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Merge branch 'develop_2_3_x' into develop
# Conflicts: # changelog.md # game/procurement.py # resources/factions/iraq_1991.json
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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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