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WIP: display events on the map
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28
game/game.py
28
game/game.py
@@ -100,21 +100,11 @@ class Game:
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self.enemy = enemy_name
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def _roll(self, prob, mult):
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return random.randint(1, 100) <= prob * mult
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def _generate_globalinterceptions(self):
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global_count = len([x for x in self.theater.player_points() if x.is_global])
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for from_cp in [x for x in self.theater.player_points() if x.is_global]:
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probability_base = max(PLAYER_INTERCEPT_GLOBAL_PROBABILITY_BASE / global_count, 1)
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probability = probability_base * math.log(len(self.theater.player_points()) + 1, PLAYER_INTERCEPT_GLOBAL_PROBABILITY_LOG)
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if self._roll(probability, from_cp.base.strength):
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to_cp = random.choice([x for x in self.theater.enemy_points() if x not in self.theater.conflicts()])
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self.events.append(InterceptEvent(attacker_name=self.player,
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defender_name=self.enemy,
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from_cp=from_cp,
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to_cp=to_cp,
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game=self))
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break
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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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if event_class == NavalInterceptEvent and enemy_cp.radials == LAND:
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@@ -173,20 +163,12 @@ class Game:
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def _generate_events(self):
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for player_cp, enemy_cp in self.theater.conflicts(True):
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if enemy_cp.is_global:
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continue
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for event_class, (player_probability, enemy_probability) in EVENT_PROBABILITIES.items():
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if event_class in [FrontlineAttackEvent, FrontlinePatrolEvent, InfantryTransportEvent]:
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# skip events requiring frontline
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if not Conflict.has_frontline_between(player_cp, enemy_cp):
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continue
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if player_cp.is_global:
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# skip events requiring ground CP
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if event_class not in [InterceptEvent, StrikeEvent, NavalInterceptEvent]:
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continue
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if player_probability == 100 or self._roll(player_probability, player_cp.base.strength):
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self._generate_player_event(event_class, player_cp, enemy_cp)
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