dcs-retribution/game/sim/missionresultsprocessor.py
Eclipse/Druss99 31c80dfd02 refactor of previous commits
refactor to enum

typing and many other fixes

fix tests

attempt to fix some typescript

more typescript fixes

more typescript test fixes

revert all API changes

update to pydcs

mypy fixes

Use properties to check if player is blue/red/neutral

update requirements.txt

black -_-

bump pydcs and fix mypy

add opponent property

bump pydcs
2025-10-19 19:34:38 +02:00

382 lines
17 KiB
Python

from __future__ import annotations
import logging
from typing import TYPE_CHECKING
from game.debriefing import Debriefing
from game.ground_forces.combat_stance import CombatStance
from game.theater import ControlPoint
from .gameupdateevents import GameUpdateEvents
from ..ato.airtaaskingorder import AirTaskingOrder
if TYPE_CHECKING:
from ..game import Game
MINOR_DEFEAT_INFLUENCE = 0.1
DEFEAT_INFLUENCE = 0.3
STRONG_DEFEAT_INFLUENCE = 0.5
class MissionResultsProcessor:
def __init__(self, game: Game) -> None:
self.game = game
def commit(self, debriefing: Debriefing, events: GameUpdateEvents) -> None:
logging.info("Committing mission results")
self.commit_air_losses(debriefing)
self.commit_pilot_experience()
self.commit_front_line_losses(debriefing)
self.commit_convoy_losses(debriefing)
self.commit_cargo_ship_losses(debriefing)
self.commit_airlift_losses(debriefing)
self.commit_ground_losses(debriefing, events)
self.commit_damaged_runways(debriefing)
self.commit_captures(debriefing, events)
self.commit_front_line_battle_impact(debriefing, events)
self.record_carcasses(debriefing)
def commit_air_losses(self, debriefing: Debriefing) -> None:
for loss in debriefing.air_losses.losses:
if loss.pilot is not None and (
not loss.pilot.player
or not self.game.settings.invulnerable_player_pilots
):
loss.pilot.kill()
squadron = loss.flight.squadron
aircraft = loss.flight.unit_type
available = squadron.owned_aircraft
if available <= 0:
logging.error(
f"Found killed {aircraft} from {squadron} but that airbase has "
"none available."
)
continue
logging.info(f"{aircraft} destroyed from {squadron}")
squadron.owned_aircraft -= 1
@staticmethod
def _commit_pilot_experience(ato: AirTaskingOrder) -> None:
for package in ato.packages:
for flight in package.flights:
for idx, pilot in enumerate(flight.roster.iter_pilots()):
if pilot is None:
logging.error(
f"Cannot award experience to pilot #{idx} of {flight} "
"because no pilot is assigned"
)
continue
pilot.record.missions_flown += 1
def commit_pilot_experience(self) -> None:
self._commit_pilot_experience(self.game.blue.ato)
self._commit_pilot_experience(self.game.red.ato)
@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_convoy_losses(debriefing: Debriefing) -> None:
for loss in debriefing.convoy_losses:
unit_type = loss.unit_type
convoy = loss.convoy
available = loss.convoy.units.get(unit_type, 0)
convoy_name = f"convoy from {convoy.origin} to {convoy.destination}"
if available <= 0:
logging.error(
f"Found killed {unit_type} in {convoy_name} but that convoy has "
"none available."
)
continue
logging.info(f"{unit_type} destroyed in {convoy_name}")
convoy.kill_unit(unit_type)
@staticmethod
def commit_cargo_ship_losses(debriefing: Debriefing) -> None:
for ship in debriefing.cargo_ship_losses:
logging.info(
f"All units destroyed in cargo ship from {ship.origin} to "
f"{ship.destination}."
)
ship.kill_all()
@staticmethod
def commit_airlift_losses(debriefing: Debriefing) -> None:
for loss in debriefing.airlift_losses:
transfer = loss.transfer
airlift_name = f"airlift from {transfer.origin} to {transfer.destination}"
for unit_type in loss.cargo:
try:
transfer.kill_unit(unit_type)
logging.info(f"{unit_type} destroyed in {airlift_name}")
except KeyError:
logging.exception(
f"Found killed {unit_type} in {airlift_name} but that airlift "
"has none available."
)
@staticmethod
def commit_ground_losses(debriefing: Debriefing, events: GameUpdateEvents) -> None:
for ground_object_loss in debriefing.ground_object_losses:
ground_object_loss.theater_unit.kill(events)
for scenery_object_loss in debriefing.scenery_object_losses:
scenery_object_loss.ground_unit.kill(events)
@staticmethod
def commit_damaged_runways(debriefing: Debriefing) -> None:
for damaged_runway in debriefing.damaged_runways:
damaged_runway.damage_runway()
def commit_captures(self, debriefing: Debriefing, events: GameUpdateEvents) -> None:
for captured in debriefing.base_captures:
try:
if captured.captured_by_player.is_blue:
self.game.message(
f"{captured.control_point} captured!",
f"We took control of {captured.control_point}.",
)
else:
self.game.message(
f"{captured.control_point} lost!",
f"The enemy took control of {captured.control_point}.",
)
captured.control_point.capture(
self.game, events, captured.captured_by_player
)
except Exception:
logging.exception(f"Could not process base capture {captured}")
for captured in debriefing.base_captures:
logging.info(f"Will run redeploy for {captured.control_point}")
self.redeploy_units(captured.control_point)
def record_carcasses(self, debriefing: Debriefing) -> None:
for destroyed_unit in debriefing.state_data.destroyed_statics:
self.game.add_destroyed_units(destroyed_unit)
def commit_front_line_battle_impact(
self, debriefing: Debriefing, events: GameUpdateEvents
) -> None:
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:
front_line = cp.front_line_with(enemy_cp)
front_line.update_position()
events.update_front_line(front_line)
print(
"Compute frontline progression for : "
+ cp.name
+ " to "
+ enemy_cp.name
)
delta = 0.0
player_won = True
status_msg: str = ""
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(f"Remaining allied units: {ally_units_alive}")
print(f"Remaining enemy units: {enemy_units_alive}")
print(f"Allied casualties {ally_casualties}")
print(f"Enemy casualties {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
status_msg = f"No allied units alive at {cp.name}-{enemy_cp.name} frontline. Allied ground forces suffer a strong defeat."
elif enemy_units_alive == 0:
player_won = True
delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"No enemy units alive at {cp.name}-{enemy_cp.name} frontline. Allied ground forces win a strong victory."
elif cp.stances[enemy_cp.id] == CombatStance.RETREAT:
player_won = False
delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"Allied forces are retreating along the {cp.name}-{enemy_cp.name} frontline, suffering a strong defeat."
else:
if enemy_casualties > ally_casualties:
player_won = True
if cp.stances[enemy_cp.id] == CombatStance.BREAKTHROUGH:
delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"Allied forces break through the {cp.name}-{enemy_cp.name} frontline, winning a strong victory"
else:
if ratio > 3:
delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"Enemy casualties massively outnumber allied casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces win a strong victory."
elif ratio < 1.5:
delta = MINOR_DEFEAT_INFLUENCE
status_msg = f"Enemy casualties minorly outnumber allied casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces win a minor victory."
else:
delta = DEFEAT_INFLUENCE
status_msg = f"Enemy casualties outnumber allied casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces claim a victory."
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
status_msg = f"Despite suffering losses, allied forces still outnumber enemy forces along the {cp.name}-{enemy_cp.name} frontline. Due to allied force's aggressive posture, allied forces claim a minor victory."
elif (
ally_units_alive > 3 * enemy_units_alive
and player_aggresive
):
player_won = True
delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"Despite suffering losses, allied forces still heavily outnumber enemy forces along the {cp.name}-{enemy_cp.name} frontline. Due to allied force's aggressive posture, allied forces claim a major victory."
else:
# But if the enemy is not outnumbered, we lose
player_won = False
if cp.stances[enemy_cp.id] == CombatStance.BREAKTHROUGH:
delta = STRONG_DEFEAT_INFLUENCE
status_msg = f"Allied casualties outnumber enemy casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces have overextended themselves, suffering a major defeat."
else:
delta = DEFEAT_INFLUENCE
status_msg = f"Allied casualties outnumber enemy casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces suffer a defeat."
# No progress with defensive strategies
if player_won and cp.stances[enemy_cp.id] in [
CombatStance.DEFENSIVE,
CombatStance.AMBUSH,
]:
print(
f"Allied forces have adopted a defensive stance along the {cp.name}-{enemy_cp.name} "
f"frontline, making only limited progress."
)
delta = MINOR_DEFEAT_INFLUENCE
# Handle the case where there are no casualties at all on either side but both sides still have units
if delta == 0.0:
print(status_msg)
self.game.message(
"Frontline Report",
f"Our ground forces from {cp.name} reached a stalemate with enemy forces from {enemy_cp.name}.",
)
else:
if player_won:
print(status_msg)
cp.base.affect_strength(delta)
enemy_cp.base.affect_strength(-delta)
self.game.message(
"Frontline Report",
f"Our ground forces from {cp.name} are making progress toward {enemy_cp.name}. {status_msg}",
)
else:
print(status_msg)
enemy_cp.base.affect_strength(delta)
cp.base.affect_strength(-delta)
self.game.message(
"Frontline Report",
f"Our ground forces from {cp.name} are losing ground against the enemy forces from "
f"{enemy_cp.name}. {status_msg}",
)
def redeploy_units(self, cp: ControlPoint) -> None:
""" "
Auto redeploy units to newly captured base
"""
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
ally_connected_cps = [
ocp
for ocp in cp.transitive_connected_friendly_destinations()
if cp.captured == ocp.captured and ocp.base.total_armor
]
settings = cp.coalition.game.settings
factor = (
settings.frontline_reserves_factor
if cp.captured
else settings.frontline_reserves_factor_red
)
# From each ally cp, send reinforcements
for ally_cp in sorted(
ally_connected_cps,
key=lambda x: len(
[cp for cp in x.connected_points if x.captured != cp.captured]
),
):
self.redeploy_between(cp, ally_cp)
if cp.base.total_armor > factor * cp.deployable_front_line_units:
break
def redeploy_between(self, destination: ControlPoint, source: ControlPoint) -> None:
total_units_redeployed = 0
moved_units = {}
settings = source.coalition.game.settings
reserves = max(
1,
(
settings.reserves_procurement_target
if source.captured
else settings.reserves_procurement_target_red
),
)
total_units = source.base.total_armor
reserves_factor = (reserves - 1) / total_units # slight underestimation
source_frontline_count = len(
[cp for cp in source.connected_points if not source.is_friendly_to(cp)]
)
move_factor = max(0.0, 1 / (source_frontline_count + 1) - reserves_factor)
for frontline_unit, count in source.base.armor.items():
moved_count = int(count * move_factor)
moved_units[frontline_unit] = moved_count
total_units_redeployed += moved_count
destination.base.commission_units(moved_units)
source.base.commit_losses(moved_units)
# Also transfer pending deliveries.
for unit_type, count in source.ground_unit_orders.units.items():
move_count = int(count * move_factor)
source.ground_unit_orders.sell({unit_type: move_count})
destination.ground_unit_orders.order({unit_type: move_count})
total_units_redeployed += move_count
if total_units_redeployed > 0:
self.game.message(
"Units redeployed",
f"{total_units_redeployed} units have been redeployed from "
f"{source.name} to {destination.name}",
)