dcs-retribution/game/event/groundintercept.py
2018-06-18 23:57:02 +03:00

69 lines
2.3 KiB
Python

import math
import random
from dcs.task import *
from game import *
from game.event import *
from userdata.debriefing import Debriefing
class GroundInterceptEvent(Event):
BONUS_BASE = 3
TARGET_AMOUNT_FACTOR = 2
TARGET_VARIETY = 2
STRENGTH_INFLUENCE = 0.3
SUCCESS_TARGETS_HIT_PERCENTAGE = 0.5
targets = None # type: db.ArmorDict
def __str__(self):
return "Ground intercept from {} at {}".format(self.from_cp, self.to_cp)
def is_successfull(self, debriefing: Debriefing):
total_targets = sum(self.targets.values())
destroyed_targets = 0
for unit, count in debriefing.destroyed_units[self.defender_name].items():
if unit in self.targets:
destroyed_targets += count
return (float(destroyed_targets) / float(total_targets)) >= self.SUCCESS_TARGETS_HIT_PERCENTAGE
def commit(self, debriefing: Debriefing):
super(GroundInterceptEvent, 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:
assert False
def skip(self):
if not self.to_cp.captured:
self.to_cp.base.affect_strength(+0.1)
else:
pass
def player_attacking(self, strikegroup: db.PlaneDict, clients: db.PlaneDict):
suitable_unittypes = db.find_unittype(PinpointStrike, self.defender_name)
random.shuffle(suitable_unittypes)
unittypes = suitable_unittypes[:self.TARGET_VARIETY]
typecount = max(math.floor(self.difficulty * self.TARGET_AMOUNT_FACTOR), 1)
self.targets = {unittype: typecount for unittype in unittypes}
op = GroundInterceptOperation(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)
op.setup(target=self.targets,
strikegroup=strikegroup)
self.operation = op