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https://github.com/dcs-retribution/dcs-retribution.git
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minor fixes; F-14B
This commit is contained in:
14
game/game.py
14
game/game.py
@@ -111,7 +111,7 @@ class Game:
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# skip naval events for non-coastal CPs
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return
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if event_class == BaseAttackEvent and enemy_cp.base.strength > PLAYER_BASEATTACK_THRESHOLD:
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if event_class == BaseAttackEvent and enemy_cp.base.strength > PLAYER_BASEATTACK_THRESHOLD and self.settings.version != "dev":
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# skip base attack events for CPs yet too strong
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return
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@@ -163,6 +163,7 @@ class Game:
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def _generate_events(self):
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strikes_generated_for = set()
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base_attack_generated_for = set()
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for player_cp, enemy_cp in self.theater.conflicts(True):
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for event_class, (player_probability, enemy_probability) in EVENT_PROBABILITIES.items():
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@@ -171,15 +172,20 @@ class Game:
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if not Conflict.has_frontline_between(player_cp, enemy_cp):
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continue
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if event_class in [StrikeEvent]:
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# don't generate multiple 100% strike events from each attack direction
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# don't generate multiple 100% events from each attack direction
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if event_class is StrikeEvent:
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if enemy_cp in strikes_generated_for:
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continue
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if event_class is BaseAttackEvent:
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if enemy_cp in base_attack_generated_for:
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continue
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if player_probability == 100 or player_probability > 0 and 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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if event_class in [StrikeEvent]:
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if event_class is StrikeEvent:
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strikes_generated_for.add(enemy_cp)
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if event_class is BaseAttackEvent:
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base_attack_generated_for.add(enemy_cp)
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if enemy_probability == 100 or enemy_probability > 0 and self._roll(enemy_probability, enemy_cp.base.strength):
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self._generate_enemy_event(event_class, player_cp, enemy_cp)
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