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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Faction rework, working :)
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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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