diff --git a/game/game.py b/game/game.py index 775f36f3..7308a128 100644 --- a/game/game.py +++ b/game/game.py @@ -147,30 +147,6 @@ class Game: front_line.control_point_a, front_line.control_point_b) - def commision_unit_types(self, cp: ControlPoint, for_task: Task) -> List[UnitType]: - importance_factor = (cp.importance - IMPORTANCE_LOW) / (IMPORTANCE_HIGH - IMPORTANCE_LOW) - - if for_task == AirDefence and not self.settings.sams: - return [x for x in db.find_unittype(AirDefence, self.enemy_name) if x not in db.SAM_BAN] - else: - return db.choose_units(for_task, importance_factor, COMMISION_UNIT_VARIETY, self.enemy_name) - - def _commision_units(self, cp: ControlPoint): - for for_task in [CAS, CAP, AirDefence]: - limit = COMMISION_LIMITS_FACTORS[for_task] * math.pow(cp.importance, - COMMISION_LIMITS_SCALE) * self.settings.multiplier - missing_units = limit - cp.base.total_units(for_task) - if missing_units > 0: - awarded_points = COMMISION_AMOUNTS_FACTORS[for_task] * math.pow(cp.importance, - COMMISION_AMOUNTS_SCALE) * self.settings.multiplier - points_to_spend = cp.base.append_commision_points(for_task, awarded_points) - if points_to_spend > 0: - unittypes = self.commision_unit_types(cp, for_task) - if len(unittypes) > 0: - d = {random.choice(unittypes): points_to_spend} - logging.info("Commision {}: {}".format(cp, d)) - cp.base.commision_units(d) - @property def budget_reward_amount(self): reward = 0