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https://github.com/dcs-retribution/dcs-retribution.git
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Retreat ground forces from captured bases.
If the captured base has no connection to other friendly objectives (the base was encircled) then the enemy equipment will be captured and sold. Otherwise the units will retreat toward connected bases. Partial fix for https://github.com/Khopa/dcs_liberation/issues/693. Still need to fix this for air units.
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@@ -9,6 +9,7 @@ from dcs.unittype import FlyingType, UnitType, VehicleType
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from dcs.vehicles import AirDefence, Armor
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from game import db
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from game.db import PRICES
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from gen.ground_forces.ai_ground_planner_db import TYPE_SHORAD
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STRENGTH_AA_ASSEMBLE_MIN = 0.2
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@@ -37,6 +38,16 @@ class Base:
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def total_armor(self) -> int:
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return sum(self.armor.values())
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@property
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def total_armor_value(self) -> int:
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total = 0
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for unit_type, count in self.armor.items():
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try:
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total += PRICES[unit_type] * count
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except KeyError:
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logging.exception(f"No price found for {unit_type.id}")
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return total
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@property
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def total_frontline_aa(self) -> int:
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return sum([v for k, v in self.armor.items() if k in TYPE_SHORAD])
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@@ -1,5 +1,6 @@
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from __future__ import annotations
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import heapq
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import itertools
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import logging
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import random
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@@ -7,7 +8,8 @@ import re
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from abc import ABC, abstractmethod
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from dataclasses import dataclass, field
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from enum import Enum
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from typing import Dict, Iterator, List, Optional, TYPE_CHECKING, Type
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from functools import total_ordering
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from typing import Any, Dict, Iterator, List, Optional, TYPE_CHECKING, Type
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from dcs.mapping import Point
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from dcs.ships import (
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@@ -192,6 +194,28 @@ class RunwayStatus:
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return f"Runway repairing, {turns_remaining} turns remaining"
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@total_ordering
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class GroundUnitDestination:
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def __init__(self, control_point: ControlPoint) -> None:
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self.control_point = control_point
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@property
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def total_value(self) -> float:
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return self.control_point.base.total_armor_value
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def __eq__(self, other: Any) -> bool:
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if not isinstance(other, GroundUnitDestination):
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raise TypeError
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return self.total_value == other.total_value
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def __lt__(self, other: Any) -> bool:
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if not isinstance(other, GroundUnitDestination):
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raise TypeError
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return self.total_value < other.total_value
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class ControlPoint(MissionTarget, ABC):
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position = None # type: Point
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@@ -365,9 +389,37 @@ class ControlPoint(MissionTarget, ABC):
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base_defense.position)
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self.base_defenses = []
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def capture_equipment(self, game: Game) -> None:
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total = self.base.total_armor_value
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self.base.armor.clear()
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game.adjust_budget(total, player=not self.captured)
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game.message(
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f"{self.name} is not connected to any friendly points. Ground "
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f"vehicles have been captured and sold for ${total}M.")
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def retreat_ground_units(self, game: Game):
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# When there are multiple valid destinations, deliver units to whichever
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# base is least defended first. The closest approximation of unit
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# strength we have is price
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destinations = [GroundUnitDestination(cp)
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for cp in self.connected_points
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if cp.captured == self.captured]
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if not destinations:
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self.capture_equipment(game)
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return
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heapq.heapify(destinations)
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destination = heapq.heappop(destinations)
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while self.base.armor:
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unit_type, count = self.base.armor.popitem()
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for _ in range(count):
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destination.control_point.base.commision_units({unit_type: 1})
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destination = heapq.heappushpop(destinations, destination)
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# TODO: Should be Airbase specific.
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def capture(self, game: Game, for_player: bool) -> None:
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self.pending_unit_deliveries.refund_all(game)
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self.retreat_ground_units(game)
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if for_player:
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self.captured = True
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@@ -377,7 +429,6 @@ class ControlPoint(MissionTarget, ABC):
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self.base.set_strength_to_minimum()
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self.base.aircraft = {}
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self.base.armor = {}
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self.clear_base_defenses()
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from .start_generator import BaseDefenseGenerator
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