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https://github.com/dcs-liberation/dcs_liberation.git
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New automatic de-briefing system implemented
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@@ -130,44 +130,65 @@ class Event:
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def commit(self, debriefing: Debriefing):
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for destroyed_unit_name in debriefing.dead_units_name:
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logging.info("Commiting mission results")
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for cp in self.game.theater.controlpoints:
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# ------------------------------
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# Destroyed aircrafts
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cp_map = {cp.id: cp for cp in self.game.theater.controlpoints}
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for destroyed_aircraft in debriefing.killed_aircrafts:
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try:
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cpid = int(destroyed_aircraft.split("|")[3])
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type = db.unit_type_from_name(destroyed_aircraft.split("|")[4])
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if cpid in cp_map.keys():
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cp = cp_map[cpid]
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if type in cp.base.aircraft.keys():
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logging.info("Aircraft destroyed : " + str(type))
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cp.base.aircraft[type] = max(0, cp.base.aircraft[type]-1)
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except Exception as e:
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print(e)
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for i, ground_object in enumerate(cp.ground_objects):
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if ground_object.dcs_identifier == "AA":
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for g in ground_object.groups:
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for u in g.units:
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if u.name == destroyed_unit_name:
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g.units.remove(u)
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ucount = sum([len(g.units) for g in ground_object.groups])
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print(ucount)
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if ucount == 0:
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print("SET DEAD")
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ground_object.is_dead = True
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# ------------------------------
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# Destroyed ground units
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cp_map = {cp.id: cp for cp in self.game.theater.controlpoints}
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for killed_ground_unit in debriefing.killed_ground_units:
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try:
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cpid = int(killed_ground_unit.split("|")[3])
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type = db.unit_type_from_name(killed_ground_unit.split("|")[4])
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if cpid in cp_map.keys():
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cp = cp_map[cpid]
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if type in cp.base.armor.keys():
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logging.info("Ground unit destroyed : " + str(type))
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cp.base.armor[type] = max(0, cp.base.armor[type] - 1)
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except Exception as e:
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print(e)
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for country, losses in debriefing.destroyed_units.items():
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if country == self.attacker_name:
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cp = self.departure_cp
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else:
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cp = self.to_cp
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logging.info("base {} commit losses {}".format(cp.base, losses))
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cp.base.commit_losses(losses)
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for object_identifier in debriefing.destroyed_objects:
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# ------------------------------
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# Static ground objects
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for destroyed_ground_unit_name in debriefing.killed_ground_units:
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for cp in self.game.theater.controlpoints:
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if not cp.ground_objects:
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continue
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# -- Static ground objects
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for i, ground_object in enumerate(cp.ground_objects):
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if ground_object.is_dead:
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continue
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if ground_object.matches_string_identifier(object_identifier):
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if ground_object.matches_string_identifier(destroyed_ground_unit_name):
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logging.info("cp {} killing ground object {}".format(cp, ground_object.string_identifier))
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cp.ground_objects[i].is_dead = True
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# -- AA Site groups
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for i, ground_object in enumerate(cp.ground_objects):
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if ground_object.dcs_identifier == "AA":
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for g in ground_object.groups:
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for u in g.units:
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if u.name == destroyed_ground_unit_name:
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g.units.remove(u)
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ucount = sum([len(g.units) for g in ground_object.groups])
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if ucount == 0:
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ground_object.is_dead = True
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def skip(self):
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pass
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@@ -46,10 +46,12 @@ class FrontlineAttackEvent(Event):
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attacker_country = self.game.enemy_country
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defender_country = self.game.player_country
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alive_attackers = sum([v for k, v in debriefing.alive_units.get(attacker_country, {}).items() if db.unit_task(k) == PinpointStrike])
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alive_defenders = sum([v for k, v in debriefing.alive_units.get(defender_country, {}).items() if db.unit_task(k) == PinpointStrike])
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# TODO : Rework
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#alive_attackers = sum([v for k, v in debriefing.alive_units.get(attacker_country, {}).items() if db.unit_task(k) == PinpointStrike])
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#alive_defenders = sum([v for k, v in debriefing.alive_units.get(defender_country, {}).items() if db.unit_task(k) == PinpointStrike])
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#attackers_success = (float(alive_attackers) / (alive_defenders + 0.01)) > self.SUCCESS_FACTOR
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attackers_success = True
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attackers_success = (float(alive_attackers) / (alive_defenders + 0.01)) > self.SUCCESS_FACTOR
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if self.from_cp.captured:
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return attackers_success
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else:
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