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Adds more details to frontline movement logging (#1465)
* adds more detailed logging for frontline movement * Fixing attribute name * Fixing if, adding else
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@ -34,6 +34,7 @@ Saves from 4.0.0 are compatible with 4.1.0.
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* **[UI]** Google search link added to unit information when there is no information provided.
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* **[UI]** Control point name displayed with ground object group name on map.
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* **[UI]** Buy or Replace will now show the correct price for generated ground objects like sams.
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* **[UI]** Improved logging for frontline movement to be more descriptive about what happened and why.
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## Fixes
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@ -297,15 +297,16 @@ class Event:
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delta = 0.0
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player_won = True
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status_msg: str = ""
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ally_casualties = debriefing.casualty_count(cp)
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enemy_casualties = debriefing.casualty_count(enemy_cp)
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ally_units_alive = cp.base.total_armor
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enemy_units_alive = enemy_cp.base.total_armor
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print(ally_units_alive)
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print(enemy_units_alive)
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print(ally_casualties)
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print(enemy_casualties)
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print(f"Remaining allied units: {ally_units_alive}")
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print(f"Remaining enemy units: {enemy_units_alive}")
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print(f"Allied casualties {ally_casualties}")
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print(f"Enemy casualties {enemy_casualties}")
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ratio = (1.0 + enemy_casualties) / (1.0 + ally_casualties)
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@ -318,24 +319,31 @@ class Event:
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if ally_units_alive == 0:
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player_won = False
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delta = STRONG_DEFEAT_INFLUENCE
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status_msg = f"No allied units alive at {cp.name}-{enemy_cp.name} frontline. Allied ground forces suffer a strong defeat."
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elif enemy_units_alive == 0:
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player_won = True
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delta = STRONG_DEFEAT_INFLUENCE
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status_msg = f"No enemy units alive at {cp.name}-{enemy_cp.name} frontline. Allied ground forces win a strong victory."
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elif cp.stances[enemy_cp.id] == CombatStance.RETREAT:
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player_won = False
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delta = STRONG_DEFEAT_INFLUENCE
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status_msg = f"Allied forces are retreating along the {cp.name}-{enemy_cp.name} frontline, suffering a strong defeat."
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else:
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if enemy_casualties > ally_casualties:
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player_won = True
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if cp.stances[enemy_cp.id] == CombatStance.BREAKTHROUGH:
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delta = STRONG_DEFEAT_INFLUENCE
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status_msg = f"Allied forces break through the {cp.name}-{enemy_cp.name} frontline, winning a strong victory"
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else:
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if ratio > 3:
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delta = STRONG_DEFEAT_INFLUENCE
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status_msg = f"Enemy casualties massively outnumber allied casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces win a strong victory."
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elif ratio < 1.5:
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delta = MINOR_DEFEAT_INFLUENCE
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status_msg = f"Enemy casualties minorly outnumber allied casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces win a minor victory."
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else:
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delta = DEFEAT_INFLUENCE
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status_msg = f"Enemy casualties outnumber allied casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces claim a victory."
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elif ally_casualties > enemy_casualties:
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if (
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@ -345,54 +353,66 @@ class Event:
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# Even with casualties if the enemy is overwhelmed, they are going to lose ground
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player_won = True
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delta = MINOR_DEFEAT_INFLUENCE
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status_msg = f"Despite suffering losses, allied forces still outnumber enemy forces along the {cp.name}-{enemy_cp.name} frontline. Due to allied force's aggressive posture, allied forces claim a minor victory."
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elif (
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ally_units_alive > 3 * enemy_units_alive
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and player_aggresive
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):
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player_won = True
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delta = STRONG_DEFEAT_INFLUENCE
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status_msg = f"Despite suffering losses, allied forces still heavily outnumber enemy forces along the {cp.name}-{enemy_cp.name} frontline. Due to allied force's aggressive posture, allied forces claim a major victory."
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else:
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# But is the enemy is not outnumbered, we lose
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# But if the enemy is not outnumbered, we lose
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player_won = False
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if cp.stances[enemy_cp.id] == CombatStance.BREAKTHROUGH:
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delta = STRONG_DEFEAT_INFLUENCE
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status_msg = f"Allied casualties outnumber enemy casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces have overextended themselves, suffering a major defeat."
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else:
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delta = STRONG_DEFEAT_INFLUENCE
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delta = DEFEAT_INFLUENCE
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status_msg = f"Allied casualties outnumber enemy casualties along the {cp.name}-{enemy_cp.name} frontline. Allied forces suffer a defeat."
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# No progress with defensive strategies
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if player_won and cp.stances[enemy_cp.id] in [
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CombatStance.DEFENSIVE,
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CombatStance.AMBUSH,
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]:
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print("Defensive stance, progress is limited")
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print(
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f"Allied forces have adopted a defensive stance along the {cp.name}-{enemy_cp.name} "
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f"frontline, making only limited progress."
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)
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delta = MINOR_DEFEAT_INFLUENCE
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if player_won:
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print(cp.name + " won ! factor > " + str(delta))
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cp.base.affect_strength(delta)
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enemy_cp.base.affect_strength(-delta)
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# Handle the case where there are no casualties at all on either side but both sides still have units
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if delta == 0.0:
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print(status_msg)
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info = Information(
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"Frontline Report",
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"Our ground forces from "
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+ cp.name
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+ " are making progress toward "
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+ enemy_cp.name,
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f"Our ground forces from {cp.name} reached a stalemate with enemy forces from {enemy_cp.name}.",
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self.game.turn,
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)
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self.game.informations.append(info)
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else:
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print(cp.name + " lost ! factor > " + str(delta))
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enemy_cp.base.affect_strength(delta)
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cp.base.affect_strength(-delta)
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info = Information(
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"Frontline Report",
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"Our ground forces from "
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+ cp.name
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+ " are losing ground against the enemy forces from "
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+ enemy_cp.name,
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self.game.turn,
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)
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self.game.informations.append(info)
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if player_won:
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print(status_msg)
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cp.base.affect_strength(delta)
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enemy_cp.base.affect_strength(-delta)
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info = Information(
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"Frontline Report",
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f"Our ground forces from {cp.name} are making progress toward {enemy_cp.name}. {status_msg}",
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self.game.turn,
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)
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self.game.informations.append(info)
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else:
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print(status_msg)
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enemy_cp.base.affect_strength(delta)
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cp.base.affect_strength(-delta)
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info = Information(
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"Frontline Report",
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f"Our ground forces from {cp.name} are losing ground against the enemy forces from "
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f"{enemy_cp.name}. {status_msg}",
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self.game.turn,
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)
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self.game.informations.append(info)
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def redeploy_units(self, cp: ControlPoint) -> None:
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""" "
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