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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
WIP for possibility to select player and ennemy faction
This commit is contained in:
22
game/game.py
22
game/game.py
@@ -102,8 +102,10 @@ class Game:
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self.settings = Settings()
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self.events = []
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self.theater = theater
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self.player = player_name
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self.enemy = enemy_name
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self.player_name = player_name
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self.player_country = db.UNIT_BY_COUNTRY[player_name]["country"]
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self.enemy_name = enemy_name
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self.enemy_country = db.UNIT_BY_COUNTRY[enemy_name]["country"]
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self.turn = 0
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self.date = datetime(start_date.year, start_date.month, start_date.day)
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@@ -127,7 +129,7 @@ class Game:
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# skip strikes in case of no targets
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return
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self.events.append(event_class(self, player_cp, enemy_cp, enemy_cp.position, self.player, self.enemy))
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self.events.append(event_class(self, player_cp, enemy_cp, enemy_cp.position, self.player_name, self.enemy_name))
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def _generate_enemy_event(self, event_class, player_cp, enemy_cp):
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if event_class in [type(x) for x in self.events if not self.is_player_attack(x)]:
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@@ -167,7 +169,7 @@ class Game:
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# skip base attack if strength is too high
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return
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self.events.append(event_class(self, enemy_cp, player_cp, player_cp.position, self.enemy, self.player))
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self.events.append(event_class(self, enemy_cp, player_cp, player_cp.position, self.enemy_name, self.player_name))
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def _generate_events(self):
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strikes_generated_for = set()
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@@ -202,9 +204,9 @@ class Game:
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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) if x not in db.SAM_BAN]
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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)
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return db.choose_units(for_task, importance_factor, COMMISION_UNIT_VARIETY, self.enemy_country)
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def _commision_units(self, cp: ControlPoint):
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for for_task in [PinpointStrike, CAS, CAP, AirDefence]:
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@@ -234,8 +236,8 @@ class Game:
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self.budget -= AWACS_BUDGET_COST
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def units_delivery_event(self, to_cp: ControlPoint) -> UnitsDeliveryEvent:
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event = UnitsDeliveryEvent(attacker_name=self.player,
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defender_name=self.player,
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event = UnitsDeliveryEvent(attacker_name=self.player_name,
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defender_name=self.player_name,
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from_cp=to_cp,
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to_cp=to_cp,
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game=self)
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@@ -267,9 +269,9 @@ class Game:
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def is_player_attack(self, event):
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if isinstance(event, Event):
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return event.attacker_name == self.player
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return event.attacker_name == self.player_name
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else:
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return event.name == self.player
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return event.name == self.player_name
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def pass_turn(self, no_action=False, ignored_cps: typing.Collection[ControlPoint]=None):
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logging.info("Pass turn")
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