mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
@@ -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 +12,13 @@ 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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# 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,
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AirDefence.SAM_SA_9_Strela_1_9P31: SA9Generator,
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AirDefence.SAM_SA_10_S_300PS_LN_5P85C: SA10Generator,
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AirDefence.SAM_SA_10_S_300PS_CP_54K6: SA10Generator,
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AirDefence.SAM_SA_11_Buk_LN_9A310M1: SA11Generator,
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AirDefence.SAM_SA_13_Strela_10M3_9A35M3: SA13Generator,
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AirDefence.SAM_SA_15_Tor_9A331: SA15Generator,
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AirDefence.SAM_SA_19_Tunguska_2S6: SA19Generator,
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AirDefence.HQ_7_Self_Propelled_LN: HQ7Generator
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"HawkGenerator": HawkGenerator,
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"ZU23Generator": ZU23Generator,
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"ZU23UralGenerator": ZU23UralGenerator,
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"ZU23UralInsurgentGenerator": ZU23UralInsurgentGenerator,
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"ZU23InsurgentGenerator": ZU23InsurgentGenerator,
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"ZSU23Generator": ZSU23Generator,
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"VulcanGenerator": VulcanGenerator,
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"LinebackerGenerator": LinebackerGenerator,
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"RapierGenerator": RapierGenerator,
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"AvengerGenerator": AvengerGenerator,
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"GepardGenerator": GepardGenerator,
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"RolandGenerator": RolandGenerator,
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"PatriotGenerator": PatriotGenerator,
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"ChaparralGenerator": ChaparralGenerator,
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"BoforsGenerator": BoforsGenerator,
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"FlakGenerator": FlakGenerator,
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"SA2Generator": SA2Generator,
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"SA3Generator": SA3Generator,
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"SA6Generator": SA6Generator,
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"SA8Generator": SA8Generator,
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"SA9Generator": SA9Generator,
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"SA10Generator": SA10Generator,
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"SA11Generator": SA11Generator,
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"SA13Generator": SA13Generator,
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"SA15Generator": SA15Generator,
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"SA19Generator": SA19Generator,
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"HQ7Generator": HQ7Generator
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}
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SAM_PRICES = {
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@@ -102,20 +98,12 @@ SAM_PRICES = {
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}
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def get_faction_possible_sams_units(faction: str) -> List[UnitType]:
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"""
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Return the list
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:param faction: Faction to search units for
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"""
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return [u for u in db.FACTIONS[faction]["units"] if u in AirDefence.__dict__.values()]
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def get_faction_possible_sams_generator(faction: str) -> List[UnitType]:
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"""
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Return the list of possible SAM generator for the given faction
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:param faction: Faction to search units for
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:param faction: Faction name to search units for
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"""
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return [SAM_MAP[u] for u in get_faction_possible_sams_units(faction)]
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return db.FACTIONS[faction].sams
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def generate_anti_air_group(game, parent_cp, ground_object, faction:str):
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@@ -126,24 +114,25 @@ def generate_anti_air_group(game, parent_cp, ground_object, faction:str):
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:param country: Owner country
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:return: Nothing, but put the group reference inside the ground object
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"""
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possible_sams = get_faction_possible_sams_units(faction)
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if len(possible_sams) > 0:
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sam = random.choice(possible_sams)
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possible_sams_generators = get_faction_possible_sams_generator(faction)
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if len(possible_sams_generators) > 0:
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sam = random.choice(possible_sams_generators)
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generator = SAM_MAP[sam](game, ground_object)
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generator.generate()
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return generator.get_generated_group()
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return None
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def generate_shorad_group(game, parent_cp, ground_object, faction:str):
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if("shorad") in db.FACTIONS[faction].keys():
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shorad = db.FACTIONS[faction]["shorad"]
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sam = random.choice(shorad)
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def generate_shorad_group(game, parent_cp, ground_object, faction_name: str):
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faction = db.FACTIONS[faction_name]
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if len(faction.shorads) > 0:
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sam = random.choice(faction.shorads)
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generator = SAM_MAP[sam](game, ground_object)
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generator.generate()
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return generator.get_generated_group()
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else:
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return generate_anti_air_group(game, parent_cp, ground_object, faction)
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return generate_anti_air_group(game, parent_cp, ground_object, faction_name)
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Reference in New Issue
Block a user