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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Added performance settings.
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15
gen/armor.py
15
gen/armor.py
@@ -96,6 +96,11 @@ class GroundConflictGenerator:
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def gen_infantry_group_for_group(self, group, is_player, side:Country, forward_heading):
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# Disable infantry unit gen if disabled
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if not self.game.settings.perf_infantry:
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return
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infantry_position = group.points[0].position.random_point_within(250, 50)
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if side == self.conflict.attackers_country:
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@@ -135,12 +140,16 @@ class GroundConflictGenerator:
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def plan_action_for_groups(self, stance, ally_groups, enemy_groups, forward_heading, from_cp, to_cp):
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if not self.game.settings.perf_moving_units:
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return
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for dcs_group, group in ally_groups:
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if group.role == CombatGroupRole.ARTILLERY:
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# Fire on any ennemy in range
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target = self.get_artillery_target_in_range(dcs_group, group, enemy_groups)
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if target is not None:
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dcs_group.points[0].tasks.append(FireAtPoint(target, len(group.units) * 10, 100))
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if self.game.settings.perf_artillery:
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target = self.get_artillery_target_in_range(dcs_group, group, enemy_groups)
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if target is not None:
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dcs_group.points[0].tasks.append(FireAtPoint(target, len(group.units) * 10, 100))
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elif group.role in [CombatGroupRole.TANK, CombatGroupRole.IFV]:
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if stance == CombatStance.AGGRESIVE:
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# Attack nearest enemy if any
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@@ -77,6 +77,12 @@ class GroundObjectsGenerator:
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vehicle.position.y = u.position.y
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vehicle.heading = u.heading
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vg.add_unit(vehicle)
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if self.game.settings.perf_red_alert_state:
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vg.points[0].tasks.append(OptAlarmState(2))
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else:
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vg.points[0].tasks.append(OptAlarmState(1))
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elif ground_object.dcs_identifier in ["CARRIER", "LHA"]:
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for g in ground_object.groups:
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if len(g.units) > 0:
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