from game.event import * from game.operation.frontlineattack import FrontlineAttackOperation from userdata.debriefing import Debriefing class FrontlineAttackEvent(Event): TARGET_VARIETY = 2 TARGET_AMOUNT_FACTOR = 0.5 ATTACKER_AMOUNT_FACTOR = 0.4 ATTACKER_DEFENDER_FACTOR = 0.7 STRENGTH_INFLUENCE = 0.3 SUCCESS_FACTOR = 1.5 defenders = None # type: db.ArmorDict @property def threat_description(self): return "{} vehicles".format(self.to_cp.base.assemble_count()) @property def tasks(self) -> typing.Collection[typing.Type[Task]]: if self.is_player_attacking: return [CAS, PinpointStrike] else: return [CAP, PinpointStrike] def flight_name(self, for_task: typing.Type[Task]) -> str: if for_task == CAS: return "CAS flight" elif for_task == CAP: return "CAP flight" elif for_task == PinpointStrike: return "Ground attack" def __str__(self): return "Frontline attack" def is_successfull(self, debriefing: Debriefing): alive_attackers = sum([v for k, v in debriefing.alive_units[self.attacker_name].items() if db.unit_task(k) == PinpointStrike]) alive_defenders = sum([v for k, v in debriefing.alive_units[self.defender_name].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(FrontlineAttackEvent, 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): if self.to_cp.captured: self.to_cp.base.affect_strength(-0.1) def player_attacking(self, flights: db.TaskForceDict): assert CAS in flights and PinpointStrike in flights and len(flights) == 2, "Invalid flights" self.defenders = self.to_cp.base.assemble_attack() op = FrontlineAttackOperation(game=self.game, attacker_name=self.attacker_name, defender_name=self.defender_name, from_cp=self.from_cp, to_cp=self.to_cp) armor = unitdict_from(flights[PinpointStrike]) op.setup(target=self.defenders, attackers=db.unitdict_restrict_count(armor, sum(self.defenders.values())), strikegroup=flights[CAS]) self.operation = op