mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Decouple unit deliveries and conflict events.
Fixes https://github.com/Khopa/dcs_liberation/issues/692 and lets us clean up the interface quite a bit.
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@@ -2,7 +2,7 @@ from __future__ import annotations
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import logging
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import math
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from typing import Dict, List, TYPE_CHECKING, Type
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from typing import Dict, Iterator, List, TYPE_CHECKING, Tuple, Type
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from dcs.mapping import Point
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from dcs.task import Task
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@@ -296,9 +296,6 @@ class Event:
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self.game.turn)
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self.game.informations.append(info)
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def skip(self):
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pass
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def redeploy_units(self, cp):
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""""
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Auto redeploy units to newly captured base
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@@ -340,32 +337,25 @@ class Event:
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logging.info(info.text)
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class UnitsDeliveryEvent(Event):
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informational = True
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def __init__(self, attacker_name: str, defender_name: str,
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from_cp: ControlPoint, to_cp: ControlPoint,
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game: Game) -> None:
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super(UnitsDeliveryEvent, self).__init__(game=game,
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location=to_cp.position,
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from_cp=from_cp,
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target_cp=to_cp,
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attacker_name=attacker_name,
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defender_name=defender_name)
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class UnitsDeliveryEvent:
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def __init__(self, control_point: ControlPoint) -> None:
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self.to_cp = control_point
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self.units: Dict[Type[UnitType], int] = {}
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def __str__(self) -> str:
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return "Pending delivery to {}".format(self.to_cp)
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def deliver(self, units: Dict[Type[UnitType], int]) -> None:
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def order(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 refund_all(self) -> None:
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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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unit_type, count = self.units.popitem()
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yield self.units.popitem()
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def refund_all(self, game: Game) -> None:
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for unit_type, count in self.consume_each_order():
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try:
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price = PRICES[unit_type]
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except KeyError:
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@@ -374,15 +364,14 @@ class UnitsDeliveryEvent(Event):
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logging.info(
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f"Refunding {count} {unit_type.id} at {self.to_cp.name}")
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self.game.adjust_budget(price * count, player=self.to_cp.captured)
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def skip(self) -> None:
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for k, v in self.units.items():
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if self.to_cp.captured:
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name = "Ally "
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else:
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name = "Enemy "
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self.game.message(
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f"{name} reinforcements: {k.id} x {v} at {self.to_cp.name}")
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game.adjust_budget(price * count, player=self.to_cp.captured)
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def process(self, game: Game) -> None:
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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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self.units = {}
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