mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Add support for required variants of all TGOs.
Adds required variants of: * SHORADS * Armor groups * Buildings * Oil rigs * Coastal defenses * Missile sites * Ships This is prep work for removing random generation. Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1076
This commit is contained in:
@@ -40,8 +40,6 @@ from dcs.unitgroup import (
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VehicleGroup,
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)
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from dcs.vehicles import AirDefence, Armor, MissilesSS, Unarmed
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from dcs.triggers import Triggers
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from dcs.triggers import TriggerZone
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from ..scenery_group import SceneryGroup
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from pyproj import CRS, Transformer
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@@ -110,10 +108,21 @@ class MizCampaignLoader:
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AirDefence.SAM_SA_3_S_125_Goa_LN.id,
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}
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REQUIRED_SHORT_RANGE_SAM_UNIT_TYPES = {
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AirDefence.SAM_Avenger__Stinger.id,
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AirDefence.SAM_Rapier_LN.id,
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AirDefence.SAM_SA_19_Tunguska_Grison.id,
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AirDefence.SAM_SA_9_Strela_1_Gaskin_TEL.id,
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}
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REQUIRED_EWR_UNIT_TYPE = AirDefence.EWR_1L13.id
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ARMOR_GROUP_UNIT_TYPE = Armor.MBT_M1A2_Abrams.id
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FACTORY_UNIT_TYPE = Fortification.Workshop_A.id
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REQUIRED_STRIKE_TARGET_UNIT_TYPE = Fortification.Tech_combine.id
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BASE_DEFENSE_RADIUS = nautical_miles(2)
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def __init__(self, miz: Path, theater: ConflictTheater) -> None:
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@@ -196,6 +205,12 @@ class MizCampaignLoader:
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if group.units[0].type == self.SHIP_UNIT_TYPE:
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yield group
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@property
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def required_ships(self) -> Iterator[ShipGroup]:
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for group in self.red.ship_group:
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if group.units[0].type == self.SHIP_UNIT_TYPE:
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yield group
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@property
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def ewrs(self) -> Iterator[VehicleGroup]:
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for group in self.blue.vehicle_group:
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@@ -220,18 +235,36 @@ class MizCampaignLoader:
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if group.units[0].type == self.OFFSHORE_STRIKE_TARGET_UNIT_TYPE:
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yield group
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@property
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def required_offshore_strike_targets(self) -> Iterator[StaticGroup]:
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for group in self.red.static_group:
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if group.units[0].type == self.OFFSHORE_STRIKE_TARGET_UNIT_TYPE:
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yield group
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@property
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def missile_sites(self) -> Iterator[VehicleGroup]:
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for group in self.blue.vehicle_group:
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if group.units[0].type == self.MISSILE_SITE_UNIT_TYPE:
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yield group
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@property
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def required_missile_sites(self) -> Iterator[VehicleGroup]:
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for group in self.red.vehicle_group:
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if group.units[0].type == self.MISSILE_SITE_UNIT_TYPE:
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yield group
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@property
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def coastal_defenses(self) -> Iterator[VehicleGroup]:
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for group in self.blue.vehicle_group:
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if group.units[0].type == self.COASTAL_DEFENSE_UNIT_TYPE:
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yield group
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@property
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def required_coastal_defenses(self) -> Iterator[VehicleGroup]:
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for group in self.red.vehicle_group:
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if group.units[0].type == self.COASTAL_DEFENSE_UNIT_TYPE:
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yield group
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@property
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def required_long_range_sams(self) -> Iterator[VehicleGroup]:
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for group in self.red.vehicle_group:
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@@ -244,12 +277,24 @@ class MizCampaignLoader:
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if group.units[0].type in self.REQUIRED_MEDIUM_RANGE_SAM_UNIT_TYPES:
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yield group
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@property
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def required_short_range_sams(self) -> Iterator[VehicleGroup]:
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for group in self.red.vehicle_group:
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if group.units[0].type in self.REQUIRED_SHORT_RANGE_SAM_UNIT_TYPES:
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yield group
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@property
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def required_ewrs(self) -> Iterator[VehicleGroup]:
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for group in self.red.vehicle_group:
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if group.units[0].type in self.REQUIRED_EWR_UNIT_TYPE:
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yield group
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@property
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def armor_groups(self) -> Iterator[VehicleGroup]:
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for group in itertools.chain(self.blue.vehicle_group, self.red.vehicle_group):
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if group.units[0].type in self.ARMOR_GROUP_UNIT_TYPE:
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yield group
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@property
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def helipads(self) -> Iterator[StaticGroup]:
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for group in self.blue.static_group:
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@@ -262,6 +307,12 @@ class MizCampaignLoader:
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if group.units[0].type in self.FACTORY_UNIT_TYPE:
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yield group
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@property
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def required_strike_targets(self) -> Iterator[StaticGroup]:
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for group in itertools.chain(self.blue.static_group, self.red.static_group):
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if group.units[0].type in self.REQUIRED_STRIKE_TARGET_UNIT_TYPE:
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yield group
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@property
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def scenery(self) -> List[SceneryGroup]:
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return SceneryGroup.from_trigger_zones(self.mission.triggers._zones)
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@@ -405,24 +456,48 @@ class MizCampaignLoader:
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PointWithHeading.from_point(group.position, group.units[0].heading)
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)
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for group in self.required_offshore_strike_targets:
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closest, distance = self.objective_info(group)
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closest.preset_locations.required_offshore_strike_locations.append(
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PointWithHeading.from_point(group.position, group.units[0].heading)
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)
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for group in self.ships:
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closest, distance = self.objective_info(group)
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closest.preset_locations.ships.append(
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PointWithHeading.from_point(group.position, group.units[0].heading)
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)
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for group in self.required_ships:
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closest, distance = self.objective_info(group)
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closest.preset_locations.required_ships.append(
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PointWithHeading.from_point(group.position, group.units[0].heading)
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)
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for group in self.missile_sites:
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closest, distance = self.objective_info(group)
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closest.preset_locations.missile_sites.append(
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PointWithHeading.from_point(group.position, group.units[0].heading)
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)
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for group in self.required_missile_sites:
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closest, distance = self.objective_info(group)
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closest.preset_locations.required_missile_sites.append(
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PointWithHeading.from_point(group.position, group.units[0].heading)
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)
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for group in self.coastal_defenses:
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closest, distance = self.objective_info(group)
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closest.preset_locations.coastal_defenses.append(
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PointWithHeading.from_point(group.position, group.units[0].heading)
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)
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for group in self.required_coastal_defenses:
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closest, distance = self.objective_info(group)
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closest.preset_locations.required_coastal_defenses.append(
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PointWithHeading.from_point(group.position, group.units[0].heading)
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)
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for group in self.required_long_range_sams:
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closest, distance = self.objective_info(group)
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closest.preset_locations.required_long_range_sams.append(
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@@ -435,12 +510,24 @@ class MizCampaignLoader:
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PointWithHeading.from_point(group.position, group.units[0].heading)
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)
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for group in self.required_short_range_sams:
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closest, distance = self.objective_info(group)
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closest.preset_locations.required_short_range_sams.append(
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PointWithHeading.from_point(group.position, group.units[0].heading)
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)
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for group in self.required_ewrs:
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closest, distance = self.objective_info(group)
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closest.preset_locations.required_ewrs.append(
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PointWithHeading.from_point(group.position, group.units[0].heading)
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)
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for group in self.armor_groups:
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closest, distance = self.objective_info(group)
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closest.preset_locations.armor_groups.append(
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PointWithHeading.from_point(group.position, group.units[0].heading)
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)
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for group in self.helipads:
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closest, distance = self.objective_info(group)
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closest.helipads.append(
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@@ -453,6 +540,12 @@ class MizCampaignLoader:
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PointWithHeading.from_point(group.position, group.units[0].heading)
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)
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for group in self.required_strike_targets:
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closest, distance = self.objective_info(group)
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closest.preset_locations.required_strike_locations.append(
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PointWithHeading.from_point(group.position, group.units[0].heading)
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)
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for group in self.scenery:
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closest, distance = self.objective_info(group)
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closest.preset_locations.scenery.append(group)
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@@ -94,24 +94,47 @@ class PresetLocations:
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#: Locations used by non-carrier ships. Carriers and LHAs are not random.
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ships: List[PointWithHeading] = field(default_factory=list)
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#: Locations used by non-carrier ships that will be spawned unless the faction has
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#: no navy or the player has disable ship generation for the original owning side.
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required_ships: List[PointWithHeading] = field(default_factory=list)
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#: Locations used by coastal defenses.
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coastal_defenses: List[PointWithHeading] = field(default_factory=list)
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#: Locations used by coastal defenses that are always generated if the faction is
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#: capable.
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required_coastal_defenses: List[PointWithHeading] = field(default_factory=list)
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#: Locations used by ground based strike objectives.
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strike_locations: List[PointWithHeading] = field(default_factory=list)
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#: Locations used by ground based strike objectives that will always be spawned.
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required_strike_locations: List[PointWithHeading] = field(default_factory=list)
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#: Locations used by offshore strike objectives.
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offshore_strike_locations: List[PointWithHeading] = field(default_factory=list)
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#: Locations used by offshore strike objectives that will always be spawned.
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required_offshore_strike_locations: List[PointWithHeading] = field(
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default_factory=list
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)
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#: Locations used by missile sites like scuds and V-2s.
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missile_sites: List[PointWithHeading] = field(default_factory=list)
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#: Locations used by missile sites like scuds and V-2s that are always generated if
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#: the faction is capable.
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required_missile_sites: List[PointWithHeading] = field(default_factory=list)
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#: Locations of long range SAMs which should always be spawned.
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required_long_range_sams: List[PointWithHeading] = field(default_factory=list)
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#: Locations of medium range SAMs which should always be spawned.
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required_medium_range_sams: List[PointWithHeading] = field(default_factory=list)
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#: Locations of short range SAMs which should always be spawned.
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required_short_range_sams: List[PointWithHeading] = field(default_factory=list)
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#: Locations of EWRs which should always be spawned.
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required_ewrs: List[PointWithHeading] = field(default_factory=list)
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@@ -121,6 +144,9 @@ class PresetLocations:
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#: Locations of factories for producing ground units. These will always be spawned.
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factories: List[PointWithHeading] = field(default_factory=list)
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#: Locations of stationary armor groups. These will always be spawned.
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armor_groups: List[PointWithHeading] = field(default_factory=list)
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@staticmethod
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def _random_from(points: List[PointWithHeading]) -> Optional[PointWithHeading]:
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"""Finds, removes, and returns a random position from the given list."""
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@@ -188,10 +188,7 @@ class ControlPointGroundObjectGenerator:
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def generate(self) -> bool:
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self.control_point.connected_objectives = []
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if self.faction.navy_generators:
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# Even airbases can generate navies if they are close enough to the
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# water. This is not controlled by the control point definition, but
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# rather by whether or not the generator can find a valid position
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# for the ship.
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# Even airbases can generate navies if they are close enough to the water.
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self.generate_navy()
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return True
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@@ -205,18 +202,24 @@ class ControlPointGroundObjectGenerator:
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if not self.control_point.captured and skip_enemy_navy:
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return
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self.generate_required_ships()
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for _ in range(self.faction.navy_group_count):
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self.generate_ship()
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def generate_required_ships(self) -> None:
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for position in self.control_point.preset_locations.required_ships:
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self.generate_ship_at(position)
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def generate_ship(self) -> None:
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point = self.location_finder.location_for(LocationType.Ship)
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if point is None:
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return
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if point is not None:
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self.generate_ship_at(point)
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def generate_ship_at(self, position: PointWithHeading) -> None:
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group_id = self.game.next_group_id()
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g = ShipGroundObject(
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namegen.random_objective_name(), group_id, point, self.control_point
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namegen.random_objective_name(), group_id, position, self.control_point
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)
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group = generate_ship_group(self.game, g, self.faction_name)
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@@ -453,21 +456,26 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
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BaseDefenseGenerator(self.game, self.control_point).generate()
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self.generate_ground_points()
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if self.faction.missiles:
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self.generate_missile_sites()
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if self.faction.coastal_defenses:
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self.generate_coastal_sites()
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return True
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def generate_ground_points(self) -> None:
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"""Generate ground objects and AA sites for the control point."""
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self.generate_armor_groups()
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skip_sams = self.generate_required_aa()
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skip_ewrs = self.generate_required_ewr()
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self.generate_scenery_sites()
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self.generate_strike_targets()
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self.generate_offshore_strike_targets()
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self.generate_factories()
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if self.faction.missiles:
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self.generate_missile_sites()
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self.generate_required_missile_sites()
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if self.faction.coastal_defenses:
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self.generate_coastal_sites()
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self.generate_required_coastal_sites()
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if self.control_point.is_global:
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return
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@@ -492,6 +500,32 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
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else:
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self.generate_ground_point()
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def generate_armor_groups(self) -> None:
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for position in self.control_point.preset_locations.armor_groups:
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self.generate_armor_at(position)
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def generate_armor_at(self, position: PointWithHeading) -> None:
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group_id = self.game.next_group_id()
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g = VehicleGroupGroundObject(
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namegen.random_objective_name(),
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group_id,
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position,
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self.control_point,
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for_airbase=False,
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)
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group = generate_armor_group(self.faction_name, self.game, g)
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if group is None:
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logging.error(
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"Could not generate armor group for %s at %s",
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g.name,
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self.control_point,
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)
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return
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g.groups = [group]
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self.control_point.connected_objectives.append(g)
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def generate_required_aa(self) -> int:
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"""Generates the AA sites that are required by the campaign.
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@@ -516,8 +550,15 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
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{AirDefenseRange.Short},
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],
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)
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return len(presets.required_long_range_sams) + len(
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presets.required_medium_range_sams
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for position in presets.required_short_range_sams:
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self.generate_aa_at(
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position,
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ranges=[{AirDefenseRange.Short}],
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)
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return (
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len(presets.required_long_range_sams)
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+ len(presets.required_medium_range_sams)
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+ len(presets.required_short_range_sams)
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)
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def generate_required_ewr(self) -> int:
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@@ -538,9 +579,6 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
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logging.exception("Faction has no buildings defined")
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return
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obj_name = namegen.random_objective_name()
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template = random.choice(list(self.templates[category].values()))
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if category == "oil":
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location_type = LocationType.OffshoreStrikeTarget
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else:
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@@ -551,6 +589,13 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
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if point is None:
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return
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self.generate_strike_target_at(category, point)
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def generate_strike_target_at(self, category: str, position: Point) -> None:
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obj_name = namegen.random_objective_name()
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template = random.choice(list(self.templates[category].values()))
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object_id = 0
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group_id = self.game.next_group_id()
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@@ -564,7 +609,7 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
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category,
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group_id,
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object_id,
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point + template_point,
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position + template_point,
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unit["heading"],
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self.control_point,
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unit["type"],
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@@ -633,7 +678,7 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
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return
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self.generate_ewr_at(position)
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def generate_ewr_at(self, position: Point) -> None:
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def generate_ewr_at(self, position: PointWithHeading) -> None:
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group_id = self.game.next_group_id()
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g = EwrGroundObject(
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@@ -688,15 +733,20 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
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return
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||||
|
||||
def generate_required_missile_sites(self) -> None:
|
||||
for position in self.control_point.preset_locations.required_missile_sites:
|
||||
self.generate_missile_site_at(position)
|
||||
|
||||
def generate_missile_sites(self) -> None:
|
||||
for i in range(self.faction.missiles_group_count):
|
||||
self.generate_missile_site()
|
||||
|
||||
def generate_missile_site(self) -> None:
|
||||
position = self.location_finder.location_for(LocationType.MissileSite)
|
||||
if position is None:
|
||||
return
|
||||
if position is not None:
|
||||
return self.generate_missile_site_at(position)
|
||||
|
||||
def generate_missile_site_at(self, position: PointWithHeading) -> None:
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
g = MissileSiteGroundObject(
|
||||
@@ -709,15 +759,20 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
|
||||
self.control_point.connected_objectives.append(g)
|
||||
return
|
||||
|
||||
def generate_required_coastal_sites(self) -> None:
|
||||
for position in self.control_point.preset_locations.required_coastal_defenses:
|
||||
self.generate_coastal_site_at(position)
|
||||
|
||||
def generate_coastal_sites(self) -> None:
|
||||
for i in range(self.faction.coastal_group_count):
|
||||
self.generate_coastal_site()
|
||||
|
||||
def generate_coastal_site(self) -> None:
|
||||
position = self.location_finder.location_for(LocationType.Coastal)
|
||||
if position is None:
|
||||
return
|
||||
if position is not None:
|
||||
self.generate_coastal_site_at(position)
|
||||
|
||||
def generate_coastal_site_at(self, position: PointWithHeading) -> None:
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
g = CoastalSiteGroundObject(
|
||||
@@ -734,13 +789,47 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
|
||||
self.control_point.connected_objectives.append(g)
|
||||
return
|
||||
|
||||
def generate_strike_targets(self) -> None:
|
||||
"""Generates the strike targets that are required by the campaign."""
|
||||
building_set = list(set(self.faction.building_set) - {"oil"})
|
||||
if not building_set:
|
||||
logging.error("Faction has no buildings defined")
|
||||
return
|
||||
for position in self.control_point.preset_locations.required_strike_locations:
|
||||
category = random.choice(building_set)
|
||||
self.generate_strike_target_at(category, position)
|
||||
|
||||
def generate_offshore_strike_targets(self) -> None:
|
||||
"""Generates the offshore strike targets that are required by the campaign."""
|
||||
if "oil" not in self.faction.building_set:
|
||||
logging.error("Faction does not support offshore strike targets")
|
||||
return
|
||||
for (
|
||||
position
|
||||
) in self.control_point.preset_locations.required_offshore_strike_locations:
|
||||
self.generate_strike_target_at("oil", position)
|
||||
|
||||
|
||||
class FobGroundObjectGenerator(AirbaseGroundObjectGenerator):
|
||||
def generate(self) -> bool:
|
||||
self.generate_fob()
|
||||
FobDefenseGenerator(self.game, self.control_point).generate()
|
||||
self.generate_armor_groups()
|
||||
self.generate_factories()
|
||||
self.generate_required_aa()
|
||||
self.generate_required_ewr()
|
||||
self.generate_scenery_sites()
|
||||
self.generate_strike_targets()
|
||||
self.generate_offshore_strike_targets()
|
||||
|
||||
if self.faction.missiles:
|
||||
self.generate_missile_sites()
|
||||
self.generate_required_missile_sites()
|
||||
|
||||
if self.faction.coastal_defenses:
|
||||
self.generate_coastal_sites()
|
||||
self.generate_required_coastal_sites()
|
||||
|
||||
return True
|
||||
|
||||
def generate_fob(self) -> None:
|
||||
|
||||
@@ -53,4 +53,17 @@ VERSION = _build_version_string()
|
||||
#: by a blue circular TriggerZone, campaign creation will fail. Blue circular
|
||||
#: TriggerZones must also have their first property's value field define the type of
|
||||
#: objective (a valid value for a building TGO category, from `game.db.PRICES`).
|
||||
CAMPAIGN_FORMAT_VERSION = (4, 0)
|
||||
#:
|
||||
#: Version 4.1
|
||||
#: * All objective types may now be set as required generation (similar to the required
|
||||
#: IADS generation). This includes:
|
||||
#: * SHORADS
|
||||
#: * Armor groups
|
||||
#: * Strike targets
|
||||
#: * Offshore strike targets
|
||||
#: * Ships
|
||||
#: * Missile sites
|
||||
#: * Coastal defenses
|
||||
#:
|
||||
#: See the unit lists in MizCampaignLoader in conflicttheater.py for unit types.
|
||||
CAMPAIGN_FORMAT_VERSION = (4, 1)
|
||||
|
||||
Reference in New Issue
Block a user