Khopa 2167953b87 Ground objects are always generated and destroyable, even when it's not the current mission objective.
Fix : SAM site destruction status is saved correctly.
Added most SAM site to generator.
2019-10-06 16:14:13 +02:00

198 lines
6.5 KiB
Python

import typing
import logging
from dcs.unittype import UnitType
from dcs.task import *
from dcs.vehicles import AirDefence
from dcs.unittype import UnitType
from game import *
from theater import *
from gen.environmentgen import EnvironmentSettings
from gen.conflictgen import Conflict
from game.db import assigned_units_from, unitdict_from
from userdata.debriefing import Debriefing
from userdata import persistency
import game.db as db
DIFFICULTY_LOG_BASE = 1.1
EVENT_DEPARTURE_MAX_DISTANCE = 340000
class Event:
silent = False
informational = False
is_awacs_enabled = False
ca_slots = 0
game = None # type: Game
location = None # type: Point
from_cp = None # type: ControlPoint
departure_cp = None # type: ControlPoint
to_cp = None # type: ControlPoint
operation = None # type: Operation
difficulty = 1 # type: int
environment_settings = None # type: EnvironmentSettings
BONUS_BASE = 5
def __init__(self, game, from_cp: ControlPoint, target_cp: ControlPoint, location: Point, attacker_name: str, defender_name: str):
self.game = game
self.departure_cp = None
self.from_cp = from_cp
self.to_cp = target_cp
self.location = location
self.attacker_name = attacker_name
self.defender_name = defender_name
@property
def is_player_attacking(self) -> bool:
return self.attacker_name == self.game.player_name
@property
def enemy_cp(self) -> ControlPoint:
if self.attacker_name == self.game.player_name:
return self.to_cp
else:
return self.departure_cp
@property
def threat_description(self) -> str:
return ""
def flight_name(self, for_task: typing.Type[typing.Type[Task]]) -> str:
return "Flight"
@property
def tasks(self) -> typing.Collection[typing.Type[Task]]:
return []
@property
def ai_banned_tasks(self) -> typing.Collection[typing.Type[Task]]:
return []
@property
def player_banned_tasks(self) -> typing.Collection[typing.Type[Task]]:
return []
@property
def global_cp_available(self) -> bool:
return False
def is_departure_available_from(self, cp: ControlPoint) -> bool:
if not cp.captured:
return False
if self.location.distance_to_point(cp.position) > EVENT_DEPARTURE_MAX_DISTANCE:
return False
if cp.is_global and not self.global_cp_available:
return False
return True
def bonus(self) -> int:
return int(math.log(self.to_cp.importance + 1, DIFFICULTY_LOG_BASE) * self.BONUS_BASE)
def is_successfull(self, debriefing: Debriefing) -> bool:
return self.operation.is_successfull(debriefing)
def player_attacking(self, cp: ControlPoint, flights: db.TaskForceDict):
if self.is_player_attacking:
self.departure_cp = cp
else:
self.to_cp = cp
def player_defending(self, cp: ControlPoint, flights: db.TaskForceDict):
if self.is_player_attacking:
self.departure_cp = cp
else:
self.to_cp = cp
def generate(self):
self.operation.is_awacs_enabled = self.is_awacs_enabled
self.operation.ca_slots = self.ca_slots
self.operation.prepare(self.game.theater.terrain, is_quick=False)
self.operation.generate()
self.operation.current_mission.save(persistency.mission_path_for("liberation_nextturn.miz"))
self.environment_settings = self.operation.environment_settings
def generate_quick(self):
self.operation.is_awacs_enabled = self.is_awacs_enabled
self.operation.environment_settings = self.environment_settings
self.operation.prepare(self.game.theater.terrain, is_quick=True)
self.operation.generate()
self.operation.current_mission.save(persistency.mission_path_for("liberation_nextturn_quick.miz"))
def commit(self, debriefing: Debriefing):
for destroyed_unit_name in debriefing.dead_units_name:
for cp in self.game.theater.controlpoints:
for i, ground_object in enumerate(cp.ground_objects):
if ground_object.dcs_identifier == "AA":
for g in ground_object.groups:
for u in g.units:
if u.name == destroyed_unit_name:
g.units.remove(u)
ucount = sum([len(g.units) for g in ground_object.groups])
print(ucount)
if ucount == 0:
print("SET DEAD")
ground_object.is_dead = True
for country, losses in debriefing.destroyed_units.items():
if country == self.attacker_name:
cp = self.departure_cp
else:
cp = self.to_cp
logging.info("base {} commit losses {}".format(cp.base, losses))
cp.base.commit_losses(losses)
for object_identifier in debriefing.destroyed_objects:
for cp in self.game.theater.controlpoints:
if not cp.ground_objects:
continue
for i, ground_object in enumerate(cp.ground_objects):
if ground_object.is_dead:
continue
if ground_object.matches_string_identifier(object_identifier):
logging.info("cp {} killing ground object {}".format(cp, ground_object.string_identifier))
cp.ground_objects[i].is_dead = True
def skip(self):
pass
class UnitsDeliveryEvent(Event):
informational = True
units = None # type: typing.Dict[UnitType, int]
def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game):
super(UnitsDeliveryEvent, self).__init__(game=game,
location=to_cp.position,
from_cp=from_cp,
target_cp=to_cp,
attacker_name=attacker_name,
defender_name=defender_name)
self.units = {}
def __str__(self):
return "Pending delivery to {}".format(self.to_cp)
def deliver(self, units: typing.Dict[UnitType, int]):
for k, v in units.items():
self.units[k] = self.units.get(k, 0) + v
def skip(self):
self.to_cp.base.commision_units(self.units)