dcs-retribution/game/event/convoystrike.py

90 lines
2.9 KiB
Python

import math
import random
from dcs.task import *
from game import *
from game.event import *
from game.event.frontlineattack import FrontlineAttackEvent
from .event import *
from game.operation.convoystrike import ConvoyStrikeOperation
TRANSPORT_COUNT = 4, 6
DEFENDERS_AMOUNT_FACTOR = 4
class ConvoyStrikeEvent(Event):
SUCCESS_FACTOR = 0.6
STRENGTH_INFLUENCE = 0.25
targets = None # type: db.ArmorDict
@property
def threat_description(self):
return ""
@property
def tasks(self):
return [CAS]
@property
def global_cp_available(self) -> bool:
return True
def flight_name(self, for_task: typing.Type[Task]) -> str:
if for_task == CAS:
return "Strike flight"
def __str__(self):
return "Convoy Strike"
def skip(self):
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
def commit(self, debriefing: Debriefing):
super(ConvoyStrikeEvent, self).commit(debriefing)
if self.from_cp.captured:
if self.is_successfull(debriefing):
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
else:
if self.is_successfull(debriefing):
self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
def is_successfull(self, debriefing: Debriefing):
if self.game.player_name == self.attacker_name:
defender_country = self.game.enemy_country
else:
defender_country = self.game.player_country
killed_units = sum([v for k, v in debriefing.destroyed_units.get(defender_country, {}).items() if db.unit_task(k) in [PinpointStrike, Reconnaissance]])
all_units = sum(self.targets.values())
attackers_success = (float(killed_units) / (all_units + 0.01)) > self.SUCCESS_FACTOR
if self.from_cp.captured:
return attackers_success
else:
return not attackers_success
def player_attacking(self, flights: db.TaskForceDict):
assert CAS in flights and len(flights) == 1, "Invalid flights"
convoy_unittype = db.find_unittype(Reconnaissance, self.defender_name)[0]
defense_unittype = db.find_unittype(PinpointStrike, self.defender_name)[0]
defenders_count = int(math.ceil(self.from_cp.base.strength * self.from_cp.importance * DEFENDERS_AMOUNT_FACTOR))
self.targets = {convoy_unittype: random.randrange(*TRANSPORT_COUNT),
defense_unittype: defenders_count, }
op = ConvoyStrikeOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
from_cp=self.from_cp,
departure_cp=self.departure_cp,
to_cp=self.to_cp)
op.setup(target=self.targets,
strikegroup=flights[CAS])
self.operation = op