Issue 2778 (#3374)

This PR addresses #2778 by:
- Updating the logic for how redeployment of front line units works to
handle "out of order" captures e.g. for control points A->B->C, where A
starts friendly and B, C starts as enemy-controlled, the player captures
C first, typically using air assault.
- Updating the cheat logic so that capturing CPs using cheats behaves
the same way as capturing CPs normally.
This commit is contained in:
zhexu14 2024-04-13 21:55:44 +10:00 committed by GitHub
parent c8c78d0b2a
commit f59051c9f8
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3 changed files with 32 additions and 24 deletions

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@ -7,6 +7,8 @@ Saves from 11.x are not compatible with 12.0.0.
## Fixes
* **[Campaign]** Fixed double counting of parked aircraft kills when DCS reports multiple kill events.
* **[Campaign]** Fixed error where frontline units are not re-deployed when multiple control points were captured in one turn or when control points are captured "out of order" using air-assault missions.
* **[Cheat Menu]** Re-deploy frontline units when using cheats to capture control points, so that cheats behave the same way as capturing a control point in-mission.
* **[UI]** Naval control points (carriers, LHAs) can no longer be moved onto land.

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@ -320,38 +320,40 @@ class MissionResultsProcessor:
""" "
Auto redeploy units to newly captured base
"""
# Find the set of friendly CPs that can either contribute or receive frontline units
all_ally_connected_cps = cp.transitive_connected_friendly_points() + [cp]
ally_connected_cps = [
ocp for ocp in cp.connected_points if cp.captured == ocp.captured
]
enemy_connected_cps = [
ocp for ocp in cp.connected_points if cp.captured != ocp.captured
]
# Split into frontline CPs that are connected to enemy CPs and should receive units
# vs. non-frontline CPs that are not connected to enemy CPs and should send units.
frontline_cps = []
non_frontline_cps = []
for cp in all_ally_connected_cps:
is_frontline = False
for ocp in cp.connected_points:
if not ocp.captured:
is_frontline = True
break
if is_frontline:
frontline_cps.append(cp)
else:
non_frontline_cps.append(cp)
# If the newly captured cp does not have enemy connected cp,
# then it is not necessary to redeploy frontline units there.
if len(enemy_connected_cps) == 0:
# If there are no frontline CPs, then nothing to do.
if len(frontline_cps) == 0:
return
# From each ally cp, send reinforcements
for ally_cp in ally_connected_cps:
self.redeploy_between(cp, ally_cp)
# Equally split between all frontline CPs
move_factor = 1.0 / len(frontline_cps)
for non_frontline_cp in non_frontline_cps:
for frontline_cp in frontline_cps:
self.redeploy_between(frontline_cp, non_frontline_cp, move_factor)
def redeploy_between(self, destination: ControlPoint, source: ControlPoint) -> None:
def redeploy_between(
self, destination: ControlPoint, source: ControlPoint, move_factor: float
) -> None:
total_units_redeployed = 0
moved_units = {}
if source.has_active_frontline or not destination.captured:
# If there are still active front lines to defend at the
# transferring CP we should not transfer all units.
#
# Opfor also does not transfer all of their units.
# TODO: Balance the CPs rather than moving half from everywhere.
move_factor = 0.5
else:
# Otherwise we can move everything.
move_factor = 1
for frontline_unit, count in source.base.armor.items():
moved_units[frontline_unit] = int(count * move_factor)
total_units_redeployed = total_units_redeployed + int(count * move_factor)

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@ -16,6 +16,7 @@ from game import Game
from game.ato.flighttype import FlightType
from game.config import RUNWAY_REPAIR_COST
from game.server import EventStream
from game.sim.missionresultsprocessor import MissionResultsProcessor
from game.theater import (
AMMO_DEPOT_FRONTLINE_UNIT_CONTRIBUTION,
ControlPoint,
@ -156,6 +157,9 @@ class QBaseMenu2(QDialog):
self.cp.capture(
self.game_model.game, events, for_player=not self.cp.captured
)
# Redeploy frontline units, as if the CP capture was done in mission.
results_processor = MissionResultsProcessor(self.game_model.game)
results_processor.redeploy_units(self.cp)
self.close()
@property