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Add basic intel window.
Currently only shows the enemy's economic information. https://github.com/Khopa/dcs_liberation/issues/658
This commit is contained in:
23
game/game.py
23
game/game.py
@@ -4,7 +4,7 @@ import random
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import sys
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from datetime import date, datetime, timedelta
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from enum import Enum
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from typing import Any, Dict, List
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from typing import Any, Dict, Iterator, List, Tuple
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from dcs.action import Coalition
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from dcs.mapping import Point
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@@ -27,6 +27,7 @@ from .debriefing import Debriefing
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from .event.event import Event, UnitsDeliveryEvent
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from .event.frontlineattack import FrontlineAttackEvent
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from .factions.faction import Faction
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from .income import Income
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from .infos.information import Information
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from .navmesh import NavMesh
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from .procurement import ProcurementAi
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@@ -189,30 +190,14 @@ class Game:
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front_line.control_point_a,
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front_line.control_point_b)
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@property
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def budget_reward_amount(self) -> int:
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reward = PLAYER_BUDGET_BASE * len(self.theater.player_points())
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for cp in self.theater.player_points():
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for g in cp.ground_objects:
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if g.category in REWARDS.keys() and not g.is_dead:
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reward += REWARDS[g.category]
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return int(reward * self.settings.player_income_multiplier)
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def process_player_income(self):
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self.budget += self.budget_reward_amount
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self.budget += Income(self, player=True).total
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def process_enemy_income(self):
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# TODO: Clean up save compat.
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if not hasattr(self, "enemy_budget"):
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self.enemy_budget = 0
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production = 0.0
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for enemy_point in self.theater.enemy_points():
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for g in enemy_point.ground_objects:
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if g.category in REWARDS.keys() and not g.is_dead:
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production = production + REWARDS[g.category]
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self.enemy_budget += production * self.settings.enemy_income_multiplier
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self.enemy_budget += Income(self, player=False).total
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def units_delivery_event(self, to_cp: ControlPoint) -> UnitsDeliveryEvent:
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event = UnitsDeliveryEvent(attacker_name=self.player_name,
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64
game/income.py
Normal file
64
game/income.py
Normal file
@@ -0,0 +1,64 @@
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from __future__ import annotations
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from dataclasses import dataclass
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from typing import TYPE_CHECKING
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from game.db import PLAYER_BUDGET_BASE, REWARDS
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from game.theater import ControlPoint
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if TYPE_CHECKING:
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from game import Game
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@dataclass(frozen=True)
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class BuildingIncome:
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name: str
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category: str
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number: int
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income_per_building: int
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@property
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def income(self) -> int:
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return self.number * self.income_per_building
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@dataclass(frozen=True)
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class ControlPointIncome:
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control_point: ControlPoint
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income: int
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class Income:
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def __init__(self, game: Game, player: bool) -> None:
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if player:
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self.multiplier = game.settings.player_income_multiplier
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else:
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self.multiplier = game.settings.enemy_income_multiplier
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self.control_points = []
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self.buildings = []
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self.income_per_base = PLAYER_BUDGET_BASE if player else 0
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names = set()
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for cp in game.theater.control_points_for(player):
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self.control_points.append(
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ControlPointIncome(cp, self.income_per_base))
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for tgo in cp.ground_objects:
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names.add(tgo.obj_name)
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for name in names:
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count = 0
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tgos = game.theater.find_ground_objects_by_obj_name(name)
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category = tgos[0].category
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if category not in REWARDS:
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continue
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for tgo in tgos:
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if not tgo.is_dead:
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count += 1
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self.buildings.append(BuildingIncome(name, category, count,
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REWARDS[category]))
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self.from_bases = sum(cp.income for cp in self.control_points)
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self.total_buildings = sum(b.income for b in self.buildings)
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self.total = ((self.total_buildings + self.from_bases) *
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self.multiplier)
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@@ -502,8 +502,13 @@ class ConflictTheater:
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)
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return new_point
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def control_points_for(self, player: bool) -> Iterator[ControlPoint]:
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for point in self.controlpoints:
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if point.captured == player:
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yield point
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def player_points(self) -> List[ControlPoint]:
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return [point for point in self.controlpoints if point.captured]
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return list(self.control_points_for(player=True))
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def conflicts(self, from_player=True) -> Iterator[FrontLine]:
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for cp in [x for x in self.controlpoints if x.captured == from_player]:
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@@ -511,7 +516,7 @@ class ConflictTheater:
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yield FrontLine(cp, connected_point, self)
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def enemy_points(self) -> List[ControlPoint]:
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return [point for point in self.controlpoints if not point.captured]
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return list(self.control_points_for(player=False))
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def closest_control_point(self, point: Point) -> ControlPoint:
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closest = self.controlpoints[0]
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