415 lines
15 KiB
Python

from datetime import datetime, timedelta
from game.db import REWARDS, PLAYER_BUDGET_BASE, sys
from game.models.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))
self.__culling_points = self.compute_conflicts_position()
self.__frontlineData = []
self.__destroyed_units = []
@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 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 and self.turn > 1:
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.__culling_points = self.compute_conflicts_position()
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
def compute_conflicts_position(self):
"""
Compute the current conflict center position(s), mainly used for culling calculation
:return: List of points of interests
"""
points = []
# By default, use the existing frontline conflict position
for conflict in self.theater.conflicts():
points.append(Conflict.frontline_position(self.theater, conflict[0], conflict[1])[0])
points.append(conflict[0].position)
points.append(conflict[1].position)
# If there is no conflict take the center point between the two nearest opposing bases
if len(points) == 0:
cpoint = None
min_distance = sys.maxsize
for cp in self.theater.player_points():
for cp2 in self.theater.enemy_points():
d = cp.position.distance_to_point(cp2.position)
if d < min_distance:
min_distance = d
cpoint = Point((cp.position.x + cp2.position.x) / 2, (cp.position.y + cp2.position.y) / 2)
points.append(cp.position)
points.append(cp2.position)
break
if cpoint is not None:
break
if cpoint is not None:
points.append(cpoint)
# Else 0,0, since we need a default value
# (in this case this means the whole map is owned by the same player, so it is not an issue)
if len(points) == 0:
points.append(Point(0, 0))
return points
def add_destroyed_units(self, destroyed_unit_data):
self.__destroyed_units.append(destroyed_unit_data)
def get_destroyed_units(self):
return self.__destroyed_units
def position_culled(self, pos):
"""
Check if unit can be generated at given position depending on culling performance settings
:param pos: Position you are tryng to spawn stuff at
:return: True if units can not be added at given position
"""
if self.settings.perf_culling == False:
return False
else:
for c in self.__culling_points:
if c.distance_to_point(pos) < self.settings.perf_culling_distance * 1000:
return False
return True
# 1 = red, 2 = blue
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 get_player_coalition(self):
if self.player_country in db.BLUEFOR_FACTIONS:
return dcs.action.Coalition.Blue
else:
return dcs.action.Coalition.Red
def get_enemy_coalition(self):
if self.player_country == 1:
return dcs.action.Coalition.Blue
else:
return dcs.action.Coalition.Red
def get_player_color(self):
if self.get_player_coalition_id() == 1:
return "red"
else:
return "blue"
def get_enemy_color(self):
if self.get_player_coalition_id() == 1:
return "blue"
else:
return "red"