runway()
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def commit_captures(self, debriefing: Debriefing) -> None:
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for captured in debriefing.base_captures:
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try:
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if captured.captured_by_player:
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info = Information(
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f"{captured.control_point} captured!",
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f"We took control of {captured.control_point}.",
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self.game.turn,
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)
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else:
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info = Information(
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f"{captured.control_point} lost!",
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f"The enemy took control of {captured.control_point}.",
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self.game.turn,
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)
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self.game.informations.append(info)
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captured.control_point.capture(self.game, captured.captured_by_player)
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logging.info(f"Will run redeploy for {captured.control_point}")
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self.redeploy_units(captured.control_point)
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except Exception:
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logging.exception(f"Could not process base capture {captured}")
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def commit(self, debriefing: Debriefing):
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logging.info("Committing mission results")
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self.commit_air_losses(debriefing)
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self.commit_front_line_losses(debriefing)
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self.commit_convoy_losses(debriefing)
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self.commit_airlift_losses(debriefing)
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self.commit_ground_object_losses(debriefing)
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self.commit_building_losses(debriefing)
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self.commit_damaged_runways(debriefing)
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self.commit_captures(debriefing)
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self.complete_aircraft_transfers(debriefing)
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# Destroyed units carcass
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# -------------------------
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for destroyed_unit in debriefing.state_data.destroyed_statics:
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self.game.add_destroyed_units(destroyed_unit)
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# -----------------------------------
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# Compute damage to bases
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for cp in self.game.theater.player_points():
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enemy_cps = [e for e in cp.connected_points if not e.captured]
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for enemy_cp in enemy_cps:
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print(
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"Compute frontline progression for : "
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+ cp.name
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+ " to "
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+ enemy_cp.name
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)
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delta = 0.0
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player_won = True
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ally_casualties = debriefing.casualty_count(cp)
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enemy_casualties = debriefing.casualty_count(enemy_cp)
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ally_units_alive = cp.base.total_armor
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enemy_units_alive = enemy_cp.base.total_armor
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print(ally_units_alive)
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print(enemy_units_alive)
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print(ally_casualties)
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print(enemy_casualties)
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ratio = (1.0 + enemy_casualties) / (1.0 + ally_casualties)
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player_aggresive = cp.stances[enemy_cp.id] in [
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CombatStance.AGGRESSIVE,
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CombatStance.ELIMINATION,
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CombatStance.BREAKTHROUGH,
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]
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if ally_units_alive == 0:
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player_won = False
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delta = STRONG_DEFEAT_INFLUENCE
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elif enemy_units_alive == 0:
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player_won = True
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delta = STRONG_DEFEAT_INFLUENCE
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elif cp.stances[enemy_cp.id] == CombatStance.RETREAT:
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player_won = False
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delta = STRONG_DEFEAT_INFLUENCE
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else:
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if enemy_casualties > ally_casualties:
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player_won = True
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if cp.stances[enemy_cp.id] == CombatStance.BREAKTHROUGH:
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delta = STRONG_DEFEAT_INFLUENCE
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else:
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if ratio > 3:
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delta = STRONG_DEFEAT_INFLUENCE
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elif ratio < 1.5:
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delta = MINOR_DEFEAT_INFLUENCE
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else:
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delta = DEFEAT_INFLUENCE
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elif ally_casualties > enemy_casualties:
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if (
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ally_units_alive > 2 * enemy_units_alive
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and player_aggresive
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):
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# Even with casualties if the enemy is overwhelmed, they are going to lose ground
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player_won = True
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delta = MINOR_DEFEAT_INFLUENCE
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elif (
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ally_units_alive > 3 * enemy_units_alive
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and player_aggresive
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):
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player_won = True
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delta = STRONG_DEFEAT_INFLUENCE
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else:
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# But is the enemy is not outnumbered, we lose
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player_won = False
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if cp.stances[enemy_cp.id] == CombatStance.BREAKTHROUGH:
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delta = STRONG_DEFEAT_INFLUENCE
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else:
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delta = STRONG_DEFEAT_INFLUENCE
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# No progress with defensive strategies
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if player_won and cp.stances[enemy_cp.id] in [
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CombatStance.DEFENSIVE,
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CombatStance.AMBUSH,
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]:
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print("Defensive stance, progress is limited")
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delta = MINOR_DEFEAT_INFLUENCE
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if player_won:
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print(cp.name + " won ! factor > " + str(delta))
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cp.base.affect_strength(delta)
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enemy_cp.base.affect_strength(-delta)
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info = Information(
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"Frontline Report",
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"Our ground forces from "
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+ cp.name
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+ " are making progress toward "
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+ enemy_cp.name,
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self.game.turn,
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)
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self.game.informations.append(info)
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else:
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print(cp.name + " lost ! factor > " + str(delta))
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enemy_cp.base.affect_strength(delta)
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cp.base.affect_strength(-delta)
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info = Information(
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"Frontline Report",
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"Our ground forces from "
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+ cp.name
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+ " are losing ground against the enemy forces from "
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+ enemy_cp.name,
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self.game.turn,
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)
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self.game.informations.append(info)
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def redeploy_units(self, cp: ControlPoint) -> None:
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""" "
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Auto redeploy units to newly captured base
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"""
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ally_connected_cps = [
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ocp for ocp in cp.connected_points if cp.captured == ocp.captured
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]
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enemy_connected_cps = [
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ocp for ocp in cp.connected_points if cp.captured != ocp.captured
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]
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# If the newly captured cp does not have enemy connected cp,
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# then it is not necessary to redeploy frontline units there.
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if len(enemy_connected_cps) == 0:
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return
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# From each ally cp, send reinforcements
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for ally_cp in ally_connected_cps:
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self.redeploy_between(cp, ally_cp)
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def redeploy_between(self, destination: ControlPoint, source: ControlPoint) -> None:
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total_units_redeployed = 0
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moved_units = {}
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if source.has_active_frontline or not destination.captured:
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# If there are still active front lines to defend at the
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# transferring CP we should not transfer all units.
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#
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# Opfor also does not transfer all of their units.
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# TODO: Balance the CPs rather than moving half from everywhere.
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move_factor = 0.5
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else:
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# Otherwise we can move everything.
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move_factor = 1
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for frontline_unit, count in source.base.armor.items():
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moved_units[frontline_unit] = int(count * move_factor)
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total_units_redeployed = total_units_redeployed + int(count * move_factor)
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destination.base.commision_units(moved_units)
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source.base.commit_losses(moved_units)
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# Also transfer pending deliveries.
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for unit_type, count in source.pending_unit_deliveries.units.items():
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if not issubclass(unit_type, VehicleType):
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continue
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if count <= 0:
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# Don't transfer *sales*...
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continue
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move_count = int(count * move_factor)
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source.pending_unit_deliveries.sell({unit_type: move_count})
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destination.pending_unit_deliveries.order({unit_type: move_count})
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total_units_redeployed += move_count
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if total_units_redeployed > 0:
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text = (
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f"{total_units_redeployed} units have been redeployed from "
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f"{source.name} to {destination.name}"
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)
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info = Information("Units redeployed", text, self.game.turn)
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self.game.informations.append(info)
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logging.info(text)
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