import math import random from dcs.task import * from game import * from game.event import * from game.event.frontlineattack import FrontlineAttackEvent from game.operation.insurgentattack import InsurgentAttackOperation class InsurgentAttackEvent(Event): SUCCESS_FACTOR = 0.7 TARGET_VARIETY = 2 TARGET_AMOUNT_FACTOR = 0.5 @property def threat_description(self): return "" def __str__(self): return "Destroy insurgents" def is_successfull(self, debriefing: Debriefing): killed_units = sum([v for k, v in debriefing.destroyed_units[self.attacker_name].items() if db.unit_task(k) == PinpointStrike]) all_units = sum(self.targets.values()) attackers_success = (float(killed_units) / (all_units + 0.01)) > self.SUCCESS_FACTOR if self.from_cp.captured: return attackers_success else: return not attackers_success def player_defending(self, strikegroup: db.PlaneDict, clients: db.PlaneDict): suitable_unittypes = db.find_unittype(Reconnaissance, self.attacker_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 = InsurgentAttackOperation(game=self.game, attacker_name=self.attacker_name, defender_name=self.defender_name, attacker_clients={}, defender_clients=clients, from_cp=self.from_cp, to_cp=self.to_cp) op.setup(target=self.targets, strikegroup=strikegroup) self.operation = op def player_attacking(self, interceptors: db.PlaneDict, clients: db.PlaneDict): assert False