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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
few minor fixes
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@@ -29,9 +29,9 @@ class GroundInterceptEvent(Event):
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destroyed_targets += count
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if self.from_cp.captured:
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return math.ceil(float(destroyed_targets) / total_targets) >= self.SUCCESS_TARGETS_HIT_PERCENTAGE
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return float(destroyed_targets) / total_targets >= self.SUCCESS_TARGETS_HIT_PERCENTAGE
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else:
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return math.ceil(float(destroyed_targets) / total_targets) < self.SUCCESS_TARGETS_HIT_PERCENTAGE
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return float(destroyed_targets) / total_targets < self.SUCCESS_TARGETS_HIT_PERCENTAGE
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def commit(self, debriefing: Debriefing):
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super(GroundInterceptEvent, self).commit(debriefing)
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15
game/game.py
15
game/game.py
@@ -33,12 +33,12 @@ PLAYER_INTERCEPT_GLOBAL_PROBABILITY_BASE = 25
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PLAYER_INTERCEPT_GLOBAL_PROBABILITY_LOG = 2
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EVENT_PROBABILITIES = {
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CaptureEvent: [100, 4],
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InterceptEvent: [35, 5],
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GroundInterceptEvent: [35, 5],
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InterceptEvent: [25, 5],
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GroundInterceptEvent: [25, 5],
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GroundAttackEvent: [0, 5],
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NavalInterceptEvent: [35, 5],
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AntiAAStrikeEvent: [35, 5],
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InfantryTransportEvent: [100, 0],
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NavalInterceptEvent: [25, 5],
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AntiAAStrikeEvent: [25, 5],
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InfantryTransportEvent: [25, 0],
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}
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PLAYER_BASE_STRENGTH_RECOVERY = 0.2
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@@ -174,7 +174,10 @@ class Game:
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if event.is_successfull(debriefing):
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self.budget += event.bonus()
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self.events.remove(event)
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if event in self.events:
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self.events.remove(event)
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else:
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print("finish_event: event not in the events!")
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def is_player_attack(self, event: Event):
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return event.attacker_name == self.player
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