mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
multiplier new game setting (unit amounts option); tweaked commisions
This commit is contained in:
@@ -9,10 +9,9 @@ from dcs.planes import *
|
||||
from dcs.vehicles import *
|
||||
from dcs.task import *
|
||||
|
||||
PLANES_IN_GROUP = 2
|
||||
|
||||
PLANES_SCRAMBLE_MIN = 4
|
||||
PLANES_SCRAMBLE_MAX = 8
|
||||
STRENGTH_AA_ASSEMBLE_MIN = 0.2
|
||||
PLANES_SCRAMBLE_MIN_BASE = 4
|
||||
PLANES_SCRAMBLE_MAX_BASE = 8
|
||||
PLANES_SCRAMBLE_FACTOR = 0.5
|
||||
|
||||
|
||||
@@ -84,12 +83,6 @@ class Base:
|
||||
def _find_best_armor(self, for_type: Task, count: int) -> typing.Dict[Armor, int]:
|
||||
return self._find_best_unit(self.armor, for_type, count)
|
||||
|
||||
def _group_sizes(self, total_planes: int) -> typing.List[int]:
|
||||
total_scrambled = 0
|
||||
for _ in range(math.ceil(total_planes / PLANES_IN_GROUP)):
|
||||
total_scrambled += PLANES_IN_GROUP
|
||||
yield total_scrambled < total_planes and PLANES_IN_GROUP or total_planes - total_scrambled
|
||||
|
||||
def append_commision_points(self, for_type, points: float) -> int:
|
||||
self.commision_points[for_type] = self.commision_points.get(for_type, 0) + points
|
||||
points = self.commision_points[for_type]
|
||||
@@ -147,24 +140,27 @@ class Base:
|
||||
elif self.strength < 0:
|
||||
self.strength = 0.001
|
||||
|
||||
def scramble_count(self) -> int:
|
||||
def scramble_count(self, multiplier: float) -> int:
|
||||
count = int(self.total_planes * PLANES_SCRAMBLE_FACTOR * self.strength)
|
||||
return min(min(max(count, PLANES_SCRAMBLE_MIN), PLANES_SCRAMBLE_MAX), self.total_planes)
|
||||
return min(min(max(count, PLANES_SCRAMBLE_MIN_BASE), int(PLANES_SCRAMBLE_MAX_BASE * multiplier)), self.total_planes)
|
||||
|
||||
def assemble_count(self):
|
||||
return int(self.total_armor * self.strength)
|
||||
|
||||
def assemble_aa_count(self) -> int:
|
||||
return int(self.total_aa * (self.strength > 0.2 and self.strength or 0))
|
||||
if self.strength > STRENGTH_AA_ASSEMBLE_MIN:
|
||||
return self.total_aa
|
||||
else:
|
||||
return 0
|
||||
|
||||
def scramble_sweep(self) -> typing.Dict[PlaneType, int]:
|
||||
return self._find_best_planes(CAP, self.scramble_count())
|
||||
def scramble_sweep(self, multiplier: float) -> typing.Dict[PlaneType, int]:
|
||||
return self._find_best_planes(CAP, self.scramble_count(multiplier))
|
||||
|
||||
def scramble_cas(self) -> typing.Dict[PlaneType, int]:
|
||||
return self._find_best_planes(CAS, self.scramble_count())
|
||||
def scramble_cas(self, multiplier: float) -> typing.Dict[PlaneType, int]:
|
||||
return self._find_best_planes(CAS, self.scramble_count(multiplier))
|
||||
|
||||
def scramble_interceptors(self) -> typing.Dict[PlaneType, int]:
|
||||
return self._find_best_planes(CAP, self.scramble_count())
|
||||
def scramble_interceptors(self, multiplier: float) -> typing.Dict[PlaneType, int]:
|
||||
return self._find_best_planes(CAP, self.scramble_count(multiplier))
|
||||
|
||||
def assemble_cap(self) -> typing.Dict[Armor, int]:
|
||||
return self._find_best_armor(PinpointStrike, self.assemble_count())
|
||||
|
||||
Reference in New Issue
Block a user