dcs-retribution/game/event/frontlinepatrol.py

88 lines
3.4 KiB
Python

import math
import random
from dcs.task import *
from dcs.vehicles import AirDefence
from game import *
from game.event import *
from game.operation.frontlinepatrol import FrontlinePatrolOperation
from userdata.debriefing import Debriefing
class FrontlinePatrolEvent(Event):
ESCORT_FACTOR = 0.5
STRENGTH_INFLUENCE = 0.2
SUCCESS_FACTOR = 0.8
cas = None # type: db.PlaneDict
escort = None # type: db.PlaneDict
@property
def threat_description(self):
return "{} aircraft + ? CAS".format(self.to_cp.base.scramble_count(self.game.settings.multiplier * self.ESCORT_FACTOR, CAP))
def __str__(self):
return "Frontline CAP from {} at {}".format(self.from_cp, self.to_cp)
"""
def is_successfull(self, debriefing: Debriefing):
total_targets = sum(self.cas.values())
destroyed_targets = 0
for unit, count in debriefing.destroyed_units[self.defender_name].items():
if unit in self.cas:
destroyed_targets += count
if self.from_cp.captured:
return float(destroyed_targets) / total_targets >= self.SUCCESS_TARGETS_HIT_PERCENTAGE
else:
return float(destroyed_targets) / total_targets < self.SUCCESS_TARGETS_HIT_PERCENTAGE
"""
def is_successfull(self, debriefing: Debriefing):
alive_attackers = sum([v for k, v in debriefing.alive_units[self.attacker_name].items() if db.unit_task(k) == PinpointStrike])
alive_defenders = sum([v for k, v in debriefing.alive_units[self.defender_name].items() if db.unit_task(k) == PinpointStrike])
attackers_success = (float(alive_attackers) / alive_defenders + 0.01) >= self.SUCCESS_FACTOR
if self.from_cp.captured:
return attackers_success
else:
return not attackers_success
def commit(self, debriefing: Debriefing):
super(FrontlinePatrolEvent, self).commit(debriefing)
if self.from_cp.captured:
if self.is_successfull(debriefing):
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
else:
self.to_cp.base.affect_strength(+self.STRENGTH_INFLUENCE)
else:
if self.is_successfull(debriefing):
self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
else:
self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
def skip(self):
pass
def player_attacking(self, interceptors: db.PlaneDict, clients: db.PlaneDict, armor: db.ArmorDict):
self.cas = self.to_cp.base.scramble_cas(self.game.settings.multiplier)
self.escort = self.to_cp.base.scramble_sweep(self.game.settings.multiplier * self.ESCORT_FACTOR)
op = FrontlinePatrolOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker_clients=clients,
defender_clients={},
from_cp=self.from_cp,
to_cp=self.to_cp)
defenders = self.to_cp.base.assemble_attack()
op.setup(cas=self.cas,
escort=self.escort,
interceptors=interceptors,
armor_attackers=db.unitdict_restrict_count(armor, sum(defenders.values())),
armor_defenders=defenders)
self.operation = op