2018-11-06 02:33:38 +02:00

279 lines
9.9 KiB
Python

import logging
import typing
import random
import math
from dcs.task import *
from dcs.vehicles import *
from gen.conflictgen import Conflict
from userdata.debriefing import Debriefing
from theater import *
from . import db
from .settings import Settings
from .event import *
COMMISION_UNIT_VARIETY = 4
COMMISION_LIMITS_SCALE = 1.5
COMMISION_LIMITS_FACTORS = {
PinpointStrike: 10,
CAS: 5,
CAP: 8,
AirDefence: 1,
}
COMMISION_AMOUNTS_SCALE = 1.5
COMMISION_AMOUNTS_FACTORS = {
PinpointStrike: 3,
CAS: 1,
CAP: 2,
AirDefence: 0.3,
}
PLAYER_INTERCEPT_GLOBAL_PROBABILITY_BASE = 30
PLAYER_INTERCEPT_GLOBAL_PROBABILITY_LOG = 2
PLAYER_BASEATTACK_THRESHOLD = 0.4
"""
Various events probabilities. First key is player probabilty, second is enemy probability.
For the enemy events, only 1 event of each type could be generated for a turn.
Events:
* BaseAttackEvent - capture base
* InterceptEvent - air intercept
* FrontlineAttackEvent - frontline attack
* FrontlineCAPEvent - frontline attack
* NavalInterceptEvent - naval intercept
* StrikeEvent - strike event
* InfantryTransportEvent - helicopter infantry transport
"""
EVENT_PROBABILITIES = {
# events always present; only for the player
FrontlineAttackEvent: [100, 0],
#FrontlinePatrolEvent: [100, 0],
StrikeEvent: [100, 0],
# events randomly present; only for the player
InfantryTransportEvent: [25, 0],
ConvoyStrikeEvent: [25, 0],
# events conditionally present; for both enemy and player
BaseAttackEvent: [100, 9],
# events randomly present; for both enemy and player
InterceptEvent: [25, 9],
NavalInterceptEvent: [25, 9],
# events randomly present; only for the enemy
InsurgentAttackEvent: [0, 6],
}
# 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 = 170
# Base post-turn bonus value
PLAYER_BUDGET_BASE = 14
# 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]
def __init__(self, player_name: str, enemy_name: str, theater: ConflictTheater):
self.settings = Settings()
self.events = []
self.theater = theater
self.player = player_name
self.enemy = 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):
if event_class == NavalInterceptEvent and enemy_cp.radials == LAND:
# skip naval events for non-coastal CPs
return
if event_class == BaseAttackEvent and enemy_cp.base.strength > PLAYER_BASEATTACK_THRESHOLD:
# skip base attack events for CPs yet too strong
return
if event_class == StrikeEvent and not enemy_cp.ground_objects:
# skip strikes in case of no targets
return
self.events.append(event_class(self, player_cp, enemy_cp, enemy_cp.position, self.player, self.enemy))
def _generate_enemy_event(self, event_class, player_cp, enemy_cp):
if event_class in [type(x) for x in self.events if not self.is_player_attack(x)]:
# skip already generated enemy event types
return
if player_cp in self.ignored_cps:
# skip attacks against ignored CPs (for example just captured ones)
return
if enemy_cp.base.total_planes == 0:
# skip event if there's no planes on the base
return
if player_cp.is_global:
# skip carriers
return
if event_class == NavalInterceptEvent:
if player_cp.radials == LAND:
# skip naval events for non-coastal CPs
return
elif event_class == StrikeEvent:
if not player_cp.ground_objects:
# skip strikes if there's no ground objects
return
elif event_class == BaseAttackEvent:
if BaseAttackEvent in [type(x) for x in self.events]:
# skip base attack event if there's another one going on
return
if enemy_cp.base.total_armor == 0:
# skip base attack if there's no armor
return
if player_cp.base.strength > PLAYER_BASEATTACK_THRESHOLD:
# skip base attack if strength is too high
return
self.events.append(event_class(self, enemy_cp, player_cp, player_cp.position, self.enemy, self.player))
def _generate_events(self):
for player_cp, enemy_cp in self.theater.conflicts(True):
for event_class, (player_probability, enemy_probability) in EVENT_PROBABILITIES.items():
if event_class in [FrontlineAttackEvent, FrontlinePatrolEvent, InfantryTransportEvent, ConvoyStrikeEvent]:
# skip events requiring frontline
if not Conflict.has_frontline_between(player_cp, enemy_cp):
continue
if player_probability == 100 or player_probability > 0 and self._roll(player_probability, player_cp.base.strength):
self._generate_player_event(event_class, player_cp, enemy_cp)
if enemy_probability == 100 or enemy_probability > 0 and self._roll(enemy_probability, enemy_cp.base.strength):
self._generate_enemy_event(event_class, 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) if x not in db.SAM_BAN]
else:
return db.choose_units(for_task, importance_factor, COMMISION_UNIT_VARIETY, self.enemy)
def _commision_units(self, cp: ControlPoint):
for for_task in [PinpointStrike, 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)
d = {random.choice(unittypes): points_to_spend}
logging.info("Commision {}: {}".format(cp, d))
cp.base.commision_units(d)
@property
def budget_reward_amount(self):
if len(self.theater.player_points()) > 0:
total_importance = sum([x.importance * x.base.strength for x in self.theater.player_points()])
return math.ceil(math.log(total_importance + 1, PLAYER_BUDGET_IMPORTANCE_LOG) * PLAYER_BUDGET_BASE * self.settings.multiplier)
else:
return 0
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,
defender_name=self.player,
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()
logging.info("Generating {} (quick)".format(event))
event.generate_quick()
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
else:
return event.name == self.player
def pass_turn(self, no_action=False, ignored_cps: typing.Collection[ControlPoint]=None):
logging.info("Pass turn")
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()
if not no_action:
self._budget_player()
for cp in self.theater.enemy_points():
self._commision_units(cp)
for cp in self.theater.player_points():
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()
#self._generate_globalinterceptions()