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https://github.com/dcs-retribution/dcs-retribution.git
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This way the results of committing the debriefing can't alter the view of the debriefing. It looks like it was probably that case that debriefing information displays (but not the committed results) would be incorrect after a base capture because the results might be shown after the results were committed. Maybe fixes https://github.com/Khopa/dcs_liberation/issues/513
385 lines
16 KiB
Python
385 lines
16 KiB
Python
from __future__ import annotations
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import logging
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import math
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from typing import Dict, List, TYPE_CHECKING, Type
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from dcs.mapping import Point
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from dcs.task import Task
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from dcs.unittype import UnitType
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from game import persistency
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from game.debriefing import AirLosses, Debriefing
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from game.infos.information import Information
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from game.operation.operation import Operation
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from game.theater import ControlPoint
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from gen import AirTaskingOrder
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from gen.ground_forces.combat_stance import CombatStance
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from ..unitmap import UnitMap
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if TYPE_CHECKING:
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from ..game import Game
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DIFFICULTY_LOG_BASE = 1.1
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EVENT_DEPARTURE_MAX_DISTANCE = 340000
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MINOR_DEFEAT_INFLUENCE = 0.1
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DEFEAT_INFLUENCE = 0.3
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STRONG_DEFEAT_INFLUENCE = 0.5
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class Event:
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silent = False
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informational = False
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game = None # type: Game
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location = None # type: Point
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from_cp = None # type: ControlPoint
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to_cp = None # type: ControlPoint
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difficulty = 1 # type: int
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BONUS_BASE = 5
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def __init__(self, game, from_cp: ControlPoint, target_cp: ControlPoint, location: Point, attacker_name: str, defender_name: str):
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self.game = game
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self.from_cp = from_cp
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self.to_cp = target_cp
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self.location = location
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self.attacker_name = attacker_name
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self.defender_name = defender_name
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@property
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def is_player_attacking(self) -> bool:
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return self.attacker_name == self.game.player_name
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@property
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def tasks(self) -> List[Type[Task]]:
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return []
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def bonus(self) -> int:
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return int(math.log(self.to_cp.importance + 1, DIFFICULTY_LOG_BASE) * self.BONUS_BASE)
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def generate(self) -> UnitMap:
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Operation.prepare(self.game)
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unit_map = Operation.generate()
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Operation.current_mission.save(
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persistency.mission_path_for("liberation_nextturn.miz"))
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return unit_map
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@staticmethod
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def _transfer_aircraft(ato: AirTaskingOrder, losses: AirLosses,
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for_player: bool) -> None:
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for package in ato.packages:
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for flight in package.flights:
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# No need to transfer to the same location.
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if flight.departure == flight.arrival:
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continue
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# Don't transfer to bases that were captured. Note that if the
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# airfield was back-filling transfers it may overflow. We could
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# attempt to be smarter in the future by performing transfers in
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# order up a graph to prevent transfers to full airports and
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# send overflow off-map, but overflow is fine for now.
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if flight.arrival.captured != for_player:
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logging.info(
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f"Not transferring {flight} because {flight.arrival} "
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"was captured")
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continue
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transfer_count = losses.surviving_flight_members(flight)
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if transfer_count < 0:
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logging.error(f"{flight} had {flight.count} aircraft but "
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f"{transfer_count} losses were recorded.")
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continue
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aircraft = flight.unit_type
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available = flight.departure.base.total_units_of_type(aircraft)
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if available < transfer_count:
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logging.error(
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f"Found killed {aircraft} from {flight.departure} but "
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f"that airbase has only {available} available.")
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continue
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flight.departure.base.aircraft[aircraft] -= transfer_count
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if aircraft not in flight.arrival.base.aircraft:
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# TODO: Should use defaultdict.
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flight.arrival.base.aircraft[aircraft] = 0
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flight.arrival.base.aircraft[aircraft] += transfer_count
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def complete_aircraft_transfers(self, debriefing: Debriefing) -> None:
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self._transfer_aircraft(self.game.blue_ato, debriefing.air_losses,
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for_player=True)
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self._transfer_aircraft(self.game.red_ato, debriefing.air_losses,
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for_player=False)
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@staticmethod
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def commit_air_losses(debriefing: Debriefing) -> None:
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for loss in debriefing.air_losses.losses:
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aircraft = loss.unit_type
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cp = loss.departure
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available = cp.base.total_units_of_type(aircraft)
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if available <= 0:
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logging.error(
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f"Found killed {aircraft} from {cp} but that airbase has "
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"none available.")
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continue
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logging.info(f"{aircraft} destroyed from {cp}")
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cp.base.aircraft[aircraft] -= 1
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@staticmethod
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def commit_front_line_losses(debriefing: Debriefing) -> None:
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for loss in debriefing.front_line_losses:
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unit_type = loss.unit_type
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control_point = loss.origin
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available = control_point.base.total_units_of_type(unit_type)
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if available <= 0:
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logging.error(
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f"Found killed {unit_type} from {control_point} but that "
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"airbase has none available.")
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continue
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logging.info(f"{unit_type} destroyed from {control_point}")
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control_point.base.armor[unit_type] -= 1
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@staticmethod
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def commit_ground_object_losses(debriefing: Debriefing) -> None:
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for loss in debriefing.ground_object_losses:
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# TODO: This should be stored in the TGO, not in the pydcs Group.
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if not hasattr(loss.group, "units_losts"):
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loss.group.units_losts = []
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loss.group.units.remove(loss.unit)
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loss.group.units_losts.append(loss.unit)
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if not loss.ground_object.alive_unit_count:
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loss.ground_object.is_dead = True
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def commit_building_losses(self, debriefing: Debriefing) -> None:
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for loss in debriefing.building_losses:
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loss.ground_object.is_dead = True
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self.game.informations.append(Information(
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"Building destroyed",
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f"{loss.ground_object.dcs_identifier} has been destroyed at "
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f"location {loss.ground_object.obj_name}", self.game.turn
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))
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@staticmethod
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def commit_damaged_runways(debriefing: Debriefing) -> None:
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for damaged_runway in debriefing.damaged_runways:
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damaged_runway.damage_runway()
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def commit(self, debriefing: Debriefing):
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logging.info("Committing mission results")
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self.commit_air_losses(debriefing)
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self.commit_front_line_losses(debriefing)
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self.commit_ground_object_losses(debriefing)
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self.commit_building_losses(debriefing)
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self.commit_damaged_runways(debriefing)
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# ------------------------------
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# Captured bases
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#if self.game.player_country in db.BLUEFOR_FACTIONS:
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coalition = 2 # Value in DCS mission event for BLUE
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#else:
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# coalition = 1 # Value in DCS mission event for RED
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for captured in debriefing.base_capture_events:
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try:
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id = int(captured.split("||")[0])
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new_owner_coalition = int(captured.split("||")[1])
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captured_cps = []
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for cp in self.game.theater.controlpoints:
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if cp.id == id:
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if cp.captured and new_owner_coalition != coalition:
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for_player = False
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info = Information(cp.name + " lost !", "The ennemy took control of " + cp.name + "\nShame on us !", self.game.turn)
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self.game.informations.append(info)
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captured_cps.append(cp)
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elif not(cp.captured) and new_owner_coalition == coalition:
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for_player = True
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info = Information(cp.name + " captured !", "We took control of " + cp.name + "! Great job !", self.game.turn)
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self.game.informations.append(info)
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captured_cps.append(cp)
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else:
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continue
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cp.capture(self.game, for_player)
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for cp in captured_cps:
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logging.info("Will run redeploy for " + cp.name)
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self.redeploy_units(cp)
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except Exception:
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logging.exception(f"Could not process base capture {captured}")
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self.complete_aircraft_transfers(debriefing)
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# Destroyed units carcass
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# -------------------------
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for destroyed_unit in debriefing.state_data.destroyed_statics:
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self.game.add_destroyed_units(destroyed_unit)
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# -----------------------------------
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# Compute damage to bases
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for cp in self.game.theater.player_points():
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enemy_cps = [e for e in cp.connected_points if not e.captured]
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for enemy_cp in enemy_cps:
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print("Compute frontline progression for : " + cp.name + " to " + enemy_cp.name)
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delta = 0.0
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player_won = True
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ally_casualties = debriefing.casualty_count(cp)
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enemy_casualties = debriefing.casualty_count(enemy_cp)
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ally_units_alive = cp.base.total_armor
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enemy_units_alive = enemy_cp.base.total_armor
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print(ally_units_alive)
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print(enemy_units_alive)
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print(ally_casualties)
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print(enemy_casualties)
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ratio = (1.0 + enemy_casualties) / (1.0 + ally_casualties)
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player_aggresive = cp.stances[enemy_cp.id] in [CombatStance.AGGRESSIVE, CombatStance.ELIMINATION, CombatStance.BREAKTHROUGH]
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if ally_units_alive == 0:
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player_won = False
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delta = STRONG_DEFEAT_INFLUENCE
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elif enemy_units_alive == 0:
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player_won = True
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delta = STRONG_DEFEAT_INFLUENCE
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elif cp.stances[enemy_cp.id] == CombatStance.RETREAT:
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player_won = False
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delta = STRONG_DEFEAT_INFLUENCE
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else:
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if enemy_casualties > ally_casualties:
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player_won = True
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if cp.stances[enemy_cp.id] == CombatStance.BREAKTHROUGH:
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delta = STRONG_DEFEAT_INFLUENCE
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else:
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if ratio > 3:
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delta = STRONG_DEFEAT_INFLUENCE
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elif ratio < 1.5:
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delta = MINOR_DEFEAT_INFLUENCE
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else:
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delta = DEFEAT_INFLUENCE
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elif ally_casualties > enemy_casualties:
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if ally_units_alive > 2*enemy_units_alive and player_aggresive:
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# Even with casualties if the enemy is overwhelmed, they are going to lose ground
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player_won = True
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delta = MINOR_DEFEAT_INFLUENCE
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elif ally_units_alive > 3*enemy_units_alive and player_aggresive:
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player_won = True
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delta = STRONG_DEFEAT_INFLUENCE
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else:
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# But is the enemy is not outnumbered, we lose
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player_won = False
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if cp.stances[enemy_cp.id] == CombatStance.BREAKTHROUGH:
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delta = STRONG_DEFEAT_INFLUENCE
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else:
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delta = STRONG_DEFEAT_INFLUENCE
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# No progress with defensive strategies
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if player_won and cp.stances[enemy_cp.id] in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
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print("Defensive stance, progress is limited")
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delta = MINOR_DEFEAT_INFLUENCE
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if player_won:
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print(cp.name + " won ! factor > " + str(delta))
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cp.base.affect_strength(delta)
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enemy_cp.base.affect_strength(-delta)
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info = Information("Frontline Report",
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"Our ground forces from " + cp.name + " are making progress toward " + enemy_cp.name,
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self.game.turn)
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self.game.informations.append(info)
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else:
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print(cp.name + " lost ! factor > " + str(delta))
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enemy_cp.base.affect_strength(delta)
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cp.base.affect_strength(-delta)
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info = Information("Frontline Report",
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"Our ground forces from " + cp.name + " are losing ground against the enemy forces from " + enemy_cp.name,
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self.game.turn)
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self.game.informations.append(info)
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def skip(self):
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pass
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def redeploy_units(self, cp):
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""""
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Auto redeploy units to newly captured base
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"""
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ally_connected_cps = [ocp for ocp in cp.connected_points if cp.captured == ocp.captured]
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enemy_connected_cps = [ocp for ocp in cp.connected_points if cp.captured != ocp.captured]
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# If the newly captured cp does not have enemy connected cp,
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# then it is not necessary to redeploy frontline units there.
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if len(enemy_connected_cps) == 0:
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return
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else:
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# From each ally cp, send reinforcements
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for ally_cp in ally_connected_cps:
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total_units_redeployed = 0
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own_enemy_cp = [ocp for ocp in ally_cp.connected_points if ally_cp.captured != ocp.captured]
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moved_units = {}
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# If the connected base, does not have any more enemy cp connected.
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# Or if it is not the opponent redeploying forces there (enemy AI will never redeploy all their forces at once)
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if len(own_enemy_cp) > 0 or not cp.captured:
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for frontline_unit, count in ally_cp.base.armor.items():
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moved_units[frontline_unit] = int(count/2)
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total_units_redeployed = total_units_redeployed + int(count/2)
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else: # So if the old base, does not have any more enemy cp connected, or if it is an enemy base
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for frontline_unit, count in ally_cp.base.armor.items():
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moved_units[frontline_unit] = count
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total_units_redeployed = total_units_redeployed + count
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cp.base.commision_units(moved_units)
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ally_cp.base.commit_losses(moved_units)
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if total_units_redeployed > 0:
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info = Information("Units redeployed", "", self.game.turn)
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info.text = str(total_units_redeployed) + " units have been redeployed from " + ally_cp.name + " to " + cp.name
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self.game.informations.append(info)
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logging.info(info.text)
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class UnitsDeliveryEvent(Event):
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informational = True
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def __init__(self, attacker_name: str, defender_name: str,
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from_cp: ControlPoint, to_cp: ControlPoint,
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game: Game) -> None:
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super(UnitsDeliveryEvent, self).__init__(game=game,
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location=to_cp.position,
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from_cp=from_cp,
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target_cp=to_cp,
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attacker_name=attacker_name,
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defender_name=defender_name)
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self.units: Dict[Type[UnitType], int] = {}
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def __str__(self) -> str:
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return "Pending delivery to {}".format(self.to_cp)
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def deliver(self, units: Dict[Type[UnitType], int]) -> None:
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for k, v in units.items():
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self.units[k] = self.units.get(k, 0) + v
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def skip(self) -> None:
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for k, v in self.units.items():
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if self.to_cp.captured:
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name = "Ally "
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else:
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name = "Enemy "
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self.game.message(
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f"{name} reinforcements: {k.id} x {v} at {self.to_cp.name}")
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self.to_cp.base.commision_units(self.units)
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