mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Ground war rework
This commit is contained in:
@@ -1,70 +0,0 @@
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from game.db import assigned_units_split
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from gen.triggergen import *
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from .operation import *
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class BaseAttackOperation(Operation):
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cas = None # type: db.AssignedUnitsDict
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escort = None # type: db.AssignedUnitsDict
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intercept = None # type: db.AssignedUnitsDict
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attack = None # type: db.ArmorDict
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defense = None # type: db.ArmorDict
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aa = None # type: db.AirDefenseDict
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trigger_radius = TRIGGER_RADIUS_SMALL
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def setup(self,
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cas: db.AssignedUnitsDict,
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escort: db.AssignedUnitsDict,
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attack: db.AssignedUnitsDict,
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intercept: db.AssignedUnitsDict,
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defense: db.ArmorDict,
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aa: db.AirDefenseDict):
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self.cas = cas
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self.escort = escort
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self.intercept = intercept
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self.attack = attack
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self.defense = defense
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self.aa = aa
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def prepare(self, terrain: dcs.terrain.Terrain, is_quick: bool):
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super(BaseAttackOperation, self).prepare(terrain, is_quick)
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self.defenders_starting_position = None
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if self.game.player_name == self.defender_name:
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self.attackers_starting_position = None
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conflict = Conflict.capture_conflict(
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker=self.current_mission.country(self.attacker_country),
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defender=self.current_mission.country(self.defender_country),
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from_cp=self.from_cp,
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to_cp=self.to_cp,
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theater=self.game.theater
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)
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self.initialize(mission=self.current_mission,
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conflict=conflict)
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def generate(self):
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self.armorgen.generate(self.attack, self.defense)
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self.airgen.generate_defense(*assigned_units_split(self.intercept), at=self.defenders_starting_position)
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self.airgen.generate_cas_strikegroup(*assigned_units_split(self.cas), at=self.attackers_starting_position)
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self.airgen.generate_attackers_escort(*assigned_units_split(self.escort), at=self.attackers_starting_position)
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self.visualgen.generate_target_smokes(self.to_cp)
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self.briefinggen.title = "Base attack"
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self.briefinggen.description = "The goal of an attacker is to lower defender presence by destroying their armor and aircraft. Base will be considered captured if attackers on the ground overrun the defenders. Be advised that your flight will not attack anything until you explicitly tell them so by comms menu."
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if self.game.player_name == self.attacker_name:
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self.briefinggen.append_waypoint("TARGET")
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else:
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pass
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super(BaseAttackOperation, self).generate()
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@@ -1,51 +0,0 @@
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from game.db import assigned_units_split
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from .operation import *
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class ConvoyStrikeOperation(Operation):
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strikegroup = None # type: db.AssignedUnitsDict
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target = None # type: db.ArmorDict
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def setup(self,
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target: db.ArmorDict,
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strikegroup: db.AssignedUnitsDict):
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self.strikegroup = strikegroup
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self.target = target
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def prepare(self, terrain: Terrain, is_quick: bool):
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super(ConvoyStrikeOperation, self).prepare(terrain, is_quick)
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conflict = Conflict.convoy_strike_conflict(
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker=self.current_mission.country(self.attacker_country),
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defender=self.current_mission.country(self.defender_country),
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from_cp=self.from_cp,
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to_cp=self.to_cp,
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theater=self.game.theater
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)
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self.initialize(mission=self.current_mission,
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conflict=conflict)
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def generate(self):
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if self.is_player_attack:
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self.prepare_carriers(db.unitdict_from(self.strikegroup))
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planes_flights = {k: v for k, v in self.strikegroup.items() if k in plane_map.values()}
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self.airgen.generate_cas_strikegroup(*assigned_units_split(planes_flights), at=self.attackers_starting_position)
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heli_flights = {k: v for k, v in self.strikegroup.items() if k in helicopters.helicopter_map.values()}
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if heli_flights:
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self.briefinggen.append_frequency("FARP + Heli flights", "127.5 MHz AM")
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for farp, dict in zip(self.groundobjectgen.generate_farps(sum([x[0] for x in heli_flights.values()])),
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db.assignedunits_split_to_count(heli_flights, self.groundobjectgen.FARP_CAPACITY)):
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self.airgen.generate_cas_strikegroup(*assigned_units_split(dict),
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at=farp,
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escort=len(planes_flights) == 0)
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self.armorgen.generate_convoy(self.target)
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self.briefinggen.append_waypoint("TARGET")
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super(ConvoyStrikeOperation, self).generate()
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@@ -1,61 +0,0 @@
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from game.db import assigned_units_split
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from .operation import *
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MAX_DISTANCE_BETWEEN_GROUPS = 12000
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class FrontlinePatrolOperation(Operation):
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cas = None # type: db.AssignedUnitsDict
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escort = None # type: db.AssignedUnitsDict
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interceptors = None # type: db.AssignedUnitsDict
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armor_attackers = None # type: db.ArmorDict
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armor_defenders = None # type: db.ArmorDict
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def setup(self,
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cas: db.AssignedUnitsDict,
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escort: db.AssignedUnitsDict,
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interceptors: db.AssignedUnitsDict,
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armor_attackers: db.ArmorDict,
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armor_defenders: db.ArmorDict):
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self.cas = cas
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self.escort = escort
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self.interceptors = interceptors
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self.armor_attackers = armor_attackers
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self.armor_defenders = armor_defenders
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def prepare(self, terrain: Terrain, is_quick: bool):
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super(FrontlinePatrolOperation, self).prepare(terrain, is_quick)
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self.defenders_starting_position = None
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conflict = Conflict.frontline_cap_conflict(
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker=self.current_mission.country(self.attacker_country),
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defender=self.current_mission.country(self.defender_country),
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from_cp=self.from_cp,
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to_cp=self.to_cp,
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theater=self.game.theater
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)
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self.initialize(mission=self.current_mission,
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conflict=conflict)
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def generate(self):
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if self.is_player_attack:
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self.prepare_carriers(db.unitdict_from(self.interceptors))
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self.airgen.generate_defenders_cas(*assigned_units_split(self.cas), at=self.defenders_starting_position)
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self.airgen.generate_defenders_escort(*assigned_units_split(self.escort), at=self.defenders_starting_position)
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self.airgen.generate_migcap(*assigned_units_split(self.interceptors), at=self.attackers_starting_position)
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self.armorgen.generate_vec(self.armor_attackers, self.armor_defenders)
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self.briefinggen.title = "Frontline CAP"
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self.briefinggen.description = "Providing CAP support for ground units attacking enemy lines. Enemy will scramble its CAS and your task is to intercept it. Operation will be considered successful if total number of friendly units will be lower than enemy by at least a factor of 0.8 (i.e. with 12 units from both sides, there should be at least 8 friendly units alive), lowering targets strength as a result."
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self.briefinggen.append_waypoint("CAP AREA IP")
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self.briefinggen.append_waypoint("CAP AREA EGRESS")
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super(FrontlinePatrolOperation, self).generate()
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@@ -1,47 +0,0 @@
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from game.db import assigned_units_split
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from .operation import *
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class InfantryTransportOperation(Operation):
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transport = None # type: db.AssignedUnitsDict
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aa = None # type: db.AirDefenseDict
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def setup(self, transport: db.AssignedUnitsDict, aa: db.AirDefenseDict):
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self.transport = transport
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self.aa = aa
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def prepare(self, terrain: Terrain, is_quick: bool):
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super(InfantryTransportOperation, self).prepare(terrain, is_quick)
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conflict = Conflict.transport_conflict(
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker=self.current_mission.country(self.attacker_country),
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defender=self.current_mission.country(self.defender_country),
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from_cp=self.from_cp,
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to_cp=self.to_cp,
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theater=self.game.theater
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)
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self.initialize(mission=self.current_mission,
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conflict=conflict)
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def generate(self):
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self.airgen.generate_passenger_transport(*assigned_units_split(self.transport), at=self.attackers_starting_position)
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self.armorgen.generate_passengers(count=6)
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self.visualgen.generate_transportation_marker(self.conflict.ground_attackers_location)
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self.visualgen.generate_transportation_destination(self.conflict.position)
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self.briefinggen.title = "Infantry transport"
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self.briefinggen.description = "Helicopter operation to transport infantry troops from the base to the front line. Lowers target strength"
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self.briefinggen.append_waypoint("DROP POINT")
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# TODO: horrible, horrible hack
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# this will disable vehicle activation triggers,
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# which aren't needed on this type of missions
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self.is_quick = True
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super(InfantryTransportOperation, self).generate()
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self.is_quick = False
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@@ -1,40 +0,0 @@
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from game.db import assigned_units_split
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from .operation import *
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class InsurgentAttackOperation(Operation):
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strikegroup = None # type: db.AssignedUnitsDict
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target = None # type: db.ArmorDict
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def setup(self,
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target: db.ArmorDict,
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strikegroup: db.AssignedUnitsDict):
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self.strikegroup = strikegroup
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self.target = target
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def prepare(self, terrain: Terrain, is_quick: bool):
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super(InsurgentAttackOperation, self).prepare(terrain, is_quick)
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conflict = Conflict.ground_attack_conflict(
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker=self.current_mission.country(self.attacker_country),
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defender=self.current_mission.country(self.defender_country),
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from_cp=self.from_cp,
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to_cp=self.to_cp,
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theater=self.game.theater
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)
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self.initialize(mission=self.current_mission,
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conflict=conflict)
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def generate(self):
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self.airgen.generate_defenders_cas(*assigned_units_split(self.strikegroup), at=self.defenders_starting_position)
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self.armorgen.generate(self.target, {})
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self.briefinggen.title = "Destroy insurgents"
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self.briefinggen.description = "Destroy vehicles of insurgents in close proximity of the friendly base. Be advised that your flight will not attack anything until you explicitly tell them so by comms menu."
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self.briefinggen.append_waypoint("TARGET")
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super(InsurgentAttackOperation, self).generate()
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@@ -1,67 +0,0 @@
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from game.db import assigned_units_split
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from .operation import *
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class InterceptOperation(Operation):
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location = None # type: Point
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escort = None # type: db.AssignedUnitsDict
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transport = None # type: db.PlaneDict
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interceptors = None # type: db.AssignedUnitsDict
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airdefense = None # type: db.AirDefenseDict
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trigger_radius = TRIGGER_RADIUS_LARGE
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def setup(self,
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location: Point,
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escort: db.AssignedUnitsDict,
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transport: db.PlaneDict,
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airdefense: db.AirDefenseDict,
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interceptors: db.AssignedUnitsDict):
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self.location = location
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self.escort = escort
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self.transport = transport
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self.airdefense = airdefense
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self.interceptors = interceptors
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def prepare(self, terrain: Terrain, is_quick: bool):
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super(InterceptOperation, self).prepare(terrain, is_quick)
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self.defenders_starting_position = None
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if self.defender_name == self.game.player_name:
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self.attackers_starting_position = None
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conflict = Conflict.intercept_conflict(
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker=self.current_mission.country(self.attacker_country),
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defender=self.current_mission.country(self.defender_country),
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position=self.location,
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from_cp=self.from_cp,
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to_cp=self.to_cp,
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theater=self.game.theater
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)
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self.initialize(mission=self.current_mission,
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conflict=conflict)
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def generate(self):
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if self.is_player_attack:
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self.prepare_carriers(db.unitdict_from(self.interceptors))
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self.airgen.generate_transport(self.transport, self.to_cp.at)
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self.airgen.generate_defenders_escort(*assigned_units_split(self.escort), at=self.defenders_starting_position)
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self.airgen.generate_interception(*assigned_units_split(self.interceptors), at=self.attackers_starting_position)
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self.briefinggen.title = "Air Intercept"
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if self.game.player_name == self.attacker_name:
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self.briefinggen.description = "Intercept enemy supply transport aircraft. Escort will also be present if there are available planes on the base. Operation will be considered successful if most of the targets are destroyed, lowering targets strength as a result"
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self.briefinggen.append_waypoint("TARGET")
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for unit_type, count in self.transport.items():
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self.briefinggen.append_target("{} ({})".format(db.unit_type_name(unit_type), count))
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else:
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self.briefinggen.description = "Escort friendly supply transport aircraft. Operation will be considered failed if most of the targets are destroyed, lowering CP strength as a result"
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super(InterceptOperation, self).generate()
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@@ -1,69 +0,0 @@
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from game.db import assigned_units_split
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from .operation import *
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class NavalInterceptionOperation(Operation):
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location = None # type: Point
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strikegroup = None # type: db.AssignedUnitsDict
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interceptors = None # type: db.AssignedUnitsDict
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targets = None # type: db.ShipDict
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trigger_radius = TRIGGER_RADIUS_LARGE
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def setup(self,
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location: Point,
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strikegroup: db.AssignedUnitsDict,
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interceptors: db.AssignedUnitsDict,
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targets: db.ShipDict):
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self.location = location
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self.strikegroup = strikegroup
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self.interceptors = interceptors
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self.targets = targets
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def prepare(self, terrain: Terrain, is_quick: bool):
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super(NavalInterceptionOperation, self).prepare(terrain, is_quick)
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if self.defender_name == self.game.player_name:
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self.attackers_starting_position = None
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conflict = Conflict.naval_intercept_conflict(
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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attacker=self.current_mission.country(self.attacker_country),
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defender=self.current_mission.country(self.defender_country),
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position=self.location,
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from_cp=self.from_cp,
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to_cp=self.to_cp,
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theater=self.game.theater
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)
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self.initialize(self.current_mission, conflict)
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def generate(self):
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if self.is_player_attack:
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self.prepare_carriers(db.unitdict_from(self.strikegroup))
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target_groups = self.shipgen.generate_cargo(units=self.targets)
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self.airgen.generate_ship_strikegroup(
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*assigned_units_split(self.strikegroup),
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target_groups=target_groups,
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at=self.attackers_starting_position
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)
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if self.interceptors:
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self.airgen.generate_defense(
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*assigned_units_split(self.interceptors),
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at=self.defenders_starting_position
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)
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self.briefinggen.title = "Naval Intercept"
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if self.game.player_name == self.attacker_name:
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self.briefinggen.description = "Destroy supply transport ships. Lowers target strength. Be advised that your flight will not attack anything until you explicitly tell them so by comms menu."
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for unit_type, count in self.targets.items():
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self.briefinggen.append_target("{} ({})".format(db.unit_type_name(unit_type), count))
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else:
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self.briefinggen.description = "Protect supply transport ships."
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self.briefinggen.append_waypoint("TARGET")
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super(NavalInterceptionOperation, self).generate()
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@@ -65,7 +65,6 @@ class Operation:
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def initialize(self, mission: Mission, conflict: Conflict):
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self.current_mission = mission
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self.conflict = conflict
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self.armorgen = ArmorConflictGenerator(mission, conflict)
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self.airgen = AircraftConflictGenerator(mission, conflict, self.game.settings)
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self.shipgen = ShipGenerator(mission, conflict)
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self.airsupportgen = AirSupportConflictGenerator(mission, conflict, self.game)
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@@ -158,10 +157,13 @@ class Operation:
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self.current_mission.country(self.attacker_country),
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self.current_mission.country(self.defender_country),
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player_cp, enemy_cp, self.game.theater)
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armorgen = ArmorConflictGenerator(self.current_mission, conflict)
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armorgen.generate_vec(player_cp.base.armor, enemy_cp.base.armor)
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# Generate frontline ops
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player_gp = self.game.ground_planners[player_cp.id].units_per_cp[enemy_cp.id]
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enemy_gp = self.game.ground_planners[enemy_cp.id].units_per_cp[player_cp.id]
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groundConflictGen = GroundConflictGenerator(self.current_mission, conflict, self.game, player_gp, enemy_gp, player_cp.stances[enemy_cp.id])
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groundConflictGen.generate()
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||||
|
||||
#Setup combined arms parameters
|
||||
# Setup combined arms parameters
|
||||
self.current_mission.groundControl.pilot_can_control_vehicles = self.ca_slots > 0
|
||||
if self.game.player_country in [country.name for country in self.current_mission.coalition["blue"].countries.values()]:
|
||||
self.current_mission.groundControl.blue_tactical_commander = self.ca_slots
|
||||
|
||||
@@ -1,96 +0,0 @@
|
||||
from game.db import assigned_units_split
|
||||
|
||||
from .operation import *
|
||||
|
||||
|
||||
class StrikeOperation(Operation):
|
||||
strikegroup = None # type: db.AssignedUnitsDict
|
||||
sead = None # type: db.AssignedUnitsDict
|
||||
escort = None # type: db.AssignedUnitsDict
|
||||
interceptors = None # type: db.AssignedUnitsDict
|
||||
|
||||
trigger_radius = TRIGGER_RADIUS_ALL_MAP
|
||||
|
||||
def setup(self,
|
||||
strikegroup: db.AssignedUnitsDict,
|
||||
sead: db.AssignedUnitsDict,
|
||||
escort: db.AssignedUnitsDict,
|
||||
interceptors: db.AssignedUnitsDict):
|
||||
self.strikegroup = strikegroup
|
||||
self.sead = sead
|
||||
self.escort = escort
|
||||
self.interceptors = interceptors
|
||||
|
||||
def prepare(self, terrain: Terrain, is_quick: bool):
|
||||
super(StrikeOperation, self).prepare(terrain, is_quick)
|
||||
|
||||
self.defenders_starting_position = None
|
||||
if self.game.player_name == self.defender_name:
|
||||
self.attackers_starting_position = None
|
||||
|
||||
conflict = Conflict.strike_conflict(
|
||||
attacker_name=self.attacker_name,
|
||||
defender_name=self.defender_name,
|
||||
attacker=self.current_mission.country(self.attacker_country),
|
||||
defender=self.current_mission.country(self.defender_country),
|
||||
from_cp=self.from_cp,
|
||||
to_cp=self.to_cp,
|
||||
theater=self.game.theater
|
||||
)
|
||||
|
||||
self.initialize(mission=self.current_mission,
|
||||
conflict=conflict)
|
||||
|
||||
def generate(self):
|
||||
self.prepare_carriers(db.unitdict_merge(db.unitdict_from(self.strikegroup), db.unitdict_from(self.escort)))
|
||||
|
||||
targets = [] # type: typing.List[typing.Tuple[str, str, Point]]
|
||||
sead_targets = [] # type: typing.List[typing.Tuple[str, str, Point]]
|
||||
category_counters = {} # type: typing.Dict[str, int]
|
||||
processed_groups = []
|
||||
|
||||
for object in self.to_cp.ground_objects:
|
||||
if object.group_identifier in processed_groups:
|
||||
continue
|
||||
|
||||
processed_groups.append(object.group_identifier)
|
||||
category_counters[object.category] = category_counters.get(object.category, 0) + 1
|
||||
markpoint_name = "{}{}".format(object.name_abbrev, category_counters[object.category])
|
||||
|
||||
if object.category == "aa":
|
||||
sead_targets.append((str(object), markpoint_name, object.position))
|
||||
|
||||
targets.append((str(object), markpoint_name, object.position))
|
||||
|
||||
targets.sort(key=lambda x: self.from_cp.position.distance_to_point(x[2]))
|
||||
|
||||
for (name, markpoint_name, _) in targets:
|
||||
self.briefinggen.append_waypoint("TARGET {} (TP {})".format(str(name), markpoint_name))
|
||||
|
||||
planes_flights = {k: v for k, v in self.strikegroup.items() if k in plane_map.values()}
|
||||
self.airgen.generate_ground_attack_strikegroup(*assigned_units_split(planes_flights),
|
||||
targets=[(mp, pos) for (n, mp, pos) in targets],
|
||||
at=self.attackers_starting_position,
|
||||
escort=len(self.sead) == 0)
|
||||
|
||||
self.airgen.generate_sead_strikegroup(*assigned_units_split(self.sead),
|
||||
targets=[(mp, pos) for (n, mp, pos) in sead_targets],
|
||||
at=self.attackers_starting_position,
|
||||
escort=len(self.sead) > 0)
|
||||
|
||||
heli_flights = {k: v for k, v in self.strikegroup.items() if k in helicopters.helicopter_map.values()}
|
||||
if heli_flights:
|
||||
self.briefinggen.append_frequency("FARP", "127.5 MHz AM")
|
||||
for farp, dict in zip(self.groundobjectgen.generate_farps(sum([x[0] for x in heli_flights.values()])),
|
||||
db.assignedunits_split_to_count(heli_flights, self.groundobjectgen.FARP_CAPACITY)):
|
||||
self.airgen.generate_ground_attack_strikegroup(*assigned_units_split(dict),
|
||||
targets=[(mp, pos) for (n, mp, pos) in targets],
|
||||
at=farp,
|
||||
escort=len(planes_flights) == 0)
|
||||
|
||||
self.airgen.generate_attackers_escort(*assigned_units_split(self.escort), at=self.attackers_starting_position)
|
||||
self.airgen.generate_barcap(*assigned_units_split(self.interceptors), at=self.defenders_starting_position)
|
||||
|
||||
self.briefinggen.title = "Strike"
|
||||
self.briefinggen.description = "Destroy infrastructure assets and military supplies in the region. Each building destroyed will lower targets strength."
|
||||
super(StrikeOperation, self).generate()
|
||||
Reference in New Issue
Block a user