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https://github.com/dcs-retribution/dcs-retribution.git
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Merge branch 'develop_2_3_x' into develop
# Conflicts: # changelog.md # game/procurement.py # resources/factions/iraq_1991.json
This commit is contained in:
36
game/db.py
36
game/db.py
@@ -389,6 +389,7 @@ PRICES = {
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Armor.ATGM_M1045_HMMWV_TOW: 8,
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Armor.IFV_M2A2_Bradley: 12,
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Armor.APC_M1126_Stryker_ICV: 10,
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Armor.SPG_M1128_Stryker_MGS: 14,
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Armor.ATGM_M1134_Stryker: 12,
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Armor.MBT_M60A3_Patton: 16,
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Armor.MBT_M1A2_Abrams: 25,
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@@ -765,6 +766,7 @@ UNIT_BY_TASK = {
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Armor.APC_M1126_Stryker_ICV,
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Armor.APC_M1126_Stryker_ICV,
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Armor.APC_M1126_Stryker_ICV,
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Armor.SPG_M1128_Stryker_MGS,
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Armor.IFV_MCV_80,
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Armor.IFV_MCV_80,
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Armor.IFV_MCV_80,
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@@ -847,6 +849,23 @@ UNIT_BY_TASK = {
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Artillery.M12_GMC,
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Artillery.Sturmpanzer_IV_Brummbär,
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AirDefence.AAA_ZU_23_on_Ural_375,
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AirDefence.AAA_ZU_23_Insurgent_on_Ural_375,
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AirDefence.AAA_ZSU_57_2,
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AirDefence.SPAAA_ZSU_23_4_Shilka,
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AirDefence.SAM_SA_8_Osa_9A33,
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AirDefence.SAM_SA_9_Strela_1_9P31,
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AirDefence.SAM_SA_13_Strela_10M3_9A35M3,
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AirDefence.SAM_SA_15_Tor_9A331,
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AirDefence.SAM_SA_19_Tunguska_2S6,
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AirDefence.SPAAA_Gepard,
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AirDefence.AAA_Vulcan_M163,
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AirDefence.SAM_Linebacker_M6,
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AirDefence.SAM_Chaparral_M48,
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AirDefence.SAM_Avenger_M1097,
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AirDefence.SAM_Roland_ADS,
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AirDefence.HQ_7_Self_Propelled_LN,
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frenchpack.DIM__TOYOTA_BLUE,
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frenchpack.DIM__TOYOTA_DESERT,
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frenchpack.DIM__TOYOTA_GREEN,
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@@ -872,23 +891,6 @@ UNIT_BY_TASK = {
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],
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AirDefence: [
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# those are listed multiple times here to balance prioritization more into lower tier AAs
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AirDefence.AAA_Vulcan_M163,
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AirDefence.AAA_Vulcan_M163,
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AirDefence.AAA_Vulcan_M163,
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AirDefence.SAM_Linebacker_M6,
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AirDefence.SPAAA_ZSU_23_4_Shilka,
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AirDefence.AAA_ZU_23_Closed,
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AirDefence.SAM_SA_9_Strela_1_9P31,
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AirDefence.SAM_SA_8_Osa_9A33,
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AirDefence.SAM_SA_19_Tunguska_2S6,
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AirDefence.SAM_SA_6_Kub_LN_2P25,
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AirDefence.SAM_SA_3_S_125_LN_5P73,
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AirDefence.SAM_Hawk_PCP,
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AirDefence.SAM_SA_2_LN_SM_90,
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AirDefence.SAM_SA_11_Buk_LN_9A310M1,
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],
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Reconnaissance: [Unarmed.Transport_M818, Unarmed.Transport_Ural_375, Unarmed.Transport_UAZ_469],
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Nothing: [Infantry.Infantry_M4, Infantry.Soldier_AK, ],
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@@ -1,8 +1,8 @@
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from __future__ import annotations
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from dataclasses import dataclass
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import math
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import random
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from dataclasses import dataclass
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from typing import Iterator, List, Optional, TYPE_CHECKING, Type
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from dcs.task import CAP, CAS
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@@ -75,15 +75,25 @@ class ProcurementAi:
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return budget
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def random_affordable_ground_unit(
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self, budget: int) -> Optional[Type[VehicleType]]:
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affordable_units = [u for u in self.faction.frontline_units if
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self, budget: int, cp: ControlPoint) -> Optional[Type[VehicleType]]:
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affordable_units = [u for u in self.faction.frontline_units + self.faction.artillery_units if
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db.PRICES[u] <= budget]
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total_number_aa = cp.base.total_frontline_aa + cp.pending_frontline_aa_deliveries_count
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total_non_aa = cp.base.total_armor + cp.pending_deliveries_count - total_number_aa
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max_aa = math.ceil(total_non_aa/8)
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# Limit the number of AA units the AI will buy
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if not total_number_aa < max_aa:
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for unit in [u for u in affordable_units if u in TYPE_SHORAD]:
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affordable_units.remove(unit)
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if not affordable_units:
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return None
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return random.choice(affordable_units)
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def reinforce_front_line(self, budget: int) -> int:
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if not self.faction.frontline_units:
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if not self.faction.frontline_units and not self.faction.artillery_units:
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return budget
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while budget > 0:
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@@ -92,7 +102,7 @@ class ProcurementAi:
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break
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cp = random.choice(candidates)
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unit = self.random_affordable_ground_unit(budget)
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unit = self.random_affordable_ground_unit(budget, cp)
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if unit is None:
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# Can't afford any more units.
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break
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@@ -9,6 +9,7 @@ from dcs.unittype import FlyingType, UnitType, VehicleType
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from dcs.vehicles import AirDefence, Armor
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from game import db
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from gen.ground_forces.ai_ground_planner_db import TYPE_SHORAD
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STRENGTH_AA_ASSEMBLE_MIN = 0.2
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PLANES_SCRAMBLE_MIN_BASE = 2
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@@ -36,6 +37,10 @@ class Base:
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def total_armor(self) -> int:
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return sum(self.armor.values())
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@property
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def total_frontline_aa(self) -> int:
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return sum([v for k, v in self.armor.items() if k in TYPE_SHORAD])
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@property
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def total_aa(self) -> int:
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return sum(self.aa.values())
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@@ -20,6 +20,7 @@ from dcs.terrain.terrain import Airport, ParkingSlot
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from dcs.unittype import FlyingType
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from game import db
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from gen.ground_forces.ai_ground_planner_db import TYPE_SHORAD
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from gen.runways import RunwayAssigner, RunwayData
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from gen.ground_forces.combat_stance import CombatStance
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from .base import Base
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@@ -457,6 +458,26 @@ class ControlPoint(MissionTarget, ABC):
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u.position.x = u.position.x + delta.x
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u.position.y = u.position.y + delta.y
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@property
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def pending_frontline_aa_deliveries_count(self):
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"""
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Get number of pending frontline aa units
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"""
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if self.pending_unit_deliveries:
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return sum([v for k,v in self.pending_unit_deliveries.units.items() if k in TYPE_SHORAD])
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else:
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return 0
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@property
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def pending_deliveries_count(self):
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"""
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Get number of pending units
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"""
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if self.pending_unit_deliveries:
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return sum([v for k, v in self.pending_unit_deliveries.units.items()])
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else:
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return 0
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class Airfield(ControlPoint):
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