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This PR simplifies fast forward settings and introduces the ability to skip combat instead of resolving.
63 lines
1.9 KiB
Python
63 lines
1.9 KiB
Python
from __future__ import annotations
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import logging
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import random
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from collections.abc import Iterator
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from datetime import datetime, timedelta
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from typing import TYPE_CHECKING
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from game.ato.flightstate import InCombat
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from game.settings.settings import CombatResolutionMethod
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from .frozencombat import FrozenCombat
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from .. import GameUpdateEvents
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if TYPE_CHECKING:
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from game.ato import Flight
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from game.theater import TheaterGroundObject
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from ..simulationresults import SimulationResults
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class DefendingSam(FrozenCombat):
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def __init__(
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self,
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freeze_duration: timedelta,
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flight: Flight,
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air_defenses: list[TheaterGroundObject],
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) -> None:
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super().__init__(freeze_duration)
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self.flight = flight
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self.air_defenses = air_defenses
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def because(self) -> str:
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sams = ", ".join(str(d) for d in self.air_defenses)
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return f"{self.flight} is engaged by enemy air defenses: {sams}"
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def describe(self) -> str:
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return f"engaged by enemy air defenses"
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def iter_flights(self) -> Iterator[Flight]:
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yield self.flight
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def resolve(
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self,
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results: SimulationResults,
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events: GameUpdateEvents,
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time: datetime,
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elapsed_time: timedelta,
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resolution_method: CombatResolutionMethod,
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) -> None:
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assert isinstance(self.flight.state, InCombat)
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if resolution_method is CombatResolutionMethod.SKIP:
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self.flight.state.exit_combat(events, time, elapsed_time)
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return
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if random.random() >= 0.5:
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logging.debug(f"Air defense combat auto-resolved with {self.flight} lost")
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self.flight.kill(results, events)
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else:
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logging.debug(
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f"Air defense combat auto-resolved with {self.flight} surviving"
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)
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self.flight.state.exit_combat(events, time, elapsed_time)
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