323 lines
12 KiB
Python

import typing
import logging
from dcs.action import Coalition
from dcs.unittype import UnitType
from dcs.task import *
from dcs.vehicles import AirDefence
from dcs.unittype import UnitType
from game import *
from theater import *
from gen.environmentgen import EnvironmentSettings
from gen.conflictgen import Conflict
from game.db import assigned_units_from, unitdict_from
from userdata.debriefing import Debriefing
from userdata import persistency
import game.db as db
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
is_awacs_enabled = False
ca_slots = 0
game = None # type: Game
location = None # type: Point
from_cp = None # type: ControlPoint
departure_cp = None # type: ControlPoint
to_cp = None # type: ControlPoint
operation = None # type: Operation
difficulty = 1 # type: int
environment_settings = None # type: EnvironmentSettings
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.departure_cp = None
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 enemy_cp(self) -> ControlPoint:
if self.attacker_name == self.game.player_name:
return self.to_cp
else:
return self.departure_cp
@property
def threat_description(self) -> str:
return ""
def flight_name(self, for_task: typing.Type[typing.Type[Task]]) -> str:
return "Flight"
@property
def tasks(self) -> typing.Collection[typing.Type[Task]]:
return []
@property
def ai_banned_tasks(self) -> typing.Collection[typing.Type[Task]]:
return []
@property
def player_banned_tasks(self) -> typing.Collection[typing.Type[Task]]:
return []
@property
def global_cp_available(self) -> bool:
return False
def is_departure_available_from(self, cp: ControlPoint) -> bool:
if not cp.captured:
return False
if self.location.distance_to_point(cp.position) > EVENT_DEPARTURE_MAX_DISTANCE:
return False
if cp.is_global and not self.global_cp_available:
return False
return True
def bonus(self) -> int:
return int(math.log(self.to_cp.importance + 1, DIFFICULTY_LOG_BASE) * self.BONUS_BASE)
def is_successfull(self, debriefing: Debriefing) -> bool:
return self.operation.is_successfull(debriefing)
def player_attacking(self, cp: ControlPoint, flights: db.TaskForceDict):
if self.is_player_attacking:
self.departure_cp = cp
else:
self.to_cp = cp
def player_defending(self, cp: ControlPoint, flights: db.TaskForceDict):
if self.is_player_attacking:
self.departure_cp = cp
else:
self.to_cp = cp
def generate(self):
self.operation.is_awacs_enabled = self.is_awacs_enabled
self.operation.ca_slots = self.ca_slots
self.operation.prepare(self.game.theater.terrain, is_quick=False)
self.operation.generate()
self.operation.current_mission.save(persistency.mission_path_for("liberation_nextturn.miz"))
self.environment_settings = self.operation.environment_settings
def generate_quick(self):
pass
# TODO : This is not needed anymore. The player can start mission in flight from the flight planner if he want it to be quick.
# TODO : remove this method
#self.operation.is_awacs_enabled = self.is_awacs_enabled
#self.operation.environment_settings = self.environment_settings
#
#self.operation.prepare(self.game.theater.terrain, is_quick=True)
#self.operation.generate()
#self.operation.current_mission.save(persistency.mission_path_for("liberation_nextturn_quick.miz"))
def commit(self, debriefing: Debriefing):
logging.info("Commiting mission results")
# ------------------------------
# Destroyed aircrafts
cp_map = {cp.id: cp for cp in self.game.theater.controlpoints}
for destroyed_aircraft in debriefing.killed_aircrafts:
try:
cpid = int(destroyed_aircraft.split("|")[3])
type = db.unit_type_from_name(destroyed_aircraft.split("|")[4])
if cpid in cp_map.keys():
cp = cp_map[cpid]
if type in cp.base.aircraft.keys():
logging.info("Aircraft destroyed : " + str(type))
cp.base.aircraft[type] = max(0, cp.base.aircraft[type]-1)
except Exception as e:
print(e)
# ------------------------------
# Destroyed ground units
killed_unit_count_by_cp = {cp.id: 0 for cp in self.game.theater.controlpoints}
cp_map = {cp.id: cp for cp in self.game.theater.controlpoints}
for killed_ground_unit in debriefing.killed_ground_units:
try:
cpid = int(killed_ground_unit.split("|")[3])
type = db.unit_type_from_name(killed_ground_unit.split("|")[4])
if cpid in cp_map.keys():
killed_unit_count_by_cp[cpid] = killed_unit_count_by_cp[cpid] + 1
cp = cp_map[cpid]
if type in cp.base.armor.keys():
logging.info("Ground unit destroyed : " + str(type))
cp.base.armor[type] = max(0, cp.base.armor[type] - 1)
except Exception as e:
print(e)
# ------------------------------
# Static ground objects
for destroyed_ground_unit_name in debriefing.killed_ground_units:
for cp in self.game.theater.controlpoints:
if not cp.ground_objects:
continue
# -- Static ground objects
for i, ground_object in enumerate(cp.ground_objects):
if ground_object.is_dead:
continue
if ground_object.matches_string_identifier(destroyed_ground_unit_name):
logging.info("cp {} killing ground object {}".format(cp, ground_object.string_identifier))
cp.ground_objects[i].is_dead = True
# -- AA Site groups
for i, ground_object in enumerate(cp.ground_objects):
if ground_object.dcs_identifier in ["AA", "CARRIER"]:
for g in ground_object.groups:
for u in g.units:
if u.name == destroyed_ground_unit_name:
g.units.remove(u)
ucount = sum([len(g.units) for g in ground_object.groups])
if ucount == 0:
ground_object.is_dead = True
# ------------------------------
# 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])
for cp in self.game.theater.controlpoints:
if cp.id == id:
if cp.captured and new_owner_coalition != coalition:
cp.captured = False
cp.base.aircraft = {}
cp.base.armor = {}
cp.base.aa = {}
for g in cp.ground_objects:
g.groups = []
elif not(cp.captured) and new_owner_coalition == coalition:
cp.captured = True
cp.base.aircraft = {}
cp.base.armor = {}
cp.base.aa = {}
for g in cp.ground_objects:
g.groups = []
except Exception as e:
print(e)
# -----------------------------------
# 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
player_won = True
ally_casualties = killed_unit_count_by_cp[cp.id]
enemy_casualties = killed_unit_count_by_cp[enemy_cp.id]
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)
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:
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, no progress")
delta = 0
if player_won:
print(cp.name + " won ! factor > " + str(delta))
cp.base.affect_strength(delta)
enemy_cp.base.affect_strength(-delta)
else:
print(enemy_cp.name + " won ! factor > " + str(delta))
enemy_cp.base.affect_strength(delta)
cp.base.affect_strength(-delta)
def skip(self):
pass
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__(game=game,
location=to_cp.position,
from_cp=from_cp,
target_cp=to_cp,
attacker_name=attacker_name,
defender_name=defender_name)
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)