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Remove dead code.
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9620ac7e7e
commit
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24
game/game.py
24
game/game.py
@ -147,30 +147,6 @@ class Game:
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front_line.control_point_a,
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front_line.control_point_a,
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front_line.control_point_b)
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front_line.control_point_b)
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def commision_unit_types(self, cp: ControlPoint, for_task: Task) -> List[UnitType]:
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importance_factor = (cp.importance - IMPORTANCE_LOW) / (IMPORTANCE_HIGH - IMPORTANCE_LOW)
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if for_task == AirDefence and not self.settings.sams:
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return [x for x in db.find_unittype(AirDefence, self.enemy_name) if x not in db.SAM_BAN]
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else:
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return db.choose_units(for_task, importance_factor, COMMISION_UNIT_VARIETY, self.enemy_name)
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def _commision_units(self, cp: ControlPoint):
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for for_task in [CAS, CAP, AirDefence]:
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limit = COMMISION_LIMITS_FACTORS[for_task] * math.pow(cp.importance,
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COMMISION_LIMITS_SCALE) * self.settings.multiplier
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missing_units = limit - cp.base.total_units(for_task)
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if missing_units > 0:
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awarded_points = COMMISION_AMOUNTS_FACTORS[for_task] * math.pow(cp.importance,
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COMMISION_AMOUNTS_SCALE) * self.settings.multiplier
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points_to_spend = cp.base.append_commision_points(for_task, awarded_points)
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if points_to_spend > 0:
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unittypes = self.commision_unit_types(cp, for_task)
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if len(unittypes) > 0:
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d = {random.choice(unittypes): points_to_spend}
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logging.info("Commision {}: {}".format(cp, d))
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cp.base.commision_units(d)
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@property
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@property
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def budget_reward_amount(self):
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def budget_reward_amount(self):
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reward = 0
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reward = 0
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