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https://github.com/dcs-retribution/dcs-retribution.git
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139 lines
4.5 KiB
Python
139 lines
4.5 KiB
Python
import typing
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import logging
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from dcs.unittype import UnitType
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from dcs.task import *
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from dcs.vehicles import AirDefence
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from dcs.unittype import UnitType
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from game import *
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from theater import *
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from gen.environmentgen import EnvironmentSettings
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from game.db import assigned_units_from, unitdict_from
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from userdata.debriefing import Debriefing
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from userdata import persistency
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DIFFICULTY_LOG_BASE = 1.1
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class Event:
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silent = False
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informational = False
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is_awacs_enabled = False
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ca_slots = 0
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operation = None # type: Operation
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difficulty = 1 # type: int
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game = None # type: Game
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environment_settings = None # type: EnvironmentSettings
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BONUS_BASE = 5
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def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game):
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self.attacker_name = attacker_name
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self.defender_name = defender_name
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self.to_cp = to_cp
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self.from_cp = from_cp
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self.game = game
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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
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@property
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def enemy_cp(self) -> ControlPoint:
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if self.attacker_name == self.game.player:
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return self.to_cp
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else:
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return self.from_cp
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@property
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def threat_description(self) -> str:
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return ""
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def flight_name(self, for_task: typing.Type[typing.Type[Task]]) -> str:
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return "Flight"
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@property
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def tasks(self) -> typing.Collection[typing.Type[Task]]:
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return []
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@property
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def ai_banned_tasks(self) -> typing.Collection[typing.Type[Task]]:
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return []
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def bonus(self) -> int:
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return int(math.log(self.to_cp.importance + 1, DIFFICULTY_LOG_BASE) * self.BONUS_BASE)
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def is_successfull(self, debriefing: Debriefing) -> bool:
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return self.operation.is_successfull(debriefing)
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def player_attacking(self, flights: db.TaskForceDict):
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assert False
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def player_defending(self, flights: db.TaskForceDict):
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assert False
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def generate(self):
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self.operation.is_awacs_enabled = self.is_awacs_enabled
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self.operation.ca_slots = self.ca_slots
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self.operation.prepare(self.game.theater.terrain, is_quick=False)
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self.operation.generate()
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self.operation.mission.save(persistency.mission_path_for("liberation_nextturn.miz"))
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self.environment_settings = self.operation.environment_settings
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def generate_quick(self):
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self.operation.is_awacs_enabled = self.is_awacs_enabled
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self.operation.environment_settings = self.environment_settings
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self.operation.prepare(self.game.theater.terrain, is_quick=True)
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self.operation.generate()
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self.operation.mission.save(persistency.mission_path_for("liberation_nextturn_quick.miz"))
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def commit(self, debriefing: Debriefing):
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for country, losses in debriefing.destroyed_units.items():
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if country == self.attacker_name:
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cp = self.from_cp
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else:
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cp = self.to_cp
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logging.info("base {} commit losses {}".format(cp.base, losses))
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cp.base.commit_losses(losses)
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for object_identifier in debriefing.destroyed_objects:
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for cp in self.game.theater.controlpoints:
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if not cp.ground_objects:
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continue
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for i, ground_object in enumerate(cp.ground_objects):
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if ground_object.matches_string_identifier(object_identifier):
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logging.info("cp {} killing ground object {}".format(cp, ground_object.string_identifier))
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ground_object.is_dead = True
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def skip(self):
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pass
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class UnitsDeliveryEvent(Event):
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informational = True
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units = None # type: typing.Dict[UnitType, int]
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def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game):
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super(UnitsDeliveryEvent, self).__init__(attacker_name=attacker_name,
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defender_name=defender_name,
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from_cp=from_cp,
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to_cp=to_cp,
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game=game)
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self.units = {}
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def __str__(self):
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return "Pending delivery to {}".format(self.to_cp)
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def deliver(self, units: typing.Dict[UnitType, int]):
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for k, v in units.items():
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self.units[k] = self.units.get(k, 0) + v
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def skip(self):
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self.to_cp.base.commision_units(self.units)
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