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https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
Change Operation to a static class
Removed always True "event successful" Add `AirWarEvent` as the primary game `Event` applied to every miz Cleanup of `FrontLineAttackEvent` Change `Operation.is_awacs_enabled` to two bools for each side red/blue Currently controlled by whether an AWACs is available for the faction (and only ever true for Blue)
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@@ -15,10 +15,11 @@ from game.theater import ControlPoint
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from gen import AirTaskingOrder
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from gen.ground_forces.combat_stance import CombatStance
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from ..unitmap import UnitMap
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from game.operation.operation import Operation
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if TYPE_CHECKING:
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from ..game import Game
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from game.operation.operation import Operation
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DIFFICULTY_LOG_BASE = 1.1
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EVENT_DEPARTURE_MAX_DISTANCE = 340000
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@@ -32,21 +33,18 @@ STRONG_DEFEAT_INFLUENCE = 0.5
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class Event:
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silent = False
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informational = False
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is_awacs_enabled = False
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ca_slots = 0
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game = None # type: Game
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location = None # type: Point
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from_cp = None # type: ControlPoint
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to_cp = None # type: ControlPoint
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operation = None # type: Operation
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operation = Operation
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difficulty = 1 # type: int
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BONUS_BASE = 5
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def __init__(self, game, from_cp: ControlPoint, target_cp: ControlPoint, location: Point, attacker_name: str, defender_name: str):
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self.game = game
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self.departure_cp: Optional[ControlPoint] = None
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self.from_cp = from_cp
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self.to_cp = target_cp
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self.location = location
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@@ -57,41 +55,14 @@ class Event:
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def is_player_attacking(self) -> bool:
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return self.attacker_name == self.game.player_name
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@property
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def enemy_cp(self) -> Optional[ControlPoint]:
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if self.attacker_name == self.game.player_name:
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return self.to_cp
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else:
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return self.departure_cp
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@property
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def tasks(self) -> List[Type[Task]]:
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return []
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@property
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def global_cp_available(self) -> bool:
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return False
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def is_departure_available_from(self, cp: ControlPoint) -> bool:
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if not cp.captured:
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return False
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if self.location.distance_to_point(cp.position) > EVENT_DEPARTURE_MAX_DISTANCE:
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return False
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if cp.is_global and not self.global_cp_available:
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return False
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return True
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def bonus(self) -> int:
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return int(math.log(self.to_cp.importance + 1, DIFFICULTY_LOG_BASE) * self.BONUS_BASE)
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def is_successful(self, debriefing: Debriefing) -> bool:
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return self.operation.is_successful(debriefing)
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def generate(self) -> UnitMap:
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self.operation.is_awacs_enabled = self.is_awacs_enabled
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self.operation.ca_slots = self.ca_slots
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self.operation.prepare(self.game)
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