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https://github.com/dcs-retribution/dcs-retribution.git
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122 lines
3.9 KiB
Python
122 lines
3.9 KiB
Python
import typing
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import math
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import random
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from dcs.task import *
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from dcs.vehicles import *
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from game import db
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from game.operation.navalintercept import NavalInterceptionOperation
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from userdata.debriefing import Debriefing
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from .event import *
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class NavalInterceptEvent(Event):
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STRENGTH_INFLUENCE = 0.3
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SUCCESS_RATE = 0.5
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targets = None # type: db.ShipDict
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def _targets_count(self) -> int:
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from gen.conflictgen import IMPORTANCE_LOW, IMPORTANCE_HIGH
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factor = (self.to_cp.importance - IMPORTANCE_LOW) * 10
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return max(int(factor), 1)
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def __str__(self) -> str:
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return "Naval intercept"
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@property
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def tasks(self):
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if self.is_player_attacking:
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return [CAS]
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else:
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return [CAP]
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def flight_name(self, for_task: typing.Type[Task]) -> str:
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if for_task == CAS:
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return "Naval intercept flight"
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elif for_task == CAP:
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return "CAP flight"
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@property
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def threat_description(self):
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s = "{} ship(s)".format(self._targets_count())
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if not self.from_cp.captured:
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s += ", {} aircraft".format(self.from_cp.base.scramble_count(self.game.settings.multiplier))
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return s
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def is_successfull(self, debriefing: Debriefing):
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total_targets = sum(self.targets.values())
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destroyed_targets = 0
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for unit, count in debriefing.destroyed_units[self.defender_name].items():
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if unit in self.targets:
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destroyed_targets += count
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if self.from_cp.captured:
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return math.ceil(float(destroyed_targets) / total_targets) > self.SUCCESS_RATE
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else:
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return math.ceil(float(destroyed_targets) / total_targets) < self.SUCCESS_RATE
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def commit(self, debriefing: Debriefing):
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super(NavalInterceptEvent, self).commit(debriefing)
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if self.attacker_name == self.game.player:
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if self.is_successfull(debriefing):
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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# enemy attacking
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if self.is_successfull(debriefing):
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self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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def skip(self):
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if self.to_cp.captured:
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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def player_attacking(self, flights: ScrambledFlightsDict):
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assert CAS in flights and len(flights) == 1, "Invalid flights"
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self.targets = {
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random.choice(db.find_unittype(CargoTransportation, self.defender_name)): self._targets_count(),
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}
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op = NavalInterceptionOperation(
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self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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from_cp=self.from_cp,
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to_cp=self.to_cp
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)
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op.setup(strikegroup=flights[CAS],
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interceptors={},
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targets=self.targets)
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self.operation = op
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def player_defending(self, flights: ScrambledFlightsDict):
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assert CAP in flights and len(flights) == 1, "Invalid flights"
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self.targets = {
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random.choice(db.find_unittype(CargoTransportation, self.defender_name)): self._targets_count(),
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}
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op = NavalInterceptionOperation(
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self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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from_cp=self.from_cp,
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to_cp=self.to_cp
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)
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strikegroup = self.from_cp.base.scramble_cas(self.game.settings.multiplier)
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op.setup(strikegroup=flight_dict_from(strikegroup),
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interceptors=flights[CAP],
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targets=self.targets)
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self.operation = op
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