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https://github.com/dcs-retribution/dcs-retribution.git
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Merge branch 'develop' into helipads
# Conflicts: # game/game.py # resources/campaigns/golan_heights_lite.miz
This commit is contained in:
82
game/game.py
82
game/game.py
@@ -1,23 +1,25 @@
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from game.dcs.aircrafttype import AircraftType
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import itertools
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import logging
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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, List
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from dcs.action import Coalition
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from dcs.countries import Switzerland, UnitedNationsPeacekeepers, USAFAggressors
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from dcs.mapping import Point
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from dcs.task import CAP, CAS, PinpointStrike
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from dcs.vehicles import AirDefence
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from pydcs_extensions.a4ec.a4ec import A_4E_C
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from faker import Faker
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from game import db
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from game.inventory import GlobalAircraftInventory
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from game.models.game_stats import GameStats
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from game.plugins import LuaPluginManager
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from gen import naming
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from gen import aircraft, naming
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from gen.ato import AirTaskingOrder
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from gen.conflictgen import Conflict
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from gen.flights.ai_flight_planner import CoalitionMissionPlanner
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@@ -87,8 +89,8 @@ class TurnState(Enum):
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class Game:
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def __init__(
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self,
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player_name: str,
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enemy_name: str,
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player_faction: Faction,
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enemy_faction: Faction,
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theater: ConflictTheater,
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start_date: datetime,
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settings: Settings,
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@@ -98,10 +100,10 @@ class Game:
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self.settings = settings
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self.events: List[Event] = []
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self.theater = theater
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self.player_name = player_name
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self.player_country = db.FACTIONS[player_name].country
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self.enemy_name = enemy_name
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self.enemy_country = db.FACTIONS[enemy_name].country
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self.player_faction = player_faction
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self.player_country = player_faction.country
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self.enemy_faction = enemy_faction
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self.enemy_country = enemy_faction.country
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# pass_turn() will be called when initialization is complete which will
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# increment this to turn 0 before it reaches the player.
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self.turn = -1
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@@ -109,7 +111,7 @@ class Game:
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self.date = date(start_date.year, start_date.month, start_date.day)
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self.game_stats = GameStats()
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self.game_stats.update(self)
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self.ground_planners: Dict[int, GroundPlanner] = {}
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self.ground_planners: dict[int, GroundPlanner] = {}
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self.informations = []
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self.informations.append(Information("Game Start", "-" * 40, 0))
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# Culling Zones are for areas around points of interest that contain things we may not wish to cull.
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@@ -150,7 +152,7 @@ class Game:
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self.on_load(game_still_initializing=True)
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def __getstate__(self) -> Dict[str, Any]:
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def __getstate__(self) -> dict[str, Any]:
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state = self.__dict__.copy()
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# Avoid persisting any volatile types that can be deterministically
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# recomputed on load for the sake of save compatibility.
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@@ -162,7 +164,7 @@ class Game:
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del state["red_faker"]
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return state
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def __setstate__(self, state: Dict[str, Any]) -> None:
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def __setstate__(self, state: dict[str, Any]) -> None:
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self.__dict__.update(state)
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# Regenerate any state that was not persisted.
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self.on_load()
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@@ -202,13 +204,49 @@ class Game:
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else:
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self.enemy_country = "Russia"
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@property
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def player_faction(self) -> Faction:
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return db.FACTIONS[self.player_name]
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def faction_for(self, player: bool) -> Faction:
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if player:
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return self.player_faction
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return self.enemy_faction
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@property
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def enemy_faction(self) -> Faction:
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return db.FACTIONS[self.enemy_name]
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def faker_for(self, player: bool) -> Faker:
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if player:
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return self.blue_faker
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return self.red_faker
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def air_wing_for(self, player: bool) -> AirWing:
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if player:
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return self.blue_air_wing
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return self.red_air_wing
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def country_for(self, player: bool) -> str:
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if player:
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return self.player_country
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return self.enemy_country
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def bullseye_for(self, player: bool) -> Bullseye:
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if player:
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return self.blue_bullseye
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return self.red_bullseye
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def _roll(self, prob, mult):
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if self.settings.version == "dev":
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# always generate all events for dev
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return 100
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else:
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return random.randint(1, 100) <= prob * mult
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def _generate_player_event(self, event_class, player_cp, enemy_cp):
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self.events.append(
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event_class(
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self,
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player_cp,
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enemy_cp,
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enemy_cp.position,
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self.player_faction.name,
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self.enemy_faction.name,
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)
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)
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@property
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def neutral_country(self):
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@@ -260,8 +298,8 @@ class Game:
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player_cp,
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enemy_cp,
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enemy_cp.position,
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self.player_name,
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self.enemy_name,
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self.player_faction.name,
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self.enemy_faction.name,
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)
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)
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@@ -307,7 +345,7 @@ class Game:
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return (
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event
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and event.attacker_name
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and event.attacker_name == self.player_name
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and event.attacker_name == self.player_faction.name
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)
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else:
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raise RuntimeError(f"{event} was passed when an Event type was expected")
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@@ -356,10 +394,10 @@ class Game:
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self.blue_air_wing.replenish()
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self.red_air_wing.replenish()
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if not skipped and self.turn > 1:
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if not skipped:
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for cp in self.theater.player_points():
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cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)
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else:
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elif self.turn > 1:
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for cp in self.theater.player_points():
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if not cp.is_carrier and not cp.is_lha:
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cp.base.affect_strength(-PLAYER_BASE_STRENGTH_RECOVERY)
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