from game.event import * from game.operation.frontlinepatrol import FrontlinePatrolOperation from userdata.debriefing import Debriefing class FrontlinePatrolEvent(Event): ESCORT_FACTOR = 0.5 STRENGTH_INFLUENCE = 0.3 SUCCESS_FACTOR = 0.8 cas = None # type: db.PlaneDict escort = None # type: db.PlaneDict @property def threat_description(self): return "{} aircraft + ? CAS".format(self.to_cp.base.scramble_count(self.game.settings.multiplier * self.ESCORT_FACTOR, CAP)) @property def tasks(self): return [CAP] def flight_name(self, for_task: typing.Type[Task]) -> str: if for_task == CAP: return "CAP flight" elif for_task == PinpointStrike: return "Ground attack" def __str__(self): return "Frontline CAP" def is_successfull(self, debriefing: Debriefing): if self.game.player_name == self.attacker_name: attacker_country = self.game.player_country defender_country = self.game.enemy_country else: attacker_country = self.game.enemy_country defender_country = self.game.player_country alive_attackers = sum([v for k, v in debriefing.alive_units[attacker_country].items() if db.unit_task(k) == PinpointStrike]) alive_defenders = sum([v for k, v in debriefing.alive_units[defender_country].items() if db.unit_task(k) == PinpointStrike]) attackers_success = (float(alive_attackers) / (alive_defenders + 0.01)) >= self.SUCCESS_FACTOR if self.from_cp.captured: return attackers_success else: return not attackers_success def commit(self, debriefing: Debriefing): super(FrontlinePatrolEvent, self).commit(debriefing) if self.from_cp.captured: if self.is_successfull(debriefing): self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE) else: self.to_cp.base.affect_strength(+self.STRENGTH_INFLUENCE) else: if self.is_successfull(debriefing): self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE) else: self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE) def skip(self): pass def player_attacking(self, flights: db.TaskForceDict): assert CAP in flights and len(flights) == 1, "Invalid flights" self.cas = self.to_cp.base.scramble_cas(self.game.settings.multiplier) self.escort = self.to_cp.base.scramble_sweep(self.game.settings.multiplier * self.ESCORT_FACTOR) op = FrontlinePatrolOperation(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) defenders = self.to_cp.base.assemble_attack() attackers = db.unitdict_restrict_count(self.from_cp.base.assemble_attack(), sum(defenders.values())) op.setup(cas=assigned_units_from(self.cas), escort=assigned_units_from(self.escort), interceptors=flights[CAP], armor_attackers=attackers, armor_defenders=defenders) self.operation = op