mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
329 lines
12 KiB
Python
329 lines
12 KiB
Python
from datetime import datetime, timedelta
|
|
|
|
from game.db import REWARDS, PLAYER_BUDGET_BASE
|
|
from game.game_stats import GameStats
|
|
from gen.flights.ai_flight_planner import FlightPlanner
|
|
from gen.ground_forces.ai_ground_planner import GroundPlanner
|
|
from .event import *
|
|
from .settings import Settings
|
|
|
|
COMMISION_UNIT_VARIETY = 4
|
|
COMMISION_LIMITS_SCALE = 1.5
|
|
COMMISION_LIMITS_FACTORS = {
|
|
PinpointStrike: 10,
|
|
CAS: 5,
|
|
CAP: 8,
|
|
AirDefence: 8,
|
|
}
|
|
|
|
COMMISION_AMOUNTS_SCALE = 1.5
|
|
COMMISION_AMOUNTS_FACTORS = {
|
|
PinpointStrike: 3,
|
|
CAS: 1,
|
|
CAP: 2,
|
|
AirDefence: 0.8,
|
|
}
|
|
|
|
PLAYER_INTERCEPT_GLOBAL_PROBABILITY_BASE = 30
|
|
PLAYER_INTERCEPT_GLOBAL_PROBABILITY_LOG = 2
|
|
PLAYER_BASEATTACK_THRESHOLD = 0.4
|
|
|
|
# amount of strength player bases recover for the turn
|
|
PLAYER_BASE_STRENGTH_RECOVERY = 0.2
|
|
|
|
# amount of strength enemy bases recover for the turn
|
|
ENEMY_BASE_STRENGTH_RECOVERY = 0.05
|
|
|
|
# cost of AWACS for single operation
|
|
AWACS_BUDGET_COST = 4
|
|
|
|
# Initial budget value
|
|
PLAYER_BUDGET_INITIAL = 650
|
|
|
|
# Bonus multiplier logarithm base
|
|
PLAYER_BUDGET_IMPORTANCE_LOG = 2
|
|
|
|
|
|
class Game:
|
|
settings = None # type: Settings
|
|
budget = PLAYER_BUDGET_INITIAL
|
|
events = None # type: typing.List[Event]
|
|
pending_transfers = None # type: typing.Dict[]
|
|
ignored_cps = None # type: typing.Collection[ControlPoint]
|
|
turn = 0
|
|
game_stats: GameStats = None
|
|
|
|
current_unit_id = 0
|
|
current_group_id = 0
|
|
|
|
def __init__(self, player_name: str, enemy_name: str, theater: ConflictTheater, start_date: datetime):
|
|
self.settings = Settings()
|
|
self.events = []
|
|
self.theater = theater
|
|
self.player_name = player_name
|
|
self.player_country = db.FACTIONS[player_name]["country"]
|
|
self.enemy_name = enemy_name
|
|
self.enemy_country = db.FACTIONS[enemy_name]["country"]
|
|
self.turn = 0
|
|
self.date = datetime(start_date.year, start_date.month, start_date.day)
|
|
self.game_stats = GameStats()
|
|
self.game_stats.update(self)
|
|
self.planners = {}
|
|
self.ground_planners = {}
|
|
self.informations = []
|
|
self.informations.append(Information("Game Start", "-" * 40, 0))
|
|
|
|
|
|
@property
|
|
def player_faction(self):
|
|
return db.FACTIONS[self.player_name]
|
|
|
|
@property
|
|
def enemy_faction(self):
|
|
return db.FACTIONS[self.enemy_name]
|
|
|
|
def _roll(self, prob, mult):
|
|
if self.settings.version == "dev":
|
|
# always generate all events for dev
|
|
return 100
|
|
else:
|
|
return random.randint(1, 100) <= prob * mult
|
|
|
|
def _generate_player_event(self, event_class, player_cp, enemy_cp):
|
|
self.events.append(event_class(self, player_cp, enemy_cp, enemy_cp.position, self.player_name, self.enemy_name))
|
|
|
|
def _generate_events(self):
|
|
for player_cp, enemy_cp in self.theater.conflicts(True):
|
|
self._generate_player_event(FrontlineAttackEvent, player_cp, enemy_cp)
|
|
|
|
def commision_unit_types(self, cp: ControlPoint, for_task: Task) -> typing.Collection[UnitType]:
|
|
importance_factor = (cp.importance - IMPORTANCE_LOW) / (IMPORTANCE_HIGH - IMPORTANCE_LOW)
|
|
|
|
if for_task == AirDefence and not self.settings.sams:
|
|
return [x for x in db.find_unittype(AirDefence, self.enemy_name) if x not in db.SAM_BAN]
|
|
else:
|
|
return db.choose_units(for_task, importance_factor, COMMISION_UNIT_VARIETY, self.enemy_name)
|
|
|
|
def _commision_units(self, cp: ControlPoint):
|
|
for for_task in [CAS, CAP, AirDefence]:
|
|
limit = COMMISION_LIMITS_FACTORS[for_task] * math.pow(cp.importance,
|
|
COMMISION_LIMITS_SCALE) * self.settings.multiplier
|
|
missing_units = limit - cp.base.total_units(for_task)
|
|
if missing_units > 0:
|
|
awarded_points = COMMISION_AMOUNTS_FACTORS[for_task] * math.pow(cp.importance,
|
|
COMMISION_AMOUNTS_SCALE) * self.settings.multiplier
|
|
points_to_spend = cp.base.append_commision_points(for_task, awarded_points)
|
|
if points_to_spend > 0:
|
|
unittypes = self.commision_unit_types(cp, for_task)
|
|
if len(unittypes) > 0:
|
|
d = {random.choice(unittypes): points_to_spend}
|
|
logging.info("Commision {}: {}".format(cp, d))
|
|
cp.base.commision_units(d)
|
|
|
|
@property
|
|
def budget_reward_amount(self):
|
|
reward = 0
|
|
if len(self.theater.player_points()) > 0:
|
|
reward = PLAYER_BUDGET_BASE * len(self.theater.player_points())
|
|
for cp in self.theater.player_points():
|
|
for g in cp.ground_objects:
|
|
if g.category in REWARDS.keys():
|
|
reward = reward + REWARDS[g.category]
|
|
return reward
|
|
else:
|
|
return reward
|
|
|
|
def _budget_player(self):
|
|
self.budget += self.budget_reward_amount
|
|
|
|
def awacs_expense_commit(self):
|
|
self.budget -= AWACS_BUDGET_COST
|
|
|
|
def units_delivery_event(self, to_cp: ControlPoint) -> UnitsDeliveryEvent:
|
|
event = UnitsDeliveryEvent(attacker_name=self.player_name,
|
|
defender_name=self.player_name,
|
|
from_cp=to_cp,
|
|
to_cp=to_cp,
|
|
game=self)
|
|
self.events.append(event)
|
|
return event
|
|
|
|
def units_delivery_remove(self, event: Event):
|
|
if event in self.events:
|
|
self.events.remove(event)
|
|
|
|
def initiate_event(self, event: Event):
|
|
#assert event in self.events
|
|
logging.info("Generating {} (regular)".format(event))
|
|
event.generate()
|
|
|
|
def finish_event(self, event: Event, debriefing: Debriefing):
|
|
logging.info("Finishing event {}".format(event))
|
|
event.commit(debriefing)
|
|
if event.is_successfull(debriefing):
|
|
self.budget += event.bonus()
|
|
|
|
if event in self.events:
|
|
self.events.remove(event)
|
|
else:
|
|
logging.info("finish_event: event not in the events!")
|
|
|
|
def is_player_attack(self, event):
|
|
if isinstance(event, Event):
|
|
return event.attacker_name == self.player_name
|
|
else:
|
|
return event.name == self.player_name
|
|
|
|
def get_player_coalition_id(self):
|
|
if self.player_country in db.BLUEFOR_FACTIONS:
|
|
return 2
|
|
else:
|
|
return 1
|
|
|
|
def get_enemy_coalition_id(self):
|
|
if self.get_player_coalition_id() == 1:
|
|
return 2
|
|
else:
|
|
return 1
|
|
|
|
def pass_turn(self, no_action=False, ignored_cps: typing.Collection[ControlPoint] = None):
|
|
logging.info("Pass turn")
|
|
self.informations.append(Information("End of turn #" + str(self.turn), "-" * 40, 0))
|
|
self.turn = self.turn + 1
|
|
|
|
for event in self.events:
|
|
if self.settings.version == "dev":
|
|
# don't damage player CPs in by skipping in dev mode
|
|
if isinstance(event, UnitsDeliveryEvent):
|
|
event.skip()
|
|
else:
|
|
event.skip()
|
|
|
|
self._enemy_reinforcement()
|
|
self._budget_player()
|
|
|
|
if not no_action:
|
|
for cp in self.theater.player_points():
|
|
cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)
|
|
else:
|
|
for cp in self.theater.player_points():
|
|
if not cp.is_carrier and not cp.is_lha:
|
|
cp.base.affect_strength(-PLAYER_BASE_STRENGTH_RECOVERY)
|
|
|
|
self.ignored_cps = []
|
|
if ignored_cps:
|
|
self.ignored_cps = ignored_cps
|
|
|
|
self.events = [] # type: typing.List[Event]
|
|
self._generate_events()
|
|
|
|
# Update statistics
|
|
self.game_stats.update(self)
|
|
|
|
# Plan flights & combat for next turn
|
|
self.planners = {}
|
|
self.ground_planners = {}
|
|
for cp in self.theater.controlpoints:
|
|
if cp.has_runway():
|
|
planner = FlightPlanner(cp, self)
|
|
planner.plan_flights()
|
|
self.planners[cp.id] = planner
|
|
|
|
if cp.has_frontline:
|
|
gplanner = GroundPlanner(cp, self)
|
|
gplanner.plan_groundwar()
|
|
self.ground_planners[cp.id] = gplanner
|
|
|
|
def _enemy_reinforcement(self):
|
|
"""
|
|
Compute and commision reinforcement for enemy bases
|
|
"""
|
|
|
|
MAX_ARMOR = 30 * self.settings.multiplier
|
|
MAX_AIRCRAFT = 25 * self.settings.multiplier
|
|
|
|
production = 0.0
|
|
for enemy_point in self.theater.enemy_points():
|
|
for g in enemy_point.ground_objects:
|
|
if g.category in REWARDS.keys():
|
|
production = production + REWARDS[g.category]
|
|
|
|
production = production * 0.75
|
|
budget_for_armored_units = production / 2
|
|
budget_for_aircraft = production / 2
|
|
|
|
potential_cp_armor = []
|
|
for cp in self.theater.enemy_points():
|
|
for cpe in cp.connected_points:
|
|
if cpe.captured and cp.base.total_armor < MAX_ARMOR:
|
|
potential_cp_armor.append(cp)
|
|
if len(potential_cp_armor) == 0:
|
|
potential_cp_armor = self.theater.enemy_points()
|
|
|
|
i = 0
|
|
potential_units = [u for u in db.FACTIONS[self.enemy_name]["units"] if u in db.UNIT_BY_TASK[PinpointStrike]]
|
|
|
|
print("Enemy Recruiting")
|
|
print(potential_cp_armor)
|
|
print(budget_for_armored_units)
|
|
print(potential_units)
|
|
|
|
if len(potential_units) > 0 and len(potential_cp_armor) > 0:
|
|
while budget_for_armored_units > 0:
|
|
i = i + 1
|
|
if i > 50 or budget_for_armored_units <= 0:
|
|
break
|
|
target_cp = random.choice(potential_cp_armor)
|
|
if target_cp.base.total_armor >= MAX_ARMOR:
|
|
continue
|
|
unit = random.choice(potential_units)
|
|
price = db.PRICES[unit] * 2
|
|
budget_for_armored_units -= price * 2
|
|
target_cp.base.armor[unit] = target_cp.base.armor.get(unit, 0) + 2
|
|
info = Information("Enemy Reinforcement", unit.id + " x 2 at " + target_cp.name, self.turn)
|
|
print(str(info))
|
|
self.informations.append(info)
|
|
|
|
if budget_for_armored_units > 0:
|
|
budget_for_aircraft += budget_for_armored_units
|
|
|
|
potential_units = [u for u in db.FACTIONS[self.enemy_name]["units"] if
|
|
u in db.UNIT_BY_TASK[CAS] or u in db.UNIT_BY_TASK[CAP]]
|
|
if len(potential_units) > 0 and len(potential_cp_armor) > 0:
|
|
while budget_for_aircraft > 0:
|
|
i = i + 1
|
|
if i > 50 or budget_for_aircraft <= 0:
|
|
break
|
|
target_cp = random.choice(potential_cp_armor)
|
|
if target_cp.base.total_planes >= MAX_AIRCRAFT:
|
|
continue
|
|
unit = random.choice(potential_units)
|
|
price = db.PRICES[unit] * 2
|
|
budget_for_aircraft -= price * 2
|
|
target_cp.base.aircraft[unit] = target_cp.base.aircraft.get(unit, 0) + 2
|
|
info = Information("Enemy Reinforcement", unit.id + " x 2 at " + target_cp.name, self.turn)
|
|
print(str(info))
|
|
self.informations.append(info)
|
|
|
|
@property
|
|
def current_turn_daytime(self):
|
|
return ["dawn", "day", "dusk", "night"][self.turn % 4]
|
|
|
|
@property
|
|
def current_day(self):
|
|
return self.date + timedelta(days=self.turn // 4)
|
|
|
|
def next_unit_id(self):
|
|
"""
|
|
Next unit id for pre-generated units
|
|
"""
|
|
self.current_unit_id += 1
|
|
return self.current_unit_id
|
|
|
|
def next_group_id(self):
|
|
"""
|
|
Next unit id for pre-generated units
|
|
"""
|
|
self.current_group_id += 1
|
|
return self.current_group_id
|