import math import random from dcs.task import * from game import * from game.event import * from game.event.frontlineattack import FrontlineAttackEvent from .event import * from game.operation.convoystrike import ConvoyStrikeOperation TRANSPORT_COUNT = 4, 6 DEFENDERS_AMOUNT_FACTOR = 4 class ConvoyStrikeEvent(Event): SUCCESS_FACTOR = 0.6 STRENGTH_INFLUENCE = 0.25 targets = None # type: db.ArmorDict @property def threat_description(self): return "" @property def tasks(self): return [CAS] @property def global_cp_available(self) -> bool: return True def flight_name(self, for_task: typing.Type[Task]) -> str: if for_task == CAS: return "Strike flight" def __str__(self): return "Convoy Strike" def skip(self): self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE) def commit(self, debriefing: Debriefing): super(ConvoyStrikeEvent, self).commit(debriefing) if self.from_cp.captured: if self.is_successfull(debriefing): self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE) else: if self.is_successfull(debriefing): self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE) def is_successfull(self, debriefing: Debriefing): if self.game.player_name == self.attacker_name: defender_country = self.game.enemy_country else: defender_country = self.game.player_country killed_units = sum([v for k, v in debriefing.destroyed_units.get(defender_country, {}).items() if db.unit_task(k) in [PinpointStrike, Reconnaissance]]) 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_attacking(self, flights: db.TaskForceDict): assert CAS in flights and len(flights) == 1, "Invalid flights" convoy_unittype = db.find_unittype(Reconnaissance, self.defender_name)[0] defense_unittype = db.find_unittype(PinpointStrike, self.defender_name)[0] defenders_count = int(math.ceil(self.from_cp.base.strength * self.from_cp.importance * DEFENDERS_AMOUNT_FACTOR)) self.targets = {convoy_unittype: random.randrange(*TRANSPORT_COUNT), defense_unittype: defenders_count, } op = ConvoyStrikeOperation(game=self.game, attacker_name=self.attacker_name, defender_name=self.defender_name, from_cp=self.from_cp, departure_cp=self.departure_cp, to_cp=self.to_cp) op.setup(target=self.targets, strikegroup=flights[CAS]) self.operation = op