mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Mission planning has been completely redone. Missions are now planned by right clicking the target area and choosing "New package". A package can include multiple flights for the same objective. Right now the automatic flight planner is only fragging single-flight packages in the same manner that it used to, but that can be improved now. The air tasking order (ATO) is now the left bar of the main UI. This shows every fragged package, and the flights in the selected package. The info bar that was previously on the left is now a smaller bar at the bottom of the screen. The old "Mission Planning" button is now just the "Take Off" button. The flight plan display no longer shows enemy flight plans. That could be re-added if needed, probably with a difficulty/cheat option. Aircraft inventories have been disassociated from the Planner class. Aircraft inventories are now stored globally in the Game object. Save games made prior to this update will not be compatible do to the changes in how aircraft inventories and planned flights are stored.
435 lines
16 KiB
Python
435 lines
16 KiB
Python
from datetime import datetime, timedelta
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from game.db import REWARDS, PLAYER_BUDGET_BASE, sys
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from game.inventory import GlobalAircraftInventory
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from game.models.game_stats import GameStats
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from gen.ato import AirTaskingOrder
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from gen.flights.ai_flight_planner import FlightPlanner
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from gen.ground_forces.ai_ground_planner import GroundPlanner
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from .event import *
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from .settings import Settings
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COMMISION_UNIT_VARIETY = 4
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COMMISION_LIMITS_SCALE = 1.5
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COMMISION_LIMITS_FACTORS = {
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PinpointStrike: 10,
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CAS: 5,
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CAP: 8,
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AirDefence: 8,
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}
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COMMISION_AMOUNTS_SCALE = 1.5
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COMMISION_AMOUNTS_FACTORS = {
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PinpointStrike: 3,
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CAS: 1,
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CAP: 2,
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AirDefence: 0.8,
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}
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PLAYER_INTERCEPT_GLOBAL_PROBABILITY_BASE = 30
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PLAYER_INTERCEPT_GLOBAL_PROBABILITY_LOG = 2
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PLAYER_BASEATTACK_THRESHOLD = 0.4
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# amount of strength player bases recover for the turn
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PLAYER_BASE_STRENGTH_RECOVERY = 0.2
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# amount of strength enemy bases recover for the turn
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ENEMY_BASE_STRENGTH_RECOVERY = 0.05
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# cost of AWACS for single operation
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AWACS_BUDGET_COST = 4
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# Initial budget value
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PLAYER_BUDGET_INITIAL = 650
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# Bonus multiplier logarithm base
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PLAYER_BUDGET_IMPORTANCE_LOG = 2
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class Game:
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settings = None # type: Settings
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budget = PLAYER_BUDGET_INITIAL
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events = None # type: typing.List[Event]
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pending_transfers = None # type: typing.Dict[]
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ignored_cps = None # type: typing.Collection[ControlPoint]
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turn = 0
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game_stats: GameStats = None
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current_unit_id = 0
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current_group_id = 0
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def __init__(self, player_name: str, enemy_name: str, theater: ConflictTheater, start_date: datetime, settings):
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self.settings = settings
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self.events = []
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self.theater = theater
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self.player_name = player_name
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self.player_country = db.FACTIONS[player_name]["country"]
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self.enemy_name = enemy_name
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self.enemy_country = db.FACTIONS[enemy_name]["country"]
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self.turn = 0
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self.date = datetime(start_date.year, start_date.month, start_date.day)
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self.game_stats = GameStats()
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self.game_stats.update(self)
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self.planners = {}
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self.ground_planners = {}
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self.informations = []
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self.informations.append(Information("Game Start", "-" * 40, 0))
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self.__culling_points = self.compute_conflicts_position()
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self.__frontlineData = []
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self.__destroyed_units = []
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self.jtacs = []
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self.savepath = ""
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self.blue_ato = AirTaskingOrder()
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self.red_ato = AirTaskingOrder()
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self.aircraft_inventory = GlobalAircraftInventory(
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self.theater.controlpoints
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)
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self.sanitize_sides()
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def sanitize_sides(self):
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"""
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Make sure the opposing factions are using different countries
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:return:
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"""
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if self.player_country == self.enemy_country:
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if self.player_country == "USA":
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self.enemy_country = "USAF Aggressors"
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elif self.player_country == "Russia":
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self.enemy_country = "USSR"
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else:
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self.enemy_country = "Russia"
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@property
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def player_faction(self):
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return db.FACTIONS[self.player_name]
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@property
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def enemy_faction(self):
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return db.FACTIONS[self.enemy_name]
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def _roll(self, prob, mult):
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if self.settings.version == "dev":
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# always generate all events for dev
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return 100
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else:
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return random.randint(1, 100) <= prob * mult
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def _generate_player_event(self, event_class, player_cp, enemy_cp):
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self.events.append(event_class(self, player_cp, enemy_cp, enemy_cp.position, self.player_name, self.enemy_name))
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def _generate_events(self):
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for player_cp, enemy_cp in self.theater.conflicts(True):
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self._generate_player_event(FrontlineAttackEvent, player_cp, enemy_cp)
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def commision_unit_types(self, cp: ControlPoint, for_task: Task) -> typing.Collection[UnitType]:
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importance_factor = (cp.importance - IMPORTANCE_LOW) / (IMPORTANCE_HIGH - IMPORTANCE_LOW)
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if for_task == AirDefence and not self.settings.sams:
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return [x for x in db.find_unittype(AirDefence, self.enemy_name) if x not in db.SAM_BAN]
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else:
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return db.choose_units(for_task, importance_factor, COMMISION_UNIT_VARIETY, self.enemy_name)
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def _commision_units(self, cp: ControlPoint):
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for for_task in [CAS, CAP, AirDefence]:
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limit = COMMISION_LIMITS_FACTORS[for_task] * math.pow(cp.importance,
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COMMISION_LIMITS_SCALE) * self.settings.multiplier
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missing_units = limit - cp.base.total_units(for_task)
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if missing_units > 0:
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awarded_points = COMMISION_AMOUNTS_FACTORS[for_task] * math.pow(cp.importance,
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COMMISION_AMOUNTS_SCALE) * self.settings.multiplier
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points_to_spend = cp.base.append_commision_points(for_task, awarded_points)
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if points_to_spend > 0:
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unittypes = self.commision_unit_types(cp, for_task)
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if len(unittypes) > 0:
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d = {random.choice(unittypes): points_to_spend}
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logging.info("Commision {}: {}".format(cp, d))
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cp.base.commision_units(d)
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@property
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def budget_reward_amount(self):
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reward = 0
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if len(self.theater.player_points()) > 0:
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reward = PLAYER_BUDGET_BASE * len(self.theater.player_points())
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for cp in self.theater.player_points():
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for g in cp.ground_objects:
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if g.category in REWARDS.keys():
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reward = reward + REWARDS[g.category]
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return reward
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else:
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return reward
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def _budget_player(self):
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self.budget += self.budget_reward_amount
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def awacs_expense_commit(self):
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self.budget -= AWACS_BUDGET_COST
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def units_delivery_event(self, to_cp: ControlPoint) -> UnitsDeliveryEvent:
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event = UnitsDeliveryEvent(attacker_name=self.player_name,
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defender_name=self.player_name,
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from_cp=to_cp,
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to_cp=to_cp,
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game=self)
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self.events.append(event)
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return event
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def units_delivery_remove(self, event: Event):
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if event in self.events:
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self.events.remove(event)
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def initiate_event(self, event: Event):
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#assert event in self.events
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logging.info("Generating {} (regular)".format(event))
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event.generate()
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def finish_event(self, event: Event, debriefing: Debriefing):
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logging.info("Finishing event {}".format(event))
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event.commit(debriefing)
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if event.is_successfull(debriefing):
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self.budget += event.bonus()
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if event in self.events:
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self.events.remove(event)
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else:
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logging.info("finish_event: event not in the events!")
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def is_player_attack(self, event):
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if isinstance(event, Event):
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return event.attacker_name == self.player_name
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else:
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return event.name == self.player_name
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def pass_turn(self, no_action=False, ignored_cps: typing.Collection[ControlPoint] = None):
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logging.info("Pass turn")
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self.informations.append(Information("End of turn #" + str(self.turn), "-" * 40, 0))
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self.turn = self.turn + 1
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for event in self.events:
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if self.settings.version == "dev":
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# don't damage player CPs in by skipping in dev mode
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if isinstance(event, UnitsDeliveryEvent):
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event.skip()
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else:
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event.skip()
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self._enemy_reinforcement()
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self._budget_player()
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if not no_action and self.turn > 1:
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for cp in self.theater.player_points():
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cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)
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else:
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for cp in self.theater.player_points():
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if not cp.is_carrier and not cp.is_lha:
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cp.base.affect_strength(-PLAYER_BASE_STRENGTH_RECOVERY)
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self.ignored_cps = []
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if ignored_cps:
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self.ignored_cps = ignored_cps
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self.events = [] # type: typing.List[Event]
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self._generate_events()
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# Update statistics
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self.game_stats.update(self)
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self.aircraft_inventory.reset()
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for cp in self.theater.controlpoints:
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self.aircraft_inventory.set_from_control_point(cp)
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# Plan flights & combat for next turn
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self.__culling_points = self.compute_conflicts_position()
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self.planners = {}
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self.ground_planners = {}
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self.blue_ato.clear()
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self.red_ato.clear()
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for cp in self.theater.controlpoints:
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if cp.has_runway():
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planner = FlightPlanner(cp, self)
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planner.plan_flights()
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self.planners[cp.id] = planner
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if cp.has_frontline:
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gplanner = GroundPlanner(cp, self)
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gplanner.plan_groundwar()
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self.ground_planners[cp.id] = gplanner
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# Autosave progress
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persistency.autosave(self)
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def _enemy_reinforcement(self):
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"""
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Compute and commision reinforcement for enemy bases
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"""
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MAX_ARMOR = 30 * self.settings.multiplier
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MAX_AIRCRAFT = 25 * self.settings.multiplier
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production = 0.0
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for enemy_point in self.theater.enemy_points():
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for g in enemy_point.ground_objects:
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if g.category in REWARDS.keys():
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production = production + REWARDS[g.category]
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production = production * 0.75
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budget_for_armored_units = production / 2
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budget_for_aircraft = production / 2
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potential_cp_armor = []
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for cp in self.theater.enemy_points():
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for cpe in cp.connected_points:
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if cpe.captured and cp.base.total_armor < MAX_ARMOR:
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potential_cp_armor.append(cp)
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if len(potential_cp_armor) == 0:
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potential_cp_armor = self.theater.enemy_points()
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i = 0
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potential_units = [u for u in db.FACTIONS[self.enemy_name]["units"] if u in db.UNIT_BY_TASK[PinpointStrike]]
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print("Enemy Recruiting")
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print(potential_cp_armor)
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print(budget_for_armored_units)
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print(potential_units)
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if len(potential_units) > 0 and len(potential_cp_armor) > 0:
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while budget_for_armored_units > 0:
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i = i + 1
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if i > 50 or budget_for_armored_units <= 0:
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break
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target_cp = random.choice(potential_cp_armor)
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if target_cp.base.total_armor >= MAX_ARMOR:
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continue
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unit = random.choice(potential_units)
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price = db.PRICES[unit] * 2
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budget_for_armored_units -= price * 2
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target_cp.base.armor[unit] = target_cp.base.armor.get(unit, 0) + 2
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info = Information("Enemy Reinforcement", unit.id + " x 2 at " + target_cp.name, self.turn)
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print(str(info))
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self.informations.append(info)
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if budget_for_armored_units > 0:
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budget_for_aircraft += budget_for_armored_units
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potential_units = [u for u in db.FACTIONS[self.enemy_name]["units"] if
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u in db.UNIT_BY_TASK[CAS] or u in db.UNIT_BY_TASK[CAP]]
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if len(potential_units) > 0 and len(potential_cp_armor) > 0:
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while budget_for_aircraft > 0:
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i = i + 1
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if i > 50 or budget_for_aircraft <= 0:
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break
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target_cp = random.choice(potential_cp_armor)
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if target_cp.base.total_planes >= MAX_AIRCRAFT:
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continue
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unit = random.choice(potential_units)
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price = db.PRICES[unit] * 2
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budget_for_aircraft -= price * 2
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target_cp.base.aircraft[unit] = target_cp.base.aircraft.get(unit, 0) + 2
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info = Information("Enemy Reinforcement", unit.id + " x 2 at " + target_cp.name, self.turn)
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print(str(info))
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self.informations.append(info)
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@property
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def current_turn_daytime(self):
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return ["dawn", "day", "dusk", "night"][self.turn % 4]
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@property
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def current_day(self):
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return self.date + timedelta(days=self.turn // 4)
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def next_unit_id(self):
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"""
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Next unit id for pre-generated units
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"""
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self.current_unit_id += 1
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return self.current_unit_id
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def next_group_id(self):
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"""
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Next unit id for pre-generated units
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"""
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self.current_group_id += 1
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return self.current_group_id
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def compute_conflicts_position(self):
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"""
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Compute the current conflict center position(s), mainly used for culling calculation
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:return: List of points of interests
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"""
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points = []
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# By default, use the existing frontline conflict position
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for conflict in self.theater.conflicts():
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points.append(Conflict.frontline_position(self.theater, conflict[0], conflict[1])[0])
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points.append(conflict[0].position)
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points.append(conflict[1].position)
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# If there is no conflict take the center point between the two nearest opposing bases
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if len(points) == 0:
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cpoint = None
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min_distance = sys.maxsize
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for cp in self.theater.player_points():
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for cp2 in self.theater.enemy_points():
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d = cp.position.distance_to_point(cp2.position)
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if d < min_distance:
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min_distance = d
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cpoint = Point((cp.position.x + cp2.position.x) / 2, (cp.position.y + cp2.position.y) / 2)
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points.append(cp.position)
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points.append(cp2.position)
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break
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if cpoint is not None:
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break
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if cpoint is not None:
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points.append(cpoint)
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# Else 0,0, since we need a default value
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# (in this case this means the whole map is owned by the same player, so it is not an issue)
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if len(points) == 0:
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points.append(Point(0, 0))
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return points
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def add_destroyed_units(self, data):
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pos = Point(data["x"], data["z"])
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if self.theater.is_on_land(pos):
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self.__destroyed_units.append(data)
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def get_destroyed_units(self):
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return self.__destroyed_units
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def position_culled(self, pos):
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"""
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Check if unit can be generated at given position depending on culling performance settings
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:param pos: Position you are tryng to spawn stuff at
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:return: True if units can not be added at given position
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"""
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if self.settings.perf_culling == False:
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return False
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else:
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for c in self.__culling_points:
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if c.distance_to_point(pos) < self.settings.perf_culling_distance * 1000:
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return False
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return True
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# 1 = red, 2 = blue
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def get_player_coalition_id(self):
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return 2
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def get_enemy_coalition_id(self):
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return 1
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def get_player_coalition(self):
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return dcs.action.Coalition.Blue
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def get_enemy_coalition(self):
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return dcs.action.Coalition.Red
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def get_player_color(self):
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return "blue"
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def get_enemy_color(self):
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return "red" |