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Merge pull request #716 from SimonC6R/sold-aircraft-state
Adds a buffer for sold aircraft/vehicles.
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@@ -350,6 +350,10 @@ class UnitsDeliveryEvent:
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for k, v in units.items():
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self.units[k] = self.units.get(k, 0) + v
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def sell(self, units: Dict[Type[UnitType], int]) -> None:
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for k, v in units.items():
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self.units[k] = self.units.get(k, 0) - v
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def consume_each_order(self) -> Iterator[Tuple[Type[UnitType], int]]:
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while self.units:
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yield self.units.popitem()
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@@ -366,12 +370,30 @@ class UnitsDeliveryEvent:
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f"Refunding {count} {unit_type.id} at {self.to_cp.name}")
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game.adjust_budget(price * count, player=self.to_cp.captured)
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def available_next_turn(self, unit_type: Type[UnitType]) -> int:
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pending_units = self.units.get(unit_type)
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if pending_units is None:
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pending_units = 0
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current_units = self.to_cp.base.total_units_of_type(unit_type)
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return pending_units + current_units
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def process(self, game: Game) -> None:
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bought_units: Dict[Type[UnitType], int] = {}
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sold_units: Dict[Type[UnitType], int] = {}
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for unit_type, count in self.units.items():
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coalition = "Ally" if self.to_cp.captured else "Enemy"
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aircraft = unit_type.id
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name = self.to_cp.name
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game.message(
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f"{coalition} reinforcements: {aircraft} x {count} at {name}")
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self.to_cp.base.commision_units(self.units)
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if count >= 0:
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bought_units[unit_type] = count
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game.message(
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f"{coalition} reinforcements: {aircraft} x {count} at {name}")
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else:
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sold_units[unit_type] = -count
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game.message(
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f"{coalition} sold: {aircraft} x {-count} at {name}")
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self.to_cp.base.commision_units(bought_units)
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self.to_cp.base.commit_losses(sold_units)
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self.units = {}
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bought_units = {}
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sold_units = {}
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