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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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