2018-06-18 01:50:31 +03:00

321 lines
11 KiB
Python

from game.operation import *
DIFFICULTY_LOG_BASE = 1.5
class Event:
silent = False
informational = False
is_awacs_enabled = False
operation = None # type: Operation
difficulty = 1 # type: int
BONUS_BASE = 0
def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game):
self.attacker_name = attacker_name
self.defender_name = defender_name
self.to_cp = to_cp
self.from_cp = from_cp
self.game = game
@property
def is_player_attacking(self) -> bool:
return self.attacker_name == self.game.player
@property
def enemy_cp(self) -> ControlPoint:
if self.attacker_name == self.game.player:
return self.to_cp
else:
return self.from_cp
@property
def threat_description(self) -> str:
return ""
def bonus(self) -> int:
return math.ceil(math.log(self.difficulty, DIFFICULTY_LOG_BASE) * self.BONUS_BASE)
def is_successfull(self, debriefing: Debriefing) -> bool:
return self.operation.is_successfull(debriefing)
def generate(self):
self.operation.is_awacs_enabled = self.is_awacs_enabled
self.operation.prepare(self.game.theater.terrain, is_quick=False)
self.operation.generate()
self.operation.mission.save("build/nextturn.miz")
def generate_quick(self):
self.operation.is_awacs_enabled = self.is_awacs_enabled
self.operation.prepare(self.game.theater.terrain, is_quick=True)
self.operation.generate()
self.operation.mission.save('build/nextturn_quick.miz')
def commit(self, debriefing: Debriefing):
for country, losses in debriefing.destroyed_units.items():
if country == self.attacker_name:
cp = self.from_cp
else:
cp = self.to_cp
cp.base.commit_losses(losses)
def skip(self):
pass
class GroundInterceptEvent(Event):
BONUS_BASE = 3
TARGET_AMOUNT_FACTOR = 2
TARGET_VARIETY = 2
STRENGTH_INFLUENCE = 0.3
SUCCESS_TARGETS_HIT_PERCENTAGE = 0.5
targets = None # type: db.ArmorDict
def __str__(self):
return "Ground intercept from {} at {}".format(self.from_cp, self.to_cp)
def is_successfull(self, debriefing: Debriefing):
total_targets = sum(self.targets.values())
destroyed_targets = 0
for unit, count in debriefing.destroyed_units[self.defender_name].items():
if unit in self.targets:
destroyed_targets += count
return (float(destroyed_targets) / float(total_targets)) >= self.SUCCESS_TARGETS_HIT_PERCENTAGE
def commit(self, debriefing: Debriefing):
super(GroundInterceptEvent, self).commit(debriefing)
if self.from_cp.captured:
if self.is_successfull(debriefing):
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
else:
self.to_cp.base.affect_strength(+self.STRENGTH_INFLUENCE)
else:
assert False
def skip(self):
if not self.to_cp.captured:
self.to_cp.base.affect_strength(+0.1)
else:
pass
def player_attacking(self, strikegroup: db.PlaneDict, clients: db.PlaneDict):
suitable_unittypes = db.find_unittype(PinpointStrike, self.defender_name)
random.shuffle(suitable_unittypes)
unittypes = suitable_unittypes[:self.TARGET_VARIETY]
typecount = max(math.floor(self.difficulty * self.TARGET_AMOUNT_FACTOR), 1)
self.targets = {unittype: typecount for unittype in unittypes}
op = GroundInterceptOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients=clients,
defender_clients={},
from_cp=self.from_cp,
to_cp=self.to_cp)
op.setup(target=self.targets,
strikegroup=strikegroup)
self.operation = op
class InterceptEvent(Event):
BONUS_BASE = 5
STRENGTH_INFLUENCE = 0.3
GLOBAL_STRENGTH_INFLUENCE = 0.3
AIRDEFENSE_COUNT = 3
transport_unit = None # type: FlyingType
def __str__(self):
return "Intercept from {} at {}".format(self.from_cp, self.to_cp)
@property
def threat_description(self):
return "{} aircraft".format(self.enemy_cp.base.scramble_count())
def is_successfull(self, debriefing: Debriefing):
units_destroyed = debriefing.destroyed_units[self.defender_name].get(self.transport_unit, 0)
if self.from_cp.captured:
return units_destroyed > 0
else:
return units_destroyed == 0
def commit(self, debriefing: Debriefing):
super(InterceptEvent, self).commit(debriefing)
if self.attacker_name == self.game.player:
if self.is_successfull(debriefing):
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
else:
self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
else:
# enemy attacking
if self.is_successfull(debriefing):
self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
else:
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
def skip(self):
if self.to_cp.captured:
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
def player_attacking(self, interceptors: db.PlaneDict, clients: db.PlaneDict):
escort = self.to_cp.base.scramble_sweep()
self.transport_unit = random.choice(db.find_unittype(Transport, self.defender_name))
assert self.transport_unit is not None
airdefense_unit = db.find_unittype(AirDefence, self.defender_name)[-1]
op = InterceptOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients=clients,
defender_clients={},
from_cp=self.from_cp,
to_cp=self.to_cp)
op.setup(escort=escort,
transport={self.transport_unit: 1},
airdefense={airdefense_unit: self.AIRDEFENSE_COUNT},
interceptors=interceptors)
self.operation = op
def player_defending(self, escort: db.PlaneDict, clients: db.PlaneDict):
interceptors = self.from_cp.base.scramble_interceptors()
self.transport_unit = random.choice(db.find_unittype(Transport, self.defender_name))
assert self.transport_unit is not None
op = InterceptOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients={},
defender_clients=clients,
from_cp=self.from_cp,
to_cp=self.to_cp)
op.setup(escort=escort,
transport={self.transport_unit: 1},
interceptors=interceptors,
airdefense={})
self.operation = op
class CaptureEvent(Event):
silent = True
BONUS_BASE = 7
STRENGTH_RECOVERY = 0.35
def __str__(self):
return "Attack from {} to {}".format(self.from_cp, self.to_cp)
@property
def threat_description(self):
descr = "{} aircraft + CAS, {} vehicles".format(
self.enemy_cp.base.scramble_count(),
self.enemy_cp.base.assemble_count()
)
if self.is_player_attacking:
descr += ", {} AA".format(self.enemy_cp.base.assemble_aa_count())
return descr
def is_successfull(self, debriefing: Debriefing):
alive_attackers = sum(debriefing.alive_units[self.attacker_name].values())
alive_defenders = sum(debriefing.alive_units[self.defender_name].values())
attackers_success = alive_attackers > alive_defenders
if self.from_cp.captured:
return attackers_success
else:
return not attackers_success
def commit(self, debriefing: Debriefing):
super(CaptureEvent, self).commit(debriefing)
if self.is_successfull(debriefing):
if self.from_cp.captured:
self.to_cp.captured = True
self.to_cp.base.filter_units(db.UNIT_BY_COUNTRY[self.attacker_name])
self.to_cp.base.affect_strength(+self.STRENGTH_RECOVERY)
else:
if not self.from_cp.captured:
self.to_cp.captured = False
self.to_cp.base.affect_strength(+self.STRENGTH_RECOVERY)
def skip(self):
if self.to_cp.captured:
self.to_cp.captured = False
def player_defending(self, interceptors: db.PlaneDict, clients: db.PlaneDict):
cas = self.from_cp.base.scramble_cas()
escort = self.from_cp.base.scramble_sweep()
attackers = self.from_cp.base.assemble_cap()
op = CaptureOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients={},
defender_clients=clients,
from_cp=self.from_cp,
to_cp=self.to_cp)
op.setup(cas=cas,
escort=escort,
attack=attackers,
intercept=interceptors,
defense=self.to_cp.base.armor,
aa=self.to_cp.base.aa)
self.operation = op
def player_attacking(self, cas: db.PlaneDict, escort: db.PlaneDict, armor: db.ArmorDict, clients: db.PlaneDict):
interceptors = self.to_cp.base.scramble_sweep()
op = CaptureOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients=clients,
defender_clients={},
from_cp=self.from_cp,
to_cp=self.to_cp)
op.setup(cas=cas,
escort=escort,
attack=armor,
intercept=interceptors,
defense=self.to_cp.base.armor,
aa=self.to_cp.base.assemble_aa())
self.operation = op
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__(attacker_name=attacker_name,
defender_name=defender_name,
from_cp=from_cp,
to_cp=to_cp,
game=game)
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):
self.to_cp.base.commision_units(self.units)