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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Frontline progression is now based on combat results.
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@@ -22,6 +22,10 @@ DIFFICULTY_LOG_BASE = 1.1
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EVENT_DEPARTURE_MAX_DISTANCE = 340000
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MINOR_DEFEAT_INFLUENCE = 0.1
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DEFEAT_INFLUENCE = 0.3
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STRONG_DEFEAT_INFLUENCE = 0.5
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class Event:
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silent = False
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informational = False
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@@ -153,12 +157,14 @@ class Event:
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# ------------------------------
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# Destroyed ground units
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killed_unit_count_by_cp = {cp.id: 0 for cp in self.game.theater.controlpoints}
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cp_map = {cp.id: cp for cp in self.game.theater.controlpoints}
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for killed_ground_unit in debriefing.killed_ground_units:
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try:
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cpid = int(killed_ground_unit.split("|")[3])
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type = db.unit_type_from_name(killed_ground_unit.split("|")[4])
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if cpid in cp_map.keys():
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killed_unit_count_by_cp[cpid] = killed_unit_count_by_cp[cpid] + 1
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cp = cp_map[cpid]
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if type in cp.base.armor.keys():
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logging.info("Ground unit destroyed : " + str(type))
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@@ -195,7 +201,6 @@ class Event:
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# ------------------------------
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# Captured bases
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if self.game.player_country in db.BLUEFOR_FACTIONS:
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coalition = 2 # Value in DCS mission event for BLUE
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else:
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@@ -225,6 +230,69 @@ class Event:
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except Exception as e:
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print(e)
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# -----------------------------------
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# Compute damage to bases
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for cp in self.game.theater.player_points():
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enemy_cps = [e for e in cp.connected_points if not e.captured]
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for enemy_cp in enemy_cps:
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print("Compute frontline progression for : " + cp.name + " to " + enemy_cp.name)
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delta = 0
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player_won = True
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ally_casualties = killed_unit_count_by_cp[cp.id]
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enemy_casualties = killed_unit_count_by_cp[enemy_cp.id]
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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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ratio = (1.0 + enemy_casualties) / (1.0 + ally_casualties)
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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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elif enemy_units_alive == 0:
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player_won = True
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delta = STRONG_DEFEAT_INFLUENCE
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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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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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else:
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if ratio > 3:
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delta = STRONG_DEFEAT_INFLUENCE
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elif ratio < 1.5:
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delta = MINOR_DEFEAT_INFLUENCE
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else:
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delta = DEFEAT_INFLUENCE
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elif ally_casualties > enemy_casualties:
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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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else:
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delta = STRONG_DEFEAT_INFLUENCE
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# No progress with defensive strategies
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if player_won and cp.stances[enemy_cp.id] in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
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print("Defensive stance, no progress")
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delta = 0
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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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else:
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print(enemy_cp.name + " won ! 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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def skip(self):
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pass
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@@ -60,17 +60,6 @@ class FrontlineAttackEvent(Event):
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def commit(self, debriefing: Debriefing):
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super(FrontlineAttackEvent, self).commit(debriefing)
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if self.from_cp.captured:
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if self.is_successfull(debriefing):
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.to_cp.base.affect_strength(+self.STRENGTH_INFLUENCE)
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else:
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if self.is_successfull(debriefing):
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self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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def skip(self):
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if self.to_cp.captured:
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self.to_cp.base.affect_strength(-0.1)
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