Merge pull request #884 from Khopa/develop_2_4_x

Release 2.4.2.
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Dan Albert 2021-02-12 19:05:44 -08:00 committed by GitHub
commit e40b916b07
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8 changed files with 958 additions and 209 deletions

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@ -1,3 +1,15 @@
# 2.4.2
## Features/Improvements
* **[Factions]** Introduction dates and fallback weapons added for US, Russian, UK, and French weapons. Huge thanks to @TheCandianVendingMachine for the massive amount of data entry!
* **[Campaigns]** Added 1995 start dates.
## Fixes
* **[Economy]** Pending ground unit purchases will also be transferred when a connected base is captured.
* **[UI]** Fixed rounding of budget in recruitment menu.
# 2.4.1
## Fixes

File diff suppressed because it is too large Load Diff

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@ -1300,6 +1300,10 @@ TIME_PERIODS = {
"Gulf War - Winter [1990]": datetime(1990, 1, 1),
"Gulf War - Spring [1990]": datetime(1990, 4, 1),
"Gulf War - Summer [1990]": datetime(1990, 6, 1),
"Mid-90s - Winter [1995]": datetime(1995, 1, 1),
"Mid-90s - Spring [1995]": datetime(1995, 4, 1),
"Mid-90s - Summer [1995]": datetime(1995, 6, 1),
"Mid-90s - Fall [1995]": datetime(1995, 10, 1),
"Gulf War - Fall [1990]": datetime(1990, 10, 1),
"Modern - Winter [2010]": datetime(2010, 1, 1),
"Modern - Spring [2010]": datetime(2010, 4, 1),
@ -1309,7 +1313,7 @@ TIME_PERIODS = {
"Syrian War [2011]": datetime(2011, 3, 15),
"6 days war [1967]": datetime(1967, 6, 5),
"Yom Kippour War [1973]": datetime(1973, 10, 6),
"Lebanon War [1982]": datetime(1982, 6, 6),
"First Lebanon War [1982]": datetime(1982, 6, 6),
"Arab-Israeli War [1948]": datetime(1948, 5, 15),
}

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@ -6,7 +6,7 @@ from typing import Dict, Iterator, List, TYPE_CHECKING, Tuple, Type
from dcs.mapping import Point
from dcs.task import Task
from dcs.unittype import UnitType
from dcs.unittype import UnitType, VehicleType
from game import persistency
from game.debriefing import AirLosses, Debriefing
@ -296,45 +296,69 @@ class Event:
self.game.turn)
self.game.informations.append(info)
def redeploy_units(self, cp):
def redeploy_units(self, cp: ControlPoint) -> None:
""""
Auto redeploy units to newly captured base
"""
ally_connected_cps = [ocp for ocp in cp.connected_points if cp.captured == ocp.captured]
enemy_connected_cps = [ocp for ocp in cp.connected_points if cp.captured != ocp.captured]
ally_connected_cps = [ocp for ocp in cp.connected_points if
cp.captured == ocp.captured]
enemy_connected_cps = [ocp for ocp in cp.connected_points if
cp.captured != ocp.captured]
# If the newly captured cp does not have enemy connected cp,
# then it is not necessary to redeploy frontline units there.
if len(enemy_connected_cps) == 0:
return
# From each ally cp, send reinforcements
for ally_cp in ally_connected_cps:
self.redeploy_between(cp, ally_cp)
def redeploy_between(self, destination: ControlPoint,
source: ControlPoint) -> None:
total_units_redeployed = 0
moved_units = {}
if source.has_active_frontline or not destination.captured:
# If there are still active front lines to defend at the
# transferring CP we should not transfer all units.
#
# Opfor also does not transfer all of their units.
# TODO: Balance the CPs rather than moving half from everywhere.
move_factor = 0.5
else:
# From each ally cp, send reinforcements
for ally_cp in ally_connected_cps:
total_units_redeployed = 0
own_enemy_cp = [ocp for ocp in ally_cp.connected_points if ally_cp.captured != ocp.captured]
# Otherwise we can move everything.
move_factor = 1
moved_units = {}
for frontline_unit, count in source.base.armor.items():
moved_units[frontline_unit] = int(count * move_factor)
total_units_redeployed = total_units_redeployed + int(
count * move_factor)
# If the connected base, does not have any more enemy cp connected.
# Or if it is not the opponent redeploying forces there (enemy AI will never redeploy all their forces at once)
if len(own_enemy_cp) > 0 or not cp.captured:
for frontline_unit, count in ally_cp.base.armor.items():
moved_units[frontline_unit] = int(count/2)
total_units_redeployed = total_units_redeployed + int(count/2)
else: # So if the old base, does not have any more enemy cp connected, or if it is an enemy base
for frontline_unit, count in ally_cp.base.armor.items():
moved_units[frontline_unit] = count
total_units_redeployed = total_units_redeployed + count
destination.base.commision_units(moved_units)
source.base.commit_losses(moved_units)
cp.base.commision_units(moved_units)
ally_cp.base.commit_losses(moved_units)
# Also transfer pending deliveries.
for unit_type, count in source.pending_unit_deliveries.units.items():
if not issubclass(unit_type, VehicleType):
continue
if count <= 0:
# Don't transfer *sales*...
continue
move_count = int(count * move_factor)
source.pending_unit_deliveries.sell({unit_type: move_count})
destination.pending_unit_deliveries.order({unit_type: move_count})
total_units_redeployed += move_count
if total_units_redeployed > 0:
info = Information("Units redeployed", "", self.game.turn)
info.text = str(total_units_redeployed) + " units have been redeployed from " + ally_cp.name + " to " + cp.name
self.game.informations.append(info)
logging.info(info.text)
if total_units_redeployed > 0:
text = (
f"{total_units_redeployed} units have been redeployed from "
f"{source.name} to {destination.name}"
)
info = Information("Units redeployed", text, self.game.turn)
self.game.informations.append(info)
logging.info(text)
class UnitsDeliveryEvent:

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@ -606,6 +606,10 @@ class ControlPoint(MissionTarget, ABC):
def income_per_turn(self) -> int:
return 0
@property
def has_active_frontline(self) -> bool:
return any(
not c.is_friendly(self.captured) for c in self.connected_points)
class Airfield(ControlPoint):

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@ -2,7 +2,7 @@ from pathlib import Path
def _build_version_string() -> str:
components = ["2.4"]
components = ["2.4.2"]
build_number_path = Path("resources/buildnumber")
if build_number_path.exists():
with build_number_path.open("r") as build_number_file:

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@ -28,7 +28,7 @@ class QRecruitBehaviour:
bought_amount_labels = None
maximum_units = -1
recruitable_types = []
BUDGET_FORMAT = "Available Budget: <b>${}M</b>"
BUDGET_FORMAT = "Available Budget: <b>${:.2f}M</b>"
def __init__(self) -> None:
self.bought_amount_labels = {}

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@ -3,7 +3,7 @@
dofile('Scripts/ScriptingSystem.lua')
--Sanitize Mission Scripting environment
--This makes unavailable some unsecure functions.
--This makes unavailable some unsecure functions.
--Mission downloaded from server to client may contain potentialy harmful lua code that may use these functions.
--You can remove the code below and make availble these functions at your own risk.