mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Faction rework, working :)
This commit is contained in:
parent
b744238fb8
commit
aa1ac56ec3
10
game/db.py
10
game/db.py
@ -1325,6 +1325,7 @@ def upgrade_to_supercarrier(unit, name: str):
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else:
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return unit
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def unit_task(unit: UnitType) -> Optional[Task]:
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for task, units in UNIT_BY_TASK.items():
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if unit in units:
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@ -1336,8 +1337,10 @@ def unit_task(unit: UnitType) -> Optional[Task]:
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print(unit.name + " cause issue")
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return None
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def find_unittype(for_task: Task, country_name: str) -> List[UnitType]:
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return [x for x in UNIT_BY_TASK[for_task] if x in FACTIONS[country_name]["units"]]
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return [x for x in UNIT_BY_TASK[for_task] if x in FACTIONS[country_name].units]
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def find_infantry(country_name: str) -> List[UnitType]:
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inf = [
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@ -1354,14 +1357,17 @@ def find_infantry(country_name: str) -> List[UnitType]:
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Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand,
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Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents
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]
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return [x for x in inf if x in FACTIONS[country_name]["units"]]
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return [x for x in inf if x in FACTIONS[country_name].infantry_units]
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def unit_type_name(unit_type) -> str:
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return unit_type.id and unit_type.id or unit_type.name
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def unit_type_name_2(unit_type) -> str:
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return unit_type.name and unit_type.name or unit_type.id
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def unit_type_from_name(name: str) -> Optional[UnitType]:
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if name in vehicle_map:
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return vehicle_map[name]
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@ -7,6 +7,7 @@ from dcs.planes import PlaneType, plane_map
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from dcs.unittype import VehicleType, UnitType
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from dcs.vehicles import vehicle_map, Armor, Unarmed, Infantry, Fortification, Artillery, AirDefence
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from game.data.building_data import WW2_ALLIES_BUILDINGS, DEFAULT_AVAILABLE_BUILDINGS, WW2_GERMANY_BUILDINGS
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from game.data.doctrine import Doctrine, MODERN_DOCTRINE, COLDWAR_DOCTRINE, WWII_DOCTRINE
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@ -41,14 +42,23 @@ class Faction:
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logistics_units: [VehicleType]
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# List of units that can be deployed as SHORAD
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shorad_units: [VehicleType]
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shorads: [str]
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# Possible SAMS site generators for this faction
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sams: [str]
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# Possible Missile site generators for this faction
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missiles: [str]
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# Required mods or asset packs
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requirements: {str: str}
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# possible aircraft carrier units
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aircraft_carrier: [UnitType]
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# possible helicopter carrier units
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helicopter_carrier: [UnitType]
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# Possible carrier names
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carrier_names: [str]
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@ -64,15 +74,24 @@ class Faction:
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# Available cruisers
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cruisers: [str]
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# JTAC
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# How many navy group should we try to generate per CP on startup for this faction
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navy_group_count: int
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# How many missiles group should we try to generate per CP on startup for this faction
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missiles_group_count: int
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# Whether this faction has JTAC access
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has_jtac: bool
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# Unit to use as JTAC
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# Unit to use as JTAC for this faction
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jtac_unit: str
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# doctrine
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doctrine: Doctrine
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# List of available buildings for this faction
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building_set: [str]
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def __init__(self):
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self.country = ""
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self.name = ""
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@ -83,14 +102,19 @@ class Faction:
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self.artillery_units = []
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self.infantry_units = []
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self.logistics_units = []
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self.shorad_units = []
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self.shorads = []
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self.sams = []
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self.missiles = []
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self.requirements = {}
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self.aircraft_carrier = []
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self.helicopter_carrier = []
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self.carrier_names = []
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self.lha_names = []
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self.navy_generators = []
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self.destroyers = []
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self.cruisers = []
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self.navy_group_count = 0
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self.missiles_group_count = 0
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self.has_jtac = False
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self.jtac_unit = ""
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self.doctrine = None
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@ -111,18 +135,23 @@ class Faction:
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faction.artillery_units = [f for f in [vehicle_loader(vehicle) for vehicle in json.get("artillery_units", [])] if f is not None]
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faction.infantry_units = [f for f in [vehicle_loader(vehicle) for vehicle in json.get("infantry_units", [])] if f is not None]
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faction.logistics_units = [f for f in [vehicle_loader(vehicle) for vehicle in json.get("logistics_units", [])] if f is not None]
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faction.shorad_units = [f for f in [vehicle_loader(vehicle) for vehicle in json.get("shorad_units", [])] if f is not None]
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faction.shorads = [f for f in [vehicle_loader(vehicle) for vehicle in json.get("shorads", [])] if f is not None]
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faction.sams = json.get("sams", [])
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faction.missiles = json.get("missiles", [])
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faction.name = json.get("requirements", {})
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faction.carrier_names = json.get("carrier_names", [])
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faction.lha_names = json.get("lha_names", [])
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faction.navy_generators = json.get("navy_generators", [])
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faction.aircraft_carrier = [f for f in [ship_loader(vehicle) for vehicle in json.get("aircraft_carrier", [])] if f is not None]
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faction.helicopter_carrier = [f for f in [ship_loader(vehicle) for vehicle in json.get("helicopter_carrier", [])] if f is not None]
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faction.destroyers = [f for f in [ship_loader(vehicle) for vehicle in json.get("destroyers", [])] if f is not None]
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faction.cruisers = [f for f in [ship_loader(vehicle) for vehicle in json.get("cruisers", [])] if f is not None]
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faction.has_jtac = json.get("has_jtac", False)
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faction.jtac_unit = json.get("jtac_unit", "")
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faction.jtac_unit = aircraft_loader(json.get("jtac_unit", None))
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faction.navy_group_count = int(json.get("navy_group_count", 1))
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faction.missiles_group_count = int(json.get("missiles_group_count", 0))
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# Load doctrine
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doctrine = json.get("doctrine", "modern")
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@ -133,6 +162,15 @@ class Faction:
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else:
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faction.doctrine = WWII_DOCTRINE
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# Load the building set
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building_set = json.get("building_set", "default")
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if building_set == "default":
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faction.building_set = DEFAULT_AVAILABLE_BUILDINGS
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elif building_set == "ww2ally":
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faction.building_set = WW2_ALLIES_BUILDINGS
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else:
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faction.building_set = WW2_GERMANY_BUILDINGS
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return faction
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@property
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@ -146,7 +184,9 @@ def unit_loader(unit: str, class_repository:[]) -> Optional[PlaneType]:
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:param unit: Unit name as string
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:return: The unit as a PyDCS type
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"""
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if unit in plane_map.keys():
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if unit is None:
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return None
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elif unit in plane_map.keys():
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return plane_map[unit]
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else:
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for mother_class in class_repository:
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16
game/game.py
16
game/game.py
@ -26,6 +26,7 @@ from . import persistency
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from .debriefing import Debriefing
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from .event.event import Event, UnitsDeliveryEvent
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from .event.frontlineattack import FrontlineAttackEvent
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from .factions.faction import Faction
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from .infos.information import Information
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from .settings import Settings
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from plugin import LuaPluginManager
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@ -76,9 +77,9 @@ class Game:
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self.events: List[Event] = []
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self.theater = theater
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self.player_name = player_name
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self.player_country = db.FACTIONS[player_name]["country"]
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self.player_country = db.FACTIONS[player_name].country
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self.enemy_name = enemy_name
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self.enemy_country = db.FACTIONS[enemy_name]["country"]
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self.enemy_country = db.FACTIONS[enemy_name].country
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self.turn = 0
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self.date = date(start_date.year, start_date.month, start_date.day)
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self.game_stats = GameStats()
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@ -123,11 +124,11 @@ class Game:
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self.enemy_country = "Russia"
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@property
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def player_faction(self) -> Dict[str, Any]:
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def player_faction(self) -> Faction:
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return db.FACTIONS[self.player_name]
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@property
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def enemy_faction(self) -> Dict[str, Any]:
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def enemy_faction(self) -> Faction:
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return db.FACTIONS[self.enemy_name]
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def _roll(self, prob, mult):
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@ -314,7 +315,7 @@ class Game:
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potential_cp_armor = self.theater.enemy_points()
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i = 0
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potential_units = [u for u in db.FACTIONS[self.enemy_name]["units"] if u in db.UNIT_BY_TASK[PinpointStrike]]
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potential_units = db.FACTIONS[self.enemy_name].frontline_units
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print("Enemy Recruiting")
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print(potential_cp_armor)
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@ -340,8 +341,9 @@ class Game:
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if budget_for_armored_units > 0:
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budget_for_aircraft += budget_for_armored_units
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potential_units = [u for u in db.FACTIONS[self.enemy_name]["units"] if
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u in db.UNIT_BY_TASK[CAS] or u in db.UNIT_BY_TASK[CAP]]
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potential_units = [u for u in db.FACTIONS[self.enemy_name].aircrafts
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if u in db.UNIT_BY_TASK[CAS] or u in db.UNIT_BY_TASK[CAP]]
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if len(potential_units) > 0 and len(potential_cp_armor) > 0:
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while budget_for_aircraft > 0:
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i = i + 1
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@ -66,9 +66,9 @@ class Operation:
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to_cp: ControlPoint):
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self.game = game
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self.attacker_name = attacker_name
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self.attacker_country = db.FACTIONS[attacker_name]["country"]
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self.attacker_country = db.FACTIONS[attacker_name].country
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self.defender_name = defender_name
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self.defender_country = db.FACTIONS[defender_name]["country"]
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self.defender_country = db.FACTIONS[defender_name].country
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print(self.defender_country, self.attacker_country)
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self.from_cp = from_cp
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self.departure_cp = departure_cp
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@ -142,13 +142,13 @@ class GroundConflictGenerator:
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# Add JTAC
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jtacPlugin = LuaPluginManager().getPlugin("jtacautolase")
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useJTAC = jtacPlugin and jtacPlugin.isEnabled()
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if "has_jtac" in self.game.player_faction and self.game.player_faction["has_jtac"] and useJTAC:
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if self.game.player_faction.has_jtac and useJTAC:
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n = "JTAC" + str(self.conflict.from_cp.id) + str(self.conflict.to_cp.id)
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code = 1688 - len(self.jtacs)
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utype = MQ_9_Reaper
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if "jtac_unit" in self.game.player_faction:
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utype = self.game.player_faction["jtac_unit"]
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if self.game.player_faction.jtac_unit is not None:
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utype = self.game.player_faction.jtac_unit
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jtac = self.mission.flight_group(country=self.mission.country(self.game.player_country),
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name=n,
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@ -11,8 +11,7 @@ def generate_armor_group(faction:str, game, ground_object):
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This generate a group of ground units
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:return: Generated group
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"""
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possible_unit = [u for u in db.FACTIONS[faction]["units"] if u in Armor.__dict__.values()]
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possible_unit = [u for u in db.FACTIONS[faction].frontline_units if u in Armor.__dict__.values()]
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if len(possible_unit) > 0:
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unit_type = random.choice(possible_unit)
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return generate_armor_group_of_type(game, ground_object, unit_type)
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@ -12,19 +12,15 @@ class CarrierGroupGenerator(GroupGenerator):
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def generate(self):
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# Add carrier
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if "aircraft_carrier" in self.faction.keys():
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if "supercarrier" in self.faction.keys() and self.game.settings.supercarrier:
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carrier_type = random.choice(self.faction["supercarrier"])
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else:
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carrier_type = random.choice(self.faction["aircraft_carrier"])
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if len(self.faction.aircraft_carrier) > 0:
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carrier_type = random.choice(self.faction.aircraft_carrier)
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self.add_unit(carrier_type, "Carrier", self.position.x, self.position.y, self.heading)
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else:
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return
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# Add destroyers escort
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if "destroyer" in self.faction.keys():
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dd_type = random.choice(self.faction["destroyer"])
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if len(self.faction.destroyers) > 0:
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dd_type = random.choice(self.faction.destroyers)
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self.add_unit(dd_type, "DD1", self.position.x + 2500, self.position.y + 4500, self.heading)
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self.add_unit(dd_type, "DD2", self.position.x + 2500, self.position.y - 4500, self.heading)
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@ -12,13 +12,15 @@ class LHAGroupGenerator(GroupGenerator):
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def generate(self):
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# Add carrier
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if "helicopter_carrier" in self.faction.keys():
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carrier_type = random.choice(self.faction["helicopter_carrier"])
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if len(self.faction.helicopter_carrier) > 0:
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carrier_type = random.choice(self.faction.helicopter_carrier)
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self.add_unit(carrier_type, "LHA", self.position.x, self.position.y, self.heading)
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else:
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return
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# Add destroyers escort
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if "destroyer" in self.faction.keys():
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dd_type = random.choice(self.faction["destroyer"])
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if len(self.faction.destroyers) > 0:
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dd_type = random.choice(self.faction.destroyers)
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self.add_unit(dd_type, "DD1", self.position.x + 1250, self.position.y + 1450, self.heading)
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self.add_unit(dd_type, "DD2", self.position.x + 1250, self.position.y - 1450, self.heading)
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@ -34,16 +34,14 @@ def generate_ship_group(game, ground_object, faction_name: str):
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:return: Nothing, but put the group reference inside the ground object
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"""
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faction = db.FACTIONS[faction_name]
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if "boat" in faction:
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generators = faction["boat"]
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if len(generators) > 0:
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gen = random.choice(generators)
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if gen in SHIP_MAP.keys():
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generator = SHIP_MAP[gen](game, ground_object, faction)
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generator.generate()
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return generator.get_generated_group()
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else:
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logging.info("Unable to generate ship group, generator : " + str(gen) + "does not exists")
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if len(faction.navy_generators) > 0:
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gen = random.choice(faction.navy_generators)
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if gen in SHIP_MAP.keys():
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generator = SHIP_MAP[gen](game, ground_object, faction)
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generator.generate()
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return generator.get_generated_group()
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else:
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logging.info("Unable to generate ship group, generator : " + str(gen) + "does not exists")
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return None
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@ -46,7 +46,7 @@ class FlightPlanBuilder:
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faction = self.game.player_faction
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else:
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faction = self.game.enemy_faction
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self.doctrine: Doctrine = faction.get("doctrine", MODERN_DOCTRINE)
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self.doctrine: Doctrine = faction.doctrine
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def populate_flight_plan(
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self, flight: Flight,
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@ -14,8 +14,8 @@ def generate_missile_group(game, ground_object, faction_name: str):
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:return: Nothing, but put the group reference inside the ground object
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"""
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faction = db.FACTIONS[faction_name]
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if "missiles" in faction:
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generators = faction["missiles"]
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if len(faction.missiles) > 0:
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generators = faction.missiles
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if len(generators) > 0:
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gen = random.choice(generators)
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if gen in MISSILES_MAP.keys():
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@ -34,37 +34,33 @@ from gen.sam.sam_zu23_ural import ZU23UralGenerator
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from gen.sam.sam_zu23_ural_insurgent import ZU23UralInsurgentGenerator
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SAM_MAP = {
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AirDefence.SAM_Hawk_PCP: HawkGenerator,
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AirDefence.AAA_ZU_23_Emplacement: ZU23Generator,
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AirDefence.AAA_ZU_23_Closed: ZU23Generator,
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AirDefence.AAA_ZU_23_on_Ural_375: ZU23UralGenerator,
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AirDefence.AAA_ZU_23_Insurgent_on_Ural_375: ZU23UralInsurgentGenerator,
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AirDefence.AAA_ZU_23_Insurgent_Closed: ZU23InsurgentGenerator,
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AirDefence.AAA_ZU_23_Insurgent: ZU23InsurgentGenerator,
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AirDefence.SPAAA_ZSU_23_4_Shilka: ZSU23Generator,
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AirDefence.AAA_Vulcan_M163: VulcanGenerator,
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AirDefence.SAM_Linebacker_M6: LinebackerGenerator,
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AirDefence.Rapier_FSA_Launcher: RapierGenerator,
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AirDefence.SAM_Avenger_M1097: AvengerGenerator,
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AirDefence.SPAAA_Gepard: GepardGenerator,
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AirDefence.SAM_Roland_ADS: RolandGenerator,
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AirDefence.SAM_Patriot_LN_M901: PatriotGenerator,
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AirDefence.SAM_Patriot_EPP_III: PatriotGenerator,
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AirDefence.SAM_Chaparral_M48: ChaparralGenerator,
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AirDefence.AAA_Bofors_40mm: BoforsGenerator,
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AirDefence.AAA_8_8cm_Flak_36: FlakGenerator,
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AirDefence.SAM_SA_2_LN_SM_90: SA2Generator,
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AirDefence.SAM_SA_3_S_125_LN_5P73: SA3Generator,
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AirDefence.SAM_SA_6_Kub_LN_2P25: SA6Generator,
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AirDefence.SAM_SA_8_Osa_9A33: SA8Generator,
|
||||
AirDefence.SAM_SA_9_Strela_1_9P31: SA9Generator,
|
||||
AirDefence.SAM_SA_10_S_300PS_LN_5P85C: SA10Generator,
|
||||
AirDefence.SAM_SA_10_S_300PS_CP_54K6: SA10Generator,
|
||||
AirDefence.SAM_SA_11_Buk_LN_9A310M1: SA11Generator,
|
||||
AirDefence.SAM_SA_13_Strela_10M3_9A35M3: SA13Generator,
|
||||
AirDefence.SAM_SA_15_Tor_9A331: SA15Generator,
|
||||
AirDefence.SAM_SA_19_Tunguska_2S6: SA19Generator,
|
||||
AirDefence.HQ_7_Self_Propelled_LN: HQ7Generator
|
||||
"HawkGenerator": HawkGenerator,
|
||||
"ZU23Generator": ZU23Generator,
|
||||
"ZU23UralGenerator": ZU23UralGenerator,
|
||||
"ZU23UralInsurgentGenerator": ZU23UralInsurgentGenerator,
|
||||
"ZU23InsurgentGenerator": ZU23InsurgentGenerator,
|
||||
"ZSU23Generator": ZSU23Generator,
|
||||
"VulcanGenerator": VulcanGenerator,
|
||||
"LinebackerGenerator": LinebackerGenerator,
|
||||
"RapierGenerator": RapierGenerator,
|
||||
"AvengerGenerator": AvengerGenerator,
|
||||
"GepardGenerator": GepardGenerator,
|
||||
"RolandGenerator": RolandGenerator,
|
||||
"PatriotGenerator": PatriotGenerator,
|
||||
"ChaparralGenerator": ChaparralGenerator,
|
||||
"BoforsGenerator": BoforsGenerator,
|
||||
"FlakGenerator": FlakGenerator,
|
||||
"SA2Generator": SA2Generator,
|
||||
"SA3Generator": SA3Generator,
|
||||
"SA6Generator": SA6Generator,
|
||||
"SA8Generator": SA8Generator,
|
||||
"SA9Generator": SA9Generator,
|
||||
"SA10Generator": SA10Generator,
|
||||
"SA11Generator": SA11Generator,
|
||||
"SA13Generator": SA13Generator,
|
||||
"SA15Generator": SA15Generator,
|
||||
"SA19Generator": SA19Generator,
|
||||
"HQ7Generator": HQ7Generator
|
||||
}
|
||||
|
||||
SAM_PRICES = {
|
||||
@ -102,20 +98,12 @@ SAM_PRICES = {
|
||||
}
|
||||
|
||||
|
||||
def get_faction_possible_sams_units(faction: str) -> List[UnitType]:
|
||||
"""
|
||||
Return the list
|
||||
:param faction: Faction to search units for
|
||||
"""
|
||||
return [u for u in db.FACTIONS[faction]["units"] if u in AirDefence.__dict__.values()]
|
||||
|
||||
|
||||
def get_faction_possible_sams_generator(faction: str) -> List[UnitType]:
|
||||
"""
|
||||
Return the list of possible SAM generator for the given faction
|
||||
:param faction: Faction to search units for
|
||||
:param faction: Faction name to search units for
|
||||
"""
|
||||
return [SAM_MAP[u] for u in get_faction_possible_sams_units(faction)]
|
||||
return db.FACTIONS[faction].sams
|
||||
|
||||
|
||||
def generate_anti_air_group(game, parent_cp, ground_object, faction:str):
|
||||
@ -126,24 +114,25 @@ def generate_anti_air_group(game, parent_cp, ground_object, faction:str):
|
||||
:param country: Owner country
|
||||
:return: Nothing, but put the group reference inside the ground object
|
||||
"""
|
||||
possible_sams = get_faction_possible_sams_units(faction)
|
||||
if len(possible_sams) > 0:
|
||||
sam = random.choice(possible_sams)
|
||||
possible_sams_generators = get_faction_possible_sams_generator(faction)
|
||||
if len(possible_sams_generators) > 0:
|
||||
sam = random.choice(possible_sams_generators)
|
||||
generator = SAM_MAP[sam](game, ground_object)
|
||||
generator.generate()
|
||||
return generator.get_generated_group()
|
||||
return None
|
||||
|
||||
|
||||
def generate_shorad_group(game, parent_cp, ground_object, faction:str):
|
||||
if("shorad") in db.FACTIONS[faction].keys():
|
||||
shorad = db.FACTIONS[faction]["shorad"]
|
||||
sam = random.choice(shorad)
|
||||
def generate_shorad_group(game, parent_cp, ground_object, faction_name: str):
|
||||
faction = db.FACTIONS[faction_name]
|
||||
|
||||
if len(faction.shorads) > 0:
|
||||
sam = random.choice(faction.shorads)
|
||||
generator = SAM_MAP[sam](game, ground_object)
|
||||
generator.generate()
|
||||
return generator.get_generated_group()
|
||||
else:
|
||||
return generate_anti_air_group(game, parent_cp, ground_object, faction)
|
||||
return generate_anti_air_group(game, parent_cp, ground_object, faction_name)
|
||||
|
||||
|
||||
|
||||
|
||||
@ -35,11 +35,11 @@
|
||||
"Infantry_Soldier_Rus",
|
||||
"Paratrooper_RPG_16"
|
||||
],
|
||||
"shorad_units": [
|
||||
"SAM_SA_9_Strela_1_9P31",
|
||||
"SAM_SA_13_Strela_10M3_9A35M3",
|
||||
"SPAAA_ZSU_23_4_Shilka",
|
||||
"AAA_ZU_23_Closed"
|
||||
"shorads": [
|
||||
"SA9Generator",
|
||||
"SA13Generator",
|
||||
"ZSU23Generator",
|
||||
"ZU23Generator"
|
||||
],
|
||||
"sams": [
|
||||
"HQ7Generator",
|
||||
@ -65,7 +65,7 @@
|
||||
"Wuzhi Shan",
|
||||
"Wudang Shan"
|
||||
],
|
||||
"destroyer": [
|
||||
"destroyers": [
|
||||
"Type_052B_Destroyer",
|
||||
"Type_052C_Destroyer"
|
||||
],
|
||||
|
||||
@ -38,11 +38,11 @@
|
||||
"Infantry_Soldier_Rus",
|
||||
"Paratrooper_RPG_16"
|
||||
],
|
||||
"shorad_units": [
|
||||
"SAM_SA_9_Strela_1_9P31",
|
||||
"SAM_SA_13_Strela_10M3_9A35M3",
|
||||
"SPAAA_ZSU_23_4_Shilka",
|
||||
"AAA_ZU_23_Closed"
|
||||
"shorads": [
|
||||
"SA9Generator",
|
||||
"SA13Generator",
|
||||
"ZSU23Generator",
|
||||
"ZU23Generator"
|
||||
],
|
||||
"sams": [
|
||||
"SA6Generator",
|
||||
@ -55,10 +55,10 @@
|
||||
],
|
||||
"lhanames": [
|
||||
],
|
||||
"destroyer": [
|
||||
"destroyers": [
|
||||
"FF_1135M_Rezky"
|
||||
],
|
||||
"cruiser": [
|
||||
"cruisers": [
|
||||
"FSG_1241_1MP_Molniya"
|
||||
],
|
||||
"requirements": {},
|
||||
|
||||
@ -45,9 +45,9 @@
|
||||
"Infantry_Soldier_Rus",
|
||||
"Paratrooper_RPG_16"
|
||||
],
|
||||
"shorad_units": [
|
||||
"SAM_SA_19_Tunguska_2S6",
|
||||
"SAM_SA_13_Strela_10M3_9A35M3"
|
||||
"shorads": [
|
||||
"SA19Generator",
|
||||
"SA13Generator"
|
||||
],
|
||||
"sams": [
|
||||
"SA11Generator",
|
||||
@ -62,10 +62,10 @@
|
||||
],
|
||||
"lhanames": [
|
||||
],
|
||||
"destroyer": [
|
||||
"destroyers": [
|
||||
"FF_1135M_Rezky"
|
||||
],
|
||||
"cruiser": [
|
||||
"cruisers": [
|
||||
"FSG_1241_1MP_Molniya"
|
||||
],
|
||||
"requirements": {},
|
||||
|
||||
@ -40,8 +40,8 @@
|
||||
"Infantry_M4",
|
||||
"Soldier_M249"
|
||||
],
|
||||
"shorad_units": [
|
||||
"SAM_Avenger_M1097"
|
||||
"shorads": [
|
||||
"AvengerGenerator"
|
||||
],
|
||||
"sams": [
|
||||
"HawkGenerator",
|
||||
@ -53,10 +53,10 @@
|
||||
"helicopter_carrier": [
|
||||
"LHA_1_Tarawa"
|
||||
],
|
||||
"destroyer": [
|
||||
"destroyers": [
|
||||
"USS_Arleigh_Burke_IIa"
|
||||
],
|
||||
"cruiser": [
|
||||
"cruisers": [
|
||||
"Ticonderoga_class"
|
||||
],
|
||||
"requirements": {},
|
||||
|
||||
@ -20,7 +20,7 @@ for t, uts in db.UNIT_BY_TASK.items():
|
||||
pos.x += 10000
|
||||
for ut in uts:
|
||||
pos.y += 5000
|
||||
ctr = mis.country([v["country"] for k, v in db.FACTIONS.items() if ut in v["units"]][0])
|
||||
ctr = mis.country([v["country"] for k, v in db.FACTIONS.items() if ut in v.units][0])
|
||||
|
||||
g = mis.flight_group_inflight(
|
||||
country=ctr,
|
||||
|
||||
@ -31,7 +31,7 @@ from theater import (
|
||||
)
|
||||
from theater.conflicttheater import IMPORTANCE_HIGH, IMPORTANCE_LOW
|
||||
|
||||
UNIT_VARIETY = 3
|
||||
UNIT_VARIETY = 6
|
||||
UNIT_AMOUNT_FACTOR = 16
|
||||
UNIT_COUNT_IMPORTANCE_LOG = 1.3
|
||||
|
||||
@ -90,6 +90,7 @@ def generate_groundobjects(theater: ConflictTheater, game):
|
||||
faction_name = game.player_name
|
||||
else:
|
||||
faction_name = game.enemy_name
|
||||
faction = db.FACTIONS[faction_name]
|
||||
|
||||
if cp.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
|
||||
# Create ground object group
|
||||
@ -110,8 +111,8 @@ def generate_groundobjects(theater: ConflictTheater, game):
|
||||
g.groups.append(group)
|
||||
cp.ground_objects.append(g)
|
||||
# Set new name :
|
||||
if "carrier_names" in db.FACTIONS[faction_name]:
|
||||
cp.name = random.choice(db.FACTIONS[faction_name]["carrier_names"])
|
||||
if len(faction.carrier_names) > 0:
|
||||
cp.name = random.choice(faction.carrier_names)
|
||||
else:
|
||||
cp_to_remove.append(cp)
|
||||
elif cp.cptype == ControlPointType.LHA_GROUP:
|
||||
@ -133,8 +134,8 @@ def generate_groundobjects(theater: ConflictTheater, game):
|
||||
g.groups.append(group)
|
||||
cp.ground_objects.append(g)
|
||||
# Set new name :
|
||||
if "lhanames" in db.FACTIONS[faction_name]:
|
||||
cp.name = random.choice(db.FACTIONS[faction_name]["lhanames"])
|
||||
if len(faction.lha_names) > 0:
|
||||
cp.name = random.choice(faction.lha_names)
|
||||
else:
|
||||
cp_to_remove.append(cp)
|
||||
else:
|
||||
@ -171,19 +172,14 @@ def generate_groundobjects(theater: ConflictTheater, game):
|
||||
logging.info(ground_object.groups)
|
||||
|
||||
# Generate navy groups
|
||||
if "boat" in db.FACTIONS[faction_name].keys() and cp.allow_sea_units:
|
||||
if len(faction.navy_generators) > 0 and cp.allow_sea_units:
|
||||
|
||||
if cp.captured and game.settings.do_not_generate_player_navy:
|
||||
continue
|
||||
|
||||
if not cp.captured and game.settings.do_not_generate_enemy_navy:
|
||||
continue
|
||||
|
||||
boat_count = 1
|
||||
if "boat_count" in db.FACTIONS[faction_name].keys():
|
||||
boat_count = int(db.FACTIONS[faction_name]["boat_count"])
|
||||
|
||||
for i in range(boat_count):
|
||||
for i in range(faction.navy_group_count):
|
||||
|
||||
point = find_location(False, cp.position, theater, 5000, 40000, [], False)
|
||||
|
||||
@ -210,15 +206,9 @@ def generate_groundobjects(theater: ConflictTheater, game):
|
||||
g.groups.append(group)
|
||||
cp.ground_objects.append(g)
|
||||
|
||||
if len(faction.missiles) > 0:
|
||||
|
||||
|
||||
if "missiles" in db.FACTIONS[faction_name].keys():
|
||||
|
||||
missiles_count = 1
|
||||
if "missiles_count" in db.FACTIONS[faction_name].keys():
|
||||
missiles_count = int(db.FACTIONS[faction_name]["missiles_count"])
|
||||
|
||||
for i in range(missiles_count):
|
||||
for i in range(faction.missiles_group_count):
|
||||
|
||||
point = find_location(True, cp.position, theater, 2500, 40000, [], False)
|
||||
|
||||
@ -347,9 +337,7 @@ def generate_cp_ground_points(cp: ControlPoint, theater, game, group_id, templat
|
||||
faction = game.enemy_name
|
||||
faction_data = db.FACTIONS[faction]
|
||||
|
||||
available_categories = DEFAULT_AVAILABLE_BUILDINGS
|
||||
if "objects" in faction_data.keys():
|
||||
available_categories = faction_data["objects"]
|
||||
available_categories = faction_data.building_set
|
||||
|
||||
if len(available_categories) == 0:
|
||||
return False
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user